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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FunkyWaltDogg</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-14T05:56:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Constructions&amp;diff=112244</id>
		<title>v0.31:Constructions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Constructions&amp;diff=112244"/>
		<updated>2010-05-21T17:18:10Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: moved content to singular &amp;amp; made this a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Construction]]&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Construction&amp;diff=112243</id>
		<title>v0.31:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Construction&amp;diff=112243"/>
		<updated>2010-05-21T17:17:17Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: there we go!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}} &lt;br /&gt;
&lt;br /&gt;
'''Constructions''' are buildings such as {{L|floor|floors}}, {{L|wall|walls}} and {{L|stair|stairs}}. They can be made of any solid material, {{L|wood}}, {{L|stone}}, {{L|metal}} or {{L|glass}}, and are accessed by pressing the {{k|b}}uild-{{k|C}}onstruction keys.&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Construction&amp;diff=112242</id>
		<title>v0.31:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Construction&amp;diff=112242"/>
		<updated>2010-05-21T17:12:55Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: Undo revision 112241 by FunkyWaltDogg (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Construction&amp;diff=112241</id>
		<title>v0.31:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Construction&amp;diff=112241"/>
		<updated>2010-05-21T17:12:04Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: blanking page pre-move&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Shield_user&amp;diff=112238</id>
		<title>v0.31:Shield user</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Shield_user&amp;diff=112238"/>
		<updated>2010-05-21T17:04:08Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: fine -&amp;gt; tattered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magic&amp;diff=111994</id>
		<title>v0.31:Magic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magic&amp;diff=111994"/>
		<updated>2010-05-21T03:23:22Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: fine quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
'''Magic''' does not exist in Dwarf Fortress. Magic is the stuff of legends, and is associated with fanciful creatures such as {{L|chimera}}s, {{L|centaur}}s, and {{L|griffon}}s. These creatures are included in the game's {{L|Modding|raw object data}} and so they may appear on engravings, but the actual creatures will not appear in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
''As far as magic goes, underneath, it's all the same -- like a debugging option with some in-play queue that lets you change things for no reason.  You don't need to worry so much about the implementation -- as much as we have one now, I don't really want a stock universe.  The things we have now, like Blizzard Men, are mostly there to make sure that special properties are implemented.  Then the random generation can begin.  We don't want another cheap fantasy universe, we want a cheap fantasy universe generator.  A lot of fiction sounds computer generated anyway.''  &amp;lt;sub&amp;gt;[http://www.bay12games.com/forum/index.php?topic=948.msg12375#msg12375 Toady, August 12, 2006]&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''See Also''': {{L|Alchemy}}&lt;br /&gt;
&lt;br /&gt;
==Systems of Magic==&lt;br /&gt;
It is rumored that one day a full system of magic will eventually be included in Dwarf Fortress. Until that time, some fans have {{L|fun}} taking the bare bones or hint of magic and attempt to create their own mods. The following mods include magic for DF2010:&lt;br /&gt;
&lt;br /&gt;
===Valkun's Dwarf Fortress Magic Add-On V0.1.1===&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=36749.0 External Link]&lt;br /&gt;
This mod is a preliminariny attempt at producing a magic framework for Dwarf Fortress using reactions.  Obviously it has nothing to do with the eventual system that Toady will create when he gets around to it.  The spheres of magic were designed to allow all players to obtain materials that may not be available on a map or are only available in limited quantities and to use materials in new ways.  However, the quality and quantity should be less than just gathering the resources normally and require more work in general.  Magic has been divided into various spheres which each deal with their own industries and themes.&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alchemy&amp;diff=111993</id>
		<title>v0.31:Alchemy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alchemy&amp;diff=111993"/>
		<updated>2010-05-21T03:23:00Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: fine quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Alchemy''' is a primitive form of chemistry, mingled with a great deal of occultism, and concerned the study of metals and their transmutation. Like {{L|magic}}, alchemy does not exist in Dwarf Fortress. Although listed on the labor menu, Alchemy does not currently have a function, and there are no alchemists. Previous versions of the game had the {{L|Alchemist's laboratory}} which was used to produce {{L|soap}}, but this has since been eliminated.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Certain [[bugs]] may appear to be the effects of alchemy, such as lead mugs turning into gold mugs{{version|0.31.02}}.&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=111912</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=111912"/>
		<updated>2010-05-20T18:48:08Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: links to activity zone article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
'''Hospitals''' are a {{l|Activity zone#Hospital|zone}} designated via the {{l|Activity zone|zone menu}}. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much {{l|thread}}, {{l|cloth}}, {{l|splint}}s, {{l|crutch}}es, {{l|plaster powder}} for casts, {{l|bucket}}s, and {{l|soap}} hospitals use.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the Chief Medical Dwarf, one of the new appointed {{l|noble}}s, and presumably only perform medicine on a dwarf after treatment has been prescribed by a diagnostician. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
==Medical Skills==&lt;br /&gt;
There are five doctor skills - how critical they are is unclear at the moment, but from [[Toady]]'s pre-release comments we can assume they are moderately important to the healing process. &lt;br /&gt;
:''(And if you choose &amp;quot;{{L|Starting build|Play Now!}}&amp;quot;, one of the 7 dwarves has Adequate (+2) {{L|experience}} in all 5 of these skills - which says something. &amp;quot;What?&amp;quot; is not perfectly clear either, but something.)''&lt;br /&gt;
&lt;br /&gt;
Skill (&amp;amp; Profession)&lt;br /&gt;
&lt;br /&gt;
:* {{l|Diagnosis}} (Diagnostician) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical&lt;br /&gt;
&lt;br /&gt;
:* {{l|Wound Dressing}} (Wound Dresser) This is also used pretty often; any wound seems to need it&lt;br /&gt;
&lt;br /&gt;
:* {{l|Suturing}} (Suturer) Fairly common; most open wounds (from cutting) seem to need it?&lt;br /&gt;
:* {{l|Surgery}} (Surgeon) Somewhat less common; amongst others, wounds to organs seem to require it&lt;br /&gt;
:* {{l|Setting Bones}} (Bone Doctor) This is obviously needed for broken bones, but perhaps not for all?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 {{L|labor}}s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
:* Feed Patients/Prisoners&lt;br /&gt;
:* Recover Wounded&lt;br /&gt;
&lt;br /&gt;
Note that these are not {{L|skill}}s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarfs start with these labors designated.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
First, hit the 'i' key, and set up a hospital [[zone]] for the area you plan on having your hospital in. Next place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital plus a few spare that will be occupied by lazy couchsurfers. After this is done, build containers ({{k|b}}-{{k|h}}); bags and/or chests. These are essential since it is where hospital supplies are stashed. You will need several containers (3+) to store all items listed on the {{k|i}}-{{k|H}} menu like thread, cloth and buckets. Note that it's fine to store, say, a wooden crutch in a silk bag. From that menu you are also able to change the maximum amount of supplies in your hospital as well as seeing how many are currently stored in the hospital's chests. This may be a bit buggy as more cloth and thread are often stored than you order. You may want to build tables and a Traction Bench(see below), as both are listed on the {{k|i}}-{{k|H}}ospital screen if present, presumably intended to be used for surgeries and bone setting{{verify}}. Turn on the various healthcare labors on some doctor dwarves, and you should be pretty much set.&lt;br /&gt;
&lt;br /&gt;
Healthcare will also require a source of water to clean wounds.  While they are capable of taking a bucket and gathering it from the nearest source, note that swamp water from a murky pool will vastly increase your chance of infection (though {{l|soap}} can offset this to a degree.)  It is unknown at the moment whether dwarves will intelligently choose a clean water source when both clean and dirty water are available.&lt;br /&gt;
&lt;br /&gt;
Dwaves will also use soap to clean wounds. In all 0.31 versions so far{{version|0.31.03}}, soap production is only possible by going through the manager screen.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes '''adamantine strands'''.&lt;br /&gt;
&lt;br /&gt;
==Traction bench / Broken bones==&lt;br /&gt;
&lt;br /&gt;
'''Casts''': ''Not to be confused with [[caste|castes]]''&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a {{l|doctor}} in a {{l|Hospital|hospital zone}} to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the {{l|Mechanic's workshop}}, and requires a {{l|table}}, a {{l|mechanism}}, and a {{l|rope}} to construct.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a {{L|kiln}} or {{L|magma kiln}} from {{L|gypsum}}, {{L|alabaster}}, {{L|selenite}}, or {{L|satinspar}} and an empty {{L|bag}} by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3P per unit - each unit comes with a free {{L|bag}}.&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*{{l|plaster powder}}&lt;br /&gt;
*{{l|Health screen|z-health screen}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
* When a patient is diagnosed and treated, some wounds may heal before treatment occurs. If this happens, the surgery/suturing/etc jobs will never complete, and the patient will never be deemed healed. You now have a permanent invalid.&lt;br /&gt;
** People have reported that this can be fixed by re-injuring the dwarf, e.g. by causing a {{l|Cave-in}}. This will cause a new diagnosis to be made and may free the invalid.&lt;br /&gt;
** If you remove the bed the dwarf is resting in, he will notice that he is ok and leave the hospital. &lt;br /&gt;
* People have reported mixed results with surgery. Sometimes it never completes, sometimes it just takes really long and several attempts.&lt;br /&gt;
* Traction bench is broken.&lt;br /&gt;
* Bone setting is broken.&lt;br /&gt;
* People have reported mixed results with bandaging wounds.&lt;br /&gt;
* Gypsum powder is not stored at the hospital.&lt;br /&gt;
* Dwarves with healthcare jobs will take supplies from normal stockpiles instead of the hospital to do their work.&lt;br /&gt;
* The hospital often stores more materials than are assigned.&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it.&lt;br /&gt;
* Dwarves without a depot will steal items from the caravan and store them in hospital.{{verify}}&lt;br /&gt;
&lt;br /&gt;
 ''Some of the bugs should be fixed in 31.04. Check the bug tracker for details!''&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mechanical_logic&amp;diff=111911</id>
		<title>v0.31 Talk:Mechanical logic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mechanical_logic&amp;diff=111911"/>
		<updated>2010-05-20T18:45:44Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: fixed links in my earlier comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The designs on the 40d mechanical logic gates page were incomprehensible, so I designed some new ones and put them here. I haven't put up a &amp;quot;rotation sensor&amp;quot; design yet, since (a) the description is self-explanatory, and (b) I'm designing flowless water logic gates at the moment and am wondering if it's possible to make a flowless version. --[[User:SL|SL]] 02:27, 10 April 2010 (UTC)&lt;br /&gt;
:[[User:Kami/Logic_gates#Power_to_signal_converter]] --[[User:Kami|Kami]] 17:22, 14 April 2010 (UTC)&lt;br /&gt;
::Nice. Even better than what I was doing, since I needed two pumps to take it from one space to another and back, and annoyingly complicated logic too.--[[User:SL|SL]] 21:06, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Logic ==&lt;br /&gt;
&lt;br /&gt;
I noticed that this page and [[DF2010:Animal logic|animal logic]] are each short of Exceptional quality due to categorization.  Perhaps we could create a new category, Dwarven Logic, to include these articles plus [[DF2010:Fluid logic|fluid logic]] (which needs to be updated for the current version) and [[DF2010:Computing|computing]]? --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:15, 11 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Material&amp;diff=111910</id>
		<title>40d:Material</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Material&amp;diff=111910"/>
		<updated>2010-05-20T18:43:01Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: exceptional quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
'''Materials''' are the wide array of base items needed to create objects.  Different materials have different base {{L|Value#Material_multipliers|value multipliers}} which can make otherwise identical items worth considerably more or less.  A {{L|gold}} {{L|throne}} is worth more than an identical quality {{L|lead}} throne, and so on.&lt;br /&gt;
&lt;br /&gt;
Not every end-product can be made of all materials, and similar materials may have very different properties.  For instance, {{L|obsidian}} is the only {{L|stone}} that can be used to make {{L|weapon|weapons}}, {{L|bauxite}} is the only stone that will not melt when immersed in {{L|magma}}, and {{L|fire imp}} {{L|leather}} will not burn. While nearly all metals can be made into furniture and crafts, only a few can be made into {{L|weapon|weapons}} and {{L|armor}}. This (alone) doesn't necessarily give these materials a higher base value, but it may make them worth more to you and your fortress in a practical sense.&lt;br /&gt;
&lt;br /&gt;
Some dwarfs have {{L|preference|preferences}} for one material over another - they tend to produce higher {{L|quality}} items if they are working with that material, and perceive items (or rooms) made of that material as higher {{L|quality}}, which can give them happy {{L|thought|thoughts}}.&lt;br /&gt;
&lt;br /&gt;
General groups of materials include, but are not limited to,&lt;br /&gt;
&lt;br /&gt;
:* {{L|Stone}}&lt;br /&gt;
:* {{L|Wood}}&lt;br /&gt;
:* {{L|Metal}}&lt;br /&gt;
:* {{L|Glass}}&lt;br /&gt;
:* {{L|Leather}}&lt;br /&gt;
:* {{L|Cloth}}&lt;br /&gt;
:* {{L|Bone}}&lt;br /&gt;
:* {{L|Shell}}&lt;br /&gt;
:* {{L|Gem}}&lt;br /&gt;
&lt;br /&gt;
Certain materials tend to be geared toward making certain items. While stones, wood, metal, and glass can be made into similar furniture, there are some items which are normally restricted to certain materials.  For example, {{L|bed|beds}} can only be made out of wood, and {{L|bin|bins}}, {{L|barrel|barrels}}, and {{L|bucket|buckets}} cannot be made out of stone or glass.  Cloth and leather can both be made into clothing, but leather can also be used to make {{L|armor}}. Gems are largely for {{L|decoration|encrusting}} finished items made from other materials.  Of over 2 dozen different {{L|metal|metals}} and {{L|alloy|alloys}}, only a handful are usable to make {{L|weapon|weapons}}.&lt;br /&gt;
&lt;br /&gt;
In all cases, each group of material is divided into many possible sub-types of material; there are, for instance, 10 pure {{L|metal|metals}}, another 15 {{L|alloy|alloys}} from those, scores of different types of {{L|stone}} and well over 100 different types of {{L|gem}}.  It is best to look up each individual category or material to become familiar with its value, and what it can and cannot be used for.&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:* {{L|The Non-Dwarf's Guide to Rock}}&lt;br /&gt;
:* {{L|Value#Material multipliers|Value/Material Multipliers}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials| ]]&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Material&amp;diff=111909</id>
		<title>v0.31:Material</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Material&amp;diff=111909"/>
		<updated>2010-05-20T18:41:43Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: tattered quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Tattered}}&lt;br /&gt;
&lt;br /&gt;
== Material Properties ==&lt;br /&gt;
{{L|Material science|Main article: Material Science}}&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Golden_salve&amp;diff=111908</id>
		<title>40d:Golden salve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Golden_salve&amp;diff=111908"/>
		<updated>2010-05-20T18:40:12Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: fine quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
'''Golden salve''' is an extract of the {{L|valley herb}} plant, produced at a {{L|farmer's workshop}} by using &amp;quot;Process Plants (to Vial)&amp;quot;.  Each {{L|vial}} of golden salve is worth 100{{L|currency|☼}}.&lt;br /&gt;
&lt;br /&gt;
Golden salve has no purpose other than as a trade commodity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Extracts]]&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Golden_salve&amp;diff=111907</id>
		<title>v0.31:Golden salve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Golden_salve&amp;diff=111907"/>
		<updated>2010-05-20T18:39:41Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: tattered quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Tattered}}&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Camel&amp;diff=111906</id>
		<title>v0.31 Talk:Camel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Camel&amp;diff=111906"/>
		<updated>2010-05-20T18:36:31Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: Created page with 'Is there any reason we shouldn't make this page a redirect to one-humped camel and put a link on that page to [[DF2010:Two-humped camel|two-humped cam…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there any reason we shouldn't make this page a redirect to [[DF2010:One-humped camel|one-humped camel]] and put a link on that page to [[DF2010:Two-humped camel|two-humped camel]], or vice versa?  As it stands, this page is just a two-article disambiguation disguised as a crappy article. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 18:36, 20 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Clothing_industry&amp;diff=111904</id>
		<title>v0.31:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Clothing_industry&amp;diff=111904"/>
		<updated>2010-05-20T18:29:45Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: replaced blank article with #REDIRECT DF2010:Textile industry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Textile industry]]&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tundra&amp;diff=111574</id>
		<title>v0.31:Tundra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tundra&amp;diff=111574"/>
		<updated>2010-05-20T14:51:09Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: fine -&amp;gt; tattered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Tattered}}&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ice&amp;diff=111572</id>
		<title>v0.31 Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ice&amp;diff=111572"/>
		<updated>2010-05-20T13:53:14Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Observations from a freezing biome. &lt;br /&gt;
Mined ice produces boulders of Ice which can be built with or dumped, they still cannot be added to stockpiles and will melt underground or if the overground temperature rises.&lt;br /&gt;
Ice boulders melt into 'dirty ice', which is liable to be cleaned up by a bored dwarf, and then into 'stagnant water'.&lt;br /&gt;
Stagnant water seems to act like blood smears and other psuedo liquids, it doesnt actually put water in the square, run or form pools.&lt;br /&gt;
Neither 'dirty ice' nor 'stagnant water' will muddy a floor for farming.&lt;br /&gt;
Anyone see any mistakes in this?&lt;br /&gt;
:I sure do, my good fellow; I sure do. --[[User:Bronzebeard|Bronzebeard]] 06:27, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
As for temperate biome, mined ice produces 'water' item {{Tile|≈|#00ffff|#000000}} which can be cleaned. &amp;lt;br /&amp;gt;&lt;br /&gt;
BTW, brook behaves curiously on winter coming. I've got an edge of two biomes on my map and the brook is flowing from one to another. And on late Autumn first freezes the upstream part of the brook, then the downstream part does, on Spring downstream part melts first, then the upstream does. --[[User:Peregarrett|Peregarrett]] 13:34, 20 May 2010 (UTC)&lt;br /&gt;
:That sounds like expected behavior to me.  The colder tiles will freeze sooner and thaw later, regardless of the water source in question. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 13:53, 20 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tile_attributes&amp;diff=111469</id>
		<title>v0.31:Tile attributes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tile_attributes&amp;diff=111469"/>
		<updated>2010-05-19T19:59:44Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: fine -&amp;gt; tattered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Tattered}}&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ice&amp;diff=111468</id>
		<title>v0.31:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ice&amp;diff=111468"/>
		<updated>2010-05-19T19:57:15Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: fine -&amp;gt; tattered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
Ice behaves very differently. &amp;lt;sup&amp;gt;(low levels?)&amp;lt;/sup&amp;gt; can freeze to produce ice with no floor above it. Also squares which have had constuctions built on them do not unfreeze &amp;lt;sup&amp;gt;(bug?)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Walls and fortifications made out of ice rocks/blocks don't melt when the temperature rises, bridges and unused materials do.&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Blood&amp;diff=111467</id>
		<title>v0.31:Blood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Blood&amp;diff=111467"/>
		<updated>2010-05-19T19:44:44Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: fine quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
The preferred fluid of Armok, as well as the fluid that most living creatures contain within their bodies. It is unfortunate that losing this fluid tends to be invariably fatal to those who possess it.&lt;br /&gt;
&lt;br /&gt;
Blood tends to spread '''everywhere''', you will just have to get used to it. Or go insane, your choice.  It is possible to remove blood from a sand, soil or loam floor by building a dirt road on it.  Allocating bloody indoor underground areas as a meeting area seems to increase their cleaning priority and they will get cleaned pretty quickly if you have enough idle workers, this does not seem to extend to above ground areas however.&lt;br /&gt;
&lt;br /&gt;
==Assorted Blood Types==&lt;br /&gt;
&lt;br /&gt;
Not all creatures have the same dark red blood most do. [[Fire Imp]]s, for instance, have a gray goo instead of blood, and Trolls bleed a bright cyan.&lt;br /&gt;
&lt;br /&gt;
==Bloodless Creatures==&lt;br /&gt;
&lt;br /&gt;
Several creatures, such as the [[Bronze Colossus]] and Skeletal undead, do not possess blood. Such creatures are markedly harder to kill.&lt;br /&gt;
&lt;br /&gt;
==Collecting Blood==&lt;br /&gt;
&lt;br /&gt;
Beyond the obvious method of injuring creatures, [[barrel]]s full of blood can be brought with a Dwarven expedition upon embark, and bought from Dwarven civilizations in [[trade]]. The use for this is uncertain.&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cleaning&amp;diff=111466</id>
		<title>v0.31:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cleaning&amp;diff=111466"/>
		<updated>2010-05-19T19:42:38Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: fine -&amp;gt; tattered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
Dwarves do not seem to clean anything outside.&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cave_spider&amp;diff=109432</id>
		<title>v0.31:Cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cave_spider&amp;diff=109432"/>
		<updated>2010-05-13T01:47:56Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VerminInfo|name=Cave spider|symbol=∙|color=7:0:0|biome=* Subterranean Water&lt;br /&gt;
* Subterranean Chasm|wiki=no|&lt;br /&gt;
spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}{{Quality|Masterwork}}&lt;br /&gt;
&lt;br /&gt;
A '''cave spider''' is a type of {{L|vermin}}.&lt;br /&gt;
It produces {{L|web}}s that can be collected and {{L|loom|woven}} into {{L|thread|cave spider silk thread}}.&lt;br /&gt;
Cave spiders can be annoying and beneficial at the same time.  They will usually hang out around underground areas like {{L|cavern|caverns}} or underground water sources. They will leave {{L|web}}s around these areas or even in your fortress that can be collected via the 'collect webs' job at the {{L|Loom}}, which is created automatically when webs are around.  They can be annoying because they will bite the occasional pet or dwarf, though they're only mildly {{L|Syndrome|venomous}}. &lt;br /&gt;
&lt;br /&gt;
[[image:Cave_Spider_Web.JPG|thumb|right| &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Cave Spider webs'''&amp;lt;br /&amp;gt; The white gem-like items.]]&lt;br /&gt;
&lt;br /&gt;
==Pest Control==&lt;br /&gt;
If you have {{L|cat}}s around your fortress, they will hunt cave spiders down without mercy just like any other vermin, and this can be a bit annoying if you want those webs.  You can attempt to solve this problem by confining all unattached cats using {{L|cage}}s or {{L|restraint}}s and eliminating cats that have {{L|pet|adopted}} a dwarf, but this approach can cause {{L|thought|happiness}} issues, and migrants will continue to introduce pet cats to your fortress.&lt;br /&gt;
&lt;br /&gt;
==Use in Industry==&lt;br /&gt;
Unfortunately, {{l|tame|taming}} a cave spider does not provide a source of controlled {{l|silk}} production, as cave spiders in cages will not spin webs.  Because of this, a silk farm requires an area (potentially cleared and sealed, for dwarven {{l|unfortunate accident|safety}}) in which the vermin can run wild.  Since cave spiders do not reproduce like creatures, any such farm will need to be in a {{l|biome}} that generates cave spiders. &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cave_spider&amp;diff=109431</id>
		<title>v0.31:Cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cave_spider&amp;diff=109431"/>
		<updated>2010-05-13T01:44:52Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VerminInfo|name=Cave spider|symbol=∙|color=7:0:0|biome=* Subterranean Water&lt;br /&gt;
* Subterranean Chasm|wiki=no|&lt;br /&gt;
spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}{{Quality|Masterwork}}&lt;br /&gt;
&lt;br /&gt;
A '''cave spider''' is a type of {{L|vermin}}.&lt;br /&gt;
It produces {{L|web}}s that can be collected and {{L|loom|woven}} into {{L|thread|cave spider silk thread}}.&lt;br /&gt;
Cave spiders can be annoying and beneficial at the same time.  They will usually hang out around underground areas like {{L|cavern|caverns}} or underground water sources. They will leave {{L|webs}} around these areas or even in your fortress that can be collected via the 'collect webs' job at the {{L|Loom}}, which is created automatically when webs are around.  They can be annoying because they will bite the occasional pet or dwarf, though they're only mildly {{L|Syndrome|venomous}}. &lt;br /&gt;
&lt;br /&gt;
[[image:Cave_Spider_Web.JPG|thumb|right| &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Cave Spider webs'''&amp;lt;br /&amp;gt; The white gem-like items.]]&lt;br /&gt;
&lt;br /&gt;
==Pest Control==&lt;br /&gt;
If you have {{L|cat}}s around your fortress, they will hunt cave spiders down without mercy just like any other vermin, and this can be a bit annoying if you want those webs.  You can attempt to solve this problem by confining all unattached cats using {{L|cage}}s or {{L|restraint}}s and eliminating cats that have {{L|pet|adopted}} a dwarf, but this approach can cause {{L|thought|happiness}} issues, and migrants will continue to introduce pet cats to your fortress.&lt;br /&gt;
&lt;br /&gt;
==Use in Industry==&lt;br /&gt;
Unfortunately, {{l|tame|taming}} a cave spider does not provide a source of controlled {{l|silk}} production, as cave spiders in cages will not spin webs.  Because of this, a silk farm requires an area (potentially cleared and sealed, for dwarven {{l|unfortunate accident|safety}}) in which the vermin can run wild.  Since cave spiders do not reproduce like creatures, any such farm will need to be in a {{l|biome}} that generates cave spiders. &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Plump_helmet_man&amp;diff=109215</id>
		<title>v0.31:Plump helmet man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Plump_helmet_man&amp;diff=109215"/>
		<updated>2010-05-12T18:09:27Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: moved D for Dwarf below serious content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31|name=Plump Helmet Man&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Cavern}}&lt;br /&gt;
* Underground depth 2-3&lt;br /&gt;
|symbol=m|color=5:0:0|butcher=no|bones=0|skulls=0&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
:''A small humanoid resembling a walking mushroom with arms and legs.  It lives far underground near water and soil.''&lt;br /&gt;
&lt;br /&gt;
'''Plump Helmet Men''' are walking {{L|plump helmet}} creatures that live in {{L|caverns}}. Upon death they yield &amp;quot;Plump Helmet Man plump helmet man tissue&amp;quot;. They are non-hostile, blind, and are relatively easy to kill. You can't butcher Plump Helmet Men.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Plump helmet men are known for their clever jokes and games, as well as their innocent, almost childlike nature. This had led to them being universally beloved by all sentient creatures of the world, as well as dwarves, who find them both sweeter and more succulent than the farm-grown variety. For years dwarves have been trying to find a way to brew these majestic creatures alive, but the scientific effort has been frustrated by the tendency of dwarven brewers to pounce on any plump helmet man they see and eat their way through the still-living mycanoid in an orgy of mushroom juice and drool.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Alcohol&amp;diff=108705</id>
		<title>v0.31 Talk:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Alcohol&amp;diff=108705"/>
		<updated>2010-05-12T16:12:41Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: Created page with 'This page could probably be upgraded to Exceptional Quality as soon as someone verifies that the drink values haven't changed.  --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page could probably be upgraded to [[Dwarf_Fortress_Wiki:Quality|Exceptional Quality]] as soon as someone verifies that the drink values haven't changed.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 16:12, 12 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alcohol&amp;diff=108704</id>
		<title>v0.31:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alcohol&amp;diff=108704"/>
		<updated>2010-05-12T16:10:44Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: grammar/style edits, a few more links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Alcohol is the favored drink of {{L|dwarves}}; without it they will soon become {{L|thought|unhappy}}. Thoughts imply that dwarves like to have some variety in what they drink.  Many dwarves have a favorite drink, selected at first from among the 4 types of alcohol made from underground {{L|crop}}s, but including drinks brewed from surface plants once dwarves have been exposed to those beverages.&lt;br /&gt;
&lt;br /&gt;
==Acquiring Alcohol for your Dwarves==&lt;br /&gt;
There are three methods of acquiring alcohol, only two of which are available after embark.&lt;br /&gt;
*At {{L|embark}}, alcohol may be purchased with embark points.&lt;br /&gt;
*{{L|Trading|Traders}} that visit the fortress will often have alcohol of some sort to sell.&lt;br /&gt;
*The third and most reliable method requires a {{L|brewer}}, a {{L|still}}, and a working {{L|farm plot}}. Most {{L|crops}} can be brewed into valuable alcohol.  &lt;br /&gt;
**In a pinch you can also {{L|Plant gathering|gather plants}} and brew them at a {{L|still}} in the same way you would with {{L|crops}}.&lt;br /&gt;
&lt;br /&gt;
==Consequences of a Sober Fortress==&lt;br /&gt;
&lt;br /&gt;
As dwarves are highly dependent on alcohol, a lack of booze over a prolonged period of time will result in a loss of {{L|speed}} in almost every activity, including basic movement. For this reason, a steady supply of alcohol is highly recommended for any attempts at a productive fort.&lt;br /&gt;
&lt;br /&gt;
== Brewable plants ==&lt;br /&gt;
&lt;br /&gt;
==== Grown inside ====&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Pig tail}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Ale&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Cave wheat}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sweet pod}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Rum&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Plump helmet}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grown Outside====&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sun berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Whip vine}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Whip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Rope reed}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|River Spirits&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Fisher berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fisher Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Longland grass}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Longland Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Wild strawberry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Strawberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Bloated tuber}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tuber Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Prickle berry}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Prickle Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Rat weed}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sewer Brew&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Sliver barb}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gutter Cruor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{L|Muck root}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Swamp Whiskey&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Drinks}}&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=108697</id>
		<title>v0.31 Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=108697"/>
		<updated>2010-05-12T15:16:59Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Militant Civilians==&lt;br /&gt;
I am verily confused. Is it possible to create squads which act like civilians unless activated? I don't want them to train, but to do their normal duties, while remaining nominally a squad. [[User:AbuDhabi|AbuDhabi]] 18:05, 1 April 2010 (UTC)&lt;br /&gt;
:From what I've seen, in some cases squads do only activate when given orders, then go back to their civilian roles when the orders are canceled. I think what you'd want to do is define no orders in the Schedule screen (or just keep them in the Inactive alert level, which has no orders by default), then give them direct move or kill orders through the Squad screen. They should activate when you give the order, then go back to their civilian duties when you cancel their orders. On the schedule screen you can also tell them to either wear their military clothes when inactive or wear civilian clothes and only equip military clothes when active. --[[User:Valdemar|Valdemar]] 18:25, 1 April 2010 (UTC)&lt;br /&gt;
::I have them set to Inactive, but all they do is Individual Weapon Drill, completely ignoring civilian work such as making stuff and building workshops. [[User:AbuDhabi|AbuDhabi]] 07:01, 2 April 2010 (UTC)&lt;br /&gt;
::At least I think I did. This is somewhat confusing, and I need to switch booted OSes to run DF. [[User:AbuDhabi|AbuDhabi]] 07:07, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Military Guide ==&lt;br /&gt;
[http://forums.somethingawful.com/showthread.php?threadid=3286986&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=14#post374739063 This] Something Awful post has a treasure trove of information on how the military screens work. If someone could work on editing it into the page (with proper attribution at the bottom, of course), that would be excellent. [[Special:Contributions/76.84.96.216|76.84.96.216]] 05:20, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Wish I could but SA has reverted to needing an account to see the forum again. If you mind posting the relevant information here I'll be glad to sift through it and add what we can. [[User:KaelGotRice|KaelGotRice]] 07:12, 2 April 2010 (UTC)&lt;br /&gt;
:: Shouldn't we credit CC with that guide? Unless you are the original author. I don't know what's considered appropriate here. --[[User:Freeze|Freeze]] 15:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arsenal Dwarf not appearing? ==&lt;br /&gt;
No matter what I do, I can't get the Arsenal Dwarf to show up on the nobles screen, iv'e tried everything, even turning his poulation requirements to 1. It could be a bug, but I really don't want to lose this fort, anyone have any help?[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I had this problem too, but the position just now opened up for me. The only thing I can think of that might have caused it would be I drafted another dwarf to my military, for a total of 5 soldiers. -[[User:Soronhen|Soronhen]] 06:35, 3 April 2010 (UTC)&lt;br /&gt;
::OK turns out they pick up equipment without an arsenal dwarf, boy do I feel dumb now[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:::Keep in mind that although arsenal dwarves will not appear until certain criteria is met (number of soldiers? population? dunno), until they arrive you do not need them. The page's information has been updated to reflect this. --[[User:Retro|Retro]] 04:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Conglomerating + Full Page Overhaul==&lt;br /&gt;
&lt;br /&gt;
Station and routes don't need an individual page each; they're just stubs. Added them here, going to redirect the old pages here as well. --[[User:Retro|Retro]] 23:45, 3 April 2010 (UTC)&lt;br /&gt;
:More conglomerating - reading over the [[cv:Military_guide|military guide]] page it seems like the latter could easily be moved into the main military page, with a bit of formatting. I'm going to start this shortly (though I won't touch the guide itself yet); if anyone has other thoughts this is probably a good spot to discuss. No harm reverting if it comes to that anyhow. --[[User:Retro|Retro]] 01:41, 5 April 2010 (UTC)&lt;br /&gt;
::DONE! There is still some stuff to do, but I've made note of what needs to be expanded using hidden notes. Notably we need more info in teaching. Hopefully the [[cv:Military_guide|quick guide]] has served its purpose now. --[[User:Retro|Retro]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:::Added the beginnings of an FAQ; will be going in and adding screenshots of various military menus later tonight. It'll help as a point of reference. --[[User:Retro|Retro]] 17:29, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Under 'Forming Squads'==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No dwarves can be assigned under your militia commander; he is a squad of his own.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Does this mean that no additional dwarves can be assigned to his squad? If so I am confused. I have a squad formed, with nine dwarves, led by my commander in slot number one....--[[User:BloodyThorn|BloodyThorn]] 09:48, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm also confused - My 1st squad (containing militia commander and 2 dwarves under him) seems to work just fine. (Well, fine-ish. They have trouble training, shooting goats or feeding themselves, but I think thats just my knowledge of the new military system...) --[[User:Mrchinchin25|Mrchinchin25]] 12:07, 5 April 2010 (UTC)&lt;br /&gt;
::I'm not sure about the validity of that statement myself, since I can assign dwarves to him, though it might not be working. I think this might have to be changed to &amp;quot;Assigning dwarves under your militia commander will not work, though it might be a bug&amp;quot; if that was his intent, since the military system seems like it allows you to assign dwarves to him. The reason I'm saying this is because if you can't assign dwarves under him the military screen shouldn't allow you to do so, whereas if it's bugged it would allow it.(Note, my knowledge of the military system isn't great either, as my dwarves have gotten stuck trying to train a lot) --[[User:Ramperkash|Ramperkash]] 16:57, 5 April 2010 (UTC+2)&lt;br /&gt;
:::I found that when editing his squad I could only replace the commander and not add additional dwarves, but if nobody else is noticing that, I'll just take it back out --[[User:Retro|Retro]] 16:04, 5 April 2010 (UTC)&lt;br /&gt;
:::: This appears to be incorrect. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:::: It might just be an isolated bug. --[[User:Ramperkash|Ramperkash]] 15:36, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
==Everybody inside==&lt;br /&gt;
To replicate the familiar behavior from 40d of ordering all your dwarves inside you first must define a burrow using {{k|w}},{{k|a}},{{k|enter}}. Use the tools to select your entire fortress except for your main entrance and any {{L|traps|unpleasantness}} you may have in store for potential invaders. As your fortress grows you will need to periodically update this burrow definition.&lt;br /&gt;
&lt;br /&gt;
Next, go to the alerts menu with {{k|m}},{{k|a}}. You already have one alert mode declared of active/training. Set this as the active alert status. When you want all dwarves to stay inside return again to this menu {{k|m}},{{k|a}} and move over to the right to activate your burrow. With this active (green A) all your dwarves will be restricted to staying inside your fortress.&lt;br /&gt;
&lt;br /&gt;
Squads with orders are exempt from burrow restrictions. Simply order a squad to move or kill and they will do so without any need to set up anything fancy. &lt;br /&gt;
&lt;br /&gt;
I'm slightly afraid of the main wiki page right this second, too many topics to try to muck through all of that just this second. I'm leaving this here for anybody who wants an easy tip to replicate familiar 40d behavior. If so desired you're welcome to copy this information into the main wiki page and edit it as necessary. I do however ask that you leave this here unchanged for the time being since I intend to be adding to it as I figure out some more easy methods of surviving in the new military. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:Not planning on changing/moving this or anything like that, just pointing out that this material is basically already included in the main page. But this could be handy for anyone looking for a stepping stone to figuring burrows out. --[[User:Retro|Retro]] 20:24, 5 April 2010 (UTC)&lt;br /&gt;
:: I was half thinking I might put together a survival guide of sorts for the new highly impenetrable system that is the military now. But with how quickly the wiki is shaping up that idea is quickly becoming irrelevant. Perhaps this text might be used better by merging it into an appropriate page somewhere, possibly with some revision. [[User:Doctorzuber|Doctorzuber]] 19:18, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Information Overload==&lt;br /&gt;
Given the enormous amount of new options with this new system I think it may be a good idea to consider breaking this down into more manangeable pieces so it's not quite so overwhelming. I'm not saying any changes right this second, but once we get a slightly better handle on all the different options that are available in the new system (despite it's awkwardness and buggyness) I think we're going to have a rather enormous bloated looking page here if we don't start sorting this out. Squads for example, which currently redirects here could very easily have an entire page to itself simply to fully explain all of the options available in the squads menu itself. [[User:Doctorzuber|Doctorzuber]] 19:52, 5 April 2010 (UTC)&lt;br /&gt;
:It is indeed quite a packed page, but at the same time, squads ''are'' the military. Aside from teaching and expanding the FAQ (which could use its own page later, I might do that tonight) I doubt much more will be added. It's basically Section 1: Understanding how to ''make'' your military/squads, 2: How scheduling and alerts work aka how to make your squads ''do'' things, and 3: ''What'' they can do. It's not really possible to segregate squads from the military because they're the same thing. You'd end up with a stub page saying like &amp;quot;A squad is a group of soldiers. Click &amp;lt;&amp;lt;military page link&amp;gt;&amp;gt; for more info.&amp;quot; Moving the FAQ and making training into its own training/teaching page is really all that could be done. --[[User:Retro|Retro]] 20:29, 5 April 2010 (UTC)&lt;br /&gt;
:: Even so, I think this is an idea that should at least be considered. My plan here is to separate this out into ''squads'', ''military'' and probably ''schedule'' as well since each of those topics is a fairly meaty amount of subject material in their own right. These would naturally have to reference back to each other, but I think with a little bit of work we can come up with a much cleaner wiki from the effort. I've taken the liberty to write up the beginnings of a squads page which I have stashed on the Talk:Squads page for the time being. [[User:Doctorzuber|Doctorzuber]] 21:14, 5 April 2010 (UTC)&lt;br /&gt;
:::Forgive me for failing to understand, but it doesn't get more complicated than squads = the military. You can't separate them purely because they have different names by saying 'even so.' I can understand making equipment/uniforms (when the section is expanded on) and the FAQ into new pages, or even some of the scheduling/alert info (though a lot would have to stay), but you can't remove squads because then there is no military. ''Squads '''are''' the military. Your military does not exist without squads.'' I can't make this any clearer. Yes, this page has a lot of info, but all of it is essential to making, preparing, and using your squads. IMO wait for a larger consensus; you can't move the 'how to make your squad' info without rendering the article useless. The rest still isn't large enough to have its own page yet. I'm going to be working on cleaning this up a bit probably later tonight at which point some of it (but ''not'' 'squads') will probably be ready to own its own page. Right now, though, nothing is strong enough to stand on its own. --[[User:Retro|Retro]] 21:50, 5 April 2010 (UTC)&lt;br /&gt;
:::: I am moving nothing, I created and stashed in the talk:squads area for the time being. use that information as you wish. It's just an idea. [[User:Doctorzuber|Doctorzuber]] 22:32, 5 April 2010 (UTC)&lt;br /&gt;
:::::Having gone over the material you added (and reformatted it a bit to fit in better), I now agree with you - I was unaware that there was more than one command that could be given in a squads menu and figured the kill command wasn't enough to justify a page. Thanks for showing me the light there, and sorry if I sounded aggressive - I was kind of confused. IMO this is how the page should be divided: The formation of squads and equipment should stay, as should the notes about passive and active control. The active defense stuff should be moved into the Squads page as-is and replaced with a shorter, less-specific blurb; ditto the passive stuff on alerts/scheduling. When we have stuff on instruction and demonstrations it should be given a page too. Then the FAQ can get a page of its own, and we can leave the bugs. --[[User:Retro|Retro]] 00:49, 6 April 2010 (UTC)&lt;br /&gt;
:::::Wait wtf the last hour of my reformatting just disappeared. How in the hell? I had the page reserved! --[[User:Retro|Retro]] 00:51, 6 April 2010 (UTC)&lt;br /&gt;
:::::Noted your changes and managed to find a copy of my large reformatting job. Going to incorporate your changes into that. The page should make a lot more sense now. --[[User:Retro|Retro]] 00:53, 6 April 2010 (UTC)&lt;br /&gt;
:::::: No problem, thanks for calming down and taking a serious look at my suggestion. [[User:Doctorzuber|Doctorzuber]] 01:07, 6 April 2010 (UTC)&lt;br /&gt;
:::::: Since there's a good chance you're actively editing as I type this I'll avoid touching the main page right this second. Here is another bug just came to my attention. [[User:Doctorzuber|Doctorzuber]] 01:14, 6 April 2010 (UTC)&lt;br /&gt;
*Accessing Pri/Assignments {{k|m}}, {{k|e}}, {{k|U}}, {{k|P}} when no squads are formed causes a crash.&lt;br /&gt;
:::::::I was, thanks! We now have a '''[[DF2010:Squads|squads]]''' page and a '''[[DF2010:Scheduling|scheduling]]''' page (still working on redirecting the latter). Now we just need to remove some of the detail from this page and add links (I'll be getting on that shortly). Oh, and I'll add this bug to here and the Squads page. --[[User:Retro|Retro]] 02:25, 6 April 2010 (UTC)&lt;br /&gt;
:::::::Believe we're done for a while. Going to add another page with a very, very slow step-by-step walkthrough of each individual military/squad screen (with pictures!) later. But not today. --[[User:Retro|Retro]] 03:02, 6 April 2010 (UTC)&lt;br /&gt;
:::::::: I've been quietly watching your edits. I must say, I like the direction this is going. I think it's much improved. [[User:Doctorzuber|Doctorzuber]] 03:17, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf/Hunter bug==&lt;br /&gt;
I'm not sure whether I'm doing anything wrong and whether to post this here or not, but I've had a lot of trouble working with my Marksdwarf/Militia Commander/Hunter I'm embarking with. I've changed him to just being a Militia Captain but came up with kind of the same problems (Didn't think it would work, but tried it anyway).&lt;br /&gt;
&lt;br /&gt;
Firstly, when I do manage to get my dwarf hunting (which I never could achieve after him trying to train once) he tends to stop doing the job once he runs out of bolts, despite there being more bolts in storage, he defaults to &amp;quot;No job&amp;quot; and sits around my meeting area. I could only 'fix' this by going into the squads menu, giving him a move order, and cancelling it again, which would result in him fetching more bolts and starting to hunt again.&lt;br /&gt;
&lt;br /&gt;
Secondly, after making him some leather armour, including a leather cloak I forgot isn't in my uniform, he ran back and forth to pick it up, drop it, attempt to go train, change his mind and repeat. This wasn't solved by simply adding the cloak to his uniform, and was 'fixed' by forbidding the cloak in the end. In my next fort I soon discovered that this is not unique to cloaks, and not even to items not included in my uniforms, as he started dropping his crossbow to go train.&lt;br /&gt;
&lt;br /&gt;
Lastly, I just can't get him to hunt right again, I managed it once but it failed after trying to get him to train, and couldn't manage to get a dwarf to hunt in newer forts.&lt;br /&gt;
&lt;br /&gt;
Are these known bugs perhaps, or am I doing something wrong?&lt;br /&gt;
PS Not used to using a wiki, so let me know if I should be doing something differently--[[User:Ramperkash|Ramperkash]] 13:51, 6 April 2010 (UTC)&lt;br /&gt;
:All three of these are known bugs and a huge pain, but that's the first time I've seen a workaround for the running out of bolts bugs - thanks for the tip; I'll add it to the FAQ. And you're using the wiki just fine! --[[User:Retro|Retro]] 17:34, 6 April 2010 (UTC)&lt;br /&gt;
::Thanks, you know whether it's the hunter job bugging or the marksdwarf? Or just the combination? --[[User:Ramperkash|Ramperkash]] 17:37, 6 April 2010 (UTC)&lt;br /&gt;
:::Probably it applies to 'ranged attacking' in general. Question noted/added [[DF2010:Military_F.A.Q.#My_hunter.2Fmarksdwarf_ran_out_of_bolts_and_won.27t_pick_up_more.21|here]]. --[[User:Retro|Retro]] 17:42, 6 April 2010 (UTC)&lt;br /&gt;
::::I think (not completley sure yet) that the problem is that ammunition, once it's been assigned, never gets re-assigned, even if it's removed from the hunter / marksdwarf's list. Look in the ammo menu - if there is a specific pile of bolts assigned they seem to (sometimes, at least) get used, but if it's generic nothing happens. So if new bolts are created they may get used, but if they aren't, or you attempt to reallocate them then nothing happens. Oops, forgot to sign. [[User:Riedquat|Riedquat]] 20:13, 12 April 2010 (UTC)&lt;br /&gt;
To get your Hunter hunting again when he runs out of bolts, just go into the (m) military menu, hit (f) for amunition, select your hunter(s), press (c) for add item, then set the new quantity of ammo for their use 12:07, April 2010&lt;br /&gt;
&lt;br /&gt;
==Expedition Leader can not be a squad leader==&lt;br /&gt;
I've noticed that the Expedition Leader is not available to serve in the militia. I saw this because I was testing a few things using new forts with the seven dwarves and when I tried to form a squad only six were listed. I named my leader to easily spot him in the crowd and confirmed that it was the expedition leader that was missing from the list. I cannot confirm if this holds true later when promoted into a Mayor. [[User:Doctorzuber|Doctorzuber]] 19:25, 6 April 2010 (UTC)&lt;br /&gt;
:This may be what I had seen that caused all the confusion in Forming Squads higher up on this page - I had assigned my expedition leader to be the militia commander via the nobles screen, and I couldn't seem to pull any other dwarves into his squad. That'd explain some things if that was it. --[[User:Retro|Retro]] 21:36, 6 April 2010 (UTC)&lt;br /&gt;
:: I have to adjust what I said earlier. Apparently he can serve in the militia, just not as the leader of any squad. [[User:Doctorzuber|Doctorzuber]] 01:47, 7 April 2010 (UTC)&lt;br /&gt;
::: Ah, that then properly explains the problem Retro had, I assume it's a bug that the Expedition Leader can be a militia commander. --[[User:Ramperkash|Ramperkash]] 18:11, 7 April 2010 (UTC)&lt;br /&gt;
:::: I don't know if it's a bug or if it's intended. but I did make a note of it on the page which will hopefully prevent any further confusion on the matter. [[User:Doctorzuber|Doctorzuber]] 18:21, 8 April 2010 (UTC)&lt;br /&gt;
::::: As of 0.31.03, I'm able to assign expedition leader as militia commander, so perhaps this bug has been fixed?  At least it appears that you can assign the leader in the nobles screen.  Not sure if he/she actually acts as a militia commander.  [[Special:Contributions/24.68.132.208|24.68.132.208]] 22:59, 3 May 2010 (UTC)&lt;br /&gt;
:::::: If you wait a few seconds and return to the nobles screen I think you will find that your expedition leader has already quit his job in the militia. If you try to assign him directly in the military menus (militia commander is position 1 of squad 1) you will not be able to. The bug is still around.{{version|0.31.03}} --[[User:Doctorzuber|Doctorzuber]] 07:13, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Creatures category? ==&lt;br /&gt;
Why is this, the interface, and the FAQ in the Creature category?--[[User:Tarran|Tarran]] 02:18, 7 April 2010 (UTC)&lt;br /&gt;
:Good catch; looks like the new military template has an improper link or something similar. I'll go fix that. --[[User:Retro|Retro]] 02:22, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==More pages to come, more work to be done==&lt;br /&gt;
&lt;br /&gt;
I looked through the 40d stuff and it looks like when Equipment gets moved out of the Squads page we should add stuff on specifics like weapons/armor there and notes on encumbrance and perhaps quality too. Also linked up the Soldier page to the Military template, which I think should be used for Heroes + the Champion info and the effectiveness of different soldier types (ie. swordsdwarf, marksdwarf, etc). Just a heads-up that that work still needs to be done eventually. I'll do what I can when I'm done my next batch of exams. --[[User:Retro|Retro]] 16:51, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Upcoming Bug Fixes ==&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash.&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash.&lt;br /&gt;
* Accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash.&lt;br /&gt;
&lt;br /&gt;
These three are marked as fixed for 0.31.03. Once 0.31.03 is released and these are verified I'll be sure to update the relevant pages. [[User:Doctorzuber|Doctorzuber]] 22:01, 12 April 2010 (UTC)bity &lt;br /&gt;
:Good work with all this bugfix stuff. I can't even profess to follow the bug-tracker in the slightest and am still playing .01 :P --[[User:Retro|Retro]] 02:23, 13 April 2010 (UTC)&lt;br /&gt;
:: no worries, I'm staying current with what's going on in the bug tracker, so I'll keep that one bit current here, otherwise my attention on the wiki has drifted elsewhere. [[User:Doctorzuber|Doctorzuber]] 03:49, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
&lt;br /&gt;
I can't seem to get my dwarfs to practice with crossbows. I have:&lt;br /&gt;
#Assigned them equipment for archery (leather, ranged weapon of choice)&lt;br /&gt;
#Assigned them the default Active/training schedule (active all the time)&lt;br /&gt;
#Ammunition (arsenaldwarf as specific bolts they can use, 2000! of type bone). &lt;br /&gt;
#I have two archery targets defined, one with them set to train at and the other with no defined training.  &lt;br /&gt;
&lt;br /&gt;
Here is what happens: The dwarfs will stand near the target that they are assigned to, either doing individual training or waiting for demonstrations.  The dwarfs pick up equipment, but not the right equipment (two metal high boots when he should get leather and crossbow) The wiki says that archery targets are broken, but doesn't elaborate. I get the impression that somebody figured it out.  How? Anybody? A military without marksdwarfs is really nerfed, especially vs elite goblin snipers!--[[User:Kwieland|Kwieland]] 16:17, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Equip Assignment Crash Bug ==&lt;br /&gt;
&lt;br /&gt;
Crashed after assigning a new settler a position in a squad. The exact moment was when the dwarf was ordered to equip a training axe (of which was not available at the time it was assigned). Dwarves are still not training despite being on active/training squad duty and having sufficient equipment/uniforms, a barracks, and commanding officers, but I am assuming this is because of they have not run out of preferrable civillian jobs? Requesting clarification from more savvy analysts.&lt;br /&gt;
:Congrats on trying to get the military working.  I still find it doesn't do what I need it to do.  Here is hoping for an update.  I think the problem with the marksdwarfs training has to do with the inability to assign quivers as part of their equipment.  I've never seen any of them pick up quivers.  Anyone?&lt;br /&gt;
:Do you have the squad assigned to train in the barracks?  If you select the furniture that defines the barracks, you need to select the squad (+/-?) and then hit {{key|t}} to have them train there.  Also, are they assigned to a burrow that is outside of the training area?  Something to check.&lt;br /&gt;
:I've found that dwarfs that don't have any specific equipment assigned will still go to the barracks and hang around.  If you get this, check in the military menu, under the equipment tab.  Under each dwarf it will say what equipment they are supposed to be wearing.  Each piece should have a check mark by it.  I've found it can take a few weeks (game time, probably depends on what your arsenal dwarf is doing) before the equipment is assigned.  That is assuming you have enough dwarfs to warrant a arsenal dwarf. &lt;br /&gt;
:I've found a bug too - just so you be careful. In the military menu, second line from the top under positions with the dwarfs selected will show what rank the dwarf is.  I've had it show &amp;quot;Talented&amp;quot; but if I looked at the dwarf it was at &amp;quot;Expert&amp;quot;.  I don't want any &amp;quot;greats&amp;quot; so I try to micromanage that.&lt;br /&gt;
:Another thing - under the equipment tab you can assign the dwarfs to wear armor over their clothes or not.  It had the opposite effect than I expected, so try toggling it if your dwarfs go naked to get into their armor.&lt;br /&gt;
:One last hint - I've found that having the schedule train for 12 months is fine if you have one less &amp;quot;required&amp;quot; dwarf than their are in the squad.  Otherwise you'll need to toggle the alerts or else you'll starve your dwarfs.&lt;br /&gt;
:My current problem is UN-ASSIGNING the soldiers.  Wether they are assigned ACTIVE/TRAIN or the other alert, they are always training.  If I delete the squad, they go into endless &amp;quot;No Job&amp;quot; even though they don't show up in the Idlers.  If I delete the barracks the same problem exists.  Anyone? --[[User:Kwieland|Kwieland]] 13:39, 6 May 2010 (UTC)&lt;br /&gt;
::That's a known bug, and a pretty devastating one, if the dwarf in question had any important civilian skills.  The only workaround I know of is, ''never'' mix civilian and military roles on the same dwarf.  If you draft a dwarf into the military and start training him or her, it's for life. --[[User:Greycat|Greycat]] 15:30, 6 May 2010 (UTC)&lt;br /&gt;
:::I kinda figured as much.  The other bug I detest is the fact that the dwarfs (to me) have no increases in strength/agility/etc. But I digress.  I did figure out a work around to the &amp;quot;No Job&amp;quot; ex-army dwarfs.  If you have military dwarfs that you accidentally removed from a squad with the &amp;quot;No Job&amp;quot; bug, if you assign them a squad, assign the squad to move to a location. Then, if you cancel that order, they seem to go back to training/etc as per their schedule.  At least you don't have a wasted dwarf in that case. &lt;br /&gt;
:::Any ideas on the Marksdwarfs?  I think I'm going to try assigning them to be hunters, and then recruit from there.  Then they should have a quiver, at least.--[[User:Kwieland|Kwieland]] 16:42, 6 May 2010 (UTC)&lt;br /&gt;
==Food and Water==&lt;br /&gt;
&lt;br /&gt;
Either this page or the [[DF2010:Squad|Squad]] page (or perhaps both) ought to be edited to include information on telling your military dwarves to carry food and water/booze by someone who has tested those features.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:16, 12 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=108696</id>
		<title>v0.31 Talk:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=108696"/>
		<updated>2010-05-12T15:09:09Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cleaning appears to be functionally similar to the previous version so far, with a few exceptions:&lt;br /&gt;
* dwarves no longer clean adjacent tiles in addition to the tile they are standing on - only the tile they're on becomes cleaned;&lt;br /&gt;
* blood, ichor, and vomit no longer vanish on season-change, and rain only removes the liquids from the tile it hits&lt;br /&gt;
[[User:Volouscheur|Volouscheur]] 21:12, 21 April 2010 (UTC)&lt;br /&gt;
:The second part of #2 is how it's always been - even in 40d, rain would clean away any outdoor blood and vomit 1 tile at a time. --[[User:Quietust|Quietust]] 21:37, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clean Self==&lt;br /&gt;
&lt;br /&gt;
Now that dwarves will clean themselves as well as the fort, we need to cover this.  Would it be better as a separate article, or as a section here (with a redirect here from {{cv:Clean self}})? --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:09, 12 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=108694</id>
		<title>Dwarf Fortress Wiki talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=108694"/>
		<updated>2010-05-12T15:02:52Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: /* Quality categories by version namespace */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stone, gem and similar articles==&lt;br /&gt;
Any thoughts on how to rate these? Many of them seem to be tagged as stubs, but the stone template in particular seems to me to cover most of the salient information. [[User:Oddtwang of Dork|Oddtwang of Dork]] 20:20, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==who rates those articles==&lt;br /&gt;
who rates those articles?&lt;br /&gt;
::I have been.  If I shouldn't be, someone say so now.  Also, should ~100% of content articles be rated? --[[User:StrongAxe|StrongAxe]] 18:42, 15 April 2010 (UTC)&lt;br /&gt;
:::As there isn't much of a vandalism thing going on here, I think it should be the original author of the article who rates it, with some admin verification following--[[User:Smd|Smd]] 15:25, 17 April 2010 (UTC)&lt;br /&gt;
::::Anyone and everyone should be rating the articles.  Don't agree with an article rating?  leave a note why on the talk page and re-rate the page in question. --[[User:Briess|Briess]] 01:35, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Anybody can rate an article, it's a wiki and we're ''supposed to'' all work together. Just try to correct or update anything that needs changing. If you spot vandalism, go to the '''history''' tab next to the discussion/edit tabs and revert the page to a pre-vandal version. [[Special:Contributions/97.90.193.201|97.90.193.201]] 17:57, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changing levels ==&lt;br /&gt;
:There was a discussion [http://www.bay12forums.com/smf/index.php?topic=54970.msg1183319#msg1183319 on the forums] involving changing the quality levels to Fine, Exceptional, and Masterwork.  Yes/no?--[[User:Draco18s|Draco18s]] 17:29, 23 April 2010 (UTC)&lt;br /&gt;
::I think this is a great idea. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:31, 23 April 2010 (UTC)&lt;br /&gt;
::I second.  The forum thread linked above garnered broad support for -Fine-, +Exceptional+, *Masterwork* after discussing several options. -Grae&lt;br /&gt;
:::Agreed, with the quality modifiers in place, they're awesome for this wiki.  I mean, what's more Dwarf Fortressy than having a good *article*? --[[User:Aescula|Aescula]] 21:32, 25 April 2010 (UTC)&lt;br /&gt;
::Indeed, it seems to fit the game better rather than fit with common player perceptions of the races in game.[[User:Vattic|Vattic]] 20:51, 23 April 2010 (UTC)&lt;br /&gt;
::Although I think the Fine, Exceptional, Masterwork is a better grading scheme I have to question the need for more than two levels. Either an article doesn't have enough information (currently Elven) or it does (currently Human or Dwarven. The distinction between the top too levels is mostly in how it links to other articles which I think is a poor way to grade. For example you could make a Human article Dwarven by removing any red links or badly formed links but arguably this reduces the quality of the article itself. So I'd suggest just having a rating for poor pages and leaving good ones without any tag. --[[User:Shades|Shades]] 14:51, 26 April 2010 (UTC)&lt;br /&gt;
:::I think there is some value to pointing out articles that are not only accurate and full of all the information, but also easy to navigate within and between.  Hence the distinction between what is good and great. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:28, 26 April 2010 (UTC)&lt;br /&gt;
::::But that is not what we are doing as by removing the links on a Human article you can end up with a Dwarven article. That is not a good reinforcement. --[[User:Shades|Shades]] 07:50, 27 April 2010 (UTC)&lt;br /&gt;
:::::I added another category requirement for an Exceptional article now. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template/method ==&lt;br /&gt;
&lt;br /&gt;
I see that this was set up with different templates for each quality level.  Is that really the best way to go?  Couldn't instead of &amp;lt;nowiki&amp;gt; {{elven}} {{dwarven}} {{human}} &amp;lt;/nowiki&amp;gt; could we do &amp;lt;nowiki&amp;gt; {{Quality|&amp;lt;low&amp;gt;}} {{Quality|&amp;lt;med&amp;gt;}} {{Quality|&amp;lt;high&amp;gt;}} &amp;lt;/nowiki&amp;gt; (for whatever those three are)?  Thoughts? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:50, 23 April 2010 (UTC)&lt;br /&gt;
:That seems far more sensible to me. The three tags are now very confusing if you don't happen to have been around while the quality thing's been introduced. [[User:Oddtwang of Dork|Oddtwang of Dork]] 15:47, 25 April 2010 (UTC)&lt;br /&gt;
::I also agree - it would centralize the formatting rules, and even potentially allow people to set what kind of label they want to see. --[[User:Krenn|Krenn]] 07:06, 26 April 2010 (UTC)&lt;br /&gt;
:::Feel free to implement this if you feel so inclined. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
::::Alright, I'll try to work on this tonight. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:30, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
This started out as a project to point what needs fixing. Fine is a '''terrible''' name for the bottom quality rank. If you are hell-bent on driving the DF reference all the way, make the lowest rank XShoddyX [[User:VengefulDonut|VengefulDonut]] 12:39, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Also, the comments on the forums seem to be more objections than suggestions. Perhaps the original elven/human/dwarven ranking would work. [[User:VengefulDonut|VengefulDonut]] 12:45, 6 May 2010 (UTC)&lt;br /&gt;
::I'd also like to nitpick that the current labels, &amp;quot;-Fine-&amp;quot; &amp;quot;+Exceptional+&amp;quot; and &amp;quot;*Masterwork*&amp;quot;, are wrong - they ''should'' be &amp;quot;+Fine+&amp;quot; &amp;quot;≡Exceptional≡&amp;quot; and &amp;quot;☼Masterwork☼&amp;quot;. --[[User:Quietust|Quietust]] 13:00, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the purpose of pointing to what needs fixing works just as fine regardless of names.  Anyone who cliks those links (which anyone who wants to fix things on the wiki probably will) understand what fine pages need more work.&lt;br /&gt;
:I don't think elven/human/dwarven was any better at showing what needs improvement.  While fine/exceptional/masterwork might not accurately measure the bottom level, at least it shows a gradient which elven/human/dwarven does not.  I have no objection to bumping it to 4 levels (I think something LIKE stub could be there, shoddy isn't bad) that seems like a very good idea to me.&lt;br /&gt;
:Vengeful, I know there are a lot of objections but when asked for some suggestions this change seemed very highly requested.  I simply implmented it because I agreed that &amp;quot;elven&amp;quot; doesn't really equal &amp;quot;bad&amp;quot; or even &amp;quot;worse then human&amp;quot;.&lt;br /&gt;
:Yeah, Agreed Quiest, I'll change that. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 14:30, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::We don't need more levels. We just need the labels for the current levels to match their purpose. The bottom level, which represents &amp;quot;needs improvement&amp;quot; articles, needs to have a tag that sounds '''bad'''. xTatteredx and xShoddyx would fit the current theme. Replacing it all with number ranks would solve it (say, level of magma). As long as the label doesn't directly conflict with the purpose of the category, the way fine does. [[User:VengefulDonut|VengefulDonut]] 14:54, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Sounds good, it was a little work to make sure the shift happened correctly.  If you want to do the change to &amp;quot;Shoddy&amp;quot; or &amp;quot;Tattered&amp;quot; then cool, otherwise I'll maybe do it sometime this week. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:24, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Something a little negative about that, isn't there? &amp;quot;Stub&amp;quot; says 'this needs more adding to it' whereas &amp;quot;shoddy&amp;quot; says 'what's here isn't much cop'. I agree that &amp;quot;Fine&amp;quot; is probably a bit generous. Offhand, however, I don't have another suggestion for the lowest level.&lt;br /&gt;
::::There's probably an argument to make that the middle level would be better as &amp;quot;Fine&amp;quot; if the lowest is changed - I think there's a clearer distinction then between it and the top level. [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:02, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quality categories by version namespace==&lt;br /&gt;
&lt;br /&gt;
Is there a relatively simple way to view a list of, say, all DF2010 articles of Fine quality?  If not, could there be?  It would be quite handy for targeting articles to be improved. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 03:29, 8 May 2010 (UTC)&lt;br /&gt;
:Doing so would require editing the {{tl|Quality}} template itself, though it might not be a bad idea. --[[User:Quietust|Quietust]] 04:04, 8 May 2010 (UTC)&lt;br /&gt;
::I was thinking of doing that.  We'll leave this here for a little so people can comment on it, but then if noone opposes I'll make the change. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:22, 10 May 2010 (UTC)&lt;br /&gt;
:::With this in place, would calculating the &amp;quot;Overall quality rating&amp;quot; for each version not be more useful? Either for each namespace or for each + the articles in the mainspace, maybe? [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:05, 10 May 2010 (UTC)&lt;br /&gt;
::::I've just updated the progress bar template to allow it to focus on a single namespace. 40d has a reasonably high rating, while 23a is way worse than even DF2010. I've also tweaked this Quality page to list the quality stats for all 3 namespaces - it's a bit busy, but the information should be useful. --[[User:Quietust|Quietust]] 13:57, 12 May 2010 (UTC)&lt;br /&gt;
:::::Looks great IMO, thanks!  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:02, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
There's no mention of the &amp;quot;Version:Quality&amp;quot; style categories on [[Dwarf_Fortress_Wiki:Quality|the quality page]]. Should those be added immediately, or are we waiting until we've reached a decision on if ratings will differ between versions? Because I would add them, but I don't want to screw things up. [[User:SenorPwnage|Señor Pwnage]] 02:36, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Drop in overall quality rating==&lt;br /&gt;
Why has the quality rating seen on the main page dropped so precipitously?  It was at over 20% a week or two ago, now it is at 11%.  Is this due to articles being rerated downward, or due to the hundreds of nearly-stub pages such as [[DF2010:Aquamarine]]?  Has the calculation method changed?  Or another cause?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:19, 9 May 2010 (UTC)&lt;br /&gt;
:Almost certainly the latter, and probably partially my fault - whenever I find a page that has no rating at all, I just give it a &amp;quot;Fine&amp;quot; rating so it at least has a rating ''at all'' - I'm of the opinion that it's better for a page to be underrated than completely unrated. --[[User:Quietust|Quietust]] 21:33, 9 May 2010 (UTC)&lt;br /&gt;
::And I agree, the lowest rating should be applied to the worst articles. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:21, 10 May 2010 (UTC)&lt;br /&gt;
:::Given that a bunch of the articles have been blindly categorized as &amp;quot;Fine&amp;quot;, I'm going through and rerating a bunch of them as &amp;quot;Unrated&amp;quot; which will place them in a distinct category so other users can provide more accurate ratings. It would probably be beneficial to make the template recognize this rating and list it on this project page (and somehow include them on the progress bar thingy). --[[User:Quietust|Quietust]] 19:36, 10 May 2010 (UTC)&lt;br /&gt;
::::I'd suggest not doing that.  Fine is currently the &amp;quot;bottom&amp;quot; rating.  We can that name if we want, but having to go back and change unrated to &amp;quot;new bottom rating&amp;quot; will be a lot of unnecessary work, imo.  Don't you think? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 22:50, 10 May 2010 (UTC)&lt;br /&gt;
:::::&amp;quot;Unrated&amp;quot; was '''not''' intended to be a &amp;quot;new bottom rating&amp;quot;, but a way of denoting that an article ''needs to be (re-)rated'' - since the intent is that every page (or at least all of those in the DF2010 namespace) should have a quality rating, it's useful to be able to explicitly categorize an article as needing a rating without having to rate the article yourself (for those who are very poor judges of quality). --[[User:Quietust|Quietust]] 22:55, 10 May 2010 (UTC)&lt;br /&gt;
:I'm also rather shocked at the brutal re-rating of everything. Not one Masterwork article?  Seriously?  If everything's just going to end up in a morass of Fine, where Fine can be anything from a pointless stub to a half-decent, usable article, then the system really isn't helping. --[[User:Krenn|Krenn]] 05:08, 12 May 2010 (UTC)&lt;br /&gt;
::Ah - replying to my own post in case anyone else has the same confusion I did; the problem is that the links to the categories from the Quality page go to '''non-version specific''' categories of Fine, Exceptional, and Masterwork, and nothing is in those anymore.  All articles are now of a quality rating specific to their own namespace, IE: [[:Category:DF2010:Masterwork Quality Articles]].  I still think rating is being too harsh, though, as there's only 3 masterwork right now and that seems low. --[[User:Krenn|Krenn]] 05:14, 12 May 2010 (UTC)&lt;br /&gt;
:::I'll fix this.  Also, the count is just how many articles are labeled masterwork, if you can find some other than those three that are masterwork, please label them such :). [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 06:15, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Criteria ==&lt;br /&gt;
&lt;br /&gt;
Currently, having a &amp;quot;substantial number of redlinks&amp;quot; is grounds for an article being rated as Fine. While this is okay for new pages, it's a bit unfair to articles in the 23a namespace, where most of the content is concrete but simply hasn't been imported from the Archive wiki yet. Should this distinguish between redlinks due to incorrect formatting versus redlinks due to pending creation of other pages? --[[User:Quietust|Quietust]] 19:48, 10 May 2010 (UTC)&lt;br /&gt;
:I tend to think the rules should be ''substantially'' different in the 23a namespace, as it is essentially historical content being ported into the current wiki for reference purposes.  So I would actually argue that 23a pages should not be rated at all, nor taken into account in the quality rating.&amp;lt;br/&amp;gt;Speaking of that, it used to be wiki policy to make minimal edits &amp;amp;mdash; don't these repeated ratings lead to extra entries in the page histories and extra disk space consumed?  Or are the ratings handled thru a database entry maybe?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:57, 10 May 2010 (UTC)&lt;br /&gt;
::By that argument, should not 40d articles also be exempt from being rated? --[[User:Quietust|Quietust]] 20:20, 10 May 2010 (UTC)&lt;br /&gt;
:::Disk space is not a concern.  However, fine as the bottom rating of articles is not fine. --[[User:Briess|Briess]] 20:22, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposal: No ratings for 40d and 23a ==&lt;br /&gt;
Those parts of the wiki are mostly static (and hopefully generally complete) and increasingly of historic interest only. The way I understand the rating, it's mostly to show the ongoing process of completing a new version and telling a user how to evaluate an article.&lt;br /&gt;
&lt;br /&gt;
We could alternatively introduce separate rating templates for 40d and 23a.. --[[User:Höhlenschreck|Höhlenschreck]] 21:52, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Perhaps just alternate categories? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 22:48, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Specifics of implementation aside, I think a ratings system that only counts current version and mainspace articles in the overall wiki score is a good idea. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 00:39, 11 May 2010 (UTC)&lt;br /&gt;
::This is now implmented, the &amp;quot;score&amp;quot; is DF2010 only.  Hohlenschreck, does this meet your ideas?  Or do you not want labels on older articles at all? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 06:30, 12 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:FunkyWaltDogg&amp;diff=108535</id>
		<title>User:FunkyWaltDogg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:FunkyWaltDogg&amp;diff=108535"/>
		<updated>2010-05-11T20:10:47Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==My forts==&lt;br /&gt;
&lt;br /&gt;
I get bored and distracted easily so I end up continually starting new fortresses.  &lt;br /&gt;
&lt;br /&gt;
===Current fort===&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8662-redpages Redpages] - My first serious fort in 31.0X (although I had one earlier attempt that lasted about a year before [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1597 a mysterious crash bug] set in).  The concept is a fort whose only entrance is in the side of a cliff, overlooking a river.&lt;br /&gt;
&lt;br /&gt;
===Old forts===&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5604-wadedcastlesv2 Wadedcastles v2] - This is my second attempt at building an aboveground fort made up of buildings connected by bridges sitting in a constructed lake.  I never finished it due to a lapse of interest in DF&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5516-wadedcastles Wadedcastles] - This was going to be a theme fort until poor planning, repeated goblin sieges and tantrum spirals caught up with me.  I decided to start over rather than try and fix it.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5425-bootshoved Bootshoved] - This one was going great, until I had [http://www.bay12games.com/forum/index.php?topic=34005.0 a stupid problem] that turned out to be entirely my fault.  By the time I figured it out I'd started another fort.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5339-lanternsplattered Lanternsplattered] - Just got bored of this one. &lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5186-booksquid Booksquid the Purple Greennessess of Nudity] - My first fort in the Z-axis version.&lt;br /&gt;
&lt;br /&gt;
==Other stuff==&lt;br /&gt;
&lt;br /&gt;
[[Special:Random/DF2010|Random page, DF2010 only]]&lt;br /&gt;
&lt;br /&gt;
===Pages to work on===&lt;br /&gt;
&lt;br /&gt;
*[[DF2010:Activity zone]]&lt;br /&gt;
*[[DF2010:Mist]]&lt;br /&gt;
*[[DF2010:Tile attributes]]&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Lignite&amp;diff=108520</id>
		<title>v0.31:Lignite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Lignite&amp;diff=108520"/>
		<updated>2010-05-11T18:39:24Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: fine quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0|uses=&lt;br /&gt;
* Create 2 {{l|coke}} at {{l|smelter}}}}{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the two mineral sources of {{L|fuel}}, '''Lignite''' is found in {{L|vein}}s in {{L|sedimentary layer}}s.  When processed at a {{L|smelter}} or {{L|magma smelter}}, one unit of lignite produces 2 units of {{L|Fuel#The_two_sub-types_of_fuel|coke}}.   If done at a regular {{L|smelter}}, this processing requires one pre-existing unit of fuel (either {{L|Fuel#The_two_sub-types_of_fuel|charcoal}} or coke), leaving a ''net'' production of 1 fuel.&lt;br /&gt;
&lt;br /&gt;
Lignite is flammable.  (It should not be necessary to add that it is ''not'' a {{L|fire-safe}} material.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;See also:&lt;br /&gt;
:* {{L|bituminous coal}}&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
{{Category|Stone}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;br /&gt;
{{Category|Sedimentary Stone Layers}}&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:FunkyWaltDogg&amp;diff=108519</id>
		<title>User:FunkyWaltDogg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:FunkyWaltDogg&amp;diff=108519"/>
		<updated>2010-05-11T18:37:43Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==My forts==&lt;br /&gt;
&lt;br /&gt;
I get bored and distracted easily so I end up continually starting new fortresses.  &lt;br /&gt;
&lt;br /&gt;
===Current fort===&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8662-redpages Redpages] - My first serious fort in 31.0X (although I had one earlier attempt that lasted about a year before [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1597 a mysterious crash bug] set in).  The concept is a fort whose only entrance is in the side of a cliff, overlooking a river.&lt;br /&gt;
&lt;br /&gt;
===Old forts===&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5604-wadedcastlesv2 Wadedcastles v2] - This is my second attempt at building an aboveground fort made up of buildings connected by bridges sitting in a constructed lake.  I never finished it due to a lapse of interest in DF&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5516-wadedcastles Wadedcastles] - This was going to be a theme fort until poor planning, repeated goblin sieges and tantrum spirals caught up with me.  I decided to start over rather than try and fix it.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5425-bootshoved Bootshoved] - This one was going great, until I had [http://www.bay12games.com/forum/index.php?topic=34005.0 a stupid problem] that turned out to be entirely my fault.  By the time I figured it out I'd started another fort.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5339-lanternsplattered Lanternsplattered] - Just got bored of this one. &lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5186-booksquid Booksquid the Purple Greennessess of Nudity] - My first fort in the Z-axis version.&lt;br /&gt;
&lt;br /&gt;
==Other stuff==&lt;br /&gt;
&lt;br /&gt;
[[Special:Random/DF2010|Random page, DF2010 only]]&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mechanical_logic&amp;diff=108498</id>
		<title>v0.31 Talk:Mechanical logic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mechanical_logic&amp;diff=108498"/>
		<updated>2010-05-11T15:15:23Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The designs on the 40d mechanical logic gates page were incomprehensible, so I designed some new ones and put them here. I haven't put up a &amp;quot;rotation sensor&amp;quot; design yet, since (a) the description is self-explanatory, and (b) I'm designing flowless water logic gates at the moment and am wondering if it's possible to make a flowless version. --[[User:SL|SL]] 02:27, 10 April 2010 (UTC)&lt;br /&gt;
:[[User:Kami/Logic_gates#Power_to_signal_converter]] --[[User:Kami|Kami]] 17:22, 14 April 2010 (UTC)&lt;br /&gt;
::Nice. Even better than what I was doing, since I needed two pumps to take it from one space to another and back, and annoyingly complicated logic too.--[[User:SL|SL]] 21:06, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Logic ==&lt;br /&gt;
&lt;br /&gt;
I noticed that this page and {{L|Animal logic}} are each short of Exceptional quality due to categorization.  Perhaps we could create a new category, Dwarven Logic, to include these articles plus {{L|Fluid logic}} (which needs to be updated for the current version) and {{L|Computing}}? --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:15, 11 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Irrigation&amp;diff=108497</id>
		<title>v0.31 Talk:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Irrigation&amp;diff=108497"/>
		<updated>2010-05-11T14:59:57Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just few notes:&lt;br /&gt;
* You can make farms in 1/7. There is no need to wait till it evaporates.&lt;br /&gt;
* River does not have to be above farm, it can be on same level. You just dig straight into it, with floodgate installed in the tunnel and lever pulled. [[User:RusAnon|RusAnon]] 20:26, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farms in deeper water == &lt;br /&gt;
My farmers do not seem to be bothered by my farms being 2/7 deep in water (poor water control). Anyone else seen similar? --[[Special:Contributions/131.111.254.209|131.111.254.209]] 10:26, 11 April 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
Dwarves can walk through 1/7 and 2/7 water covered tiles, but cannot work that actual tile, so no planting seeds or harvesting plants until the water evaporates. The plants aren't actually bothered by water depth, so they will mature despite being under water. --[[User:Darkstar|Darkstar]] 17:31, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves can create farms, plant, and harvest in 1/7 water.  True in 40d and true in 2010.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:10, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Due to a bug == &lt;br /&gt;
&lt;br /&gt;
Can someone confirm if this is a bug? Otherwise, I'm assuming it's an intentional change and removing that comment.[[User:Studoku|Studoku]] 02:30, 5 April 2010 (UTC)&lt;br /&gt;
:Yup. Baguhn confirmed it here: [http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336] --[[User:Dree12|Dree12]] 01:25, 9 April 2010 (UTC)&lt;br /&gt;
::Toady's comment on this was much more vague - rewording it. --[[User:Old Ancient|Old Ancient]] 05:36, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Designating a pond ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to follow the instructions for bucket irrigation, and I can't designate a pond either in the open space above the farm, or in the stone floor of the farm itself.  The only place I seem to be able to designate a pond is over the brook, which makes no sense at all.  Running 0.31.03. -[[User:Greycat|Greycat]] 21:04, 21 April 2010 (UTC)&lt;br /&gt;
: Ah, I found the trick.  I could only designate a one-tile pit/pond zone on the ramp leading down to the farm.  I couldn't designate anything on the farm itself.  After designating the pit/pond, you have to press [P] and [f] to toggle it from pit to pond. -[[User:Greycat|Greycat]] 14:22, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Exceptional rating ==&lt;br /&gt;
&lt;br /&gt;
As this article contains quite a lot of information, I've added the appropriate category, and the tileset criterion does not currently appear to be a requirement for Exceptional quality, I have moved this article up from Fine.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 14:59, 11 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=108496</id>
		<title>v0.31:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Irrigation&amp;diff=108496"/>
		<updated>2010-05-11T14:57:34Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: added category, bumped quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
Irrigation is is the process of adding water to an underground or rock tile so that it can be {{L|farm plot|farmed}}. This is done by flooding the tile with {{L|water}}. Any amount of water will suffice but the less water, the better—farms cannot be built on any square containing water of {{L|water depth|2/7 or deeper}}. Tiles of depth 2/7 will flow into nearby tiles until the area is 1/7 if possible so this is only an issue if deep water is placed in an enclosed area.&lt;br /&gt;
&lt;br /&gt;
Once the water has evaporated or been allowed to flow away, the tile will remain muddied unless a {{L|construction}} is built over it. Viewing the tile will cause it to display 'a pile of mud', 'a small pile of mud', or 'a dusting of mud' in its contents.&lt;br /&gt;
&lt;br /&gt;
Farms must be built on muddy tiles. Farms cannot be built on underground tiles (rock or soil) unless those tiles have been muddied. This is not the case for above ground farming, where you can {{L|gather plants}} and {{L|Still|brew}} them for alcohol or even farm in above ground soil with the gathered seeds. But underground farming is a generally quicker, safer and more reliable (and dwarven) way to gain {{L|food}} and {{L|alcohol}}. Plus, you can only embark with seeds for underground crops. So, it is useful to know how to irrigate with as little investment in workshops and mechanisms as possible.&lt;br /&gt;
&lt;br /&gt;
Farms can be built on unsuitable ground but doing so will display a warning message. If even a single square of the farm is not irrigated, it will be unusable.&lt;br /&gt;
&lt;br /&gt;
{{L|Magma}}, for obvious reasons, cannot be used to irrigate{{verify}}  but can cause {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Easy Irrigation ==&lt;br /&gt;
&lt;br /&gt;
One obstacle to early irrigation is the time required to build mechanisms (which cannot be taken when {{L|embark|embarking}} and take time to set up). They can also be daunting to newer players and mistakes can result in floods or famine - common sources of {{L|fun}}. The methods below are designed to work without mechanisms.&lt;br /&gt;
&lt;br /&gt;
=== via Murky Pool===&lt;br /&gt;
&lt;br /&gt;
Most areas contain {{L|murky pool|murky pools}}, which provide one of the quickest, simplest methods of starting a farm.  Digging out an area near a murky pool and draining the pool into it is an easy way to make the ground muddy and farmable.&lt;br /&gt;
&lt;br /&gt;
You should first locate a pool near where you wish to put the farm.  While any finite water source works, you need to drain the excess water somehow or allow it to [[evaporate]], so smaller pools are usually preferable. Once you find a good location, dig out the room and dig a tunnel that ends with only 1 tile between it and the pool. If you want to simply allow the water to evaporate after irrigation, the floorspace in the farm should about about 5 or 6 times that of the pool.  Otherwise, you can dig another room out underneath the farm via stairs placed on the opposite side from the pool to drain the water after irrigation.&lt;br /&gt;
&lt;br /&gt;
Finally, channel out the one tile between the tunnel and the pool and the water will flow in.&lt;br /&gt;
&lt;br /&gt;
If you miscalculate the area, there are two possible outcomes, both easily solvable-&lt;br /&gt;
&lt;br /&gt;
:* If the dug area is too large, some tiles will be left unmuddied. While muddying these squares is a lot of trouble and arguably not worth it, these tiles are perfect for seed stockpiles.&lt;br /&gt;
:* If the dug area is too small, there will be at least one tile of 2/7 depth. Until some of the water {{L|evaporation|evaporates}} (which will still happen, albeit slower, in the 1/7 tiles), you won't be able to farm it. However, unless you've drastically miscalculated, dwarves will be able to wade through the water and dig more tiles to expand the farm to the correct size.&lt;br /&gt;
&lt;br /&gt;
=== via Buckets===&lt;br /&gt;
&lt;br /&gt;
If you have access to a large source of water such as a {{L|brook}} or {{L|river}}, it is possible to irrigate an area with {{l|buckets}}. &lt;br /&gt;
&lt;br /&gt;
To do this, find a subterranean area where you plan to locate your farm. Tunnel two z layers of the same size, as the upper z level will be the irrigation gallery for our farms. The irrigation will fall down to the desired tiles on the z-level below, creating our mud for farming.&lt;br /&gt;
&lt;br /&gt;
{{L|channel|Channel}} the upper gallery in the following pattern:&lt;br /&gt;
&lt;br /&gt;
 ++++&lt;br /&gt;
 +..+    legend&lt;br /&gt;
 +..+     . = channeled tile&lt;br /&gt;
 ++++     + = floor &lt;br /&gt;
&lt;br /&gt;
(If you haven't {{L|Dig|dug}} the farm level by this point, you will have down ramps in your channeled tiles. Tunnel out the z-level below, as that is where your farms will be.)&lt;br /&gt;
&lt;br /&gt;
{{L|activity zone|Designate}} the channeled tiles on the upper gallery as {{L|pond|ponds}}. If you designate each channeled tile individually as a pond, you can quickly muddy your planned farm tiles as only one dwarf can fill a pond activity zone, and you can control the spread of the water precisely. As each pond tile gets its first filling of water (bringing it to 1/7 depth), dezone that pond tile, and this will result in an exact match of mud on the floor below.&lt;br /&gt;
&lt;br /&gt;
This process creates &amp;quot;a dusting of mud&amp;quot; on the floor below, which is all that is needed to plant underground crops. Place your farm plots over just these muddied tiles.&lt;br /&gt;
&lt;br /&gt;
Lower floor will look like the following:&lt;br /&gt;
&lt;br /&gt;
 ++++ &lt;br /&gt;
 +mm+    legend &lt;br /&gt;
 +mm+     m = muddied tile &lt;br /&gt;
 ++++     + = floor &lt;br /&gt;
&lt;br /&gt;
You can vary the basic square to any rectangle, so long as you keep the rectangle 2 wide or 2 long, and this will result in quick and efficient muddy tile creation on the floor below.&lt;br /&gt;
&lt;br /&gt;
If you accidentally add too much water, you can wait for some of the water to evaporate or for it to spread to nearby tiles. However, as long as you keep an eye on the dwarves and dezone that pond tile on the upper gallery as soon as a dwarf dumps a bucket of water, you shouldn't have this occur.&lt;br /&gt;
&lt;br /&gt;
Other ways to easily create an upper irrigation gallery and a lower resulting farm level are possible. This is left up to the fortress designers to experiment with&lt;br /&gt;
&lt;br /&gt;
== Complex Irrigation ==&lt;br /&gt;
The following method of irrigation takes longer to build, but it is more reliable, looks cooler and of course it's more {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
=== via Reservoir ===&lt;br /&gt;
[[Image:Irrigation_step2.png‎|thumb|right|A reservoir system which provides enough water for 8 fields. upper level]]&lt;br /&gt;
[[Image:Irrigation_bottomlevel.png‎|thumb|right|The irrigated bottom level. Dormitory and dining room are just temporary (because the irrigation system has been set up first) and can be build to stockpiles later.]]&lt;br /&gt;
First you need a sufficient source of {{L|water}}. The best would be a {{L|brook}} or {{L|river}}, but it is also possible to use a bigger murky pool (it depends on how much fields you want to irrigate).&lt;br /&gt;
&lt;br /&gt;
For every 7x7 farm plot you need&lt;br /&gt;
:* a floodgate&lt;br /&gt;
:* a hatch cover&lt;br /&gt;
:* 4 mechanisms (for linking)&lt;br /&gt;
:* a door&lt;br /&gt;
&lt;br /&gt;
You also need&lt;br /&gt;
:* 2 Mechanisms for the levers&lt;br /&gt;
:* at least one additional door (if you have enough time to set up a wall or floodgate as well)&lt;br /&gt;
&lt;br /&gt;
Use the following pattern:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
░░░░░░░░░░░░░░░░░░░░░     [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d       &lt;br /&gt;
░░...░░░░░░░░░░░...░░  ░  stone&lt;br /&gt;
░░.[#0FF]¢..[#000][#880]X.......[#000][#880]X..[#0FF]¢.░░  .  floor&lt;br /&gt;
░░...░░░░░.░░░░░...░░  [#0FF]¢  floor hatch&lt;br /&gt;
░░░░░░░[#FF0]1░░.░░░░░░░░░░  [#000][#880]X  floodgate&lt;br /&gt;
░░░░░░░[#FFF]&amp;lt;.[#888][#CCC]┼.░░░░░░░[#00F]≈[#00F]~[#00F]≈  [#00F]≈  water source&lt;br /&gt;
░░░░░░░[#0FF]2░░.░░░░░[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~  [#888][#CCC]┼  door&lt;br /&gt;
░░░░░░░░░░.░░░[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~  [#FFF]&amp;lt;  up stairs&lt;br /&gt;
░░░░░░░░░░[#FFF][#444]░░[#00F]≈[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~[#00F]≈░░  [#FF0]1 -&amp;gt; lever 1&lt;br /&gt;
░░░░░░░░░[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~[#00F]≈[#00F]~░░░░  [#0FF]2 -&amp;gt; lever 2&lt;br /&gt;
░░░░░░░░[#00F]~[#00F]≈[#00F]≈[#00F]~[#00F]≈[#00F]≈[#00F]~░░░░░░&lt;br /&gt;
upper level, plumbing}}&amp;lt;br/&amp;gt;&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
░░░░░░.[#FFF]t[#FFF]o.[#FFF]f[#FFF]o[#FFF]r[#FFF]t.░░░░░░    [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d        &lt;br /&gt;
░░░░░░░░░...░░░░░░░░░  [#880]≈ farm plot&lt;br /&gt;
░[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈░...░[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈░  [#888]═ stockpile&lt;br /&gt;
░[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈░...░[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈░    (customized&lt;br /&gt;
░[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈░[#888]═[#888]═[#888]═░[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈░    for seeds)&lt;br /&gt;
░[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#888][#CCC]┼[#888]═[#888]═[#888]═[#888][#CCC]┼[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈░&lt;br /&gt;
░[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈░[#888]═[#888]═[#888]═░[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈░&lt;br /&gt;
░[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈░░░░░[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈░&lt;br /&gt;
░[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈░░░░░[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈[#880]≈░&lt;br /&gt;
░░░░░░░░░░░░░░░░░░░░░&lt;br /&gt;
lower level, farms}}&lt;br /&gt;
&lt;br /&gt;
After your miners have dug the pattern, channel the tile under each hatch cover. Now link the hatch covers to lever 1. After that you can place the floodgates and link them to lever 2. To start the irrigation channel out the last tile to the river / murky pool. Pull the floodgate-lever to fill the reservoirs and pull it again when they are 7/7. Finally pull the hatch cover-lever and release the water to the lower level.&lt;br /&gt;
&lt;br /&gt;
This reservoir contains 70 units of water (10x7). 9 units of water are lost to the ground of the reservoir (61 left). Roughly 10 units evaporate while spreading (~51). The water should be just enough to cover the whole farm plot and evaporate quickly.&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cave_spider&amp;diff=108493</id>
		<title>v0.31:Cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cave_spider&amp;diff=108493"/>
		<updated>2010-05-11T14:40:06Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: edited links, fixed misinformation, bumped quality back up to Exceptional&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VerminInfo|name=Cave spider|symbol=∙|color=7:0:0|biome=* Subterranean Water&lt;br /&gt;
* Subterranean Chasm|wiki=no|&lt;br /&gt;
spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A '''cave spider''' is a type of {{L|vermin}}.&lt;br /&gt;
It produces {{L|web}}s that can be collected and {{L|loom|woven}} into {{L|thread|cave spider silk thread}}.&lt;br /&gt;
&lt;br /&gt;
Cave spiders can be annoying and beneficial at the same time.  They will usually hang out around underground areas like {{L|cavern|caverns}} or underground water sources. They will leave webs around these areas or even in your fortress that can be collected via the 'collect webs' job at the {{L|Loom}}, which is created automatically when webs are around.  They can be annoying because they will bite the occasional pet or dwarf, though they're only mildly {{L|Syndrome|venomous}}.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|cat}}s around your fortress, they will hunt cave spiders down without mercy just like any other vermin, and this can be a bit annoying if you want those webs.  You can attempt to solve this problem by confining all unattached cats using {{L|cage}}s or {{L|restraint}}s and eliminating cats that have adopted a dwarf, but this approach can cause happiness issues, and migrants will continue to introduce pet cats to your fortress.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=108391</id>
		<title>v0.31:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=108391"/>
		<updated>2010-05-11T03:54:48Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: corrected Water Source shortcut key&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
To editors:&lt;br /&gt;
This page has recently been copy/pasted twice from the old version, and blanked by the Admin twice because of lack of screening for accuracy.  &lt;br /&gt;
&lt;br /&gt;
If you want to tackle this page, it's easy - just take it one section at a time, check every {{k|k}}eystroke, make sure every zone works '''as described''' (either the previous description or your own new, accurate, updated version!), lose anything that is not confirmed ''(possibly &amp;lt;nowiki&amp;gt;&amp;lt;!--hide it--&amp;gt;&amp;lt;/nowiki&amp;gt; and comment/discuss on the Talk page, or use a {{verify}} link if you're &amp;quot;pretty sure&amp;quot; it's mostly accurate but have some small doubt or question)'', and it should all be good.  &lt;br /&gt;
&lt;br /&gt;
This means some degree of TESTING - that is to be assumed on all new pages if we want to get it right (and we do!).  Fire up a small (2x2) &amp;quot;test&amp;quot; game in a calm biome, keep it safe and use it to check any concept to see how it works compared to the old description.  ''(That's how the new {{L|fuel}} article was checked, which did show some subtle changes - but it's accurate now, which is what we want for a wiki.)''&lt;br /&gt;
&lt;br /&gt;
Use the '''&amp;lt;nowiki&amp;gt;{{L|link}}&amp;lt;/nowiki&amp;gt;''' format for links - those will be updated once the official &amp;quot;new version&amp;quot; number gets implemented. Any '''&amp;lt;nowiki&amp;gt;[[DF2010:link]]&amp;lt;/nowiki&amp;gt;''' will go [[red]] when that happens.&lt;br /&gt;
:::''thanks, the Admin''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which dwarves are instructed to perform specific tasks, such as fishing, dumping objects, or collecting water. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for cetain others (dumping), they can also be used to help keep dwarves out of danger.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any revealed tile, including in open space or over a river or on top of a building or stockpile. They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases (hospital, pit/pond) additional orders can then be set from the same menu.&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Note that the wagon you arrive with constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
== Water Source ==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as [[40d:refuse|refuse]] stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal corpses or bones, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have {{L|refuse hauling}} {{L|labor}} enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a {{L|cliff}} or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or {{L|pit}}), not onto an {{L|open space}}. &lt;br /&gt;
Items dumped into {{L|magma}} (provided they are not {{L|magma safe}}) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim {{L|designation}} to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, the seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a {{L|ramp}} or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.&lt;br /&gt;
&lt;br /&gt;
Animals can be assigned to a pit through the {{k|P}} menu.  A dwarf will lead the beast to the pit and leave it there. (If the pit is a ramp rather than a hole, the animal will then wander off)&lt;br /&gt;
&lt;br /&gt;
Dwarves will attempt to fill a pond with {{L|water}}, carried by {{L|bucket}} from a water-gathering zone.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  Each bucketful increases the depth of the water in the pond by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.&lt;br /&gt;
&lt;br /&gt;
== Sand Collection ==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
&lt;br /&gt;
== Meeting Area ==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
:Shortcut {{k|h}}&lt;br /&gt;
&lt;br /&gt;
A Hospital zone is an area designated for the {{L|Healthcare|care and treatment}} of sick and {{L|Wound|wounded}} dwarves. &lt;br /&gt;
&lt;br /&gt;
===Setting up a Hospital===&lt;br /&gt;
&lt;br /&gt;
While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain furniture and supplies to function properly:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bed|Beds}}&lt;br /&gt;
| Allow sick dwarves to {{L|Rest|rest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Table|Tables}}&lt;br /&gt;
| Used in surgery{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Traction bench|Traction benches}}&lt;br /&gt;
| Immobilize dwarves who need to stay still to heal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Container|Boxes/Bags}}&lt;br /&gt;
| Storage for medical supplies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical equipment&lt;br /&gt;
! Function&lt;br /&gt;
! Unit quantity*&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Thread}}&lt;br /&gt;
| Required for suturing wounds &lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} &lt;br /&gt;
| Required for bandages &lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Splint|Splints}} &lt;br /&gt;
| Used to bind broken bones{{verify}} &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Crutch|Crutches}}&lt;br /&gt;
| Walking aid for dwarves with leg injuries &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gypsum plaster|Powder for casts}} &lt;br /&gt;
| Used to make plaster casts for setting bones{{Verify}}&lt;br /&gt;
| 150{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bucket|Buckets }}&lt;br /&gt;
| &lt;br /&gt;
*Used by doctors to carry water for cleaning patients&lt;br /&gt;
*Used by dwarves with the Feed Patients/Prisoners labor to water patients&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soap }}&lt;br /&gt;
| Used to reduce infections when washing patients &lt;br /&gt;
| 150{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.''&lt;br /&gt;
&lt;br /&gt;
In addition to furniture and medical supplies, a {{L|Water|source of water}} is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.&lt;br /&gt;
&lt;br /&gt;
When the Zones menu ({{k|i}}) is open and the cursor is in a hospital zone, {{k|H}} will bring up the Hospital Information screen.  This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.&lt;br /&gt;
&lt;br /&gt;
===Hospital Beds===&lt;br /&gt;
&lt;br /&gt;
When a dwarf becomes sick or wounded, he will be carried to a bed in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a {{L|barracks}} or {{L|dormitory}}, or to an unassigned bed.  If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available.  Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, however, and it may be possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.{{verify}}&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=108390</id>
		<title>v0.31:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=108390"/>
		<updated>2010-05-11T03:53:54Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: Added sections for all zone types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
To editors:&lt;br /&gt;
This page has recently been copy/pasted twice from the old version, and blanked by the Admin twice because of lack of screening for accuracy.  &lt;br /&gt;
&lt;br /&gt;
If you want to tackle this page, it's easy - just take it one section at a time, check every {{k|k}}eystroke, make sure every zone works '''as described''' (either the previous description or your own new, accurate, updated version!), lose anything that is not confirmed ''(possibly &amp;lt;nowiki&amp;gt;&amp;lt;!--hide it--&amp;gt;&amp;lt;/nowiki&amp;gt; and comment/discuss on the Talk page, or use a {{verify}} link if you're &amp;quot;pretty sure&amp;quot; it's mostly accurate but have some small doubt or question)'', and it should all be good.  &lt;br /&gt;
&lt;br /&gt;
This means some degree of TESTING - that is to be assumed on all new pages if we want to get it right (and we do!).  Fire up a small (2x2) &amp;quot;test&amp;quot; game in a calm biome, keep it safe and use it to check any concept to see how it works compared to the old description.  ''(That's how the new {{L|fuel}} article was checked, which did show some subtle changes - but it's accurate now, which is what we want for a wiki.)''&lt;br /&gt;
&lt;br /&gt;
Use the '''&amp;lt;nowiki&amp;gt;{{L|link}}&amp;lt;/nowiki&amp;gt;''' format for links - those will be updated once the official &amp;quot;new version&amp;quot; number gets implemented. Any '''&amp;lt;nowiki&amp;gt;[[DF2010:link]]&amp;lt;/nowiki&amp;gt;''' will go [[red]] when that happens.&lt;br /&gt;
:::''thanks, the Admin''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which dwarves are instructed to perform specific tasks, such as fishing, dumping objects, or collecting water. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for cetain others (dumping), they can also be used to help keep dwarves out of danger.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any revealed tile, including in open space or over a river or on top of a building or stockpile. They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases (hospital, pit/pond) additional orders can then be set from the same menu.&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Note that the wagon you arrive with constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
== Water Source ==&lt;br /&gt;
:Shortcut {{k|a}}&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as [[40d:refuse|refuse]] stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal corpses or bones, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have {{L|refuse hauling}} {{L|labor}} enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a {{L|cliff}} or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or {{L|pit}}), not onto an {{L|open space}}. &lt;br /&gt;
Items dumped into {{L|magma}} (provided they are not {{L|magma safe}}) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim {{L|designation}} to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, the seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a {{L|ramp}} or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.&lt;br /&gt;
&lt;br /&gt;
Animals can be assigned to a pit through the {{k|P}} menu.  A dwarf will lead the beast to the pit and leave it there. (If the pit is a ramp rather than a hole, the animal will then wander off)&lt;br /&gt;
&lt;br /&gt;
Dwarves will attempt to fill a pond with {{L|water}}, carried by {{L|bucket}} from a water-gathering zone.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  Each bucketful increases the depth of the water in the pond by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.&lt;br /&gt;
&lt;br /&gt;
== Sand Collection ==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
&lt;br /&gt;
== Meeting Area ==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
:Shortcut {{k|h}}&lt;br /&gt;
&lt;br /&gt;
A Hospital zone is an area designated for the {{L|Healthcare|care and treatment}} of sick and {{L|Wound|wounded}} dwarves. &lt;br /&gt;
&lt;br /&gt;
===Setting up a Hospital===&lt;br /&gt;
&lt;br /&gt;
While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain furniture and supplies to function properly:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bed|Beds}}&lt;br /&gt;
| Allow sick dwarves to {{L|Rest|rest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Table|Tables}}&lt;br /&gt;
| Used in surgery{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Traction bench|Traction benches}}&lt;br /&gt;
| Immobilize dwarves who need to stay still to heal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Container|Boxes/Bags}}&lt;br /&gt;
| Storage for medical supplies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical equipment&lt;br /&gt;
! Function&lt;br /&gt;
! Unit quantity*&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Thread}}&lt;br /&gt;
| Required for suturing wounds &lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} &lt;br /&gt;
| Required for bandages &lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Splint|Splints}} &lt;br /&gt;
| Used to bind broken bones{{verify}} &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Crutch|Crutches}}&lt;br /&gt;
| Walking aid for dwarves with leg injuries &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gypsum plaster|Powder for casts}} &lt;br /&gt;
| Used to make plaster casts for setting bones{{Verify}}&lt;br /&gt;
| 150{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bucket|Buckets }}&lt;br /&gt;
| &lt;br /&gt;
*Used by doctors to carry water for cleaning patients&lt;br /&gt;
*Used by dwarves with the Feed Patients/Prisoners labor to water patients&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soap }}&lt;br /&gt;
| Used to reduce infections when washing patients &lt;br /&gt;
| 150{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.''&lt;br /&gt;
&lt;br /&gt;
In addition to furniture and medical supplies, a {{L|Water|source of water}} is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.&lt;br /&gt;
&lt;br /&gt;
When the Zones menu ({{k|i}}) is open and the cursor is in a hospital zone, {{k|H}} will bring up the Hospital Information screen.  This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.&lt;br /&gt;
&lt;br /&gt;
===Hospital Beds===&lt;br /&gt;
&lt;br /&gt;
When a dwarf becomes sick or wounded, he will be carried to a bed in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a {{L|barracks}} or {{L|dormitory}}, or to an unassigned bed.  If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available.  Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, however, and it may be possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.{{verify}}&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=108371</id>
		<title>Dwarf Fortress Wiki talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=108371"/>
		<updated>2010-05-11T00:39:08Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: /* Proposal: No ratings for 40d and 23a */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stone, gem and similar articles==&lt;br /&gt;
Any thoughts on how to rate these? Many of them seem to be tagged as stubs, but the stone template in particular seems to me to cover most of the salient information. [[User:Oddtwang of Dork|Oddtwang of Dork]] 20:20, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==who rates those articles==&lt;br /&gt;
who rates those articles?&lt;br /&gt;
::I have been.  If I shouldn't be, someone say so now.  Also, should ~100% of content articles be rated? --[[User:StrongAxe|StrongAxe]] 18:42, 15 April 2010 (UTC)&lt;br /&gt;
:::As there isn't much of a vandalism thing going on here, I think it should be the original author of the article who rates it, with some admin verification following--[[User:Smd|Smd]] 15:25, 17 April 2010 (UTC)&lt;br /&gt;
::::Anyone and everyone should be rating the articles.  Don't agree with an article rating?  leave a note why on the talk page and re-rate the page in question. --[[User:Briess|Briess]] 01:35, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Anybody can rate an article, it's a wiki and we're ''supposed to'' all work together. Just try to correct or update anything that needs changing. If you spot vandalism, go to the '''history''' tab next to the discussion/edit tabs and revert the page to a pre-vandal version. [[Special:Contributions/97.90.193.201|97.90.193.201]] 17:57, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changing levels ==&lt;br /&gt;
:There was a discussion [http://www.bay12forums.com/smf/index.php?topic=54970.msg1183319#msg1183319 on the forums] involving changing the quality levels to Fine, Exceptional, and Masterwork.  Yes/no?--[[User:Draco18s|Draco18s]] 17:29, 23 April 2010 (UTC)&lt;br /&gt;
::I think this is a great idea. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:31, 23 April 2010 (UTC)&lt;br /&gt;
::I second.  The forum thread linked above garnered broad support for -Fine-, +Exceptional+, *Masterwork* after discussing several options. -Grae&lt;br /&gt;
:::Agreed, with the quality modifiers in place, they're awesome for this wiki.  I mean, what's more Dwarf Fortressy than having a good *article*? --[[User:Aescula|Aescula]] 21:32, 25 April 2010 (UTC)&lt;br /&gt;
::Indeed, it seems to fit the game better rather than fit with common player perceptions of the races in game.[[User:Vattic|Vattic]] 20:51, 23 April 2010 (UTC)&lt;br /&gt;
::Although I think the Fine, Exceptional, Masterwork is a better grading scheme I have to question the need for more than two levels. Either an article doesn't have enough information (currently Elven) or it does (currently Human or Dwarven. The distinction between the top too levels is mostly in how it links to other articles which I think is a poor way to grade. For example you could make a Human article Dwarven by removing any red links or badly formed links but arguably this reduces the quality of the article itself. So I'd suggest just having a rating for poor pages and leaving good ones without any tag. --[[User:Shades|Shades]] 14:51, 26 April 2010 (UTC)&lt;br /&gt;
:::I think there is some value to pointing out articles that are not only accurate and full of all the information, but also easy to navigate within and between.  Hence the distinction between what is good and great. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:28, 26 April 2010 (UTC)&lt;br /&gt;
::::But that is not what we are doing as by removing the links on a Human article you can end up with a Dwarven article. That is not a good reinforcement. --[[User:Shades|Shades]] 07:50, 27 April 2010 (UTC)&lt;br /&gt;
:::::I added another category requirement for an Exceptional article now. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template/method ==&lt;br /&gt;
&lt;br /&gt;
I see that this was set up with different templates for each quality level.  Is that really the best way to go?  Couldn't instead of &amp;lt;nowiki&amp;gt; {{elven}} {{dwarven}} {{human}} &amp;lt;/nowiki&amp;gt; could we do &amp;lt;nowiki&amp;gt; {{Quality|&amp;lt;low&amp;gt;}} {{Quality|&amp;lt;med&amp;gt;}} {{Quality|&amp;lt;high&amp;gt;}} &amp;lt;/nowiki&amp;gt; (for whatever those three are)?  Thoughts? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:50, 23 April 2010 (UTC)&lt;br /&gt;
:That seems far more sensible to me. The three tags are now very confusing if you don't happen to have been around while the quality thing's been introduced. [[User:Oddtwang of Dork|Oddtwang of Dork]] 15:47, 25 April 2010 (UTC)&lt;br /&gt;
::I also agree - it would centralize the formatting rules, and even potentially allow people to set what kind of label they want to see. --[[User:Krenn|Krenn]] 07:06, 26 April 2010 (UTC)&lt;br /&gt;
:::Feel free to implement this if you feel so inclined. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
::::Alright, I'll try to work on this tonight. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:30, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
This started out as a project to point what needs fixing. Fine is a '''terrible''' name for the bottom quality rank. If you are hell-bent on driving the DF reference all the way, make the lowest rank XShoddyX [[User:VengefulDonut|VengefulDonut]] 12:39, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Also, the comments on the forums seem to be more objections than suggestions. Perhaps the original elven/human/dwarven ranking would work. [[User:VengefulDonut|VengefulDonut]] 12:45, 6 May 2010 (UTC)&lt;br /&gt;
::I'd also like to nitpick that the current labels, &amp;quot;-Fine-&amp;quot; &amp;quot;+Exceptional+&amp;quot; and &amp;quot;*Masterwork*&amp;quot;, are wrong - they ''should'' be &amp;quot;+Fine+&amp;quot; &amp;quot;≡Exceptional≡&amp;quot; and &amp;quot;☼Masterwork☼&amp;quot;. --[[User:Quietust|Quietust]] 13:00, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the purpose of pointing to what needs fixing works just as fine regardless of names.  Anyone who cliks those links (which anyone who wants to fix things on the wiki probably will) understand what fine pages need more work.&lt;br /&gt;
:I don't think elven/human/dwarven was any better at showing what needs improvement.  While fine/exceptional/masterwork might not accurately measure the bottom level, at least it shows a gradient which elven/human/dwarven does not.  I have no objection to bumping it to 4 levels (I think something LIKE stub could be there, shoddy isn't bad) that seems like a very good idea to me.&lt;br /&gt;
:Vengeful, I know there are a lot of objections but when asked for some suggestions this change seemed very highly requested.  I simply implmented it because I agreed that &amp;quot;elven&amp;quot; doesn't really equal &amp;quot;bad&amp;quot; or even &amp;quot;worse then human&amp;quot;.&lt;br /&gt;
:Yeah, Agreed Quiest, I'll change that. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 14:30, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::We don't need more levels. We just need the labels for the current levels to match their purpose. The bottom level, which represents &amp;quot;needs improvement&amp;quot; articles, needs to have a tag that sounds '''bad'''. xTatteredx and xShoddyx would fit the current theme. Replacing it all with number ranks would solve it (say, level of magma). As long as the label doesn't directly conflict with the purpose of the category, the way fine does. [[User:VengefulDonut|VengefulDonut]] 14:54, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Sounds good, it was a little work to make sure the shift happened correctly.  If you want to do the change to &amp;quot;Shoddy&amp;quot; or &amp;quot;Tattered&amp;quot; then cool, otherwise I'll maybe do it sometime this week. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:24, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Something a little negative about that, isn't there? &amp;quot;Stub&amp;quot; says 'this needs more adding to it' whereas &amp;quot;shoddy&amp;quot; says 'what's here isn't much cop'. I agree that &amp;quot;Fine&amp;quot; is probably a bit generous. Offhand, however, I don't have another suggestion for the lowest level.&lt;br /&gt;
::::There's probably an argument to make that the middle level would be better as &amp;quot;Fine&amp;quot; if the lowest is changed - I think there's a clearer distinction then between it and the top level. [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:02, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quality categories by version namespace==&lt;br /&gt;
&lt;br /&gt;
Is there a relatively simple way to view a list of, say, all DF2010 articles of Fine quality?  If not, could there be?  It would be quite handy for targeting articles to be improved. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 03:29, 8 May 2010 (UTC)&lt;br /&gt;
:Doing so would require editing the {{tl|Quality}} template itself, though it might not be a bad idea. --[[User:Quietust|Quietust]] 04:04, 8 May 2010 (UTC)&lt;br /&gt;
::I was thinking of doing that.  We'll leave this here for a little so people can comment on it, but then if noone opposes I'll make the change. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:22, 10 May 2010 (UTC)&lt;br /&gt;
:::With this in place, would calculating the &amp;quot;Overall quality rating&amp;quot; for each version not be more useful? Either for each namespace or for each + the articles in the mainspace, maybe? [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:05, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Drop in overall quality rating==&lt;br /&gt;
Why has the quality rating seen on the main page dropped so precipitously?  It was at over 20% a week or two ago, now it is at 11%.  Is this due to articles being rerated downward, or due to the hundreds of nearly-stub pages such as [[DF2010:Aquamarine]]?  Has the calculation method changed?  Or another cause?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:19, 9 May 2010 (UTC)&lt;br /&gt;
:Almost certainly the latter, and probably partially my fault - whenever I find a page that has no rating at all, I just give it a &amp;quot;Fine&amp;quot; rating so it at least has a rating ''at all'' - I'm of the opinion that it's better for a page to be underrated than completely unrated. --[[User:Quietust|Quietust]] 21:33, 9 May 2010 (UTC)&lt;br /&gt;
::And I agree, the lowest rating should be applied to the worst articles. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:21, 10 May 2010 (UTC)&lt;br /&gt;
:::Given that a bunch of the articles have been blindly categorized as &amp;quot;Fine&amp;quot;, I'm going through and rerating a bunch of them as &amp;quot;Unrated&amp;quot; which will place them in a distinct category so other users can provide more accurate ratings. It would probably be beneficial to make the template recognize this rating and list it on this project page (and somehow include them on the progress bar thingy). --[[User:Quietust|Quietust]] 19:36, 10 May 2010 (UTC)&lt;br /&gt;
::::I'd suggest not doing that.  Fine is currently the &amp;quot;bottom&amp;quot; rating.  We can that name if we want, but having to go back and change unrated to &amp;quot;new bottom rating&amp;quot; will be a lot of unnecessary work, imo.  Don't you think? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 22:50, 10 May 2010 (UTC)&lt;br /&gt;
:::::&amp;quot;Unrated&amp;quot; was '''not''' intended to be a &amp;quot;new bottom rating&amp;quot;, but a way of denoting that an article ''needs to be (re-)rated'' - since the intent is that every page (or at least all of those in the DF2010 namespace) should have a quality rating, it's useful to be able to explicitly categorize an article as needing a rating without having to rate the article yourself (for those who are very poor judges of quality). --[[User:Quietust|Quietust]] 22:55, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Criteria ==&lt;br /&gt;
&lt;br /&gt;
Currently, having a &amp;quot;substantial number of redlinks&amp;quot; is grounds for an article being rated as Fine. While this is okay for new pages, it's a bit unfair to articles in the 23a namespace, where most of the content is concrete but simply hasn't been imported from the Archive wiki yet. Should this distinguish between redlinks due to incorrect formatting versus redlinks due to pending creation of other pages? --[[User:Quietust|Quietust]] 19:48, 10 May 2010 (UTC)&lt;br /&gt;
:I tend to think the rules should be ''substantially'' different in the 23a namespace, as it is essentially historical content being ported into the current wiki for reference purposes.  So I would actually argue that 23a pages should not be rated at all, nor taken into account in the quality rating.&amp;lt;br/&amp;gt;Speaking of that, it used to be wiki policy to make minimal edits &amp;amp;mdash; don't these repeated ratings lead to extra entries in the page histories and extra disk space consumed?  Or are the ratings handled thru a database entry maybe?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:57, 10 May 2010 (UTC)&lt;br /&gt;
::By that argument, should not 40d articles also be exempt from being rated? --[[User:Quietust|Quietust]] 20:20, 10 May 2010 (UTC)&lt;br /&gt;
:::Disk space is not a concern.  However, fine as the bottom rating of articles is not fine. --[[User:Briess|Briess]] 20:22, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposal: No ratings for 40d and 23a ==&lt;br /&gt;
Those parts of the wiki are mostly static (and hopefully generally complete) and increasingly of historic interest only. The way I understand the rating, it's mostly to show the ongoing process of completing a new version and telling a user how to evaluate an article.&lt;br /&gt;
&lt;br /&gt;
We could alternatively introduce separate rating templates for 40d and 23a.. --[[User:Höhlenschreck|Höhlenschreck]] 21:52, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Perhaps just alternate categories? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 22:48, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Specifics of implementation aside, I think a ratings system that only counts current version and mainspace articles in the overall wiki score is a good idea. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 00:39, 11 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=107798</id>
		<title>v0.31:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=107798"/>
		<updated>2010-05-09T04:09:15Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: Hospital zones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
To editors:&lt;br /&gt;
This page has recently been copy/pasted twice from the old version, and blanked by the Admin twice because of lack of screening for accuracy.  &lt;br /&gt;
&lt;br /&gt;
If you want to tackle this page, it's easy - just take it one section at a time, check every {{k|k}}eystroke, make sure every zone works '''as described''' (either the previous description or your own new, accurate, updated version!), lose anything that is not confirmed ''(possibly &amp;lt;nowiki&amp;gt;&amp;lt;!--hide it--&amp;gt;&amp;lt;/nowiki&amp;gt; and comment/discuss on the Talk page, or use a {{verify}} link if you're &amp;quot;pretty sure&amp;quot; it's mostly accurate but have some small doubt or question)'', and it should all be good.  &lt;br /&gt;
&lt;br /&gt;
This means some degree of TESTING - that is to be assumed on all new pages if we want to get it right (and we do!).  Fire up a small (2x2) &amp;quot;test&amp;quot; game in a calm biome, keep it safe and use it to check any concept to see how it works compared to the old description.  ''(That's how the new {{L|fuel}} article was checked, which did show some subtle changes - but it's accurate now, which is what we want for a wiki.)''&lt;br /&gt;
&lt;br /&gt;
Use the '''&amp;lt;nowiki&amp;gt;{{L|link}}&amp;lt;/nowiki&amp;gt;''' format for links - those will be updated once the official &amp;quot;new version&amp;quot; number gets implemented. Any '''&amp;lt;nowiki&amp;gt;[[DF2010:link]]&amp;lt;/nowiki&amp;gt;''' will go [[red]] when that happens.&lt;br /&gt;
:::''thanks, the Admin''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which dwarves are instructed to perform specific tasks, such as fishing, dumping objects, or collecting water. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for cetain others (dumping), they can also be used to help keep dwarves out of danger.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any revealed tile, including in open space or over a river or on top of a building or stockpile. They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases (hospital, pit/pond) additional orders can then be set from the same menu.&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Note that the wagon you arrive with constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as [[40d:refuse|refuse]] stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal corpses or bones, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have {{L|refuse hauling}} {{L|labor}} enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a {{L|cliff}} or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or {{L|pit}}), not onto an {{L|open space}}. &lt;br /&gt;
Items dumped into {{L|magma}} (provided they are not {{L|magma safe}}) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim {{L|designation}} to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, the seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
:Shortcut {{k|h}}&lt;br /&gt;
&lt;br /&gt;
A Hospital zone is an area designated for the {{L|Healthcare|care and treatment}} of sick and {{L|Wound|wounded}} dwarves. &lt;br /&gt;
&lt;br /&gt;
===Setting up a Hospital===&lt;br /&gt;
&lt;br /&gt;
While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain furniture and supplies to function properly:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bed|Beds}}&lt;br /&gt;
| Allow sick dwarves to {{L|Rest|rest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Table|Tables}}&lt;br /&gt;
| Used in surgery{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Traction bench|Traction benches}}&lt;br /&gt;
| Immobilize dwarves who need to stay still to heal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Container|Boxes/Bags}}&lt;br /&gt;
| Storage for medical supplies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical equipment&lt;br /&gt;
! Function&lt;br /&gt;
! Unit quantity*&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Thread}}&lt;br /&gt;
| Required for suturing wounds &lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} &lt;br /&gt;
| Required for bandages &lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Splint|Splints}} &lt;br /&gt;
| Used to bind broken bones{{verify}} &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Crutch|Crutches}}&lt;br /&gt;
| Walking aid for dwarves with leg injuries &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gypsum plaster|Powder for casts}} &lt;br /&gt;
| Used to make plaster casts for setting bones{{Verify}}&lt;br /&gt;
| 150{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bucket|Buckets }}&lt;br /&gt;
| &lt;br /&gt;
*Used by doctors to carry water for cleaning patients&lt;br /&gt;
*Used by dwarves with the Feed Patients/Prisoners labor to water patients&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soap }}&lt;br /&gt;
| Used to reduce infections when washing patients &lt;br /&gt;
| 150{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.''&lt;br /&gt;
&lt;br /&gt;
In addition to furniture and medical supplies, a {{L|Water|source of water}} is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.&lt;br /&gt;
&lt;br /&gt;
When the Zones menu ({{k|i}}) is open and the cursor is in a hospital zone, {{k|H}} will bring up the Hospital Information screen.  This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.&lt;br /&gt;
&lt;br /&gt;
===Hospital Beds===&lt;br /&gt;
&lt;br /&gt;
When a dwarf becomes sick or wounded, he will be carried to a bed in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a {{L|barracks}} or {{L|dormitory}}, or to an unassigned bed.  If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available.  Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, however, and it may be possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a {{L|ramp}} or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.&lt;br /&gt;
&lt;br /&gt;
Animals can be assigned to a pit through the {{k|P}} menu.  A dwarf will lead the beast to the pit and leave it there. (If the pit is a ramp rather than a hole, the animal will then wander off)&lt;br /&gt;
&lt;br /&gt;
Dwarves will attempt to fill a pond with {{L|water}}, carried by {{L|bucket}} from a water-gathering zone.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  Each bucketful increases the depth of the water in the pond by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Road&amp;diff=107790</id>
		<title>v0.31 Talk:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Road&amp;diff=107790"/>
		<updated>2010-05-09T02:58:43Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Need confirmation on building hotkeys. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Warlord255|Warlord255]]&amp;lt;/small&amp;gt;&lt;br /&gt;
* Done. {{version|0.31.03}} [[User:DeMatt|DeMatt]] 03:58, 7 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Paving at an Angle&amp;quot; section does not seem particularly useful. --[[User:ItchyBeard|ItchyBeard]] 02:32, 9 May 2010 (UTC)&lt;br /&gt;
:I'd have to agree, it seems fairly pointless.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 02:58, 9 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Refuse_hauling&amp;diff=107476</id>
		<title>v0.31:Refuse hauling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Refuse_hauling&amp;diff=107476"/>
		<updated>2010-05-08T07:14:18Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: redirect to hauling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Hauling]]&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=107459</id>
		<title>Dwarf Fortress Wiki talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=107459"/>
		<updated>2010-05-08T03:29:13Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: quality by namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stone, gem and similar articles==&lt;br /&gt;
Any thoughts on how to rate these? Many of them seem to be tagged as stubs, but the stone template in particular seems to me to cover most of the salient information. [[User:Oddtwang of Dork|Oddtwang of Dork]] 20:20, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==who rates those articles==&lt;br /&gt;
who rates those articles?&lt;br /&gt;
::I have been.  If I shouldn't be, someone say so now.  Also, should ~100% of content articles be rated? --[[User:StrongAxe|StrongAxe]] 18:42, 15 April 2010 (UTC)&lt;br /&gt;
:::As there isn't much of a vandalism thing going on here, I think it should be the original author of the article who rates it, with some admin verification following--[[User:Smd|Smd]] 15:25, 17 April 2010 (UTC)&lt;br /&gt;
::::Anyone and everyone should be rating the articles.  Don't agree with an article rating?  leave a note why on the talk page and re-rate the page in question. --[[User:Briess|Briess]] 01:35, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Anybody can rate an article, it's a wiki and we're ''supposed to'' all work together. Just try to correct or update anything that needs changing. If you spot vandalism, go to the '''history''' tab next to the discussion/edit tabs and revert the page to a pre-vandal version. [[Special:Contributions/97.90.193.201|97.90.193.201]] 17:57, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changing levels ==&lt;br /&gt;
:There was a discussion [http://www.bay12forums.com/smf/index.php?topic=54970.msg1183319#msg1183319 on the forums] involving changing the quality levels to Fine, Exceptional, and Masterwork.  Yes/no?--[[User:Draco18s|Draco18s]] 17:29, 23 April 2010 (UTC)&lt;br /&gt;
::I think this is a great idea. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:31, 23 April 2010 (UTC)&lt;br /&gt;
::I second.  The forum thread linked above garnered broad support for -Fine-, +Exceptional+, *Masterwork* after discussing several options. -Grae&lt;br /&gt;
:::Agreed, with the quality modifiers in place, they're awesome for this wiki.  I mean, what's more Dwarf Fortressy than having a good *article*? --[[User:Aescula|Aescula]] 21:32, 25 April 2010 (UTC)&lt;br /&gt;
::Indeed, it seems to fit the game better rather than fit with common player perceptions of the races in game.[[User:Vattic|Vattic]] 20:51, 23 April 2010 (UTC)&lt;br /&gt;
::Although I think the Fine, Exceptional, Masterwork is a better grading scheme I have to question the need for more than two levels. Either an article doesn't have enough information (currently Elven) or it does (currently Human or Dwarven. The distinction between the top too levels is mostly in how it links to other articles which I think is a poor way to grade. For example you could make a Human article Dwarven by removing any red links or badly formed links but arguably this reduces the quality of the article itself. So I'd suggest just having a rating for poor pages and leaving good ones without any tag. --[[User:Shades|Shades]] 14:51, 26 April 2010 (UTC)&lt;br /&gt;
:::I think there is some value to pointing out articles that are not only accurate and full of all the information, but also easy to navigate within and between.  Hence the distinction between what is good and great. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:28, 26 April 2010 (UTC)&lt;br /&gt;
::::But that is not what we are doing as by removing the links on a Human article you can end up with a Dwarven article. That is not a good reinforcement. --[[User:Shades|Shades]] 07:50, 27 April 2010 (UTC)&lt;br /&gt;
:::::I added another category requirement for an Exceptional article now. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template/method ==&lt;br /&gt;
&lt;br /&gt;
I see that this was set up with different templates for each quality level.  Is that really the best way to go?  Couldn't instead of &amp;lt;nowiki&amp;gt; {{elven}} {{dwarven}} {{human}} &amp;lt;/nowiki&amp;gt; could we do &amp;lt;nowiki&amp;gt; {{Quality|&amp;lt;low&amp;gt;}} {{Quality|&amp;lt;med&amp;gt;}} {{Quality|&amp;lt;high&amp;gt;}} &amp;lt;/nowiki&amp;gt; (for whatever those three are)?  Thoughts? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:50, 23 April 2010 (UTC)&lt;br /&gt;
:That seems far more sensible to me. The three tags are now very confusing if you don't happen to have been around while the quality thing's been introduced. [[User:Oddtwang of Dork|Oddtwang of Dork]] 15:47, 25 April 2010 (UTC)&lt;br /&gt;
::I also agree - it would centralize the formatting rules, and even potentially allow people to set what kind of label they want to see. --[[User:Krenn|Krenn]] 07:06, 26 April 2010 (UTC)&lt;br /&gt;
:::Feel free to implement this if you feel so inclined. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
::::Alright, I'll try to work on this tonight. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:30, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
This started out as a project to point what needs fixing. Fine is a '''terrible''' name for the bottom quality rank. If you are hell-bent on driving the DF reference all the way, make the lowest rank XShoddyX [[User:VengefulDonut|VengefulDonut]] 12:39, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Also, the comments on the forums seem to be more objections than suggestions. Perhaps the original elven/human/dwarven ranking would work. [[User:VengefulDonut|VengefulDonut]] 12:45, 6 May 2010 (UTC)&lt;br /&gt;
::I'd also like to nitpick that the current labels, &amp;quot;-Fine-&amp;quot; &amp;quot;+Exceptional+&amp;quot; and &amp;quot;*Masterwork*&amp;quot;, are wrong - they ''should'' be &amp;quot;+Fine+&amp;quot; &amp;quot;≡Exceptional≡&amp;quot; and &amp;quot;☼Masterwork☼&amp;quot;. --[[User:Quietust|Quietust]] 13:00, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the purpose of pointing to what needs fixing works just as fine regardless of names.  Anyone who cliks those links (which anyone who wants to fix things on the wiki probably will) understand what fine pages need more work.&lt;br /&gt;
:I don't think elven/human/dwarven was any better at showing what needs improvement.  While fine/exceptional/masterwork might not accurately measure the bottom level, at least it shows a gradient which elven/human/dwarven does not.  I have no objection to bumping it to 4 levels (I think something LIKE stub could be there, shoddy isn't bad) that seems like a very good idea to me.&lt;br /&gt;
:Vengeful, I know there are a lot of objections but when asked for some suggestions this change seemed very highly requested.  I simply implmented it because I agreed that &amp;quot;elven&amp;quot; doesn't really equal &amp;quot;bad&amp;quot; or even &amp;quot;worse then human&amp;quot;.&lt;br /&gt;
:Yeah, Agreed Quiest, I'll change that. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 14:30, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::We don't need more levels. We just need the labels for the current levels to match their purpose. The bottom level, which represents &amp;quot;needs improvement&amp;quot; articles, needs to have a tag that sounds '''bad'''. xTatteredx and xShoddyx would fit the current theme. Replacing it all with number ranks would solve it (say, level of magma). As long as the label doesn't directly conflict with the purpose of the category, the way fine does. [[User:VengefulDonut|VengefulDonut]] 14:54, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quality categories by version namespace==&lt;br /&gt;
&lt;br /&gt;
Is there a relatively simple way to view a list of, say, all DF2010 articles of Fine quality?  If not, could there be?  It would be quite handy for targeting articles to be improved. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 03:29, 8 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:FunkyWaltDogg&amp;diff=102704</id>
		<title>User:FunkyWaltDogg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:FunkyWaltDogg&amp;diff=102704"/>
		<updated>2010-05-04T16:57:31Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I get bored and distracted easily so I end up continually starting new fortresses.  &lt;br /&gt;
&lt;br /&gt;
==Current fort==&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8662-redpages Redpages] - My first serious fort in 31.0X (although I had one earlier attempt that lasted about a year before [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1597 a mysterious crash bug] set in).  The concept whose only entrance is in the side of a cliff, overlooking a river.&lt;br /&gt;
&lt;br /&gt;
==Old forts==&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5604-wadedcastlesv2 Wadedcastles v2] - This is my second attempt at building an aboveground fort made up of buildings connected by bridges sitting in a constructed lake.  I never finished it due to a lapse of interest in DF&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5516-wadedcastles Wadedcastles] - This was going to be a theme fort until poor planning, repeated goblin sieges and tantrum spirals caught up with me.  I decided to start over rather than try and fix it.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5425-bootshoved Bootshoved] - This one was going great, until I had [http://www.bay12games.com/forum/index.php?topic=34005.0 a stupid problem] that turned out to be entirely my fault.  By the time I figured it out I'd started another fort.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5339-lanternsplattered Lanternsplattered] - Just got bored of this one. &lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5186-booksquid Booksquid the Purple Greennessess of Nudity] - My first fort in the Z-axis version.&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:World_generation&amp;diff=100581</id>
		<title>v0.31:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:World_generation&amp;diff=100581"/>
		<updated>2010-04-28T16:25:31Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: added link to DF2010 Advanced world generation page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
:''For information on advanced parameters, see {{L|Advanced world generation}}.''&lt;br /&gt;
&lt;br /&gt;
{{L|world_gen.txt|Default world_gen.txt}}&lt;br /&gt;
&lt;br /&gt;
{{L|Worldgen_samples|Specific elements to add to your world.}}&lt;br /&gt;
&lt;br /&gt;
{{L|Worldgen_examples|Complete entries to add to world_gen.txt}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
&lt;br /&gt;
Exceptions on World Gen &lt;br /&gt;
&lt;br /&gt;
(needs formatting, but this can help determine how to get the terrain types you want)&lt;br /&gt;
&lt;br /&gt;
The world generator is having trouble placing enough mountain peaks.&lt;br /&gt;
You might want to check your maximum elevation value and other elevation parameters.    Can the elevation 400 be placed enough times to provide space for your peaks?   You might want to check your preset elevations for the elevation 400.   You must have at least as many of these highest elevation points as you are requiring peaks.    Alternatively, you can reduce the number of peaks required by the parameters.   The world generator is having trouble placing enough mid-level elevations.&lt;br /&gt;
Can your parameters achieve elevations between 100 and 299?     You might want to adjust the parameters governing elevation frequencies.&lt;br /&gt;
  Alternatively, you can reduce the number of mid-level elevation squares required.&lt;br /&gt;
 The world generator is having trouble placing enough low elevations.    Can your parameters achieve elevations between 0 and 99?&lt;br /&gt;
  The world generator is having trouble placing enough high elevations.   Can your parameters achieve elevations between 300 and 400?     The world generator is having trouble placing enough ocean squares along the edges.     Can your parameters achieve elevations between 0 and 99 frequently?     You might want to adjust the parameters governing elevation.    Alternatively, you can reduce the number of edge oceans required.&lt;br /&gt;
 The world generator is having trouble placing rainfall in the manner specified by the parameters.   You might want to adjust the parameters governing rainfall.&lt;br /&gt;
   Alternatively, you can reduce the number of high, medium or low rainfall squares required.&lt;br /&gt;
The world generator is having trouble setting drainage in the manner specified by the parameters.   You might want to adjust the parameters governing drainage.&lt;br /&gt;
   Alternatively, you can reduce the number of high, medium or low drainage squares required.&lt;br /&gt;
The world generator is having trouble placing savagery in the manner specified by the parameters.   You might want to adjust the parameters governing savagery.&lt;br /&gt;
   Alternatively, you can reduce the number of high, medium or low savagery squares required.&lt;br /&gt;
The world generator is having trouble setting volcanism in the manner specified by the parameters.&lt;br /&gt;
You might want to adjust the parameters governing volcanism.    Alternatively, you can reduce the number of high, medium or low volcanism squares required.     The world generator is having trouble placing enough volcanos.&lt;br /&gt;
You might want to check your maximum volcanism value.&lt;br /&gt;
 Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos?&lt;br /&gt;
 You might want to check your preset volcanism for the value 100.&lt;br /&gt;
  You must have at least as many of these highest volcanism points as you are requiring volcanos.&lt;br /&gt;
   Alternatively, you can reduce the number of volcanos required by the parameters.&lt;br /&gt;
  The world generator is having trouble placing swamps and marshes.&lt;br /&gt;
 Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas.&lt;br /&gt;
  Alternatively, you can reduce the number of swamp squares and regions required by the parameters.&lt;br /&gt;
 The world generator is having trouble placing deserts and badlands.     Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas.&lt;br /&gt;
   Alternatively, you can reduce the number of desert squares and regions required by the parameters.  The world generator is having trouble placing forests.&lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas.&lt;br /&gt;
Alternatively, you can reduce the number of forest squares and regions required by the parameters.  The world generator is having trouble placing mountains.    Make sure your parameters and presets can support high elevation areas.&lt;br /&gt;
   Alternatively, you can reduce the number of mountain squares and regions required by the parameters.    The world generator is having trouble placing oceans.   Make sure your parameters and presets can support low elevation areas.&lt;br /&gt;
    Alternatively, you can reduce the number of ocean squares and regions required by the parameters.   The world generator is having trouble placing glaciers.     Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas.    Alternatively, you can reduce the number of glacial squares and regions required by the parameters.     The world generator is having trouble placing tundra regions.   Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas.   Alternatively, you can reduce the number of tundra squares and regions required by the parameters.  The world generator is having trouble placing grasslands.   Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas.&lt;br /&gt;
The world generator is having trouble placing hills.&lt;br /&gt;
  Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas.    The world generator is having trouble placing rivers.&lt;br /&gt;
 Make sure your parameters and presets allow as many mountain squares as you are requiring river start points.   Alternatively, you can reduce the number of rivers required by the parameters.  The world generator is placing too many subregions.     Make sure your parameters and presets aren t so variable that biomes change frequently.&lt;br /&gt;
   Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.    The world generator is having trouble placing mountain caves.   Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves.&lt;br /&gt;
  Alternatively, you can reduce the number of mountain caves required by the parameters.  The world generator is having trouble placing low-lying caves.&lt;br /&gt;
    Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves.&lt;br /&gt;
   Alternatively, you can reduce the number of non-mountain caves required by the parameters.&lt;br /&gt;
The world generator is having trouble placing enough civilizations.     Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites.    High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas.   If you have very few biome types and are placing good or evil regions, they ll often crowd out the civilizations as well.&lt;br /&gt;
 Alternatively, you can reduce the number of civilizations required by the parameters.   The world generator is couldn t find any civilization definitions.&lt;br /&gt;
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game.&lt;br /&gt;
    The world generator is having trouble placing a controllable civilization.&lt;br /&gt;
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren t surrounded by the ocean.&lt;br /&gt;
  Make sure your parameters and presets have adequate squares of this kind.&lt;br /&gt;
 Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed)&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Scamps&amp;diff=48647</id>
		<title>Talk:Scamps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Scamps&amp;diff=48647"/>
		<updated>2009-05-01T02:24:23Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: /* Please do not delete this */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please do not delete this ==&lt;br /&gt;
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This is just meant for fun. Keep in my the DF Wiki is not help up to the same standards as Wikipedia. Thanks! --[[User:RustyMcloon|Rusty Mcloon]] 08:10, 25 April 2009 (UTC)&lt;br /&gt;
:I have an enourmous problem with this page... Scamps needs his own RAWs! Also, he doesn't have a tail, which is worthy of note--[[User:Jackrabbit|Jackrabbit]] 11:46, 25 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Aieee! It menaces with spikes of cutite!  It is decorated with stripes of adorablemite! Urist McTuffguy stops activity, interrupted by kitten.--[[User:Albedo|Albedo]] 20:23, 27 April 2009 (UTC)&lt;br /&gt;
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But we do need to remove the link for page for scamps on wikipedia, if they keep reverting it out of existance it's going to get protected in non existance and sombody peeved at us.  --[[User:Nightwind|Nightwind]] 00:10, 1 May 2009 (UTC)&lt;br /&gt;
:Done. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 02:24, 1 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Scamps&amp;diff=48641</id>
		<title>Scamps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Scamps&amp;diff=48641"/>
		<updated>2009-05-01T02:23:58Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: removed Wikipedia link&lt;/p&gt;
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&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
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{{CreatureInfo|name=Scamps|symbol=c|color=rgb(128, 128, 128)|bones=3|fat=1|skin=Yes|skulls=1|chunks=3|meat=3|biome= Common domestic|wiki=no}}&lt;br /&gt;
[[Image:Scamps.png|thumb|left|An engraving of a Scamps and a shoe by the Toady One. Scamps is striking a menacing pose. The shoe is making a plaintive gesture.]]&lt;br /&gt;
&lt;br /&gt;
'''Scamps''' is the [[pet]] [[cat]] who adopted the [[Toady One]]. Scamps is useful for preventing unhappy [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SCAMPS]&lt;br /&gt;
	[NAME:Scamps:Scamps:cat]&lt;br /&gt;
	[TILE:'c'][COLOR:0:0:1]&lt;br /&gt;
	[VERMINHUNTER]&lt;br /&gt;
	[PETVALUE:20]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[CARNIVORE][NATURAL][PET]&lt;br /&gt;
	[COMMON_DOMESTIC][BENIGN][CURIOUSBEAST][BUILDINGDESTROYER]&lt;br /&gt;
	[PREFSTRING:legendary owner]&lt;br /&gt;
	[BODY:QUADRUPED:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:kitten:kittens]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=34932</id>
		<title>40d Talk:Mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=34932"/>
		<updated>2009-04-28T13:46:13Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't have any place to build my own waterfall, so if anyone knows... Is the mist generated by the '''falling''' or by the '''landing''' water? I.e. if it falls sevel levels down, will the mist be generated on every level, or only at the bottom?--[[User:Dorten|Dorten]] 00:07, 14 January 2008 (EST)&lt;br /&gt;
:'''Falling''' water generates mist, afaik. (Be warned, falling magma generates magma mist, which is deadly!) [[User:GreyMario|GreyMario]] 15:01, 14 January 2008 (EST)&lt;br /&gt;
::You seem to have experimented a bit with [[magma mist]], greymario. Could you help expand the article? [[User:VengefulDonut|VengefulDonut]] 19:35, 14 January 2008 (EST)&lt;br /&gt;
:::Or, well, last I heard it was deadly, anyway. I haven't needed to make lava waterfalls yet, thank god. --[[User:GreyMario|GreyMario]] 16:08, 23 April 2008 (EDT)&lt;br /&gt;
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== Lava Mist ==&lt;br /&gt;
&lt;br /&gt;
I just started to divert a river into a volcano (magma vent) and every now and then theres a cave in. When that happens, a column of 'Lava Mist' is created... what is this? --[[User:Mabmoro|mabmoro]] 21:42, 12 August 2008 (EDT)&lt;br /&gt;
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== How much mist? ==&lt;br /&gt;
&lt;br /&gt;
How much mist is generated from falling/splashing water? This seems to be one of those things that either everyone knows and so it's assumed, or nobody knows and never bother to ask. The closest I've been able to get to a real answer is &amp;quot;a column.&amp;quot; --[[User:Aethios|Aethios]] 07:32, 23 March 2009 (UTC)&lt;br /&gt;
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== AncientEnemy's mist generator ==&lt;br /&gt;
&lt;br /&gt;
The design from [http://www.bay12games.com/forum/index.php?topic=34407.0 this thread] ought to be included on this page under a &amp;quot;Generating Mist&amp;quot; heading.  I may do it myself if I get around to it, but there's the link if someone else wants to try it.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 13:46, 28 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:FunkyWaltDogg&amp;diff=48184</id>
		<title>User:FunkyWaltDogg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:FunkyWaltDogg&amp;diff=48184"/>
		<updated>2009-04-21T14:36:00Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I get bored and distracted easily so I end up continually starting new fortresses.  &lt;br /&gt;
&lt;br /&gt;
==Current fort==&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5604-wadedcastlesv2 Wadedcastles v2] - This is my second attempt at building an aboveground fort made up of buildings connected by bridges sitting in a constructed lake.&lt;br /&gt;
&lt;br /&gt;
==Old forts==&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5516-wadedcastles Wadedcastles] - This was going to be a theme fort until poor planning, repeated goblin sieges and tantrum spirals caught up with me.  I decided to start over rather than try and fix it.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5425-bootshoved Bootshoved] - This one was going great, until I had [http://www.bay12games.com/forum/index.php?topic=34005.0 a stupid problem] that turned out to be entirely my fault.  By the time I figured it out I'd started another fort.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5339-lanternsplattered Lanternsplattered] - Just got bored of this one. &lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5186-booksquid Booksquid the Purple Greennessess of Nudity] - my first fort in the Z-axis version&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:FunkyWaltDogg&amp;diff=48183</id>
		<title>User:FunkyWaltDogg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:FunkyWaltDogg&amp;diff=48183"/>
		<updated>2009-04-20T14:23:07Z</updated>

		<summary type="html">&lt;p&gt;FunkyWaltDogg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I get bored and distracted easily so I end up continually starting new fortresses.  I'm not actively working on any of these; my current fort (Wadedcastles v2) isn't on DFMA yet.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5516-wadedcastles Wadedcastles] - This was going to be a theme fort until poor planning, repeated goblin sieges and tantrum spirals caught up with me.  I decided to start over rather than try and fix it.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5425-bootshoved Bootshoved] - This one was going great, until I had [http://www.bay12games.com/forum/index.php?topic=34005.0 a stupid problem] that turned out to be entirely my fault.  By the time I figured it out I'd started another fort.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5339-lanternsplattered Lanternsplattered] - Just got bored of this one. &lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5186-booksquid Booksquid the Purple Greennessess of Nudity] - my first fort in the Z-axis version&lt;/div&gt;</summary>
		<author><name>FunkyWaltDogg</name></author>
	</entry>
</feed>