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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Garanis</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-12T15:39:50Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=90151</id>
		<title>v0.31 Talk:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=90151"/>
		<updated>2010-04-12T05:16:18Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When I looked at the materials section of the ammunition screen, there were 171 different types of forgotten beast bones listed. Is this number constant across all worlds? Does everyone have the same 171 beasts? [[User:BoilingSpecter|BoilingSpecter]] 00:58, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The number of Forgotten beasts is a world-gen parameter, if you wanted you could make a world with no forgotten beasts or hundreds of them, And they are randomly generated so it's pretty unlikely anyone will have the same beast. But man these things are WEIRD I saw a humanoid green haired panther that SECRETED FROZEN POISON, And it was in charge of a goblin civ, there was also A MONSTER MADE OF STEAM IT'S WAS AWESOME. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Thanks for adding the info to the main article. I had to fight a few demons made of steam (Boiling Specters). My dwarves couldn't kill them, and they couldn't hurt my dwarves, so they attacked each other until my dwarves died of thirst. [[User:BoilingSpecter|BoilingSpecter]] 04:47, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
That certainly lowers the awesome, should I add that to the known bugs and issues page? [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Encountered my first forgotten beast today. Wandered near the stairs that went through a cavern. Soon afterward, I sealed that staircase so it couldn't get close. I'm somewhat afraid of getting near it. It appears to be nothing but a shell rolling around in the water. --[[User:Kuroneko|Kuroneko]] 13:25, 7 April 2010 (UTC) Update: Oh shi-- Apparently it's a !!Forgotten Beast!!. It took a swim through the cavern and turned the entire water supply to steam in a few minutes --[[User:Kuroneko|Kuroneko]] 17:00, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You did well, I heard of this guy who had a four legged vomit monster, and his dwarfs cut of it's legs, but it managed to BUMP them to death, along with a caravan. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
Fire eh? don't wrestle it. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
I've also found indestructible forgotten beasts, guessing it's a bug. I had one where every single part of its body was considered both broken and smashed open, but it kept hitting back for probably 20 minutes before I finally forcequit the game. It had a single 'body' section instead of the traditional upper and lower halves, and it lacked arms/legs/heads to disable its attacks so that might have resulted in it being effectively impossible to cause true damage to.[[Special:Contributions/97.90.193.201|97.90.193.201]] 10:24, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma/Drowning Immune==&lt;br /&gt;
Beware, I got one today that was immune to both magma and drowning. Or rather, drowning in magma. Oddly enough, the beast was 'composed of snow.' Weird. [[User:Garanis|Garanis]] 05:16, 12 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Defense_guide&amp;diff=90124</id>
		<title>v0.31 Talk:Defense guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Defense_guide&amp;diff=90124"/>
		<updated>2010-04-12T03:25:00Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams or ''clear'' and well-sized [[http://www.mediawiki.org/wiki/Help:Images images]] if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Please do NOT add a &amp;quot;theoretical&amp;quot; trap design, that you have not actually tested, unless you are 100% sure it will work.&lt;br /&gt;
&lt;br /&gt;
:If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
&lt;br /&gt;
==Reviewed Copypasta==&lt;br /&gt;
You probably should have removed the parts of this article that are no longer applicable, such as the section on keeping Dwarves underground using the orders menu. In general, there is a lot that is still correct in this article, but honestly, if you don't have the time/energy to totally edit an article, don't just copy and paste the thing... [[User:Garanis|Garanis]] 03:25, 12 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Garanis&amp;diff=89985</id>
		<title>User talk:Garanis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Garanis&amp;diff=89985"/>
		<updated>2010-04-11T22:29:09Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[DF2010:Thought]]==&lt;br /&gt;
Hi. You should contemplate your assumptions about cause and effect. See talk page. Also, most thoughts can probably be found via the [[string dump]], rather than just noting a few you have personally seen in gameplay. Readya later.--[[User:Albedo|Albedo]] 20:27, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==RE: Buggy Template==&lt;br /&gt;
The buggy template is for any feature that has outstanding bugs. Just because a page is short does not mean users don't need to have the bugs called to their attention. If there are bugs, leave the buggy template where it is. Thanks. [[User:Garanis|Garanis]] 13:15, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The bug was in plain text directly below the alert. and the alert was only a false task cancellation message. If the bug had a game-play effect I would agree with you.--[[User:Mrdudeguy|Mrdudeguy]] 19:17, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Garanis&amp;diff=89984</id>
		<title>User:Garanis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Garanis&amp;diff=89984"/>
		<updated>2010-04-11T22:28:58Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Its me. I've been here a long time, just never had cause to do much editing before. Don't bite me.&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=89776</id>
		<title>v0.31 Talk:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=89776"/>
		<updated>2010-04-11T14:30:45Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I can't seem to milk correctly. The dorfs'll milk, but they won't haul the buckets of milk anywhere, and just leave them in the workshop.&lt;br /&gt;
:??? Mr. Anonymous, You're forgetting to have a stockpile with barrels available for the milk to be relocated to. I have fixed this on the milking page. Also, it appears that Dwarven Milk is gone. --[[User:The Architect|The Architect]] 23:21, 8 April 2010 (UTC)&lt;br /&gt;
::I think they will also put buckets of milk on piles. It ''might'' have to be in a barrel to be used in cooking though. In any case, having the notorious 1 empty barrel on a food stockpile works. Dwarven milk is still in the lists, but obviously you need to have those maggots available. Why should it be gone? --[[User:Confused|Confused]] 12:50, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page is short enough that it doesnt need the known bugs tag.--[[User:Mrdudeguy|Mrdudeguy]] 06:33, 11 April 2010 (UTC)&lt;br /&gt;
:The buggy template is for all features that have bugs. Just because the article is short doesn't mean you should remove the buggy template. [[User:Garanis|Garanis]] 13:16, 11 April 2010 (UTC)&lt;br /&gt;
::This is not a bug, it is expected behaviour. If anything, it is the old bug related to handling animals. It also does not disrupt the game in any way. --[[User:Confused|Confused]] 13:56, 11 April 2010 (UTC)&lt;br /&gt;
:::Ok, but the way it is written it sounds like a bug. It should be rewritten.[[User:Garanis|Garanis]] 14:30, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=89765</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=89765"/>
		<updated>2010-04-11T13:37:37Z</updated>

		<summary type="html">&lt;p&gt;Garanis: Whoops -- buggy template param&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Site ==&lt;br /&gt;
The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore, but that said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbors.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Choose Fortress Location screen shows three views of the land at three different levels of magnification: Local, Region, and World. A section of lit tiles in the Local view indicates the current embark location within the region. The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} move the embark location around within the Local view. {{K|Shift}}-{{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} will resize the embark location, though it should be noted that larger embark areas will be more demanding on the computer's processor.&lt;br /&gt;
&lt;br /&gt;
To the right of the views is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. The list at the bottom of the biome information indicates the dominant soil/stone composition from top to bottom for the first eight layers.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot;&lt;br /&gt;
*Your Civilization - indicates all Dwarven civilizations in the world. {{K|*}} and {{K|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. This will change the specifics of what goods will be available to embark with (e.g. what types of meat), but not the overall function.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs.&lt;br /&gt;
 &lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Biome|biome}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}.&lt;br /&gt;
&lt;br /&gt;
==== Aquifer ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|aquifer|aquifer}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page.&lt;br /&gt;
&lt;br /&gt;
==== Climate ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|climate|climate}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, wether water will freeze in winter, and how quickly water evaporates. Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.&lt;br /&gt;
&lt;br /&gt;
Note also that there is presently a bug in Hot or hotter climates where rain ''may'' superheat and melt dwarves and pets that are outside.&lt;br /&gt;
&lt;br /&gt;
==== Ore and Stone Types ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: {{L|Ore|ore}} and {{L|Stone|stone}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The types of stone available will determine the types of ore and gems available, but regardless of the specifics plenty of both will be available. Ore will determine what metals are available for use, which will in turn have significant impacts on your weapons and armour. Note that steel requires both an Iron ore and {{L|Flux|flux stone}} making {{L|chalk|chalk}}, {{L|dolomite|dolomite}}, and {{L|Limetone|limestone}} frequently preferred stone layers.&lt;br /&gt;
&lt;br /&gt;
==== Plant Life ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Trees|trees}} and {{L|Shrub|shrub}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wood is the only substance {{L|Bed|beds}} can be made of and producing wooden bins and barrels is far faster and easier in the early game than producing metal versions. Most forts will require at least a nominal number of trees, though trees can be farmed underground in any biome.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food, brewable materials, and seeds for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
==== Surroundings ====&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. Surroundings affect the types of plant life, wild animals and creatures which will appear in play within a given biome. It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
== Creating Your Settlers ==&lt;br /&gt;
=== Play Now! ===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter and Bowyer&lt;br /&gt;
* Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer&lt;br /&gt;
* Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
* Doctor&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer.&lt;br /&gt;
&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader{{verify}}. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history.&lt;br /&gt;
&lt;br /&gt;
The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;The doctor here is impossible to create in a custom embark, having 24 skill points (135 embark points) out of the usual possible 10.&amp;lt;br /&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prepare Carefully ===&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses.) It stands that one should try to maximize the value of their embark by spending all available points.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Skills|skills}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks (giving them a rank of &amp;quot;Proficient&amp;quot;) can be bought in any one skill. Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well (or with little functional difference) by a Novice or even a Dabbler as they are by a Legendary. A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbour smelting hematite until the cows come home.&lt;br /&gt;
&lt;br /&gt;
For a more complex example there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in early game due to the multiple steps required, especially without a magma smelter. Metalworking also skills up slower than woodworking and metal products have a longer base production time than wood products. &lt;br /&gt;
&lt;br /&gt;
From one point of view Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to skill up fairly quickly. Even on a strictly functional level even a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgeling base. Lastly once metal production is up and running it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a Proficient Metalsmith stands to pay off much more in the run of the game than starting with a Proficient Carpenter.&lt;br /&gt;
&lt;br /&gt;
==== Supplies ====&lt;br /&gt;
&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. Lower forest embark sites should definitely consider bringing extra logs to cover the early demand for beds, &amp;amp;c. Also do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones.&lt;br /&gt;
&lt;br /&gt;
(To be inserted: list of default supplies - currently found on {{L|starting build}}.)&lt;br /&gt;
&lt;br /&gt;
=== Embark Strategies ===&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no One True Way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
==== Picking the Right Location ====&lt;br /&gt;
&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms and large tree farms of the colorful underground trees without the need to flood/muddy large areas of stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and Its Inverse)''' - flowing water (river or stream) is a must have for the infinite power it supplies for working machinery and because underground water supplies are too dangerous to tap into. Alternately flowing water is nothing but a FPS killer given that infinite water is available underground.&lt;br /&gt;
&lt;br /&gt;
==== Preparation Strategies ====&lt;br /&gt;
&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 3 to buy empty buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a container's worth of. Do not get 20, get 21.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you 1  barrel, not 2.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of {{L|sand}} costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. The same train of thought can be extended to the second copper battle axe, though weapons tend to cost much much more from caravans due to quality multipliers. This strategy was much more prevalent in prior versions where an anvil was worth 1,000☼ (close to 50% of the total embark value of 2,060) and a 300☼ steel battle axe could buy 100 logs, but is still fairly valid.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - bring no pre-constructed goods (weapons, buckets, &amp;amp;c.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, 4 bars of copper, and an anvil. When first arriving build a Wood Furnace and a Forge, make charcoal, then three picks and an axe. Also medical supplies are a waste to start with because if you need them you're screwed.&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - never leave without an anvil, since nothing guarantees the first caravan will even have one for sale.&lt;br /&gt;
&lt;br /&gt;
==== Skill Sets ====&lt;br /&gt;
Here are some sample skill distribution sets.&lt;br /&gt;
&lt;br /&gt;
'''Ashery'''&lt;br /&gt;
*Military: 5 armor use, 5 dodge. Possibly a mix of dodge and shield use instead of max dodge, but that's up in the air. Set to start training the moment goods are hauled inside the fort's entrance. Also does woodcutting as needed.&lt;br /&gt;
*Doctor/Leader: 1 appraise, 2 diagnose, 2 bone doctor, 2 surgeon, 2 wood dresser, 1 suture. Also serves as one of my primary miners and, once replacement miners come, the fort's first bookkeeper as well.&lt;br /&gt;
*Farmer/Cook: 4 farming, 5 cooking, 1 armorsmith. Does most of the early hauling grunt work, but eventually is restricted only to food related activites. No mining is done in order to keep armorsmithing as the highest moodable skill.&lt;br /&gt;
*Farmer/Brewer: 4 farming, 5 brewing, 1 armorsmith. Same as the cook.&lt;br /&gt;
*Weapon/Armorsmith: 5 armorsmith, 5 weaponsmith. Does a sizable amount of the early mining, but is removed from duty before the mining skill gets too high.&lt;br /&gt;
*Mason: 5 mason, 5 building design. Can help out with mining if necessary, but is usually busy constructing buildings or helping the farmers haul goods.&lt;br /&gt;
*Carpenter/Mechanic: 5 carpentry, 5 mechanic. An odd mix, but mechanisms are my primary export.&lt;br /&gt;
&lt;br /&gt;
'''Tarran'''&lt;br /&gt;
*(every skill has five points put into it)&lt;br /&gt;
*2 miners/engravers (when they are not mining they are engraving)&lt;br /&gt;
*1 mason/carpenter (deals with all that stuff)&lt;br /&gt;
*1 mechanic/stone crafter (when he is not making mechanisms he is making crafts)&lt;br /&gt;
*1 woodcutter/architect (when not cutting wood he is designing buildings)&lt;br /&gt;
*1 grower/brewer (deals with all my needs this early in the game)&lt;br /&gt;
&lt;br /&gt;
'''Ancient Enemy'''&lt;br /&gt;
*Leader with all his points distributed through negotiation/bookeeper/appraiser/etc&lt;br /&gt;
*3 dwarves with proficient mining&lt;br /&gt;
*1 proficient grower&lt;br /&gt;
*1 proficient brewer&lt;br /&gt;
*1 proficient cook&lt;br /&gt;
&lt;br /&gt;
'''Proteus'''&lt;br /&gt;
*Leader/Miner: 6-7 points into things important to become leader and broker (appraisal, negotiation, judge of intent, organizing and others, all at least with 1 pt), rest into mining&lt;br /&gt;
*Doc/Recordkeeper +at least another productive job: 1-2pts into diagnostics, 1pt in each other medical skill, 1pt in Recordkeeping, rest into 1-2 jobs&lt;br /&gt;
*Cook: 4-5pts in cooking,  2-4pts  in brewing,  rest in fish cleaning and butchery&lt;br /&gt;
*Farmer: around 3-4pts in Growing, at least 1pt in milling, Plant processing and Brewing&lt;br /&gt;
*Crafter: Usually 5pts in stone crafting,  rest in other crafting jobs (although that  might change,  as now bone carving has become next to worthless)&lt;br /&gt;
*Clothier: 2-4pts in leatherworking and clothier, rest into weavingand tanning&lt;br /&gt;
*Builder: Most of  his points into Masonry, Engraving and Mechanics, as well as a few  points into Carpenter  (if no other dwarf already has pts in this job)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|31.02}}&lt;br /&gt;
* Once you choose &amp;quot;dwarf fortress&amp;quot; from the start new game menu, you cannot go back to the main menu without embarking or force-quitting the game.&lt;br /&gt;
* Once you choose a location to embark, you likewise cannot go back.&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=89764</id>
		<title>v0.31:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=89764"/>
		<updated>2010-04-11T13:37:01Z</updated>

		<summary type="html">&lt;p&gt;Garanis: Moved bugs section to prevent spoiling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
# The conditions necessary for a strange mood to occur: ''fill in here''&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[40d:Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|#fff}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
A fey dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|#ccc}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
A secretive dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|#f0f}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|#777}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|31.02}}&lt;br /&gt;
* Shells are no longer produced from eating turtles or lobsters. These must now be prepared at a fishery in order to produce shells.&lt;br /&gt;
* Dwarves may request &amp;quot;rock bars&amp;quot; -- This is satisfied by metal bars.&lt;br /&gt;
* There are various other bugs related to moody dwarves not being able to find the appropriate materials. Check the bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php].&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Bones]]&lt;br /&gt;
| body parts&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fey dwarves will sometimes ask for rock bars. This is just a typographical error, and they are actually asking for metal bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Armorsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bone carver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bowyer}}&lt;br /&gt;
| {{L|Bowyer's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Carpenter}}&lt;br /&gt;
| {{L|Carpenter's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Clothier}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Engraver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem cutter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem setter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Glassmaker}}&lt;br /&gt;
| {{L|Glass furnace}} or {{L|Magma glass furnace}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Leatherworker}}&lt;br /&gt;
| {{L|Leatherworks}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mason}}&lt;br /&gt;
| {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mechanic}}&lt;br /&gt;
| {{L|Mechanic's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metal crafter}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metalsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Miner}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Stone crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Tanner}}&lt;br /&gt;
| {{L|Tanner's shop}} or {{L|Leather works}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaponsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaver}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Wood crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons will always create some kind of stone object, usually furniture; bone Carvers, a bone or shell object; carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a [[craftsdwarf's workshop]] and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].&lt;br /&gt;
&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms. Artifact weapons in [[weapon trap]]s can also boost a room's value considerably, as in the case of artifact trap components.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go {{L|insanity|insane}}, which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a {{L|tantrum}} spiral), but a '''berserk''' dwarf will attack other dwarfs and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=89763</id>
		<title>v0.31:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=89763"/>
		<updated>2010-04-11T13:36:22Z</updated>

		<summary type="html">&lt;p&gt;Garanis: Whoops -- buggy template param&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
# The conditions necessary for a strange mood to occur: ''fill in here''&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[40d:Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|#fff}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
A fey dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|#ccc}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
A secretive dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|#f0f}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|#777}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Bones]]&lt;br /&gt;
| body parts&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fey dwarves will sometimes ask for rock bars. This is just a typographical error, and they are actually asking for metal bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Armorsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bone carver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bowyer}}&lt;br /&gt;
| {{L|Bowyer's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Carpenter}}&lt;br /&gt;
| {{L|Carpenter's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Clothier}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Engraver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem cutter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem setter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Glassmaker}}&lt;br /&gt;
| {{L|Glass furnace}} or {{L|Magma glass furnace}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Leatherworker}}&lt;br /&gt;
| {{L|Leatherworks}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mason}}&lt;br /&gt;
| {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mechanic}}&lt;br /&gt;
| {{L|Mechanic's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metal crafter}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metalsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Miner}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Stone crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Tanner}}&lt;br /&gt;
| {{L|Tanner's shop}} or {{L|Leather works}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaponsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaver}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Wood crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons will always create some kind of stone object, usually furniture; bone Carvers, a bone or shell object; carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a [[craftsdwarf's workshop]] and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].&lt;br /&gt;
&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms. Artifact weapons in [[weapon trap]]s can also boost a room's value considerably, as in the case of artifact trap components.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go {{L|insanity|insane}}, which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a {{L|tantrum}} spiral), but a '''berserk''' dwarf will attack other dwarfs and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|31.02}}&lt;br /&gt;
* Shells are no longer produced from eating turtles or lobsters. These must now be prepared at a fishery in order to produce shells.&lt;br /&gt;
* Dwarves may request &amp;quot;rock bars&amp;quot; -- This is satisfied by metal bars.&lt;br /&gt;
* There are various other bugs related to moody dwarves not being able to find the appropriate materials. Check the bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php].&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Scheduling&amp;diff=89762</id>
		<title>v0.31:Scheduling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Scheduling&amp;diff=89762"/>
		<updated>2010-04-11T13:36:02Z</updated>

		<summary type="html">&lt;p&gt;Garanis: Whoops -- buggy template param&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{Human}}&lt;br /&gt;
&lt;br /&gt;
No matter how much you micromanage your '''{{l|military}}''',  your '''{{l|squads}}''' won't be able to get stronger or protect you from ambushes without proper scheduling practices. With practice, you'll be able to set your soldiers to follow a complicated annual training regimen, patrol major trade routes, defend important areas, or any combination of these... all with the flick of a few keys.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key, the '''points/routes/notes''' screen is accessible through the {{k|N}} key, the '''burrows''' screen is accessible through the {{k|w}} key, and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Defense=&lt;br /&gt;
&lt;br /&gt;
The new '''alert level''' and '''scheduling''' system is a new feature that is both incredibly versatile... and, initially, completely  impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing.&lt;br /&gt;
&lt;br /&gt;
It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move  to a specific location, or follow patrol routes and stations  with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passiv''e orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''passive''' commands you can leave your squads to follow.&lt;br /&gt;
&lt;br /&gt;
For more information on '''active''' commands, see '''{{l|Squads}}'''. &lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' is a new and fundamental concept of passive military management. In each alert level, you can program instructions for your military and/or civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are assigned to train the entire year. By default, your squads will all be set to 'Inactive' and will do nothing unless you cycle their alert to 'Active/Train'. You will need to make more alerts if you want them to do anything more complicated than this.&lt;br /&gt;
&lt;br /&gt;
Your entire fortress is always set to exactly one ''civilian alert level''. This restricts where civilians, any non-military dwarf in the entire fort, may go. To define the restriction area, you must first create a {{l|burrow}} encompassing the area you want to restrict your civilians to. Then, go to the alert screen ({{k|a}} in the {{k|m}}ilitary screen), {{k|c}}reate a new alert level (you can {{k|N}}ame it something like 'Danger'), highlight it in the left pane, then press enter on the correct burrow in the rightmost pane. Multiple burrows may be selected.&lt;br /&gt;
&lt;br /&gt;
Individual squads can be set to a certain alert by highlighting the appropriate alert level, then selecting the correct squad in the central pane and pressing {{k|enter}}. You can also select a squad's alert level by pressing {{k|s}} to open the squads menu, {{k|a}} to select a squad, and {{k|t}} to scroll through alerts. You can change the currently active civilian alert level by pressing {{k|enter}} while the correct alert level is highlighted. Squads and civilians can only be set to one alert level at a time, so selecting one alert level for a group removes them from the former alert.&lt;br /&gt;
&lt;br /&gt;
==Schedules==&lt;br /&gt;
&lt;br /&gt;
Each squad can be given multiple '''schedules''' to follow for an entire year, broken up by month. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other. The scheduling screen can be accessed by pressing {{k|s}} in the military screen.&lt;br /&gt;
&lt;br /&gt;
On the main scheduling page you will see a list of months on the left side and a list of all of the squads in your fortress along the top edge. Scheduling is done separately for each alert level; to switch between alert levels use the secondary page up/down keys (by default {{k|/}} and {{k|*}}). You can use the secondary up/down keys (by default {{k|+}} and {{k|-}}) to scroll through the squads at the top if you have more than will fit on one screen. Use the up/down arrow keys to navigate the month list, and the left/right arrow keys to navigate between squads.  The orders in the currently selected cell are displayed in blue towards the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
When you've highlighted a cell, press {{k|tab}} to switch focus to this '''order list'''. From here, you can press {{k|e}} to edit the standing orders or {{k|o}} to give a new one. Both will open to the Give Orders screen. Pressing {{k|o}} will scroll through and change the order type. This cycles between 'Train', 'Defend Burrow', 'Patrol Route', and 'Station'. To use any of the orders other than Train, you will first need to set up the appropriate {{L|burrow}}, station, or route. When you cycle to the order you want, highlight the burrow, station, or route you want the order to go to (in the left pane) and press {{k|enter}}. It should now be highlighted in green.&lt;br /&gt;
&lt;br /&gt;
Orders have a soldier-based '''order criteria''' that lists how many soldiers in the squad will follow the order at once. Using the secondary up/down keys you can choose how many soldiers must be in a squad the order applies; by default this number is ten. You can also select specific positions within the squad in the right pane to set those positions as 'preferred' - the order will try pick these dwarves to follow the orders if there are multiple off-duty dwarves to choose from&amp;lt;!--CONFIRM?--&amp;gt;. When you are done, press {{k|shift}}+{{k|enter}} to save the order and return to the schedule screen. If desired, multiple order criteria can be set for each month.&lt;br /&gt;
&lt;br /&gt;
Note that the text displayed on each cell (like 'Train') is a completely customized text; it does NOT reflect the actual orders in the cell! When you have a cell highlighted, you can press 'n' to edit the label. Don't be confused by the fact that when you edit the orders in a cell, the label does not change to reflect your changes. You need to update the cell text yourself to be consistent with the orders.&lt;br /&gt;
&lt;br /&gt;
To eliminate some of the tedium in scheduling many months, you can copy-paste orders from one cell to another with the {{k|c}} and {{k|p}} keys. Press {{k|c}} in the cell you want to copy from, then go to the cells you want to paste to and press {{k|p}} in each one. &lt;br /&gt;
&lt;br /&gt;
By pressing {{k|shift}}+{{k|tab}} in the scheduling screen, you can flip the display of the rows and columns in the main grid. This allows you to see more squads, but fewer months. This can be useful if you want to see all your squads at the cost of not seeing the entire year's schedule. This change is cosmetic only; the tools still work the same way.&lt;br /&gt;
&lt;br /&gt;
'''Warning:''' Dwarves who are permanently on-duty with no downtime have been observed to begin to starve themselves keeping to the rigorous schedule, and thus grow unhappy. Do you really want to find out how much damage that practice spear can do? To allow some of your dwarves to go sleeping when they need, you need to lower the minimum number of dwarves of the squad that need to follow the current order at any time in the order criteria as listed above. You want the criteria to be at least one or two dwarves less than the current number of dwarves in your squad. This will change the limit for the current month only, so use the copy/paste feature to update every month.{{version|0.31.01}}&lt;br /&gt;
&lt;br /&gt;
'''More Warning:''' When using a rotation schedule as describe in the warning above, military dwarves that have no civilian skills, and possibly also civilian dwarves who do not have any military skills can generate bad thoughts with disturbing frequency caused by them frequently going on and off duty from monthly rotations. To avoid this problem it may be a good idea to cross train all your militia with at least one level in a civilian skill.{{version|0.31.01}}&lt;br /&gt;
&lt;br /&gt;
===Inactive===&lt;br /&gt;
&lt;br /&gt;
When dwarves are in the military but not on active duty, dwarves with good self-discipline will visit the barracks and train themselves in their spare time - if you see a dwarf doing &amp;quot;Individual training&amp;quot; when you have them off-duty, that's what's happening. Technically this is not an order applicable in the 'Give Orders' screen - it is a unremovable default alert level. To put your dwarves off-duty you should apply this alert level to them.&lt;br /&gt;
&lt;br /&gt;
Currently this appears to be the ''only'' way your dwarves will properly train.&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
&lt;br /&gt;
For your dwarves to train a '''{{l|barracks}}''' must be designated. This can be done through using {{k|q}} to examine an appropriate building and assigning it as a barracks. Previously only beds, armor stands, and weapon racks could be designated as barracks, but many storage objects are now eligible. There is a new 'Position' option that allows you to assign specific beds/storage to specific dwarves. If dwarves aren't assigned anything in particular they'll just use whatever they feel like, as per normal.&lt;br /&gt;
&lt;br /&gt;
When being viewed, barracks can now be {{k|n}}amed, used for {{k|s}}leeping, {{k|t}}raining, or {{k|i}}ndiv eq. and {{k|s}}quad eq&amp;lt;!--WHAT ON EARTH DO THE LAST TWO MEAN, I THINK THEY STAND FOR &amp;quot;INDIVIDUAL EQUIPMENT&amp;quot; / &amp;quot;SQUAD EQUIPMENT&amp;quot; UNSURE WHAT IT MEANS--&amp;gt;. You can choose if a squad trains in one place and sleeps in another, or in multiple, and so on. Multiple squads can overlap with one barracks.&lt;br /&gt;
&lt;br /&gt;
To get marksdwarves to train in any way other then bashing each other with their crossbows, they must have quivers and an archery range. Archers will no longer fire bolts without a quiver to store them in (ie. they will not hold a single stack in their hand). The archery range that is set up for the squad via building an archery target and listing it as a {{k|t}}raining area for that squad.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (Which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
&lt;br /&gt;
===Defend Burrows===&lt;br /&gt;
&lt;br /&gt;
After a {{l|burrow}} has been created in the {{k|w}} menu, you can order your dwarves to defend it. If an enemy enters the burrow (and is not hiding) the assigned squads will be alerted and attack it. It is unknown if a soldier defending a burrow is limited to his line-of-sight or is simply aware that an enemy is present. &amp;lt;!--COULD USE MORE DETAIL + CONFIRMATION--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stations===&lt;br /&gt;
&lt;br /&gt;
Stations are set in the {{k|N}}otes menu. Simply {{k|p}}lace a point where you want a squad to stand, give it a {{k|n}}ame if you want to be able to find it quickly, then open the scheduling menu and set your chosen squad to be Stationed and select the station you want.&lt;br /&gt;
&lt;br /&gt;
===Routes===&lt;br /&gt;
&lt;br /&gt;
Routes are made by combining stations. Once you have stations set along your desired route (at least two stations are necessary), hit {{k|r}}outes while in the {{k|N}}otes menu. {{k|a}}dd a route, {{k|n}}ame it something appropriate, then {{k|e}}dit its waypoints. You need to {{k|a}}dd the points in the same order you want the dwarves to follow. They'll loop back to the initial point when they reach the last one. Waypoints can no longer be made on the fly; only stations can be selected as waypoints.&lt;br /&gt;
&lt;br /&gt;
==Instructors and Demonstrations==&lt;br /&gt;
&lt;br /&gt;
(information badly needed here)&lt;br /&gt;
&lt;br /&gt;
=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Military_F.A.Q.|Military F.A.Q.}}''&lt;br /&gt;
&lt;br /&gt;
=Bugs=&lt;br /&gt;
{{version|0.31.02}}&lt;br /&gt;
* Copying and pasting an empty order into a non-empty order in the schedule screen 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;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=89761</id>
		<title>v0.31:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=89761"/>
		<updated>2010-04-11T13:35:22Z</updated>

		<summary type="html">&lt;p&gt;Garanis: Whoops -- buggy template param&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{buggy|bugsection=Reported Military-Related Bugs}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many {{l|trap}}s, {{l|bridge|drawbridges}} and {{l|magma|other defenses}}, your military will still need to fend off {{l|goblin}} {{l|siege}}s, {{l|megabeast}}s, {{l|titan}}s, and fiendish {{l|Giant cave spider|underground}} {{l|Forgotten beast|beasties}}. Turning your dwarves from useless migrants into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
''Related articles:''&lt;br /&gt;
* For a list of frequently asked questions, see the {{l|Military F.A.Q.}}&lt;br /&gt;
* For a more detailed look at running your military, see {{l|Squads}} and {{l|Scheduling}}.&lt;br /&gt;
&amp;lt;!--* For a general overview of threats and considerations for fortress defense, see the {{l|Defense Guide}}.&lt;br /&gt;
* For specific suggestions on the physical defenses that will defend your military, see {{l|Defense Design}}.&lt;br /&gt;
* For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see {{l|Trap Design}}. REMOVED THESE FOR NOW, CLOGGING UP SPACE--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key, the '''{{l|squads}}''' screen is accessible through the {{k|s}} key, the '''points/routes/notes''' screen is accessible through the {{k|N}} key, and the '''{{l|burrows}}''' screen is accessible through the {{k|w}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Creating a Military=&lt;br /&gt;
&lt;br /&gt;
While far more confusing than before, the new military system makes up for its initial impenetrability with a huge increase in versatility. Squads can be assigned, reordered and restructured at will, dwarves can be set to equip a highly-specified uniform along with the rest of their squad or stand out and equip something unique, and you can give incredibly detailed commands and programming to your squads to follow out based on time of year, circumstance, location, and user convenience. That being said, there's a lot to be learned.&lt;br /&gt;
&lt;br /&gt;
==Squads==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Squads}}''&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are the groups of soldiers that make up your military. Your military is now led by the appointed '''{{l|militia commander}}''' and has many other squads led by '''militia captains''' under him. Creating a squad in the military screen is one of the first things you should do when starting your military.&lt;br /&gt;
*For some reason your '''{{l|Expedition Leader}}''' can not be appointed as a militia captain or commander. He can still be assigned to a squad as a regular soldier however. It is unknown if this is intended behavior.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Squads#Equipping Soldiers}}''&lt;br /&gt;
&lt;br /&gt;
Rather than simply pick a level of equipment and hope your dwarves pick up the right stuff, you can select what your dwarf will wear by item type or specific item, or create a new uniform template and apply it to a dwarf or entire squad all at once (much like a template). Even the material and color of your soldiers' uniform is configurable. You can create identical armored units with intimidating red cloaks or just slap something together based on need and circumstance. Even artifact weapons/armor are now selectable - luck and micro-management have been removed from the equation.&lt;br /&gt;
&lt;br /&gt;
In the early stages of your fort your dwarves will equip themselves, but once enough migrants (13, making your population 20+ dwarves) have arrived your fortress will require an '''{{l|Arsenal_dwarf|Arsenal Dwarf}}''' (designated in the nobles screen) to manage your armory. The Arsenal Dwarf serves the role of quartermaster; without him your dwarves will be unable to change their equipment. Once you have a dwarf selected, make sure to give him an office - like a {{l|manager}}, an Arsenal Dwarf will need to sign off on equipment changes before they can be made.&lt;br /&gt;
&lt;br /&gt;
Note that if you don't have an option for and Arsenal Dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get migrants, and assign an Arsenal Dwarf when you need one.&lt;br /&gt;
&lt;br /&gt;
*If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. A new expedition leader should eventually arrive, although this may take several years. {{version|0.31.02}}&lt;br /&gt;
*There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled. This is likely caused by your Expedition leader/Mayor being absent.{{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
=Directing Soldiers=&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is a lot more difficult than it once was; gone are the days of simply designating a barracks and letting your recruits have at it. It is now possible to give your squads different monthly '''schedules''', create different '''alert levels''' which will cause squads to follow out new user-programmed instructions depending on circumstance, give '''direct orders''' to '''attack''' one or more specific targets or '''move''' to a specific location, or follow '''patrol routes''' and '''stations''' with greater accuracy.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands.&lt;br /&gt;
&lt;br /&gt;
==Active Command==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Squads#Direct_Commands|Squads#Direct Commands}}''&lt;br /&gt;
&lt;br /&gt;
In the new military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted. It is possible to select multiple squads or specific dwarves to carry out these orders.&lt;br /&gt;
&lt;br /&gt;
Your forces can be commanded to carry out two types of orders: '''Move''' orders and '''Attack''' (or '''kill''') orders. Move orders are much like the 'station squad' command in previous versions; your selected dwarves will run to wherever you've sent them. Similarly, attack orders will select an enemy (by location on screen, general area on screen, or list) and send your dwarves charging off that way.&lt;br /&gt;
&lt;br /&gt;
Soldiers following orders will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
Orders can be cancelled through the squads screen, but your dwarves tend to be so enthusiastic that they'll just ignore you in their bloodlust. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
==Passive Command==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Scheduling}}''&lt;br /&gt;
&lt;br /&gt;
The new '''alert level''' and '''scheduling''' system is a new feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other.&lt;br /&gt;
&lt;br /&gt;
It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses. &lt;br /&gt;
&lt;br /&gt;
Civilian alert levels are also possible - civilians can be restricted by '''{{l|burrow}}''' to where they can roam should the need to tuck them away into a '''{{l|panic room}}''' arise. The 'entrance dance' bug of the previous version has also been removed - if a dwarf restricted to a burrow is not there, he will do his best to make the journey.&lt;br /&gt;
&lt;br /&gt;
The scheduling screen is broken up into a list of squads, months, alert types and '''order criteria'''. Each order (applied to one month; multiple orders can be stacked on one month as well) can be given criteria to define how many dwarves within a squad will follow its programming at once, allowing you to make a few dwarves out of the squad active at a time while the rest go about their business or to make the entire squad always active for a matter of the utmost importance, foregoing food, sleep, and booze. You can also choose which positions in a squad the order will prefer to utilize when forcing a squad to follow it.&lt;br /&gt;
&lt;br /&gt;
Four types of orders can be given (as well as the 'inactive' command), defining different types of patrolling or stationary defending. Squads can spar and be given combat demonstrations in the '''{{l|barracks}}''', defend a '''{{l|burrow}}''', patrol a '''route''', or defend a single '''station'''. The monthly schedules can be named so as to better suit your needs, and a new (if still a bit buggy) copy/paste system has been introduced to eliminate some of the tedium in creating fancy scheduling for many months. The display can also be flipped around.&lt;br /&gt;
&lt;br /&gt;
Barracks can now serve the needs of multiple specific squads at once. A barracks can be defined as a place to train, sleep, store squad equipment, store individual equipment, or any combination of the above, in any weird overlapping combination of barracks you like. Barracks are still necessary for training, but due to a bug it appears that your dwarves will only train when Inactive, despite what the Train command may have you believe. Marksdwarf training also appears to still be a bit glitchy.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
&lt;br /&gt;
=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Military F.A.Q.}}''&lt;br /&gt;
&lt;br /&gt;
=Reported Military-Related Bugs=&lt;br /&gt;
{{version|0.31.02}}&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;
* If one of your soldiers equips a dagger it causes an immediate crash when you select that squad in the military screen. Editing your raw files and replacing [SKILL:DAGGER] with [SKILL:SWORD] is a workaround that prevents this crash.[[http://www.bay12games.com/dwarves/mantisbt/view.php?id=378]]&lt;br /&gt;
* If your Expedition Leader/Mayor is killed, all unassigned noble positions vanish.&lt;br /&gt;
* Soldiers who have been killed are not removed from their squads. You can see how many dead soldiers you currently have by &lt;br /&gt;
comparing the number of dwarves in your squad(s) against the number found at the top of the military screen.&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* The list of dwarves available to join a squad includes dwarves that are already in a squad.&lt;br /&gt;
* Soldiers who have completed a kill task do not cancel their kill task. This may be intentional.&lt;br /&gt;
* There are still various problems with dwarves not equipping what they should; notably marksdwarves (who try to train not with archery practice but by sparring with crossbows as blunt weapons).&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=89760</id>
		<title>v0.31:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=89760"/>
		<updated>2010-04-11T13:34:52Z</updated>

		<summary type="html">&lt;p&gt;Garanis: Whoops -- buggy template param&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| speciality = {{L|Hunter}}&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
{{L|Dwarves}} with the '''hunting''' {{L|labor}} enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more {{L|speed|slowly}}, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard {{L|combat}} with their prey using their crossbow.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labour enabled will sleep outside and drink water{{verify}}, causing unhappy thoughts{{verify}}. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your {{L|rabbit}} hunter suddenly having an unpleasant chitchat with an {{L|elephant}}, {{L|sasquatch}}, or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode {{verify}} ==&lt;br /&gt;
In {{L|adventurer mode}}, ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your {{L|speed}} just as it does in dwarf mode, but will cause hostile {{L|creatures}} to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of {{L|experience}} in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while travelling on the world map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies{{verify}}. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
Generally, though not always(?), when the dwarf is within shooting range she will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually, though not always, carry it home{{verify}} to the {{L|butcher's shop}}{{verify}}. A hunter may kill other {{L|creatures}} that are closer to them than the fleeing mark he is intent on catching{{verify}}. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand{{verify}}. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ({{L|corpse}}s count as refuse). If you do this and have a good system of {{L|stockpile}}s, available dwarf haulers and a map free of menacing critters (like with calm {{L|surroundings}}), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery{{verify}}, which will make it cluttered very fast. Animals upon being butchered explode into many many parts, and the clutter will make the {{L|butcher}} work many times slower. {{L|Stockpiles}} and {{L|haulers}} are required, or your animal corpses will rot even while in the butchery and you will lose the {{L|skin}}, {{L|meat}}, {{L|fat}} and ({{L|food}}). Bones and skulls can be salvaged even from rotting corpses{{verify}}. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile{{verify}}. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get all of the kill, and the {{L|craftsdwarf}} unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign {{L|Dog#Hunting_Dogs|hunting dog}}s to {{L|hunter|hunter}}s, they will sneak just as the hunter, or {{L|Dog#War_Dogs|War dog}}s that are stronger, but may arrive at the game before the hunter, increasing their risk to get wounded or killed (since the war dogs don't sneak and outrun the sneaking hunter).&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help them to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the {{L|Weapon skill|hammerdwarf}} skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of {{L|bolt}}s{{verify}}.  Without bolts, he must fight with the butt of the crossbow which is counted as a weak {{L|Dwarven_weapon#War_hammer|hammer}}{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap){{verify}}; a crossbow (made of copper, bronze, bismuth bronze, iron, or steel){{verify}}; and a quiver with 30-40 steel bolts{{verify}}.  All of these items will be of ordinary {{L|quality|quality}}.&lt;br /&gt;
&lt;br /&gt;
This equipment will only be given if ambusher is the dwarf's highest skill{{verify}}; a Proficient Ambusher/Proficient Cook will have {{L|farmer}} as a profession, and will not receive any equipment.  However, ambushers with other {{L|ranger}} skills, even ones higher than their ambusher skill, will still receive this equipment{{verify}}, as will ambushers with {{L|military}} skills at any level{{verify}}.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  {{L|Armor user|Armor user}} and {{L|shield user|shield user}} have no effect either.)&lt;br /&gt;
&lt;br /&gt;
You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Any {{L|immigration|immigrating}} hunters will receive a full set of proper equipment.&lt;br /&gt;
&lt;br /&gt;
A hunter armed with a {{L|crossbow}} will increase both his {{L|Marksman|marksdwarf}} and ambusher {{L|skill}}s. &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
As of 31.01 there are several severe bugs logged in the bug tracker associated with the hunting labor.&lt;br /&gt;
* Hunters refuse to wear armor [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}}&lt;br /&gt;
* When hunters run out of ammo, they will not re-equip. The hunting labor must be turned off and back on for them to do so  [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}} &lt;br /&gt;
* Migrant hunters sometimes arrive with the hunting labor turned off, causing them to drop their equipment at the edge of the map [http://bay12games.com/dwarves/mantisbt/view.php?id=110] {{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=89758</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=89758"/>
		<updated>2010-04-11T13:34:22Z</updated>

		<summary type="html">&lt;p&gt;Garanis: Whoops -- buggy template param&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
:''(This article is about healthcare in version 0.31.01; for the 40d equivalent, see [[40d:Health care (labor)|40d:Health care]].)''&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a zone designated via the 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;
In version 0.31.01, soap production is only possible by going through the manager screen.&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|Wound Dressing}} (Wound Dresser)&lt;br /&gt;
:* {{l|Diagnosis}} (Diagnostician)&lt;br /&gt;
:* {{l|Surgery}} (Surgeon)&lt;br /&gt;
:* {{l|Setting Bones}} (Bone Doctor)&lt;br /&gt;
:* {{l|Suturing}} (Suturer)&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 you will want to place enough beds in that zone to ensure you can keep dwarves who are unable to walk in the hospital. 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 to store all items listen 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 stored than you order. Could also be due to the new unit system. You will next want to build tables and a Traction Bench(see below) to allow for surgeries. Turn on the various healthcare labors for 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;
==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 kiln or magma kiln from gypsum, alabaster, selenite or satinspar and an empty 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|31.02}}&lt;br /&gt;
* The game crashes when removing (X) a hospital zone that contains beds&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;
* 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;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kitchen&amp;diff=89757</id>
		<title>v0.31:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kitchen&amp;diff=89757"/>
		<updated>2010-04-11T13:34:07Z</updated>

		<summary type="html">&lt;p&gt;Garanis: Whoops -- buggy template param&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name = Kitchen&lt;br /&gt;
|key = z&lt;br /&gt;
|construction_job = [[DF2010:Cooking|Cooking]]&lt;br /&gt;
|construction = *[[DF2010:Wood|Wood]]&lt;br /&gt;
*[[DF2010:Stone|Stone]]&lt;br /&gt;
|job = *[[DF2010:Cooking|Cooking]]&lt;br /&gt;
|use = &lt;br /&gt;
*[[DF2010:Alcohol|Alcohol]]&lt;br /&gt;
*[[DF2010:Crops|Plants]]&lt;br /&gt;
*[[DF2010:Meat|Meat]] &lt;br /&gt;
|production = &lt;br /&gt;
*Food&lt;br /&gt;
*[[DF2010:Tallow|Tallow]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A kitchen is operated by a dwarf with the {{L|Cook|cooking}} {{L|labor}} enabled. It is used to cook meals and render fat from {{L|Butcher's shop|butchered}} animals into {{L|tallow}}.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
There is currently a bug where a liquid only meal can't actually exist. When a dwarf attempts to make a meal with only liquid items, the job does not complete, and the liquid ingredients end up cluttering the workshop in a puddle. In essence, barrels of {{L|Dwarven syrup}} become just dwarven syrup, and cannot be removed from the workshop by any means once this has happened. The only solution to this is to deconstruct the workshop.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fishing&amp;diff=89756</id>
		<title>v0.31:Fishing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fishing&amp;diff=89756"/>
		<updated>2010-04-11T13:33:46Z</updated>

		<summary type="html">&lt;p&gt;Garanis: Whoops -- buggy template param&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
Fishing as a feature is unchanged from 40d, however due to a lack of fish it is currently somewhat broken. &lt;br /&gt;
&lt;br /&gt;
Announcement: &amp;quot;'''There is nothing to catch in the river'''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|31.02}}&lt;br /&gt;
* Some players report that most/all bodies of water do not produce fish. [http://www.bay12games.com/forum/index.php?topic=52217.0]{{verify}}&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=89746</id>
		<title>v0.31:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=89746"/>
		<updated>2010-04-11T13:18:16Z</updated>

		<summary type="html">&lt;p&gt;Garanis: re-added buggy template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|bugsection=Known Issues}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''Milk''' is a product {{L|Extract}}ed from milkable {{L|Creatures}}. Milk can be made into {{L|Cheese}} or used in cooking prepared meals.&lt;br /&gt;
&lt;br /&gt;
Female versions of certain animals are milkable. Milking is done at a farmers workshop, {{k|m}}ilk creature, and requires an empty bucket. The bucket will then be emptied into an empty barrel or fitting milk barrel on a food stockpile.&lt;br /&gt;
&lt;br /&gt;
Confirmed to be milkable:&lt;br /&gt;
&lt;br /&gt;
*Donkey&lt;br /&gt;
*Cow&lt;br /&gt;
&lt;br /&gt;
The milker will not necessary pick the closest animal available.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
After finishing a milking job, the milker will often generate a cancellation message if trying to take another job immediately: Urist McMultitasking cancels job, handling dangerous animal.  They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=89745</id>
		<title>v0.31:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=89745"/>
		<updated>2010-04-11T13:17:35Z</updated>

		<summary type="html">&lt;p&gt;Garanis: re-added buggy template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|Known Issues}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''Milk''' is a product {{L|Extract}}ed from milkable {{L|Creatures}}. Milk can be made into {{L|Cheese}} or used in cooking prepared meals.&lt;br /&gt;
&lt;br /&gt;
Female versions of certain animals are milkable. Milking is done at a farmers workshop, {{k|m}}ilk creature, and requires an empty bucket. The bucket will then be emptied into an empty barrel or fitting milk barrel on a food stockpile.&lt;br /&gt;
&lt;br /&gt;
Confirmed to be milkable:&lt;br /&gt;
&lt;br /&gt;
*Donkey&lt;br /&gt;
*Cow&lt;br /&gt;
&lt;br /&gt;
The milker will not necessary pick the closest animal available.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
After finishing a milking job, the milker will often generate a cancellation message if trying to take another job immediately: Urist McMultitasking cancels job, handling dangerous animal.  They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=89744</id>
		<title>v0.31 Talk:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=89744"/>
		<updated>2010-04-11T13:16:37Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I can't seem to milk correctly. The dorfs'll milk, but they won't haul the buckets of milk anywhere, and just leave them in the workshop.&lt;br /&gt;
:??? Mr. Anonymous, You're forgetting to have a stockpile with barrels available for the milk to be relocated to. I have fixed this on the milking page. Also, it appears that Dwarven Milk is gone. --[[User:The Architect|The Architect]] 23:21, 8 April 2010 (UTC)&lt;br /&gt;
::I think they will also put buckets of milk on piles. It ''might'' have to be in a barrel to be used in cooking though. In any case, having the notorious 1 empty barrel on a food stockpile works. Dwarven milk is still in the lists, but obviously you need to have those maggots available. Why should it be gone? --[[User:Confused|Confused]] 12:50, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page is short enough that it doesnt need the known bugs tag.--[[User:Mrdudeguy|Mrdudeguy]] 06:33, 11 April 2010 (UTC)&lt;br /&gt;
:The buggy template is for all features that have bugs. Just because the article is short doesn't mean you should remove the buggy template. [[User:Garanis|Garanis]] 13:16, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Mrdudeguy&amp;diff=89743</id>
		<title>User talk:Mrdudeguy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Mrdudeguy&amp;diff=89743"/>
		<updated>2010-04-11T13:15:45Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Recent Edits to Chalk, Limestone==&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Also contains many profitable ores and gems which make it ideal for exploratory mining.&amp;quot;'' (Mrdudeguy)&lt;br /&gt;
&lt;br /&gt;
True.  But are you going to add that to every sedimentary stone's page, since the same is true for all?  While the wiki is partially based on experience, it's also based on the game code.  &amp;quot;Sedimentary&amp;quot; speaks for itself (or does if anyone bothers to find that link.)  While the sidebar carries the same info, imo this is not overly redundant, because it spells it out for newbies - but be thorough.  What's true for limestone is also true for mudstone and conglomerate and etc., even if they aren't as exciting.  (I just did something similar with every &amp;quot;layer&amp;quot; stone, which prev had zero text to explain why they were notable.) --[[User:Albedo|Albedo]] 03:21, 10 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Billon ==&lt;br /&gt;
&lt;br /&gt;
All of the alloy reactions on the metal table without the '''!''' can be made using ores of the necessary metals rather than the actual bars, so listing the ores is not necessary. Also, value increase is a deceptive term. That column is the difference in metal average material value of the base metals and the value of the alloy. Other things (such as fuel, limestone, or ores) are not accounted for. Past events have shown that if we try to broaden the scope of that column, it quickly starts to lose meaning. [[User:VengefulDonut|VengefulDonut]] 13:14, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== related Links &amp;amp; multiple links ==&lt;br /&gt;
&lt;br /&gt;
2 comments: first, usually(?) only the first reference in an article - or at least a sub-section - needs to be linked.  (People sometimes do read subsections w/out referring to the prev sections.)  No need to undo, but don't feel you have to link every keyword possible.  (Can make reading a bit annoying for some.)  Meh, otoh, certainly rather have too many linked than too few.&lt;br /&gt;
&lt;br /&gt;
Also, any words related by the same stem don't have to be separately redirected. Rather then explain, I'll demonstrate how the code can work; these links are all the same as &amp;quot;smelt&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[smelt]]s&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[smelt]]ing&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[smelt]]er&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[smelt]]ed&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[smelt]]gettheidea?  The obvious reason is so we don't have to include every -s/ -ed/ -ing/ -er/ -whatever variation of a root word.  (We could, but usually only if one is used extensively, or (especially) if it has a different significance, like a [[bar]] of metal vs metal [[bars]], two different articles. If you wanted to talk about &amp;quot;bars of metal&amp;quot;, you'd type &amp;lt;nowiki&amp;gt;&amp;quot;[[bar]]s&amp;lt;&amp;quot;/nowiki&amp;gt;, and it would go to &amp;quot;&amp;lt;nowiki&amp;gt;[[bar]]&amp;lt;/nowiki&amp;gt;&amp;quot; - and there's a disambig at the top of both, w/ a link to the other.)&lt;br /&gt;
&lt;br /&gt;
So long as there is no space/break after the link, it's treated as the same as that root link.  Which is why you did the right thing w/ &amp;quot;dwarven&amp;quot;, since &amp;quot;dwarf&amp;quot; doesn't cover that (Can't believe that had never been done before...)  &lt;br /&gt;
&lt;br /&gt;
That, and &amp;quot;smelted&amp;quot; should be the same as &amp;quot;smelt&amp;quot;, which redirects to [[smelter]], not &amp;quot;forge&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The important exception is when a user/noob might type in a word in a specific, longer form - which is why I recently redirected both &amp;quot;slash&amp;quot; and &amp;quot;slash''ing''&amp;quot; to weapons damage, etc.   (Pierce/Piercing and gore/goring do need 2 redirects, since there is no &amp;quot;root word&amp;quot; they share.)&lt;br /&gt;
&lt;br /&gt;
Readya later.--[[User:Albedo|Albedo]] 23:50, 31 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carbon&amp;quot; is not a game term - nothing you'd ever find in the game, nor read about, except in RL discussions of why charcoal is needed for making RL steel.  No reason to add it to the keyword links, unless you think some newb is going to type it in, instead of one of the 4 in-game-terms for the same thing - and that I doubt.  May sound like nitpicking, but there's no (good) reason to add a redirect for every vocabulary word that might be vaguely related. --[[User:Albedo|Albedo]] 07:43, 1 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:More to the point there just is no carbon in DF. Carbon is '''not''' needed to make steel. Making players assume they have to find carbon can lead to confusion, if not now then 10 edits or 2 game versions later. --[[User:Birthright|Birthright]] 11:16, 1 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Buggy Template==&lt;br /&gt;
The buggy template is for any feature that has outstanding bugs. Just because a page is short does not mean users don't need to have the bugs called to their attention. If there are bugs, leave the buggy template where it is. Thanks. [[User:Garanis|Garanis]] 13:15, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Plump_helmet&amp;diff=89121</id>
		<title>40d Talk:Plump helmet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Plump_helmet&amp;diff=89121"/>
		<updated>2010-04-10T19:55:55Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Indoor vs subterrenean==&lt;br /&gt;
Do i have to have my farm underground or just inside to plant plump helmets?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Diabl0658|Diabl0658]] ([[User talk:Diabl0658|talk]]•[[Special:Contributions/Diabl0658|contribs]]) 06:41, 3 December 2007&amp;lt;/small&amp;gt;&lt;br /&gt;
:Underground.  unless you embarked on all of your map being eg mountain, there should be a soil layer you can dig into and plant in.  --[[User:Frostedfire|Frostedfire]] 06:56, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::From [[:Category:Indoor crops]] - as long as there is a ceiling you can grow ''any'' indoor crop including Plump helmet. So it doesn't ''have'' to be underground, however usually that is the easiest way to make sure there is a floor above the area you are trying to grow crops on. They are no different to &amp;quot;normal&amp;quot; mushrooms which commercially are often grown in warehouses (they don't like much sunlight and like very controlled humidity).&lt;br /&gt;
::PS. Please sign your comments on talk pages with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;.[[User:GarrieIrons|GarrieIrons]] 09:01, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Shrubs==&lt;br /&gt;
My tower-cap farm has hundreds of shrubs, and while I've gathered plenty of pig tails, cave wheat, sweet pods, quarry bushes, and dimple cups ('''tons''' of dimple cups), I have yet to harvest a single stack of plump helmets. Are they exempt? --[[User:Quietust|Quietust]] 00:42, 25 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Plump Helmet Man==&lt;br /&gt;
Anyone else encountered one of these yet? [[User:Garanis|Garanis]] 19:55, 10 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fishing&amp;diff=88996</id>
		<title>v0.31 Talk:Fishing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fishing&amp;diff=88996"/>
		<updated>2010-04-10T13:53:44Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've caught turtles (''stacks'' of them! 4 at a time! twice!) in murky pools.  But I had no rivers/brooks on that map. --[[User:Albedo|Albedo]] 05:54, 10 April 2010 (UTC)&lt;br /&gt;
:Have you tried on other maps? [[User:Garanis|Garanis]] 13:53, 10 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fishing&amp;diff=88995</id>
		<title>v0.31 Talk:Fishing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fishing&amp;diff=88995"/>
		<updated>2010-04-10T13:53:28Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've caught turtles (''stacks'' of them! 4 at a time! twice!) in murky pools.  But I had no rivers/brooks on that map. --[[User:Albedo|Albedo]] 05:54, 10 April 2010 (UTC)&lt;br /&gt;
:Have you tried on other maps?&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=88578</id>
		<title>v0.31 Talk:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=88578"/>
		<updated>2010-04-10T02:38:54Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Legendary +1...==&lt;br /&gt;
Do we have any proof - or even any hint - that these still exist?--[[User:Albedo|Albedo]] 21:49, 7 April 2010 (UTC)&lt;br /&gt;
*Only in the sense that they *used to* exist.  I left it on the table; if someone else is braver than I, they can remove it until such time as they are proved to exist and matter. [[Special:Contributions/129.2.164.85|129.2.164.85]]&lt;br /&gt;
&lt;br /&gt;
==Experience amounts==&lt;br /&gt;
The experience amounts listed in this table are wrong. They are not 1..2..3.. etc. They are the same as the 40d table. [[User:Garanis|Garanis]] 02:38, 10 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=88568</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=88568"/>
		<updated>2010-04-10T02:28:29Z</updated>

		<summary type="html">&lt;p&gt;Garanis: /* Bugs */ Created + 4 bugs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|Bugs}}&lt;br /&gt;
&lt;br /&gt;
:''(This article is about healthcare in version 0.31.01; for the 40d equivalent, see [[40d:Health care (labor)|40d:Health care]].)''&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a zone designated via the 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;
In version 0.31.01, soap production is only possible by going through the manager screen.&lt;br /&gt;
&lt;br /&gt;
==Medical Skills==&lt;br /&gt;
There are five doctor skills - how critical they are is unclear atm, 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|Wound Dressing}} (Wound Dresser)&lt;br /&gt;
:* {{l|Diagnosis}} (Diagnostician)&lt;br /&gt;
:* {{l|Surgery}} (Surgeon)&lt;br /&gt;
:* {{l|Setting Bones}} (Bone Doctor)&lt;br /&gt;
:* {{l|Suturing}} (Suturer)&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 you will want to place enough beds in that zone to ensure you can keep dwarves who are unable to walk in the hospital. 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 to store all items listen 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 stored than you order. Could also be due to the new unit system. You will next want to build tables and a Traction Bench(see below) to allow for surgeries. Turn on the various healthcare labors for 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;
==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 kiln or magma kiln from gypsum, alabaster, selenite or satinspar and an empty 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|31.02}}&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;
* 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;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=88381</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=88381"/>
		<updated>2010-04-09T23:30:10Z</updated>

		<summary type="html">&lt;p&gt;Garanis: /* Embarking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
::They don't, while a few dwarfs have nothing but butchery enabled.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.{{verify}}&lt;br /&gt;
:Unconfirmed, though people on [[DF2010 Talk:Embark]] say that this is false. [[User:Garanis|Garanis]] 23:30, 9 April 2010 (UTC)&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, You cannot quit once you press &amp;quot;Dwarf forteress&amp;quot; until you've actually embarked. [[Guest]] 8 April 2010&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop.&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
*Cancelling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantium plate armor takes only a single waifer to make and is worth considerably less than an adamantium battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request. &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
**This can mean bones OR shells, possibly more.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:I've had this happen aswell. --[[User:DUMBELLS|dUMBELLS]] 22:13, 8 April 2010 (UTC)&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;br /&gt;
:I've been renaming saves at will, both manual saves ({{k|Exc}}, &amp;quot;Save&amp;quot;) and auto-seasonal saves -  never a problem. Because the files are larger and the game more &amp;quot;cumbersome&amp;quot;, the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will &amp;quot;recreate&amp;quot; the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
:+1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 21:23, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==forging Breastplate &amp;amp; Chainmail==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &lt;br /&gt;
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the &amp;quot;needs 3 bars&amp;quot; message. Same with greaves, except it said &amp;quot;needs 2 bars&amp;quot;. It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Embark&amp;diff=88377</id>
		<title>v0.31 Talk:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Embark&amp;diff=88377"/>
		<updated>2010-04-09T23:28:50Z</updated>

		<summary type="html">&lt;p&gt;Garanis: /* Verification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* could not replicate the &amp;quot;double fish crash&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Play Now, Fisherdwarf==&lt;br /&gt;
I just did a &amp;quot;Play Now!&amp;quot;, and my Fisherdwarf does NOT have any social skills (just Novice Fisherdwarf), but he was still assigned as the Expedition Leader and I can assign labors just fine.  Also, it's highly likely that the listed Dabbling skills were learned immediately '''after''' embarking, while said dwarf was talking to the others. --[[User:Quietust|Quietust]] 17:36, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Play Now, worldgen titles?==&lt;br /&gt;
It's suggested that the initial 7 dwarves can come from worldgen. Some actual proof of this claim (e.g. savegame) would be nice. --[[User:Quietust|Quietust]] 17:40, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Verification==&lt;br /&gt;
&amp;quot;Fish are double-listed in the embark items screen. If you choose both fish the game will crash.Verify&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:This is false; I've embarked with two separate barrels of cave lobsters twice now. I'm deleting this from the article. --[[User:Zombiejustice|Zombiejustice]] 18:07, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Ya that's BS.--[[User:Mrdudeguy|Mrdudeguy]] 18:22, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmm, I added that because it was on the &amp;quot;Known bugs&amp;quot; page. I'll go remove it from that then, as it seems this is false.&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=88130</id>
		<title>v0.31:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=88130"/>
		<updated>2010-04-09T15:03:26Z</updated>

		<summary type="html">&lt;p&gt;Garanis: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|Bugs}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
# The conditions necessary for a strange mood to occur: ''fill in here''&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[40d:Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|#fff}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
A fey dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|#ccc}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
A secretive dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|#f0f}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| ?&lt;br /&gt;
| body parts&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fey dwarves will sometimes ask for rock bars. This is just a typographical error, and they are actually asking for metal bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Armorsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bone carver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Bowyer}}&lt;br /&gt;
| {{L|Bowyer's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Carpenter}}&lt;br /&gt;
| {{L|Carpenter's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Clothier}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Engraver}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem cutter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Gem setter}}&lt;br /&gt;
| {{L|Jeweler's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Glassmaker}}&lt;br /&gt;
| {{L|Glass furnace}} or {{L|Magma glass furnace}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Leatherworker}}&lt;br /&gt;
| {{L|Leatherworks}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mason}}&lt;br /&gt;
| {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Mechanic}}&lt;br /&gt;
| {{L|Mechanic's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metal crafter}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Metalsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Miner}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}} or {{L|Mason's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Stone crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Tanner}}&lt;br /&gt;
| {{L|Tanner's shop}} or {{L|Leather works}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaponsmith}}&lt;br /&gt;
| {{L|Magma forge}} or {{L|Metalsmith's forge}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Weaver}}&lt;br /&gt;
| {{L|Clothier's shop}}&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| {{L|Wood crafter}}&lt;br /&gt;
| {{L|Craftsdwarf's workshop}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons will always create some kind of stone object, usually furniture; bone Carvers, a bone or shell object; carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a [[craftsdwarf's workshop]] and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].&lt;br /&gt;
&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms. Artifact weapons in [[weapon trap]]s can also boost a room's value considerably, as in the case of artifact trap components.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go {{L|insanity|insane}}, which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''start raving mad''' or '''meloncholy''' is harmless to others (until they die and start a {{L|tantrum}} spiral), but a '''berserk''' dwarf will attack other dwarfs and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|31.02}}&lt;br /&gt;
* Shells are no longer produced from eating turtles or lobsters. These must now be prepared at a fishery in order to produce shells.&lt;br /&gt;
* Dwarves may request &amp;quot;rock bars&amp;quot; -- This is satisfied by metal bars.&lt;br /&gt;
* There are various other bugs related to moody dwarves not being able to find the appropriate materials. Check the bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php].&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fishing&amp;diff=88129</id>
		<title>v0.31:Fishing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fishing&amp;diff=88129"/>
		<updated>2010-04-09T14:53:26Z</updated>

		<summary type="html">&lt;p&gt;Garanis: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|Bugs}}&lt;br /&gt;
Fishing as a feature is unchanged from 40d, however due to a lack of fish it is currently somewhat broken. [[User:Garanis|Garanis]] 14:53, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|31.02}}&lt;br /&gt;
* Some players report that most/all bodies of water do not produce fish. [http://www.bay12games.com/forum/index.php?topic=52217.0]{{verify}}&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fishing&amp;diff=88128</id>
		<title>v0.31:Fishing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fishing&amp;diff=88128"/>
		<updated>2010-04-09T14:53:07Z</updated>

		<summary type="html">&lt;p&gt;Garanis: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|Bugs}}&lt;br /&gt;
Fishing as a feature is unchanged from 40d, however due to a lack of fish it is currently somewhat broken. [[User:Garanis|Garanis]] 14:53, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|31.02}}&lt;br /&gt;
* Some players report that most/all bodies of water do not produce fish. [[http://www.bay12games.com/forum/index.php?topic=52217.0]]{{verify}}&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=88125</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=88125"/>
		<updated>2010-04-09T14:48:46Z</updated>

		<summary type="html">&lt;p&gt;Garanis: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|Bugs}}&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Site ==&lt;br /&gt;
The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore. That said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbours.&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Biome|biome}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Aquifer ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|aquifer|aquifer}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page.&lt;br /&gt;
&lt;br /&gt;
==== Climate ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|climate|climate}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, wether water will freeze in winter, and how quickly water evaporates. Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.&lt;br /&gt;
&lt;br /&gt;
Note also that there is presently a bug in Hot or hotter climates where rain ''may'' superheat and melt dwarves and pets that are outside.&lt;br /&gt;
&lt;br /&gt;
==== Ore and Stone Types ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: {{L|Ore|ore}} and {{L|Stone|stone}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The types of stone available will determine the types of ore and gems available, but regardless of the specifics plenty of both will be available. Ore will determine what metals are available for use, which will in turn have significant impacts on your weapons and armour. Note that steel requires both an Iron ore and {{L|Flux|flux stone}} making {{L|chalk|chalk}}, {{L|dolomite|dolomite}}, and {{L|Limetone|limestone}} frequently preferred stone layers.&lt;br /&gt;
&lt;br /&gt;
==== Plant Life ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Trees|trees}} and {{L|Shrub|shrub}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wood is the only substance {{L|Bed|beds}} can be made of and producing wooden bins and barrels is far faster and easier in the early game than producing metal versions. Most forts will require at least a nominal number of trees, though trees can be farmed underground in any biome.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food, brewable materials, and seeds for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
==== Surroundings ====&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. Surroundings affect the types of plant life, wild animals and creatures which will appear in play within a given biome. It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
== Creating Your Settlers ==&lt;br /&gt;
=== Play Now! ===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter and Bowyer&lt;br /&gt;
* Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer&lt;br /&gt;
* Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
* Fisherdwarf&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Novice Fisherdwarf, and Negotiator; Dabbling Judge of Intent, Conversationalist, Comedian, and Flatterer&lt;br /&gt;
* Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
* Doctor&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer.&lt;br /&gt;
&lt;br /&gt;
None of these will be flagged as Expedition Leader at the start due to the lack of an Adequate Negotiator. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;It is possible that this dwarf ''will not'' have Negotiator or the other social skills. A Novice Negotiator is required to be able to flag dwarves for any jobs besides mining, hauling, cleaning, and Other. The presence or lack of these skills on this dwarf does not seem to be reflected in the overall point value of the embark, though this value is functionally only 5 since it's impossible to buy a skill at the Dabbling value.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;The doctor here is impossible to create in the custom embark, having 24 skill points (135 embark points).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prepare Carefully ===&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses.) It stands that one should try to maximize the value of their embark by spending all available points.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Skills|skills}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks (giving them a rank of &amp;quot;Proficient&amp;quot;) can be bought in any one skill. Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well (or with little functional difference) by a Novice or even a Dabbler as they are by a Legendary. A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbour smelting hematite until the cows come home.&lt;br /&gt;
&lt;br /&gt;
For a more complex example there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in early game due to the multiple steps required, especially without a magma smelter. Metalworking also skills up slower than woodworking and metal products have a longer base production time than wood products. &lt;br /&gt;
&lt;br /&gt;
From one point of view Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to skill up fairly quickly. Even on a strictly functional level even a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgeling base. Lastly once metal production is up and running it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a Proficient Metalsmith stands to pay off much more in the run of the game than starting with a Proficient Carpenter.&lt;br /&gt;
&lt;br /&gt;
==== Supplies ====&lt;br /&gt;
&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. Lower forest embark sites should definitely consider bringing extra logs to cover the early demand for beds, &amp;amp;c. Also do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones.&lt;br /&gt;
&lt;br /&gt;
(To be inserted: list of default supplies).&lt;br /&gt;
&lt;br /&gt;
=== Embark Strategies ===&lt;br /&gt;
The strategies below are suggestions. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
==== Picking the Right Location ====&lt;br /&gt;
&lt;br /&gt;
==== Preparation Strategies ====&lt;br /&gt;
&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 3 to buy empty buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a container's worth of. Do not get 20, get 21.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you 1  barrel, not 2.&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early an anvil is unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs.) By the time the Dwarven caravan arrives in the fall a cost 100 Iron anvil, or even a cost 300 Steel anvil, should be little more than an inconvenience. The same train of thought can be extended to the second Copper Battle Axe, though weapons tend to cost much much more from caravans due to quality multipliers. This strategy was much more prevalent in prior editions where an anvil was worth close to 50% of the total embark value (2,060) at cost 1,000 and an axe could buy 100 logs, but is still fairly valid.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|31.02}}&lt;br /&gt;
* Once you choose &amp;quot;dwarf fortress&amp;quot; from the start new game menu, you cannot go back to the main menu without embarking or force-quitting the game.&lt;br /&gt;
* Once you choose a location to embark, you likewise cannot go back.&lt;br /&gt;
* Fish are double-listed in the embark items screen. If you choose both fish the game will crash. {{verify}}&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=88064</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=88064"/>
		<updated>2010-04-09T13:53:46Z</updated>

		<summary type="html">&lt;p&gt;Garanis: /* Dead Dwarf keeps task and building locked */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
&lt;br /&gt;
Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Dead Dwarf keeps task and building locked==&lt;br /&gt;
&lt;br /&gt;
I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Albedo&amp;diff=88010</id>
		<title>User talk:Albedo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Albedo&amp;diff=88010"/>
		<updated>2010-04-09T12:42:05Z</updated>

		<summary type="html">&lt;p&gt;Garanis: /* Req for Comments */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi. I was recently (in mid-March, '10) appointed to the '''[[Dwarf_Fortress_Wiki:Request_for_Adminship/Albedo|Admin]]''' staff on this site, mainly for my understanding of wiki style and how this DF wiki is put together, rather than any exceptional expertise/understanding of arcanities of wiki code.  If I left a message on your Talk page, it was probably as an Admin, unless it was clearly otherwise.  &lt;br /&gt;
&lt;br /&gt;
But feel free to post any questions/concerns/comments, and welcome to the wiki!&lt;br /&gt;
&lt;br /&gt;
If you don't know how to use these templates, check them out:&lt;br /&gt;
&lt;br /&gt;
*[[Template:DFNewVersion]] - should be added to '''every''' new new version page, for later automation.&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Template:NewVersionStub‎]] - marks a page as a new concept, one that needs fleshing out&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[template:av]] / [[Template:ArticleVersion]] - automatically links a new article to it's old counterpart&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[template:verify]] - notifies that a question/concern/challenge of a point in an article exists, as discussed on the talk page for that article (and automatically links to that page!)&lt;br /&gt;
&lt;br /&gt;
== Aluminum in copper ==&lt;br /&gt;
&lt;br /&gt;
I have definitely seen aluminum inside a copper vein.  It was freakin amazing.  Also found 3 magnetite flippin huge clusters, each as big as my fort, 3 lignite veins, 2 microcline (bleagh) big groups, gold and silver vein, 1 hematite vein.  It was great. More iron than I know what to do with.  But totally aluminum in copper. --[[User:Zchris13|Zchris13]] 12:26, 23 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stone articles ==&lt;br /&gt;
&lt;br /&gt;
The articles on the various types of [[stone]] are based entirely on data taken from the game raws. It's possible the raw data has changed since the article was written, but observation alone is not good enough when we have that kind of inside info. If you see some sort of weird anomaly (like veins of aluminum), then Toady would most likely appreciate a bug report about that. [[User:VengefulDonut|VengefulDonut]] 06:28, 25 April 2009 (UTC)&lt;br /&gt;
:not veins of aluminum.  Aluminum adjacent to veins.  I have seen it in hematite, and copper. --[[User:Zchris13|Zchris13]] 00:05, 14 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Could someone point me to where the discussions are on how the articles should be set up? Sorry. I just... I'm being impulsive and driven and stuff and I want to know so I can /do/ stuff, and... you know, stuff. With stuff in it. I'm clearer after sleep, I promise. (Don't believe me, I'm always ambiguous, though rarely by intent.) --[[User:Teres Draconis|jaz]] 08:11, 21 May 2009 (UTC)&lt;br /&gt;
::NM. Found it. Duh... Trust me, sleep ''is'' my friend.  - [[User:Teres Draconis|jaz]]&lt;br /&gt;
&lt;br /&gt;
== (response) ==&lt;br /&gt;
&lt;br /&gt;
But ''is'' it an anomaly?  I'm not sure how to read the RAW's at that level. --[[User:Albedo|Albedo]] 07:16, 25 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Both are IGNEOUS_EXTRUSIVE, so, depending upon how the raws are acted upon, there are several ways this could happen...&lt;br /&gt;
:::1) The layer tiles are replaced first with veins(copper), and then small clusters (aluminum). Veins sometimes leave pockets of the layer stone incased, when the vein splits and then reconnects. I've seen it a few times, but I wouldn't call it common. The small cluster that would have been aluminum if the copper weren't there covers part or all of the area within the pocket. The rest of area of the small cluster is ignored, since the aluminum raws do not mention copper. (The way platinum mentions magnetite, for example).&lt;br /&gt;
:::2) The layer tiles are replaced first with the small clusters (aluminum) and then the veins (copper)... the copper vein just happens to meander around the pre-existing aluminum.&lt;br /&gt;
:::3) It does several iterations of whatever order it does, making both options 1 and 2 possible, potentially simultaniously (though not in the same tile, obviously).&lt;br /&gt;
:::4) Something completely different I have no clue about. I could make some stabs at things that could have caused that result, but they would all be both difficult and clunky, both in the design and in the implimentation.&lt;br /&gt;
:::5) It glitched. It's a computer. It happens all the time.&lt;br /&gt;
::Was that ''completely'' useless, or just mostly so?  - [[User:Teres Draconis|jaz]] 20:23, 22 May 2009 (UTC) (Poking around at modding is helping me learn to read RAW)&lt;br /&gt;
&lt;br /&gt;
==Trader==&lt;br /&gt;
&lt;br /&gt;
If the Appraiser skill is the highest skill you have, isn't the profession &amp;quot;trader&amp;quot;?  I know I've seen the trader profession before. Below is what I think the skill/professions are.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appraiser -&amp;gt; Trader&amp;lt;br /&amp;gt;&lt;br /&gt;
Building designer -&amp;gt; Architect&amp;lt;br /&amp;gt;&lt;br /&gt;
Organizer -&amp;gt; Administrator&amp;lt;br /&amp;gt;&lt;br /&gt;
Record keeper -&amp;gt;Clerk&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I ''think'' that you are correct in that the overall skill (when you have two or more skills close in skill level) is also adminstrator.  --[[User:Kwieland|Kwieland]] 20:59, 8 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just read your log - I notice you build walls around the pipe.  Have you considered a channel around the pit?  Same effect, but you don't have to carry stone.--[[User:Kwieland|Kwieland]] 21:17, 8 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fixed Trader - my bad.  Read the Skill discussion page - that group of skills is not at all clear.&lt;br /&gt;
&lt;br /&gt;
:I don't intend to go near the imps - the wall will create an AG enclosure above my dining hall/kitchen area, for AG crops, statue garden, private water and fishing area, etc etc. (More extensive answers in Kwieland's talk page) --[[User:Albedo|Albedo]] 01:15, 9 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== fuel ==&lt;br /&gt;
While it is true that I moved the page to &amp;quot;Refined coal&amp;quot;, the page I moved it from was &amp;quot;Refined Coal&amp;quot;. The naming convention you were asking about is to only capitalize the first letter, since wiki links are case sensitive on all letters except the first. I think the original name of the article was &amp;quot;Refined Coal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As for the origin of the term, it appears in the cancellation message if you assign a fuel-requiring task when you have no fuel. If this message no longer shows up, I have no qualms about retiring the term. However, if it still does then &amp;quot;refined coal&amp;quot; is a more suitable name than &amp;quot;fuel&amp;quot; since only &amp;quot;refined coal&amp;quot; appears in-game. [[User:VengefulDonut|VengefulDonut]] 06:45, 11 May 2009 (UTC)&lt;br /&gt;
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:I agree that the confusion needs to be cleared up, but I don't think separating [[fuel]] and [[refined coal]] into separate articles will help since they are just words for the same thing. I think that the best solution would be a short disambiguation at the top of the [[refined coal]] page. As long as all the terms redirect to that page anyone interested in any of them will end up seeing it. As for the title, we should definitely prefer an in-game term over a forum-supplied term. Everyone who uses the wiki plays the game, but not everyone uses the forum.&lt;br /&gt;
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:The article as-is contains all the information pertaining to the naming issue, but if you think it's confusing, the page organization may be to blame. Perhaps information pertaining to names and categories could be consolidated at the top. [[User:VengefulDonut|VengefulDonut]] 15:27, 11 May 2009 (UTC)&lt;br /&gt;
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::There is no such thing as &amp;quot;fuel coal&amp;quot;. The terms are &amp;quot;refined coal&amp;quot; and &amp;quot;coal fuel&amp;quot;. [[User:VengefulDonut|VengefulDonut]] 13:27, 19 May 2009 (UTC)&lt;br /&gt;
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:::I know, I know! And I find I can't shake that term! (esp when tired).  Not sure where used it this time, but it's like Pres. Bush saying &amp;quot;nucular arsenal&amp;quot;. Arrrggghhhh!!!! --[[User:Albedo|Albedo]] 22:52, 19 May 2009 (UTC)&lt;br /&gt;
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== Olivine ==&lt;br /&gt;
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See [[Talk:Olivine]] [[User:VengefulDonut|VengefulDonut]] 07:12, 11 May 2009 (UTC)&lt;br /&gt;
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==That revealed vein comment of Zchris13==&lt;br /&gt;
I totally understand why you undid that, but it was sort of funny.  And I can accomplish that without using a third party utility.  I can create down stairs on the level above, which reveals the tile. --[[User:Zchris13|Zchris13]] 23:57, 13 May 2009 (UTC)&lt;br /&gt;
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== armorsmith page - re quality of artifact armor ==&lt;br /&gt;
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In my head, I thought artifact armour &amp;amp; weapons were better than masterwork too, but that's not what the [[Item quality]] page says:&lt;br /&gt;
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:☼Item Name☼ 	 Masterful 	 ×12  	 ×2.0 &lt;br /&gt;
:Unique name 	Artifact    	×120  	×2.0  &lt;br /&gt;
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And we should assume that's accurate, neh?--[[User:Albedo|Albedo]] 23:39, 15 May 2009 (UTC)&lt;br /&gt;
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:nobody knows.  It is a mystery!!!! Ohhhh...&amp;lt;br /&amp;gt;I really don't know what to believe.  Toady has dropped contradicting hints, people report contradicting data, and nobody really knows what is going on.  I say we just put a maybe in there. --[[User:Zchris13|Zchris13]] 02:00, 16 May 2009 (UTC)&lt;br /&gt;
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== Sorting table on [[Metal]] page by color ==&lt;br /&gt;
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The issue is that the only plaintext in the color column is &amp;quot;*&amp;quot;, which is hard to sort by. If we want it to be sortable we need the plaintext of each entry to not be identical. A pretty way to pull this off isn't coming to mind, but that's the goal. Nice work on the table, by the way. [[User:VengefulDonut|VengefulDonut]] 13:22, 19 May 2009 (UTC)&lt;br /&gt;
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:Maybe the first letter of the color name, in the same color as the background. --[[User:Zchris13|Zchris13]] 17:15, 19 May 2009 (UTC)&lt;br /&gt;
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::Or change the tile entirely - the more I look at it, not sure what the whole &amp;quot;background color&amp;quot; achieves.  But as I understand it the use of the icon (the asterisk) representing the ore is the problem. May take some rethinking.--[[User:Albedo|Albedo]] 22:49, 19 May 2009 (UTC)&lt;br /&gt;
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:Every metal has a unique foreground color and a unique background color. On items like doors, you get to see both. This is actually why doors are included in the corners of the diagram on the assorted metal pages (eg: [[copper]]) [[User:VengefulDonut|VengefulDonut]] 23:17, 19 May 2009 (UTC)&lt;br /&gt;
::: &amp;lt;Nods&amp;gt; Got it.  Is there a way to &amp;quot;pipe&amp;quot; the icon in, and use some numerical representation to sort? Meh, you've probably thought of that.  Or piping the icon in??? Or using a subtly diff icon?  Sorting by color is, admittedly,  perhaps the least of our concerns with that table.  Maybe remove the &amp;quot;sortable&amp;quot; part from the template for now?--[[User:Albedo|Albedo]] 23:24, 19 May 2009 (UTC)&lt;br /&gt;
:What is it we are sorting here? --[[User:Zchris13|Zchris13]] 23:19, 19 May 2009 (UTC)&lt;br /&gt;
:: Metal page table (fixed in sub-title above)&lt;br /&gt;
HA! fixed. me r hte supra jeeeenius! Completely by accident, natch. Tried adding numbers in w/ the asterisks, to give the system something to sort. That worked w/ only 2 numbers, they ''all'' sorted.  So I backed out, and tried same w/ &amp;lt;small&amp;gt;small&amp;lt;/small&amp;gt; numbers for a better look. Then w/ only 1 small &amp;quot;A&amp;quot; for adamantine, no numbers - that worked too! Then, just for the helluvit, I tried making one asterisk small - and that worked too, w/ no visible difference in text.  All it needed was one difference, and they all get sorted, np. woot and a half.--[[User:Albedo|Albedo]] 01:32, 20 May 2009 (UTC)&lt;br /&gt;
:lol. Did you try it with no change at all? I bet that would have sorted, too. Why? Because the edit right before yours was a fix :P [[User:VengefulDonut|VengefulDonut]] 05:15, 20 May 2009 (UTC)&lt;br /&gt;
::... buzzkill! LOL! didn't even see an edit before mine. suuuuupra jeeeeenius!--[[User:Albedo|Albedo]] 08:02, 20 May 2009 (UTC)&lt;br /&gt;
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== User name vs preferred name/nickname ==&lt;br /&gt;
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Albedo, I don't know why you think that it's unacceptable for someone to use a different name to sign their posts.&amp;lt;br&amp;gt;&lt;br /&gt;
There's a built-in function for doing exactly that (once you figure out how to use it) in your preferences.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, while this isn't Wikipedia, you still shouldn't bite the newbies. -[[User:N9103|Edward]] 21:13, 21 May 2009 (UTC)&lt;br /&gt;
:I guess because I'm used to going to &amp;quot;User:Name&amp;quot; to find their page, and that doesn't work - why take one username when you intend to use an entirely diff nickname?  And I felt I was more muzzling than biting - over-enthusiasm is laudable, and ignorance is something that everyone has, but a bad combination together in public.--[[User:Albedo|Albedo]] 21:59, 21 May 2009 (UTC)&lt;br /&gt;
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::Personally, I joined with my usual semi-anonymous handle, as I wasn't sure I'd stick around, or that the wiki was going to be worth working on. Later decided that I was going to try to be a significant part of the community, and set my nickname/signature to my Real first name. That's probably something similar to most people who use non-User name signatures. It's also possible that what name people would normally choose won't work for signing up. ''In the end, clicking the signature of a user will take you there, regardless of what they put in it or why they don't use their user name.'' -[[User:N9103|Edward]] 23:41, 21 May 2009 (UTC)&lt;br /&gt;
:::Do tell.  And you do this &amp;quot;clicking&amp;quot; thing with that computer mouse thing???... Stating the obvious is... well, exactly what it is. --[[User:Albedo|Albedo]] 23:48, 21 May 2009 (UTC)&lt;br /&gt;
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::::lol... ok, you want blunt? Don't tell other people to do something a certain way that you prefer, simply because you don't want to use the system already in place. -[[User:N9103|Edward]]&lt;br /&gt;
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:::No, altho' blunt serves it's purpose.  However now you're simply repeating what you've already said, which again serves none. But it seems I must follow suit - if I want to go to your page but don't have your sig in front of me, I would normally type &amp;quot;User:Edward&amp;quot; in the search box and hit &amp;quot;go&amp;quot; - that doesn't work. Hence, problematic, and NO direct system is in place. Solution? Either Search, or create a redirect for you.  And your personal shift in names is not what TD did - which I thought would also be obvious.  Your concern is admirable - I think you are/were confused as to my exact position, which is &amp;quot;Why adopt a psuedonym ''the same day'' you create the User Account?&amp;quot;.--[[User:Albedo|Albedo]] 00:23, 22 May 2009 (UTC)&lt;br /&gt;
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:::::It annoys me too, Albedo.  But I really just think we should let it lie.  Can't really hurt anything, can it? Other than our brains, but whatever.--[[User:Zchris13|Zchris13]] 00:16, 22 May 2009 (UTC)&lt;br /&gt;
::::::&amp;lt;nods&amp;gt; --[[User:Albedo|Albedo]] 00:23, 22 May 2009 (UTC)&lt;br /&gt;
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:::... I didn't mean to get you all riled up. And thank you, [[User:N9103|Edward]], for asking him not to bite me, but I /did/ rather earn it... at least the ignorant + over-enthusiastic part. (I'm not saying I'm cured, yet, either.) Also, with warnings all over the place, if I can't handle a little criticism, I should just go home and cry, and not come back until I'm all grown up. Boo hoo. Ok, I'm done now.&lt;br /&gt;
::: Again, as to the me not signing with a link, it was a P.S. There was a (hand typed, oif) link directly above. Also, I was /really/ new and /really/ ignorant. I'm still fairly new (I've still got the &amp;quot;how to use the tildies to sign your name&amp;quot; guide at the top of my talks page so I don't forget), and I'll always be ignorant, but I'm fairly decent at figuring things out once five or six people have yelled at me about the same thing. Thanks, btw. I did need that. - [[User:Teres Draconis|jaz]] 20:12, 22 May 2009 (UTC)&lt;br /&gt;
::::I might recommend putting in a new-user default page that explains basic behind-the-wiki language, except for 2 things. A) It would not have helped me keep out of trouble, since I initially signed up due to poor impulse control and I /had/ to respond to... I don't even know what, anymore. And B) most (but not all) is fairly easy to pick up on the fly if you (bother to) look at how it was done by the other six people who responded before you... which is why I was typing my link out by hand at first... and some of them said &amp;quot;Teres Draconis&amp;quot; instead of &amp;quot;jaz&amp;quot; because I didn't understand the syntax ''at all''. When I say &amp;quot;I don't speak geek,&amp;quot; I'm not joking. But I think I'm learning to read this dialect fairly well. - [[User:Teres Draconis|jaz]]&lt;br /&gt;
:::::The WTML is fairly easy to understand, much easier than HTML.  There is a very helpful help section at [http://en.wikipedia.org/wiki/Help:Contents/Editing_Wikipedia The Big Wiki].  Note that their rules are different from ours, you don't need to follow their style guidelines.--[[User:Zchris13|Zchris13]] 17:17, 23 May 2009 (UTC)&lt;br /&gt;
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== Non-Dwarves guide to stone comment==&lt;br /&gt;
I guess you removed my comment on alunite to avoid confusion with the value stuff? I've had places where you can't go more than 20 tiles or so without &amp;quot;You have struck Alunite!&amp;quot;.--[[User:Smjjames|Smjjames]] 12:30, 22 May 2009 (UTC)&lt;br /&gt;
:(response) Np then as it's understandable to avoid confusion.&lt;br /&gt;
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== [[Armor sets]] ==&lt;br /&gt;
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You seem to be interested in changing these.  How do you like what I did?--[[User:Zchris13|Zchris13]] 01:44, 24 May 2009 (UTC)&lt;br /&gt;
&amp;lt;br /&amp;gt;[[User:VengefulDonut|VengefulDonut]] seems not to like it so much.  hmm...--[[User:Zchris13|Zchris13]] 03:48, 24 May 2009 (UTC)&lt;br /&gt;
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== glass = wood ==&lt;br /&gt;
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[[elf|Elves]] dislike green glass as well? [[User:VengefulDonut|VengefulDonut]] 00:16, 28 May 2009 (UTC)&lt;br /&gt;
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:Good point - now that you mention it, dunno. (I didn't make the original post, just expanded to explain the connection). I've got a Spring trading session coming up, and green/clear glass - I can triple check. Or, if you know the answer, of course feel free to edit the edit, np by me.--[[User:Albedo|Albedo]] 01:02, 28 May 2009 (UTC)&lt;br /&gt;
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::I have no clue on this one :P [[User:VengefulDonut|VengefulDonut]] 06:03, 30 May 2009 (UTC)&lt;br /&gt;
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:::Did you use charcoal as fuel when making the glass? (charcoal = dead tree) I've found that on the few fortresses I've had with /no/ source of coke, elves got /very/ picky about what they'd buy. If you used charcoal to smelt the ores, using coke to make finished products may &amp;quot;correct&amp;quot; this problem, but it's rather hard to tell, now. Of course, that doesn't help with glass, does it? That's a single fuel product.  - [[User:Teres Draconis|jaz]] 09:40, 19 June 2009 (UTC)&lt;br /&gt;
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== quotes ==&lt;br /&gt;
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You know, if you change a quote then it's not a quote any more. [[User:VengefulDonut|VengefulDonut]] 23:34, 29 May 2009 (UTC)&lt;br /&gt;
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:Also, fyi, quote page policy is that re-adding removed quotes requites a talk page discussion. [[User:VengefulDonut|VengefulDonut]] 23:36, 29 May 2009 (UTC)&lt;br /&gt;
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::You're right, but considering your given reasons for that mass deletion, I didn't bother with a vote for each one, I just reduced their size and replaced. Not all of them - a couple I didn't feel should have been there to begin with, length or no.--[[User:Albedo|Albedo]] 01:02, 30 May 2009 (UTC)&lt;br /&gt;
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:You didn't respond to the first issue, which is the bigger one imo. [[User:VengefulDonut|VengefulDonut]] 05:55, 30 May 2009 (UTC)&lt;br /&gt;
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::You can't change what someone else said just because they didnt say it the way you wanted them to. If the spelling bothers you so much, then feel free to tag it with [sic], but if you change the content at all then it's not a quote any more. [[User:VengefulDonut|VengefulDonut]] 07:49, 30 May 2009 (UTC)&lt;br /&gt;
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:::Sorry, but that is, in my personal opinion, absolutely absurd. But fine - you asked for it.--[[User:Albedo|Albedo]] 11:48, 30 May 2009 (UTC)&lt;br /&gt;
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::Arbitrary quote removal is completely supported by the current quote guidelines. You can find them on [[talk:Main Page/Quote]]. These are not guidelines that I made up on the spot or forced on anyone. They have been around for a while. This is not cause for ad-hominem attacks (actually, I can't think of any situation that ''is'') [[User:VengefulDonut|VengefulDonut]] 16:13, 30 May 2009 (UTC)&lt;br /&gt;
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== Various disagreements ==&lt;br /&gt;
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I just wanted to say that even though you and me are disagreeing quite a bit lately, I usually agree with most of your decisions. I think you're a good, rational editor. So please don't take things personally when an argument comes up. [[User:VengefulDonut|VengefulDonut]] 16:44, 30 May 2009 (UTC)&lt;br /&gt;
:Good rational editor.  Yup.--[[User:Zchris13|Zchris13]] 22:00, 30 May 2009 (UTC)&lt;br /&gt;
::And it all seems so polite. It's nice when people can disagree with courtesy and style.  - [[User:Teres Draconis|jaz]] 09:42, 19 June 2009 (UTC)&lt;br /&gt;
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== Defense Guide ==&lt;br /&gt;
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Hi, I'm a lurker, and know squat about wiki editing.  However, there is something that should go into one of the new pages - but I'm not sure which.  Mechanics (and others) have a nasty habit of wanting to clean, or reload traps during conflict.  Forbidding traps after they are built will keep, for example, DOdok McGoblinBait from deciding to reload a stone trap in the middle of a siege.  I got this info from [[User:0x517A5D]]'s Siege Checklist, which has some other defense info as well.  FWIW, I think you're doing a great job with this.  --[[User:Bob|Bob]] 01:29, 5 June 2009 (UTC)&lt;br /&gt;
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== &amp;lt;nowiki&amp;gt;[[link]]s vs [[links]]&amp;lt;/nowiki&amp;gt; ==&lt;br /&gt;
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You know why redirects were invented right?&lt;br /&gt;
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So editors like me can be lazy. (Alternatively you could hunt up all the plural redirects and nuke all of them, there are plenty.)&lt;br /&gt;
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Having said that, I made the change because I find &amp;lt;nowiki&amp;gt;[[masons]] easier on the eye in the edit window than [[mason]]s&amp;lt;/nowiki&amp;gt;, but it's an &amp;quot;individual preference&amp;quot; I guess.&lt;br /&gt;
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By the way: rhetorical questions in edit comments make you look like a smart arse, just like my first line makes me look like one. There is no &amp;quot;tone of voice&amp;quot; in an edit comment.&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 06:34, 13 June 2009 (UTC)&lt;br /&gt;
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:G'morning!  You're right. I was tired, and hadn't remembered you were an old hand at this. My comments were meant to be helpful, not condescending, but I can see how it could be read either way.   So many editors dive in without realizing what's going on, and since it's invisible in the final product... Meh, in the end, masons, masunz - whatever works. I guess for me, it's all about the &amp;quot;root word stem&amp;quot;, but as you say, that's just preference. For what it's worth, I agree with 99% of your edits that I've seen, and the other 1% are a coin toss by me. I guess this is one coin toss I kneejerked on.--[[User:Albedo|Albedo]] 13:55, 13 June 2009 (UTC)&lt;br /&gt;
::No harm, no foul... you say g'morning, I say g'night! All I know is I just survived an ambush for the first time without saying f#@k this and abandoning. Pop went from 65 to 50 though... :( (my recruits v their Master bowmen) Thank you surpentine passageway and stone-fall traps! Now what do I do with a half-dozen gobs? [[User:GarrieIrons|GarrieIrons]] 14:34, 13 June 2009 (UTC)&lt;br /&gt;
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== Screenshot Tilessets ==&lt;br /&gt;
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I'm sure you're aware of {{Rule|I}}.&amp;lt;br&amp;gt;&lt;br /&gt;
Mentioning it due to the SS's you put up on the Vein (and other) page(s). -[[User:N9103|Edward]] 00:28, 14 June 2009 (UTC)&lt;br /&gt;
:??? - I am aware of it, and I use the vanilla DF tileset - why do you mention it?--[[User:Albedo|Albedo]] 01:15, 14 June 2009 (UTC)&lt;br /&gt;
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::Ah, I see the issue, you're using the default graphical set. Hmm.. the rule is kinda ambiguous there. I just picked up on it from seeing the bearded dwarf, since I always stick to the pure ASCII, as does most of the wiki. Perhaps this means that a call for clarification should be made on Rule I? -[[User:N9103|Edward]] 03:34, 14 June 2009 (UTC)&lt;br /&gt;
:::Exactly, the &amp;quot;default graphical set&amp;quot; - and rule I says &amp;quot;''Images and screenshots should use the default tilesets for clarity''&amp;quot; - not sure what else it is that you were expecting, nor what &amp;quot;clarification&amp;quot; there needs to be made - default is defaul, neh?  The recent tiles I posted in mega projects ([[tower]]) were straight off this site - here [[Character table]].  Can you point to an example of what you were expecting? --[[User:Albedo|Albedo]] 05:08, 14 June 2009 (UTC)&lt;br /&gt;
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::::The graphical set and character set use somewhat different images for most of the tiles. Certain characters like the dwarves, and dwarfbuck, have noticeable differences between the graphical and character sets.  It's no big deal really, but it seems inconsistent to have some SS's with the graphical set and SS's and diagrams with the character set. (Not that it's your fault either, mind you. I agree that the rule was followed, but as I said, I think the rule might need to be changed.) -[[User:N9103|Edward]] 21:21, 14 June 2009 (UTC)&lt;br /&gt;
:::::Ah, I see - I remember that I tried using the default &amp;quot;tiles&amp;quot;, but my PC balked at the very idea.  It seems there are about 3 different &amp;quot;defaults&amp;quot; lying around - those two plus this wiki's ascii table - hrmmm.  While standardization is good, I'm not sure how we can expect a &amp;quot;vanilla user&amp;quot; to conform to both sets.  (How diff is it?) --[[User:Albedo|Albedo]] 22:38, 14 June 2009 (UTC)&lt;br /&gt;
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::::::Not sure how I could quantify the differences any further than I have already. You could look for yourself at the curses and graphical files in your directory for further comparison. The differences aren't really that big, and I agree that the average editor probably wouldn't know the difference, but then, you're no average editor, are you? ;)  I guess the most I'm realistically hoping for is that a handful of editors that are looking for something to do (perhaps Jaz would be a good recruit for this?) would re-capture the images that don't use whichever set is agreed upon to be the standard. I dunno, don't really have any ideas for this, outside of the idea that we need ideas :p -[[User:N9103|Edward]] 21:44, 15 June 2009 (UTC)&lt;br /&gt;
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== ??? ==&lt;br /&gt;
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If you know what's going on, then I must be missing something. I don't get the point of what you did at all. How is &amp;lt;nowiki&amp;gt;[[rope]] different from [[restraint|rope]]&amp;lt;/nowiki&amp;gt;? [[User:VengefulDonut|VengefulDonut]] 21:49, 15 June 2009 (UTC)&lt;br /&gt;
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== re: End of statement ==&lt;br /&gt;
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See [[talk:soap]]. [[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
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== Masonry ==&lt;br /&gt;
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I see in several articles you've mentioned that a building requires the masonry labor to construct. For a few of these, I'm suspicious because of how it is with screw pumps. There it depends on the building material, just as with walls and bridges. Rock, glass, and soap building materials will require masonry. Wood will require carpentry, and metal will require metalsmithing. I have only had this come up with bridges, screw pumps, and walls, but I expect this will hold in general. [[User:VengefulDonut|VengefulDonut]] 03:17, 19 June 2009 (UTC)&lt;br /&gt;
:Now that you mention it, you're right - I make those with stone blocks exclusively, and wanted to emphasize the 2-stage construction - just spaced on other labors for other materials. I'll track down what I can.--[[User:Albedo|Albedo]] 05:52, 19 June 2009 (UTC)&lt;br /&gt;
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== version tags ==&lt;br /&gt;
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You can use &amp;lt;nowiki&amp;gt;{{subst:current}}&amp;lt;/nowiki&amp;gt; to create a version tag on a page for the current version. When you use template:version in other cases, please try to use an actual version number (eg: 0.28.181.40d) since otherwise it will get stuck into [[:category:unknown version]] rather than the appropriate [[:category:version|version]] category. This will matter when game updates make us pick over the old stuff. Also, the game mechanics of 40d# versions are identical to 40d since the only changes are Baughn's OpenGL fixes. For this reason, it's safe to bundle those under 40d's umbrella. [[User:VengefulDonut|VengefulDonut]] 02:24, 22 June 2009 (UTC)&lt;br /&gt;
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== RE: Garnierite ==&lt;br /&gt;
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I'm an absolute twit; It *was* in gabbro, i forgot that gabbro looks exactly like obsidian. *doh*. [[User:Riffraffselbow|Riffraffselbow]] 01:24, 1 August 2009 (UTC)&lt;br /&gt;
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== Burrows ==&lt;br /&gt;
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Toady did put in burrows, but the version Toady is working on is different from Baughn's OpenGL project. The d# releases are made by Baughn. When we have another version from Toady (with different game code) it will have a different [[version]] number. [[User:VengefulDonut|VengefulDonut]] 18:31, 5 August 2009 (UTC)&lt;br /&gt;
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The &amp;quot;open gaming&amp;quot; was an just incredibly weird thing to see in the article. An &amp;quot;open gaming&amp;quot; update doesn't even parse right. It wasn't an intended as an insult; rather an exclamation at the strangeness of the thing. [[User:VengefulDonut|VengefulDonut]] 21:23, 19 August 2009 (UTC)&lt;br /&gt;
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Oh, and the other arrangement wasn't consistent with the formatting of the article. I didn't think altering it would be a problem since the same information is available a paragraph away. It's aesthetic nitpicking. [[User:VengefulDonut|VengefulDonut]] 21:28, 19 August 2009 (UTC)&lt;br /&gt;
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== 2 minutes ==&lt;br /&gt;
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That would mean your framerate would not be 100 FPS. [[User:Shardok|Shardok]] 10:00, 20 August 2009 (UTC)&lt;br /&gt;
:More confidence? It's obvious. That's *all* that needed said. And frankly, I don't care whether people with faster computers see the game as more of a game or not. All I was doing was explaining *why* it takes you 2 minutes as opposed to 2 seconds for you (which was already explained *in* the article after my revision. [[User:Shardok|Shardok]] 10:39, 20 August 2009 (UTC)&lt;br /&gt;
::Except that you'd be deleting a talk discussion between multiple people. Even just deleting your parts would ruin the discussion, and whether or not it was or wasn't valid at this time doesn't mean it couldn't be a valid discussion for people later on, maybe someone using the Dig Deeper mod will have the same question and won't be certain if it's the mod or by default, then by seeing the talk there they'll see that it's the mod that does it. Or someone could have the same weird problem as you and might be able to give better explanation for why. [[User:Shardok|Shardok]] 19:27, 20 August 2009 (UTC)&lt;br /&gt;
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== actually ==&lt;br /&gt;
would be nobles'. :) But this wording is better anyway. --[[User:Koltom|Koltom]] 23:51, 2 September 2009 (UTC)&lt;br /&gt;
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Quietust explained the purpose of the restricted areas in the article. They are purely to demonstrate that the dwarves had no route except that one. [[User:VengefulDonut|VengefulDonut]] 23:59, 4 September 2009 (UTC)&lt;br /&gt;
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== RE: Ice Wolf ==&lt;br /&gt;
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:''(you can &amp;quot;verify&amp;quot; yourself by looking at the file. 100% the same as &amp;quot;wolf&amp;quot; except biome and activity cycle)''&lt;br /&gt;
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My &amp;quot;{{verify}}&amp;quot; was aimed toward the statement of them being &amp;quot;unnatural&amp;quot; creatures, not identical to regular wolves. Sorry for the confusion, though. --[[User:Bronzebeard|Bronzebeard]] 20:23, 13 September 2009 (UTC)&lt;br /&gt;
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== Contact Info ==&lt;br /&gt;
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Yes, I will make my email address available as soon as I get a few more things worked out with the server. [[User:Briess|Briess]] 18:54, 16 September 2009 (UTC)&lt;br /&gt;
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== IP Numbers / Sig ==&lt;br /&gt;
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Is it possible you were logged out at the time?  I enabled anonymous edits for at least a trial period earlier today. If that's not it, let me know and I'll dig deeper.--[[User:Briess|Briess]] 06:47, 27 September 2009 (UTC)&lt;br /&gt;
:Wikipedia.com does not have any edit restriction time; instead, they have a brief period of time before a user is auto-confirmed.  IP issues may seem odd, but a user is not going to have his IP address dynamically reallocated while using the wiki (as that would cause an internet disconnection at the minimum), responding on the talk page is the same for as a user, and restricting edits based on an arbitrary account scheme is not exactly something that is welcoming.  Instead, (and this is from my experience on wikipedia); you'll find that many times the users that continue on and perform substantial positive edits start out as an ip, and eventually register a username; also, the way the current captcha is set up encourages registration (skip the annoying captcha instead of filling one out every single edit, yay!).  I understand where your concerns are coming from, but some people like to be anonymous contributors.  We shouldn't begrudge them that; and if ip vandalism ever becomes an issue, it's trivial for an sysop to block an IP, range of IPs, or I can very quickly disable edits from unregistered users. At the very least, I want to see what kind of anonymous contributions we will get here for about a month before I go and disable anonymous edits again. --[[User:Briess|Briess]] 06:40, 28 September 2009 (UTC)&lt;br /&gt;
::Yeesh, you just want to make me work, huh? announcements all over the place!  Yeah, I'll point out the stuff somewhere, but preferably when I'm less sleepy and slightly more awake. :) Also, my brain is not sufficiently on right now to answer your question in any fashion that would make sense, so I'll do that once I've had my caffeine for the day.--[[User:Briess|Briess]] 09:22, 28 September 2009 (UTC)&lt;br /&gt;
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== Eagles ==&lt;br /&gt;
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&amp;quot;[http://en.wikipedia.org/wiki/Giant_Eagle In the real world], Giant Eagles are flying supermarkets that are nearly as strong as elephants.&amp;quot;  I laughed for a good couple of minutes.--[[User:Briess|Briess]] 21:57, 6 October 2009 (UTC)&lt;br /&gt;
:Er, oops, meant to see if you thought perhaps we should change it :V --[[User:Briess|Briess]] 22:02, 6 October 2009 (UTC)&lt;br /&gt;
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== Pages for Deletion ==&lt;br /&gt;
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I went through the pages for deletion category, and the majority of them I instead redirected to the appropriate article, or rolled back to a version with a redirect to an article. --[[User:Briess|Briess]] 17:09, 20 October 2009 (UTC)&lt;br /&gt;
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:I prefer to err on the side of caution when it comes to deleting pages - although administrators (sysops) can review the full revision history of a deleted page, it becomes inaccessible to any others who would attempt to access those resources.  Also, the search engine capability is notoriously weak on the mediawiki engine; until such a time that either this wiki is upgraded to a version with improved spelling detection and / or the search system is replaced, I would prefer to err on allowing the redirect of spelling errors to the intended page; the redirect pages consume very few resources server-wise (1 redirect action is completely followed to the target page in as few as 180 lines of code, versus displaying a page which is a cost hit of 10s of thousands of processing events).  I can completely understand your concern on keeping the site 'clean,' but until we have a feature for the wiki (and this is something I'm working on!) allowing for tagged 'stable' or 'excellent' revisions, I highly doubt any measure of cleanliness truly matters to anyone except for us wiki-connoisseurs.  Also, if the inclusion of such a spelling travesty as &amp;quot;bizmuth bronze&amp;quot; allows some poor, um -- well, moron to access the material they needed, perhaps we can consider that a success?&lt;br /&gt;
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:Also, I don't want to claim here that any such policy is set in stone; instead, it's just something I felt would be an appropriate reaction.  If you disagree, I propose we &amp;gt;&amp;gt;EDIT WAR!!!&amp;lt;&amp;lt; over these pages.  Er, I really meant if you still disagree, I'm more than willing to continue discussing what the appropriate course of action should be over any editorial policies we may have on this wiki. --[[User:Briess|Briess]] 23:42, 20 October 2009 (UTC)&lt;br /&gt;
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:: Is that a threat or a promise? ;) --[[User:Briess|Briess]] 00:51, 21 October 2009 (UTC)&lt;br /&gt;
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== Graphics gone missing ==&lt;br /&gt;
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I thought I had recovered all the missing graphics, but I guess I was wrong.  Let me know if another rears its ugly [404] head. --[[User:Briess|Briess]] 16:32, 29 October 2009 (UTC)&lt;br /&gt;
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== Exploratory mining ==&lt;br /&gt;
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I'm a bit confused as to what you mean by labor vs. net effect.  Ordinarily, I would expect labor to refer to the number of mining jobs necessary to dig out a particular area, whereas net effect would be the number of tiles dug out.  However, the comment you made would seem to imply the opposite.  What exactly do you mean by labor?  --[[User:LaVacaMorada|LaVacaMorada]] 01:17, 1 November 2009 (UTC)&lt;br /&gt;
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== Economic Stone: Bauxite? ==&lt;br /&gt;
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Excellent edit.  I like the way you did it better than I, and your point is well-seen.  Just figured I'd pop by to give a thumbs up since I would assume editor's changes aren't well-received as a general rule (though it seems most people here run contrary to that tenet).  Anyway, good work! [[User:Erdtirdmans|Erd T. Mans]] (the guy who inserted Bauxite where it didn't belong!)&lt;br /&gt;
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== NO0B! ==&lt;br /&gt;
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If you have questions, you can ask here or you can email me at locriani in the something is gmail address.  Behind the scenes code is... [[fun]], and the best place to learn that is at the mediawiki wiki, or, for the new engine, the [[http://www.wagn.org wagn]] wiki pages.  Wagn is rather interesting, but will take a bit to get used to.  Yeah, I want to kind of get a few of the templates and features in on Wagn before we start really stuffing new version information into the wiki (and create an account, so I can grant you admin on that as well), so that's what I'm playing with at the moment.  Honestly, even with the link in the front page, about 1/10 people will look at it, 1/1000 will register an account, and nobody will actually edit it, so I think we're safe for the new version pages. :) --[[User:Briess|Briess]] 17:09, 27 February 2010 (UTC)&lt;br /&gt;
:Your account password is now the name of the 5th [[Special:UnwatchedPages]] on the list, all lowercase.  Please change it :) --[[User:Briess|Briess]]&lt;br /&gt;
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== [[Dwarf Fortress Wiki:Versions]] ==&lt;br /&gt;
Based on your comments and input on the administration requests pages I thought you might be interested in this kind of discussion.  Please bring in your comments on this page and on it's talk page and let everyone know what you think.  Thanks! [[User:Mason11987|Mason11987]] 20:46, 28 February 2010 (UTC)&lt;br /&gt;
:Could you drop by and comment on &amp;quot;consensus&amp;quot; again? [http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki_talk:Versions#Consensus.3F] [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:31, 8 March 2010 (UTC)&lt;br /&gt;
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== Current events ==&lt;br /&gt;
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I'd like you to take a look here [http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Current_events].  Thanks [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 15:01, 4 March 2010 (UTC)&lt;br /&gt;
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== Disabling Edit Rights ==&lt;br /&gt;
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If you click on hide patrolled entries, all of my edits will be hidden. --[[User:Briess|Briess]] 21:12, 8 March 2010 (UTC)&lt;br /&gt;
:Addendum - since QuietBot is marked as a bot, its edits are also hidden by default. --[[User:Briess|Briess]] 21:13, 8 March 2010 (UTC)&lt;br /&gt;
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==Title of pages in tab==&lt;br /&gt;
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It seems with the &amp;quot;40d&amp;quot; migration, most pages just show 40d in the tab at the top of the article (like where the discussion, edit, etc tabs are) .  Can that be changed to show the article title instead?  I looked at [[experience]] and [[appraiser]] and they both had it so I assume it is universal.  If you can check that appraiser question, I'd appreciate it too ;) --[[User:Kwieland|Kwieland]] 00:01, 12 March 2010 (UTC)&lt;br /&gt;
:Actually, all of the 'normal' articles show &amp;quot;Page&amp;quot; in that tab, not the article title, since that tab is used to indicate the '''namespace''' in which the page resides. --[[User:Quietust|Quietust]] 01:39, 12 March 2010 (UTC)&lt;br /&gt;
::I don't understand.  What is a normal article?  One for the &amp;quot;future&amp;quot; DF?--[[User:Kwieland|Kwieland]] 05:41, 12 March 2010 (UTC)&lt;br /&gt;
:::The title of the pages have never been in the tab.  I don't understand it except from observation - if you open any page from before the &amp;quot;new format&amp;quot; (for instance, and go back to the page itself (rather than any redirect to a d40 page), for instance [[hammer]], you'll see the word &amp;quot;page&amp;quot; where you'd expect the Article Title to be. I ''suspect'' that's a sort of &amp;quot;domain&amp;quot;, an organizational option for wiki.  Default is &amp;quot;page&amp;quot;, but &amp;quot;those who know wiki code (better than I)&amp;quot; have set up a different one, &amp;quot;40d&amp;quot;, to distinguish those articles from the previous, or what until now have been &amp;quot;normal&amp;quot; (ie, undistinguished/default) ones. This umbrella category for articles is called a &amp;quot;namespace&amp;quot;. The current Admin paradigm is that for every future version release, there will be a new namespace - so there will be a (ver = DF2010) namespace very soon, and then some years in the future a (ver = 201?) namespace, etc., etc., to keep the articles from muddying each other, and to allow any legacy versions to keep their documentation intact.  (It's been said before, but it bears repeating - Users should remember that &amp;quot;DF2010&amp;quot; will '''not'' be the official [[version]] name, that's just a &amp;quot;working title&amp;quot; users have adopted to refer to the imminent(?) release... and personally I'd find it darkly hilarious and not overly surprising if it weren't released until 2011.) --[[User:Albedo|Albedo]] 13:03, 12 March 2010 (UTC)&lt;br /&gt;
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== Your RfA isn't a mod ==&lt;br /&gt;
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But I can't remove &amp;lt;nowiki&amp;gt;{{mod}}&amp;lt;/nowiki&amp;gt; from it because it's locked. Could you do it? [[User:VengefulDonut|VengefulDonut]] 15:42, 12 March 2010 (UTC)&lt;br /&gt;
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== modding guide ==&lt;br /&gt;
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The article is about how to make mods, not about particular mods. Also, I didn't RA because I haven't thought of anything I need it for. If I find a use for it, I'll ask for it (: [[User:VengefulDonut|VengefulDonut]] 16:00, 15 March 2010 (UTC)&lt;br /&gt;
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Your template includes articles in [[:category:mods]]. The modding guide is already in [[:category:modding]]. [[User:VengefulDonut|VengefulDonut]] 00:24, 16 March 2010 (UTC)&lt;br /&gt;
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== Re: [[Template: ArticleVersion]] ==&lt;br /&gt;
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No. It was to a template page. A template that uses lots of parser functions -- it's only reasonable to test on the pages it actually exists on. &lt;br /&gt;
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Do you use IRC or gtalk? I'd be happy to explain some of the more complex wiki stuff to you, a few places I've gotten the feeling that you just haven't had a chance to learn about them yet. Let me know. :) [[User:Emi|Emi]] 00:16, 18 March 2010 (UTC)&lt;br /&gt;
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== Re: Premature Arenalation ==&lt;br /&gt;
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Fair enough, that was one of my earlier edits before we sort of worked out how we wanted to do this change.  No need to inform me of any changes you make to something I did though.  If you think you could improve what I did (even if it's by undoing it) go for it and if I think I disagree I'll bring it up to you.  '''Short: Cool, agreed.''' [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 02:48, 21 March 2010 (UTC)&lt;br /&gt;
:I had actually originally intended to take the [[DF2010]] article and split it into a bunch of articles so people can read about each of the new features in a full article that would later develop into the details when they were available after release.  It seems we aren't going that way, and that's cool.  But Arena was the first and only one I split off. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:06, 22 March 2010 (UTC)&lt;br /&gt;
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== re: cv ==&lt;br /&gt;
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I'm not sure I completely understand your question, so if my response doesn't answer your question, let me know. The only redirects that are being changed to CV: are ones from mainspace articles to 40d currently. I'm sure some situation exists, in which a mainspace article should redirect to the 40d namespace, but the number is very small. We're not using CV for redirects anywhere but in the mainspace. If you see them somewhere other than the mainspace (and main talk space) they are incorrectly there. [[User:Emi|Emi]] 00:07, 22 March 2010 (UTC)&lt;br /&gt;
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== Double Redirects (40d:Gold Bars) ==&lt;br /&gt;
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Don't delete these double redirects. They are /very/ important in the wiki's proper functioning. All mainspace pages that are on a topic that is version specific are supposed to redirect to cv:foo, so page gold goes to cv:gold, not cv:metal. This is important, because if it redirects to cv:metal, we've lost the version independence that we're trying to create. So a redirect chain like Gold bars -&amp;gt; 40d:Gold bars -&amp;gt; 40d:metal is correct, don't change it. [[User:Emi|Emi]] 01:38, 27 March 2010 (UTC)&lt;br /&gt;
:There's a very good reason for it's existence. Gold bars -&amp;gt; Metal was a pre-existing redirect, before the whole 40d: thing. I agree that it's maybe a silly redirect, however, right now I am making sure these redirects all work properly, which means the redirect chain I said. If you want to get rid of the redirect, delete the entire chain, and then go and check to make sure you haven't broken a poorly made link somewhere. All you did was delete one part, creating both broken links and broken redirects.&lt;br /&gt;
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:As for moving everything to 40d: -- that wasn't me, but they did it the right way. It's much easier to automatically move everything and then go back and change the ones that aren't version specific than to go through and move every one manually. [[User:Emi|Emi]] 02:59, 27 March 2010 (UTC)&lt;br /&gt;
::Also, do you happen to have msn or gtalk? I think we have the same end goal, just differing methodology, and talking over one of those methods is much easier than this. [[User:Emi|Emi]] 03:02, 27 March 2010 (UTC)&lt;br /&gt;
:::Discretion only slows down serializable tasks like the one I was doing. It's much easier to follow the same pattern over and over and then go back and do all the stuff necessary to remove a silly redirect. [[User:Emi|Emi]] 03:09, 27 March 2010 (UTC)&lt;br /&gt;
::::Also, because there's no real reason not to have most of these redirects, it's silly to bother checking each one before fixing them. If the admins at this wiki are of the &amp;quot;I'm an admin, so my word is law&amp;quot; attitude, I'm not sure this is a place I want to be. [[User:Emi|Emi]] 03:18, 27 March 2010 (UTC)&lt;br /&gt;
:::::The reason I mentioned that was because your original message gave the feeling. If you had read my actual message, it was regarding the fact that you only broke a double redirect. Had you just deleted the entire chain, I wouldn't have had a problem. Also, I didn't notice that you had deleted it until after I had recreated it. Anyways, I ask again if you use either of those other communication methods, as I think this is more a misunderstanding than anything, and it's much easier to work these things out in real time. [[User:Emi|Emi]] 03:28, 27 March 2010 (UTC)&lt;br /&gt;
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== Colored Notice Box ==&lt;br /&gt;
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See: [[Template talk: Colored Notice Box]]. I thought I'd point you to that, as you are one of the most active people here. Let me know what you think. [[User:Emi|Emi]] 05:26, 30 March 2010 (UTC)&lt;br /&gt;
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== Regarding Treants and Wizards ==&lt;br /&gt;
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I know this may be a reeeeally late answer, but you mentioned wizards have no raw file? I'm pretty sure wizards are included in creature_standard, along with treants. The reason they don't appear in game at but can show up in engravings is because they have no defined biome, thus they don't spawn anywhere. Regarding ogres and trolls, for all hack 'n slash purposes, they're the same thing, apart from having different biomes, prefstring, bonecarn, different number of fingers/toes, etc.&lt;br /&gt;
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Comments on the rarity of certain creatures are based on their frequency and biomes. Creatures that spawn only in certain biomes and have lower frequency (like stranglers) are naturally considered more rare. [[User:Dakk|Dakk]] 20:57, 31 March 2010 (UTC)&lt;br /&gt;
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== Fix this page template ==&lt;br /&gt;
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All I can find is the fix this image template.  Hrm. --[[User:Briess|Briess]] 18:11, 1 April 2010 (UTC)&lt;br /&gt;
:Cheers.  Of course, we can always make one :) --[[User:Briess|Briess]] 20:08, 1 April 2010 (UTC)&lt;br /&gt;
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== And so it begins... ==&lt;br /&gt;
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Haha, yeah.  We hit more than 15x the normal pageviews per day yesterday.&lt;br /&gt;
I'm still waiting on ToadyOne for an &amp;quot;official&amp;quot; / blessed nickname for the version series we are on. --[[User:Briess|Briess]] 18:18, 2 April 2010 (UTC)&lt;br /&gt;
:I just wanted to let you know that you make me laugh (re: over eager editors).  Thanks for handling that. :) --[[User:Briess|Briess]] 19:49, 2 April 2010 (UTC)&lt;br /&gt;
===Site Announcements===&lt;br /&gt;
Is this better now? You have to explicitly close it on each page.  --[[User:Briess|Briess]] 21:20, 2 April 2010 (UTC)&lt;br /&gt;
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== EmiBot Notice ==&lt;br /&gt;
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EmiBot is going to be breaking some links in the 40d article namespace right now, I figured that'd be a better place to start with these edits, since people are mostly going to be interested in 0.31.01 right now. Later EmiBot will go through and tag all the pages that now have red links with {{tl|red link}} so that they're all added to a nice category where they can be fixed by hand, because unfortunately the reason that some links will break is something that EmiBot can't fix. Anyways I was wondering if you might add to [[MediaWiki:Sitenotice]] that the red links are expected behavior, so people don't start freaking out about them. [[User:Emi|Emi]] 19:50, 2 April 2010 (UTC)&lt;br /&gt;
:EmiBot has standing orders to check all df2010 pages for {{tl|av}}, so you might remove that part of the notice, because that site notice is a little long. Also, I'd remove all of the new editors stuff but the don't copy/paste part, because they're the most important things currently. [[User:Emi|Emi]] 20:03, 2 April 2010 (UTC)&lt;br /&gt;
::Also, the links won't be fixed automagically, they'll be tagged for manual fixing, since they can't be automatically fixed. [[User:Emi|Emi]] 20:04, 2 April 2010 (UTC)&lt;br /&gt;
:::Could you at least remove the Admin Announcements, New Editors, and thanks the admin, lines? They are fairly superfluous I think. Or maybe change the new editors group of stuff (except for the copy/paste line, because that's extremely important) to a read this type link. The smaller we can make the site notice, the better, because it'll be confusing to non-editors I think. [[User:Emi|Emi]] 20:11, 2 April 2010 (UTC)&lt;br /&gt;
::::I agree, remove those three lines but somewhere add a link to some sort of place where people can ask questions/comments about what's up there. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 20:28, 2 April 2010 (UTC)&lt;br /&gt;
:::::Is this better? (note, I'm still afkish)--[[User:Briess|Briess]] 20:34, 2 April 2010 (UTC)&lt;br /&gt;
::::::Even though I already mentioned it in IRC, yes, much better. [[User:Emi|Emi]] 20:36, 2 April 2010 (UTC)&lt;br /&gt;
:Meh, I have to disagree. Site Messages are not for those who are conscientious enough to go and read them, they are &amp;quot;HEY- YOU!&amp;quot;, in-your-face, &amp;quot;Ha - TRY to avoid reading this!&amp;quot; type announcements - which is ''exactly'' what we need for these first chaotic days. The main reason those lines seem so out of place is b/c we haven't used that notice much before, and the more they look out of place the better the message is communicated.  Plus, as is, only people who check will ever see any changes, and many won't check to begin with. &lt;br /&gt;
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:I strongly suggest we go back to how it was, or some combo.  Visually, a dozen lines is not much more than a half-dozen, and that information seems to be exactly the sort that our new (overenthusiastic and ignorant) editors need to know. (And the first and last lines clearly demarcate it as something outside of the current article). &lt;br /&gt;
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:I don't know code, but I know style, presentation and communication - and this won't reach a fraction of whom it otherwise would, and less than that of the new editors that we need to reach. The current link is soft and nice and ignorable - an announcement needs to be ugly and jarring because then it's working, and it won't need to be so for long.--[[User:Albedo|Albedo]] 21:01, 2 April 2010 (UTC)&lt;br /&gt;
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::Oh sorry, I could've sworn I had said hourly, though actually I just have a continuous loop going, so it should get pages within say, 5-10 minutes of them being made without a {{tl|av}} tag. Also, could you remove the &amp;quot;collapsed&amp;quot; portion -- oh I see that's already been done actually, I had an idea involving that and custom .css scripts. Could you also add id=&amp;quot;siteannounce&amp;quot; before class=etc...? This will allow the default to be open, and allow users to add to their personal .css page to have it be collapsed. [[User:Emi|Emi]] 21:15, 2 April 2010 (UTC)&lt;br /&gt;
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(Think someone beat me to it - let me know if not. Collapsible version (default = open) is good by me - solves both concerns nicely.)--[[User:Albedo|Albedo]] 21:21, 2 April 2010 (UTC)&lt;br /&gt;
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== Version Issue: Lists, Templates, etc... ==&lt;br /&gt;
Pages with procedurally generated content, such as the rock layer pages (eg, [[40d:Basalt]]), in addition to regular links also have links applied by template.  Some of these, such as the { {Rocks} } navigation tool at the bottom, seem to respect version number.  But the sidebar Igneous rock layer list template doesn't, and I can't figure out how the &amp;quot;uses&amp;quot; links are even being generated.  Do we have some policy on how this should be fixed?  Do we need to make a 40d Igneous rock layer template?  How does the Rocks navigation template know how to respect version number?&lt;br /&gt;
&lt;br /&gt;
Or, more succinctly, arg!&lt;br /&gt;
&lt;br /&gt;
(Note that the rock layers don't seem to have gotten tagged with {av} at all, nor did their links get updated to 40d ones, so there's a lot of manual work besides the obvious to bring them up to snuff.)&lt;br /&gt;
&lt;br /&gt;
Edit: While I'm thinking about it, do we have a plan for categories?  Because names that start with 40d are going to come before DF2010, and otherwise just be a nuissance.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 13:57, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ok, so i figured out how to fix templates.  There's still stuff I can't figure out how to fix (where is it generating those 'uses' links from???)&lt;br /&gt;
:Also, the category problem is a *big* problem - we need a policy and it needs to get implemented sooner rather than later.&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 16:06, 4 April 2010 (UTC)&lt;br /&gt;
::Was about to add this on Briess' page when I saw Squirrelloid note it here. I totally agree. Not being able to sort by alphabet is bad enough (everything's listed under 4 or D) without the user confusion. --[[User:Retro|Retro]] 02:25, 7 April 2010 (UTC)&lt;br /&gt;
:::It seems like many of the categories are applied to pages through the use of templates. Would it work to modify the category tags in the templates (and the tags manually embedded) to something like &amp;lt;nowiki&amp;gt;[[category:{{NAMESPACE}}:blah]]&amp;lt;/nowiki&amp;gt;? It seems like this would effectively split the categories for the two namespaces on the majority of pages, but there may be something that I'm overlooking. Also, Squirrelloid, there is not a lot of consistency in the templates right now, some of the links are built in to the template itself and some are added by the user when the template is invoked in the page. I've been trying go go through and make all of the built-in links dynamic on all of the templates that make sense. The only problem I can foresee is that it will break these templates for users that have them on their user pages, but it seems a small price to pay for the re-usability it imparts. --[[User:Soy|Soy]] 03:06, 7 April 2010 (UTC)&lt;br /&gt;
::::Bwahahaha, random discussion on an admins talk page that he's not chosen to be involved in! (yet...)&lt;br /&gt;
::::Anyway, yeah, i've been using the { {L| notation for templates because it works and lets us keep one template (the alternative is to have one template per namespace - uggh).  But the stone 'uses' section is neither generated by page content or by template content that *I* can determine, at least, i did look around to find them in both places and couldn't.  Its possible the template calls another template or something crazy like that - I didn't even look! --[[User:Squirrelloid|Squirrelloid]] 19:41, 7 April 2010 (UTC)&lt;br /&gt;
:No comment until now. I think those templates just need to be updated, and/or (urgh), as suggested, distinguished between versions: [[:Template:Stone layer]]--[[User:Albedo|Albedo]] 19:46, 7 April 2010 (UTC)&lt;br /&gt;
::The big deal from above is *categories*.  We should really have distinct categories between the namespaces because someone clicking a category link probably wants pages for the namespace he's in. ... I suppose the second remaining issue is if anyone knows how the 'uses' links are being generated, but that's a lot more minor and doesn't involve and structural editing (i hope!) --[[User:Squirrelloid|Squirrelloid]] 19:49, 7 April 2010 (UTC)&lt;br /&gt;
:Quick question: what exactly within [[:Template:Stone layer]] is not working properly? Can you give me an example so that I can see what the issue might be? Thanks! --[[User:Soy|Soy]] 20:11, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Re: So read it... ==&lt;br /&gt;
Well sorry if I annoyed you. My bad with the plural form, good to know. But I did take a look on the 40d page and copied some parts, but -and I may quote- &amp;quot;Please do NOT copy/paste old articles into new namespace unless you screen them for accuracy.&amp;quot;&lt;br /&gt;
So I only transfered those parts where I were 100% sure were valid.&lt;br /&gt;
I'm no raw-digger, so I just thought I start the article for others to fill in. If you got a problem with that...&lt;br /&gt;
--[[User:Spectre|Spectre]] 16:26, 4 April 2010 (UTC)&lt;br /&gt;
Well, I tried to express what I meant there, but it eludes my efforts to put it in words (Does that make sense? I dont think it does). Anyway accept my applogies for any offense taken. I'm simply tring to give my share towards the renewing of the wiki, since it allways was a great help to me in the previous version.&lt;br /&gt;
--[[User:Spectre|Spectre]] 17:44, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Example - some fish ==&lt;br /&gt;
&lt;br /&gt;
Regarding this [http://df.magmawiki.com/index.php?title=Example_-_some_fish&amp;amp;diff=84241&amp;amp;oldid=73877 edit], wouldn't placing the page in the DF: namespace make more sense than 40d? As it is a stylistic example/test and not game info? [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 17:13, 5 April 2010 (UTC)&lt;br /&gt;
:Meh - it was a style discussion during 40d, using 40d material. Either way, pretty much marginalized now - didn't belong in 2010, that's for sure.--[[User:Albedo|Albedo]] 17:17, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Plant Table==&lt;br /&gt;
&lt;br /&gt;
I was intending it to be a general plant table because they share an object in the raws. I made a new table because much of the information on the Crop page didn't apply to all plants. And yes, for practice. Still, if you want me to make it a crop-only page, I'll do that. --[[User:Eagle0600|Eagle0600]] 05:16, 6 April 2010 (UTC)&lt;br /&gt;
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== Request for deletion ==&lt;br /&gt;
&lt;br /&gt;
Sorry to start a new section for this, but I'm afraid that I'm not completely educated on proper etiquette for Talk pages. That being said, would you mind taking care of deleting the [[40d:forest]] and [[40d:tundra]] pages so that I can migrate the existing pages into the proper namespace? It would be much appreciated. --[[User:Soy|Soy]] 18:10, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re:[[DF2010:Activity zone‎|DF2010:Activity zone]] ==&lt;br /&gt;
Well, maybe i'm not clearly understanding the idea of migrating to DF2010... but now revision 85744 seems to be almost identical to mine(85077). The difference is that i made links with &amp;lt;nowiki&amp;gt;{{L|page|text}}&amp;lt;/nowiki&amp;gt; while he used &amp;lt;nowiki&amp;gt;[[DF2010:page|text]]&amp;lt;/nowiki&amp;gt;. -- [[User:Peregarrett|Peregarrett]] 06:53, 7 April 2010&lt;br /&gt;
&lt;br /&gt;
== re: nm ==&lt;br /&gt;
&lt;br /&gt;
There's also the mediawiki technical reasons, so even if it had been CMD, I probably still would have argued for Cmd with a redirect from CMD. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 02:36, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Revised AV Template ==&lt;br /&gt;
&lt;br /&gt;
Just curious what you think about the work Briess and I did on it? Any suggestions? [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 00:15, 9 April 2010 (UTC)&lt;br /&gt;
:Indeed, I'd love to get your thoughts on this. --[[User:Briess|Briess]] 00:29, 9 April 2010 (UTC)&lt;br /&gt;
::it looks meh, a bit bare, and the green stings slightly (compared with the bluish color of the old one), but that's just me. --[[User:Tarran|Tarran]] 00:39, 9 April 2010 (UTC)&lt;br /&gt;
:::I think it should &amp;lt;BLINK&amp;gt;blink!&amp;lt;/BLINK&amp;gt; [[Special:Contributions/207.114.92.10|207.114.92.10]] 01:30, 9 April 2010 (UTC)&lt;br /&gt;
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== Req for Comments ==&lt;br /&gt;
&lt;br /&gt;
Hi, would you care to comment on [[DF2010_Talk:Known_bugs_and_issues#Req_for_Comments_-_.27Buggy.27_template|this section]] before I go any further with it? Thanks. [[User:Garanis|Garanis]] 12:42, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=88000</id>
		<title>User talk:Briess</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=88000"/>
		<updated>2010-04-09T12:28:30Z</updated>

		<summary type="html">&lt;p&gt;Garanis: /* Req for Comments */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Extension request ==&lt;br /&gt;
&lt;br /&gt;
(mostly copied from [[User talk:senso]])&lt;br /&gt;
&lt;br /&gt;
A string manipulation extension would allow things to be dynamically created from raw files and other powerful templates. With the upcoming big change to creature structure in DF, something that pulls info directly from raw data would really help rework the creature pages. I've been looking through some extensions, and one of these would fit well (in order of preference)&lt;br /&gt;
#http://www.mediawiki.org/wiki/Extension:MultiReplace&lt;br /&gt;
#http://www.mediawiki.org/wiki/Extension:RegexParserFunctions&lt;br /&gt;
#http://www.mediawiki.org/wiki/Extension:StringFunctions&lt;br /&gt;
The first one is a replacement function that can preform multiple replacements in one call (and it supports regex). The second one is a straightforward regex engine, and the last one is a collection of string manipulations. For my suggested purpose just one of the three would be enough, but none of them completely covers the tasks the of others. So, if possible, having all of them would be best. [[User:VengefulDonut|VengefulDonut]] 21:35, 15 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Their functionality does overlap a lot. The differences are as follows: &lt;br /&gt;
*Multireplace can preform multiple replacements with one call, which the second one cannot. It can evaluate regular expressions for the replacement.&lt;br /&gt;
*RegexParserFunctions can preform a regex replacement. It can also be used for a regex search, which multireplace isn't meant for.&lt;br /&gt;
:Multireplace would be better suited for a template that generates diagrams. Regexparserfunctions could do this by nesting the function call many times, which I don't think is a good idea.&lt;br /&gt;
:Regexparserfunctions would be better suited for a template that pulls information from raw data files. Multireplace could do this by matching everything before and after the matchtext and cropping it, like so: '''(.*)(matchtext)(.*)=$2'''. However, to do this multireplace is effectively matching the entire page at once. [[User:VengefulDonut|VengefulDonut]] 22:50, 15 September 2009 (UTC)&lt;br /&gt;
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::This is a possible alternative: http://www.mediawiki.org/wiki/Extension:RegexFunctions [[User:VengefulDonut|VengefulDonut]] 05:04, 27 September 2009 (UTC)&lt;br /&gt;
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==Archive Subdomain problem==&lt;br /&gt;
Sorry to bother, i sent an email to senso, but it seems that you are the new admin. Grats.&lt;br /&gt;
Yesterday i was surfing the archive [http://archive.dwarffortresswiki.net/index.php/Main_Page] and suddendly it started to redirect to a french blog. Now it redirect to the main wiki. (Actually every subdomain redirects to the main wiki, also invalid ones) Can you bring it back? I know that it's rarely used, but sometimes it's funny to build 2D nostalgia fortresses. --[[User:Tempus|Tempus]] 09:13, 16 September 2009 (UTC)&lt;br /&gt;
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== Contact info? ==&lt;br /&gt;
&lt;br /&gt;
Thanks for stepping up.  Are you going to have an e-mail contact addy, for less public communication? --[[User:Albedo|Albedo]] 17:31, 16 September 2009 (UTC)&lt;br /&gt;
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== Favicon ==&lt;br /&gt;
&lt;br /&gt;
The favicon for the previous wiki seems not to have been copied over. [[User:VengefulDonut|VengefulDonut]] 18:36, 17 September 2009 (UTC)&lt;br /&gt;
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:http://web.archive.org/web/20071127071819/http://www.dwarffortresswiki.net/favicon.ico [[User:VengefulDonut|VengefulDonut]] 01:35, 18 September 2009 (UTC)&lt;br /&gt;
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== You may want to watch this page ==&lt;br /&gt;
&lt;br /&gt;
[[Dwarf Fortress Wiki:Spamreport]] [[User:VengefulDonut|VengefulDonut]] 01:41, 18 September 2009 (UTC)&lt;br /&gt;
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== Short delay for new accounts? ==&lt;br /&gt;
&lt;br /&gt;
Some wikis have a policy of a short waiting period between the creation of a new user account and the ability to edit an article.  (On the main wiki, I believe this is 30 days.)  This delay achieves 3 things, but the only one I'm really concerned with is that it would ''seriously'' slow down bots and spammers.  As a side benefit, it also prevents confused newbies from editing before they have a feel for the wiki as a whole, and spontaneous, ill-considered or mean-spirited contributions from a variety of other less-than-serious sources, such as the occasional spur-of-the-moment vandal or the late-Saturday-night beer-goggled comedy writing team.  I think 1 week would be ample, but even a 48 or 72 hour period might slow the spam bots.  No editor who has a worthwhile contribution to make would resent 48 hours to consider their first effort.&lt;br /&gt;
&lt;br /&gt;
Just a thought.--[[User:Albedo|Albedo]] 02:09, 18 September 2009 (UTC)&lt;br /&gt;
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== IP numbers instead of sig? ==&lt;br /&gt;
&lt;br /&gt;
When I was trying to use the standard &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; sig, IP numbers are coming up instead of the user/date.  See [[Talk:Furniture Industry]].  Don't know what's up wi'dat. --[[User:Albedo|Albedo]] 06:39, 27 September 2009 (UTC)&lt;br /&gt;
 Is it possible you were logged out at the time? I enabled&amp;lt;br /&amp;gt; anonymous edits for at least a trial period earlier today...&lt;br /&gt;
Okay, that must have been it - I had no notification that it wouldn't accept my edit, so... &amp;lt;br /&amp;gt;&lt;br /&gt;
Otoh, I, for one, do have a problem when a page gets edited by [[24.198.25.175]] - how do I respond on their talk page? More, don't some smaller ISP's still share IP numbers between users over time in the same area? So... who, exactly, made that edit? Everyone with that ISP?  Lastly, when keeping getting a feel for who is editing what, and their style, hard to mentally keep casual track of an IP addy.  Just one vote, but in this case, it's one of dissent.--[[User:Albedo|Albedo]] 18:30, 27 September 2009 (UTC)&lt;br /&gt;
:Well, you da boss. You may want to make a general announcement, perhaps on the &amp;quot;current events&amp;quot; page? It's rather jarring to see IP's instead of user:names, and I would never have guessed that their :talk page would work - might want to mention that, too, for all the other ignorants out there. (Also, if I never &amp;quot;don't log in&amp;quot; again, I'll never see any response to the one IP edit I did make, right? 2 user pages for each editor w/ a user:name? And even more if they (don't) log in from different locations/IP's? hrmmm...)--[[User:Albedo|Albedo]] 08:42, 28 September 2009 (UTC)&lt;br /&gt;
You're on 'er, yer honour. Sleeep gooood...--[[User:Albedo|Albedo]] 09:33, 28 September 2009 (UTC)&lt;br /&gt;
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==leave==&lt;br /&gt;
User AcpasNorol wants to leave the wiki (see edits). I think he was blocked before, are old spamaccounts still blocked?  --[[Special:Contributions/92.202.37.191|92.202.37.191]] 13:01, 8 October 2009 (UTC)&lt;br /&gt;
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==Personal==&lt;br /&gt;
Thanks for cleaning up after me, including the formatting on the joining page. --[[User:The Architect|The Architect]]&lt;br /&gt;
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== Deletion Policy ==&lt;br /&gt;
&lt;br /&gt;
Redirects serve two purposes - links from other articles, and Searches. These fit under neither category, or none that also fit other policies (like singular/plural article names). And a lot depends on what links to them - since most of these were orphans (or effectively so, any reference only being a conversation re deletion) what are the odds of a search? &amp;lt;br /&amp;gt;&lt;br /&gt;
Re plurals - I guess on one hand once they're there, they might as well stay, but they do set a bad precedent, and they are serving no good purpose except as an undesirable crutch. &amp;lt;br /&amp;gt; &lt;br /&gt;
As far as &amp;quot;bizmuth bronze&amp;quot;, that's a terrible precedent imo - do we start allowing any and every misspelled word to be &amp;quot;redirected&amp;quot;? If it's regional (armour/armor) or a common confusion (adamantium/adamantine) I support it 100%, but misspellings? Bleh. Remind me to make a redirect page for the metals iorn and steal, and sliver and goaled, among others. Double bleh.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Personality modding]] was someone's pet project that was never started beyond posting the (almost blank) page, and abandoned and forgotten by late '07, not updated until [[user:I2amroy]] copied/pasted the entirety of the personality page onto it without further comment.  It had no links except on 2 user pages, one where we were recently wondering &amp;quot;WTF ''IS'' this?&amp;quot;, and another that's listed under &amp;quot;old forum links&amp;quot;. Since the page itself was 2 years old, and has nothing that the original didn't... I think it's another that could get trimmed without loss, as the odds of anyone typing in &amp;quot;personality modding&amp;quot; are slim to none.&amp;lt;br /&amp;gt;&lt;br /&gt;
So my position is &amp;quot;Lose 'em all, no one will ever miss them, and it's a cleaner site without&amp;quot; - but that's my opinion - the final policy is up to you.--[[User:Albedo|Albedo]] 18:19, 20 October 2009 (UTC)&lt;br /&gt;
 .... Er, I really meant if you still disagree, I'm more than willing to continue discussing what&amp;lt;br /&amp;gt; the appropriate course of action should be over any editorial policies we may have on this wiki.&lt;br /&gt;
Nah - I'm opinionated and vocal, but that's not the same as being always adamant in that opinion nor believing that means that I'm &amp;quot;right&amp;quot; (nor always spoiling for an argument/fight, some evidence to the contrary).  I've voiced my point and the reasons behind it, and I believe you've weighed that (Respect) - so if in your estimation it doesn't wash, that's all good by me. (In this case.) ;)  The policies are a collaboration as much as the content itself, and we've held to that process.  So, until next time... ;D  --[[User:Albedo|Albedo]] 23:57, 20 October 2009 (UTC)&lt;br /&gt;
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== graphic gone missing ==&lt;br /&gt;
&lt;br /&gt;
[[File:Pumpsnc4.png]], from the [[pump]] page, is MIA. I have no idea why or how, she gone.--[[User:Albedo|Albedo]] 09:52, 29 October 2009 (UTC)&lt;br /&gt;
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== Quote page - Karl's recent deletion constitutes vandalism ==&lt;br /&gt;
Karl is continually removing any and every quote I add to the quote page while leaving alone anything added by anyone else.  Ie, he's clearly attacking me rather than trying to improve the quote page.   This behavior is strikingly aberrant especially because he seems to be in favor of keeping any other quote no matter how bad.  &lt;br /&gt;
&lt;br /&gt;
I've acted in good faith to improve the quote page, and am trying to participate in a dialog about the other deleted quotes which I honestly don't feel belong on the page on their own merits.  He's judging quotes i've added solely on the basis that I added them.  He's also deleted other quotes i've added previously, and appends his recent changes summary with smilie faces as if he thinks he's being funny.  This amounts to vandalism pure and simple.  Needless to say, this is unacceptable behavior. &lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 16:29, 5 November 2009 (UTC)&lt;br /&gt;
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Addendum: My attempts to talk with him about it on his talk page caused him to merely delete my text with no response.  I hate to ask it, but i'm asking for administrative action - he's clearly incapable of separating personal from substantative differences.  --[[User:Squirrelloid|Squirrelloid]] 16:31, 5 November 2009 (UTC)&lt;br /&gt;
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The quote I removed was based on the way you remove them, they were not grade-A funny quote. A taste of your own Medicine. You judge quote based on your biased opinion, saying they need to be funny, which is not the case, it's written nowhere on the wiki. You try to impose your own twisted sense of humor on this wiki. The fact no one cares about the quote make it hard to add them back, even if me and corona wanted to have some back, you opposed your veto, saying it was hardly a consensus. &lt;br /&gt;
&lt;br /&gt;
You are by the way really condescending vs me and corona, talking about whining and all, did it ever occur to you that humor might be a personal taste ? &lt;br /&gt;
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Oh, and by the way, it's unnecessary to copy/paste your rant on multiple page. --[[User:Karl|Karl]] 16:44, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:As much as i hate to have a discussion with you on someone else's talk page&lt;br /&gt;
:First, the discussions, while on related issues, served different purposes.  Namely a referendum on the quotes talk page on those quotes versus talking with an administrator about the appropriateness of particular editing behavior.&lt;br /&gt;
:Second, you're applying a different standard to quotes I've added than to other quotes on that page, which means you're targetting them because I've added them.  Ie, exactly what I've said above.  I doubt anything which I add you would ever consider grade-A funny, solely because i've added it.&lt;br /&gt;
:Third, they certainly aren't quotes crafted by me - i've merely noticed them and decided they should be added.  They deserve to be judged on their own merits.  You're not hurting me by removing them because I added them, you're hurting the page, and you're penalizing the people whose material it was originally.&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 16:49, 5 November 2009 (UTC)&lt;br /&gt;
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::This is stupid and childish. I suggest the two of you cease contact and stay away from the quote page. --[[User:Iban|Iban]] 07:20, 9 February 2010 (UTC)&lt;br /&gt;
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== Number of regex evaluations allowed per page ==&lt;br /&gt;
&lt;br /&gt;
The number-of-functions-per-page parameter in the regex parser functions extension defaults to 10. Limiting it to a small number isn't warranted since computation time is based more on the complexity of the expressions involved rather than the quantity. A higher limit would allow [[template:diagram]] to be used more than three times on a single page. I've compared the serve time of these two pages: [[User:VengefulDonut/g|a]] [[User:VengefulDonut/r|b]], and found the difference was usually about 0.003 seconds. Based on this, I don't think its use is dangerous. [[User:VengefulDonut|VengefulDonut]] 17:38, 10 November 2009 (UTC)&lt;br /&gt;
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:Hmm. If the ceiling is a few hundred, we probably won't bump into it. [[User:VengefulDonut|VengefulDonut]] 13:02, 11 November 2009 (UTC)&lt;br /&gt;
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::When you were testing [[template:diagram]], the limit you bumped into was the post-expand include size limit for templates. Templates are not allowed to generate more than 2MB of data on a single page. Since trying to display 2MB of data in one article is a bad idea anyway, this limit is very reasonable. If you want to see the include size, serve time, and other properties of an article, they get added as comments the page's html source when served. [[User:VengefulDonut|VengefulDonut]] 14:00, 16 November 2009 (UTC)&lt;br /&gt;
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== Cannot add new accounts ==&lt;br /&gt;
&lt;br /&gt;
The wiki will not allow new accounts to be created as the picture thing seems to be set up wrong&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
To help protect against automated account creation, please type the two words you see in the box below: &lt;br /&gt;
&lt;br /&gt;
This reCAPTCHA key isn't authorized for the given domain. More info &amp;lt;/pre&amp;gt;&lt;br /&gt;
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Please fix, I would like to set up and account versus being just an IP&lt;br /&gt;
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:I found this other site &amp;quot;http://www.dwarffortresswiki.net/&amp;quot; by googleing &amp;quot;Briess contact wiki&amp;quot; which looks very simular, and reCAPTCHA works on. That .net site did let me make an account and post the above message. Then it showed up on the .com site, and then the .com site let me log in. [[User:Larek|Larek]] 00:33, 12 November 2009 (UTC)&lt;br /&gt;
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::Well I still can't post on the .com site as each post seems to require the annoying reCAPTCHA thing (which doesn't work). But any thing I put on that other .net site, shows up on the orginal .com one very quickly. [[User:Larek|Larek]] 00:37, 12 November 2009 (UTC)&lt;br /&gt;
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:::Briess asked, The .com site is the First (and Second) hit on google when searching for &amp;quot;dwarven fortress wiki&amp;quot;  which is http://dwarf.lendemaindeveille.com  And yes I know that its &amp;quot;Dwarf Fortress&amp;quot; not &amp;quot;Dwarven Fortress&amp;quot;, is just that when I speak to others about DF &amp;quot;Dwarven&amp;quot; is usally said since it is Dwarfs that build that Fortress.&lt;br /&gt;
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::::Well I don't know what you have access to, and how lowlevel you can get on the webserver. But a Robots.txt that prevents google from indexing the .com site would fix my issue. &lt;br /&gt;
::::I can't find any trace of a 301 redirect on the .com site through IE6 or Netscpe. Also redirect checking tool http://www.internetofficer.com/seo-tool/redirect-check/ seems to think there is not redirect either. Hope this helps. [[User:Larek|Larek]] 15:17, 13 November 2009 (UTC)&lt;br /&gt;
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== Interwiki links to russian DF wiki ==&lt;br /&gt;
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We previously had the ability to create interwiki links to the corresponding page on the Russian DF wiki. It seems that this functionality has been broken. [[User:VengefulDonut|VengefulDonut]] 06:15, 15 November 2009 (UTC)&lt;br /&gt;
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:The russian wiki is at http://www.dfwk.ru/ [[User:VengefulDonut|VengefulDonut]] 14:01, 16 November 2009 (UTC)&lt;br /&gt;
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== Custom namespace on the wiki for DF mods? ==&lt;br /&gt;
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I'm one of the people working on the [http://www.bay12games.com/forum/index.php?topic=46472.0 Ark Project], a collaborative DF mod.  So far we've been using a [[User_talk:Lancensis|user talk page]] on the DF wiki for planning purposes, but we were thinking it'd be nice if there were a [http://www.mediawiki.org/wiki/Manual:Using_custom_namespaces custom namespace] called &amp;quot;Mod&amp;quot; on the wiki.  This would also help clean up the problem with [[:Category:Mods|mod pages in the Main namespace.]]&lt;br /&gt;
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As an aside, it might also be helpful to have a &amp;quot;Utility&amp;quot; namespace for [[Utilities|utilities]], which are in the same boat as mods.&lt;br /&gt;
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I noticed the DF wiki already has custom namespaces for bloodline games, so hopefully this isn't too much to ask.  Thanks!&lt;br /&gt;
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Oh, and apologies for contacting you via both this and a PM.  I sent the PM and then noticed you hadn't logged onto B12 forums in a while, so I didn't know if you'd get it.&lt;br /&gt;
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--[[User:Footkerchief|Footkerchief]] 21:24, 12 January 2010 (UTC)&lt;br /&gt;
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Thanks a ton!  This'll be really helpful.  One thing though: the new namespaces don't seem to have [http://www.mediawiki.org/wiki/Help:Subpages subpages] enabled, and a lot of the people currently hosting mods on their talk pages are using subpages.  I know people can switch to using categories instead (we may do this), but it's something to consider.  Also, this is pure irrelevant nitpicking, but namespace names usually use the singular.&lt;br /&gt;
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--[[User:Footkerchief|Footkerchief]] 21:08, 26 January 2010 (UTC)&lt;br /&gt;
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Awesome, thanks!&lt;br /&gt;
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--[[User:Footkerchief|Footkerchief]] 21:45, 27 January 2010 (UTC)&lt;br /&gt;
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== Could you mark me autoconfirmed? ==&lt;br /&gt;
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Hey, I don't know what the rule is for this, but if I'm not autoconfirmed when you see this, can you mark me as that?  The captcha is really annoying when I'm trying to develop the [[Dwarf_Fortress_2010]] page.  Thanks! [[User:Mason11987|Mason11987]] 22:25, 24 January 2010 (UTC)&lt;br /&gt;
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== Vandal ==&lt;br /&gt;
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[[User:173.19.42.186|This guy]] has been adding trash to a bunch of the creature pages. [[User:Quietust|Quietust]] warned him already on his [[User_talk:173.19.42.186|talk page]] for unconstructive edits to [[Scamps]] (one of these edits were undone by [[Special:Contributions/173.19.42.186|you yourself]]), but he continues to make edits to the [[gremlin]] page. ---[[User:Iban|Iban]] 11:08, 30 January 2010 (UTC)&lt;br /&gt;
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== Can I have admin rights? ==&lt;br /&gt;
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Hey.  I'm working on developing wiki pages for the new version of DF.  These pages are listed [[:Category:Dwarf_Fortress_2010|here]].  There is a lot to do for this and most people probably won't be too interested for a couple weeks after release.  I'm hoping to have something in place for structure, and also for new users before release.  In doing so I'm trying to rearrange some of the pages I've made and make them more useful.  I've done a few moves but I'm going to have a lot of move over redirects to do at some point and I need admin rights to make sure I clean up the mess I make.  I've been admin on a dozen or so wikis, and effectively ran [http://spore.wikia.com/wiki/SporeWiki sporewiki] for months myself.  If you give me admin rights you can feel free to monitor all my actions to make sure everything is kosher.  I just hate having to bother someone else to fix tiny things.  Thanks! [[User:Mason11987|Mason11987]] 17:11, 31 January 2010 (UTC)&lt;br /&gt;
:Just as a side comment, it's usually been my observation (from many different places) that directly asking for admin rights is a really good way to ensure that the answer will be &amp;quot;no&amp;quot;, especially for somebody who only registered on the wiki 1 week ago, but that's just me. --[[User:Quietust|Quietust]] 21:32, 31 January 2010 (UTC)&lt;br /&gt;
::I suppose on a forum or site where admin matters, but on wikis my experience is that if people have a reasonable use for the tools and don't look like they intend to screw anything up, then who cares?  But then again, that's only because everything is able to be undone so it's a zero risk situation.  I don't know why people would want to make a wiki and then restrict people who seem helpful from editing it easily, kinda counter-productive imo. [[User:Mason11987|Mason11987]] 03:01, 1 February 2010 (UTC)&lt;br /&gt;
:::I think Admin is the wrong word. These kinds of people are janitors or managers or something. Admins are people who also manage users, sometime you don't want a person to have access to. --[[User:Iban|Iban]] 03:16, 1 February 2010 (UTC)&lt;br /&gt;
::::Depends what environment you are familiar with.  On Mediawiki-based wikis (Wikipedia for example) the phrase &amp;quot;Admin&amp;quot; often refers to the user group that has a few powers like deleting pages, blocking users, protecting pages, editing system messages, because these are the default for the sysop group.  I really only have a desire to use the deleting pages power, but there is a lot of opportunity to work on the system messages here as well.  I posted this hear because even though the average person doesn't know that admin = person with a couple extra powers on a wiki, I assumed Briess (who is a bureaucrat) would know.  Admin is in Media-Wiki terminology correct, the person who manages users is a bureaucrat on wikis. [[User:Mason11987|Mason11987]] 06:05, 1 February 2010 (UTC)&lt;br /&gt;
:::::Wouldn't it be less problematic to just create Category:Deletion_requests or something?  Oh, we already have that at [[:Category:Deletion]].  I don't know if Briess knows about it though. --[[User:Footkerchief|Footkerchief]] 06:17, 1 February 2010 (UTC)&lt;br /&gt;
::::::Well I don't see any reason why it's problematic to just hit the button on the user rights page.  Just because some people seem to think that admin on a wiki should be like a reward system instead of a set of tools doesn't mean that's the right thing to do.  Especially when the two bureaucrats aren't even on here most days (or so it seems). [[User:Mason11987|Mason11987]] 08:25, 1 February 2010 (UTC)&lt;br /&gt;
:::::::I'm not inclined to make a decision about this just yet, give me a day or two to mull over it.  If you want to continue discussing this, please do by all means.  Also, I am aware of the deletion request page, and actually pruned it this last week. :) --[[User:Briess|Briess]] 10:36, 1 February 2010 (UTC)&lt;br /&gt;
::::::::Sounds good, just remember that all sysop actions are revertible as well, as well as the decision to make someone a sysop.  You can always just mark deletion and then visit [http://dwarffortresswiki.net/index.php?title=Special%3ALog&amp;amp;type=delete&amp;amp;user=Mason11987&amp;amp;page=&amp;amp;year=&amp;amp;month=-1 this page] once a day to make sure I wasn't deleting useful things. Most of what I intend to delete will be my own pages anyway, or redirect pages.  I read your comment on your deletion policy on albedo's talk page and that's pretty much my philosophy as well.  [[User:Mason11987|Mason11987]] 18:42, 1 February 2010 (UTC)&lt;br /&gt;
::::::::Saw the wiki admin page and your note.  Sounds reasonable to me.  I'll fill one out when I get the chance (work has been VERY busy recently). [[User:Mason11987|Mason11987]] 11:32, 22 February 2010 (UTC)&lt;br /&gt;
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== Wİkimedia Commons ==&lt;br /&gt;
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I've been thinking that it would be nice to add some photos to the wiki, such as of trees, stones and animals, for example. Wikimedia commons would make an excellent source, since from what I gather the whole point of it is that the images are meant to be freely reused. However, apparently third party wikis such as this one can link to commons directly, if it's enabled. (see http://www.mediawiki.org/wiki/Manual:$wgForeignFileRepos and http://www.mediawiki.org/wiki/Manual:$wgUseInstantCommons) So is there any chance we could get that enabled? (Excuse me if this is already enabled, but unless I am mistaken it is not.)--[[User:Ar-Pharazon|Ar-Pharazon]] 01:07, 8 February 2010 (UTC)&lt;br /&gt;
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== Help with Bloodline Games ==&lt;br /&gt;
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I've started a couple of games ([[User:Melek|see my user page]]) but although lots of people seem interested from various discussion pages I'm guessing they're not watching that page to see that games are now being hosted. Is there any way for me to send emails to these interested parties or have someone who already has access to their emails to do it for me? I would like to get these games on the go and alot of people are interested on the Wiki without knowing about them! -- [[User:Melek|Melek]] 06:35, 9 February 2010 (UTC)&lt;br /&gt;
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== deletion not gone ==&lt;br /&gt;
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 Briess (Talk | contribs) deleted &amp;quot;File:Fireman.jpg&amp;quot;&lt;br /&gt;
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And yet, it's still there... http://dwarffortresswiki.net/index.php/File:Fireman.jpg&lt;br /&gt;
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(And you really should delete some of the older topics on this page. Sheesh.)    ; ) &amp;lt;br /&amp;gt;&lt;br /&gt;
--[[Special:Contributions/75.62.155.145|75.62.155.145]] 09:44, 9 February 2010 (UTC)&lt;br /&gt;
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== Cannot login ==&lt;br /&gt;
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I can't login. :( bombcar&lt;br /&gt;
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== Policy on Labour/Labor, etc ==&lt;br /&gt;
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Some clever rabbit just took it upon himself to edit about 60 pages, changing every British-spelled word he could find to American spelling ( [[Special:Contributions/Thromordyn]] ). I &amp;quot;undid&amp;quot; all the colorful/colourful and favourite/favorite changes, but most are labor/labour and armour/armor - and that is less clear, so I wanted a policy call. &lt;br /&gt;
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The word &amp;quot;labor&amp;quot; only appears in indirect references within the game itself (such as in engravings, &amp;quot;The dwarves are laboring&amp;quot;), [[sphere]]s, and an obscure crime (&amp;quot;Conspiracy to Slow Labor&amp;quot;) according to the [[string dump]], and in the Article title on this wiki - nowhere else.  &lt;br /&gt;
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The term &amp;quot;armor&amp;quot; is a harder sell, as it's actually used in a couple places in the game interface (&amp;quot;armorsmith&amp;quot;, the 3 pieces of torso protection, and &amp;quot;{{k|v}}iew/preference/soldiering: &amp;quot;armor level&amp;quot;), but it could still fall under the same policy/philosophy.''&lt;br /&gt;
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Do we want to discourage editing of all references of [[labour]] to [[labor]] and [[armour]] to [[armor]], or encourage a single-minded &amp;quot;correct&amp;quot; spelling of that word?  Happy to do the undos if the former, just as happy to leave them be if the policy is the latter. (Imo so long as it's consistent on a given page either spelling should be perfectly acceptable and not changed, even within links to articles and despite the main article title, but that's just me.)''--[[User:Albedo|Albedo]] 04:41, 23 February 2010 (UTC)&lt;br /&gt;
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== Thumbnail generator is not working ==&lt;br /&gt;
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On the main page, I get:&lt;br /&gt;
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Error creating thumbnail: /usr/bin/convert: Unrecognized option (-thumbnail).&lt;br /&gt;
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--[[User:Bombcar|Bombcar]] 05:11, 23 February 2010 (UTC)&lt;br /&gt;
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== Interwiki ==&lt;br /&gt;
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The interwiki link to the russian wiki is pointing to the wrong domain. The correct one is http://www.dfwk.ru.[[User:VengefulDonut|VengefulDonut]] 18:01, 25 February 2010 (UTC)&lt;br /&gt;
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== N00b! ==&lt;br /&gt;
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So... whassup, boss?  If I have questions, do I ask here, or is there somewhere better? (And you'll want my e-mail.) Got a page you recommend to learn the behind-the-scenes code? And what's the story with the &amp;quot;new wiki engine&amp;quot; on the Home Page? Is that the Wagn engine you were talking about? (Would it be better to wait and use that with the new version, once that gets released? That could act as a filter for old information.) --[[User:Albedo|Albedo]] 16:35, 27 February 2010 (UTC)&lt;br /&gt;
:Speaking of &amp;quot;oopsies&amp;quot;, I dropped a typo on my e-mail addy in my Wagn account, so I need that deleted (&amp;quot;Albedo&amp;quot;) so I can re-apply correctly. thnx (And what do you think of a central page here for Wagn Q&amp;amp;A?) --[[User:Albedo|Albedo]] 07:30, 28 February 2010 (UTC)&lt;br /&gt;
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== Wagn ==&lt;br /&gt;
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What are the advantages of Wagn? My first impression of the thing is a less powerful and less attractive version of mediawiki. Most of the documentation I've found on it so far reads like sales copy. I will look into it more, but right now my opinion is that this is a Bad Idea. [[User:VengefulDonut|VengefulDonut]] 20:12, 27 February 2010 (UTC)&lt;br /&gt;
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:Err, I broke the wagn :/ [[User:VengefulDonut|VengefulDonut]] 20:15, 28 February 2010 (UTC)&lt;br /&gt;
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== [[Dwarf Fortress Wiki:Versions]] ==&lt;br /&gt;
Based on your comments and input on the administration requests pages I thought you might be interested in this kind of discussion.  Please bring in your comments on this page and on it's talk page and let everyone know what you think.  Thanks! [[User:Mason11987|Mason11987]] 20:46, 28 February 2010 (UTC)&lt;br /&gt;
:Could you drop by and comment on &amp;quot;consensus&amp;quot; again? [http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki_talk:Versions#Consensus.3F] [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:31, 8 March 2010 (UTC)&lt;br /&gt;
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== Thank you ==&lt;br /&gt;
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For your help on the Request for Adminship page.  Sorry for having &amp;quot;caused&amp;quot; it, anyways, but I'm sorry, I'm not gonna hide who I prefer to be just for politics.  Anyways, I just wanted to offer my thanks to you for that, whether I win or lose. --[[User:Aescula|Aescula]] 00:09, 1 March 2010 (UTC)&lt;br /&gt;
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== &amp;quot;Current version&amp;quot; namespace? ==&lt;br /&gt;
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I don't know if this is really what most people were thinking of doing.  I think most people were supporting using &amp;quot;Main&amp;quot; as the namespace for the up to date articles. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:37, 8 March 2010 (UTC)&lt;br /&gt;
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:Could things be moved en masse from &amp;quot;current version&amp;quot; to &amp;quot;main&amp;quot;?  I was thinking the process (for each page) would be:&lt;br /&gt;
:*Move article to 40d namespace (now there is a redirect, which is helpful for readers)&lt;br /&gt;
:*Edit article to have a &amp;quot;version&amp;quot;-type template, which will auto-link to the 40d article, and do categories and everything as desired.&lt;br /&gt;
:In this way users can always find the article they want at every point in the process.  doing moves to current version namespace, then back to main would break that w/double redirects, or broken redirects.  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:48, 8 March 2010 (UTC)&lt;br /&gt;
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Err..  that was complete overkill. Easily 2/3 of the wiki is going to be unaffected by the release. This means manually shifting the correct things from old to current is at least twice as much work as shifting the correct things from current to old. Also, [http://df.magmawiki.com/index.php?title=Special:DoubleRedirects&amp;amp;limit=5000&amp;amp;offset=0 this] [[User:VengefulDonut|VengefulDonut]] 02:09, 8 March 2010 (UTC)&lt;br /&gt;
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The unaffected pages shouldn't have to be rewritten. Is it possible for you to just copy things? [[User:VengefulDonut|VengefulDonut]] 02:14, 8 March 2010 (UTC)&lt;br /&gt;
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What about copying over the entire wiki and putting it on another subdomain? We can stick interwiki links in as necessary. [[User:VengefulDonut|VengefulDonut]] 02:20, 8 March 2010 (UTC)&lt;br /&gt;
:Yeah, that's a ''good'' idea! (Because what we got now, just ain't right.)--[[User:Albedo|Albedo]] 07:26, 8 March 2010 (UTC)&lt;br /&gt;
::It seemed to work fine back when we had the 2D version wiki (which currently exists only on archive.org, and in a somewhat incomplete form), so I don't see why it wouldn't have worked here as well. It'd also have the advantage that existing links between pages would continue to work - as it is, any page in the 40d namespace will be full of links to other pages in the '''main''' namespace, which will be completely wrong once DF 2010 actually arrives and the main namespace pages stop being redirects to 40d. --[[User:Quietust|Quietust]] 14:03, 8 March 2010 (UTC)&lt;br /&gt;
:::Archiving the wiki in that form greatly increases the server resources required to host the wiki. --[[User:Briess|Briess]] 15:05, 8 March 2010 (UTC)&lt;br /&gt;
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This isn't really relevant to things, but I think seeing this will help deepen your often displayed love for mediawiki: [[:Category:Creatures]]. :D [[User:VengefulDonut|VengefulDonut]] 22:54, 8 March 2010 (UTC)&lt;br /&gt;
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Is there any chance we can get an explanation of what is happening with regards to the namespace changes?  Currently the Broken Redirects page is full of every page, but they're not actually broken.  I'm sure you're vividly aware of all this already, I'm just trying to figure out what I can be doing to help, but don't want to step on any toes. {{User:Syzgyn/Sig}} 17:05, 10 March 2010 (UTC)&lt;br /&gt;
:While some of those are indeed glitches, a fair amount are actually broken talk page redirects which will be fixed once I set my bot loose on them. --[[User:Quietust|Quietust]] 18:57, 10 March 2010 (UTC)&lt;br /&gt;
::The count has now gone from 1841 down to 1028. However, the Recent Changes list seems to have become quite confused as a result of all of these redirect changes, listing wildly inaccurate &amp;quot;bytes added/removed&amp;quot; counts for various pages as if it's comparing to very old versions - it would seem that whatever method was used to originally move the pages into the 40d namespace has caused some residual database corruption. --[[User:Quietust|Quietust]] 19:20, 10 March 2010 (UTC)&lt;br /&gt;
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== Fixing &amp;quot;Broken&amp;quot; pages ==&lt;br /&gt;
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So far, you've deleted a whole bunch of Broken pages which simply contained redirects to the 40d Talk namespace, but there's still a whole bunch of other Broken talk pages which contain actual data. If you're at all interested, I've got a wiki bot that could be used to rename all of those remaining pages (and optionally delete the redirects left behind). The bot itself is just a set of functions for interacting with MediaWiki (login, logout, load page, save page, move page, delete page) which get called by other scripts in whatever means is appropriate. I've used the bot on several other wikis and it works reasonably well - the is code hosted [http://kol.coldfront.net/thekolwiki/index.php/User:QuietBot here], on the wiki for which it was originally designed (what with being an admin who needed to do lots of bulk edits, moves, and deletes). With your approval, I'd be willing to run the bot myself on a separate wiki account; if not, you're free to do whatever you want with the code. --[[User:Quietust|Quietust]] 17:49, 8 March 2010 (UTC)&lt;br /&gt;
:Looks like I've run into a minor snag - this wiki seems to be configured to redirect on login (via [http://www.mediawiki.org/wiki/Manual:$wgRedirectOnLogin this setting]) rather than display the &amp;quot;Login successful&amp;quot; screen my bot expects, causing it to error out. Is there a way to disable that behavior for specific users (not sure if adding the user to the &amp;quot;Bots&amp;quot; usergroup will have that effect or not)? --[[User:Quietust|Quietust]] 19:16, 8 March 2010 (UTC)&lt;br /&gt;
&amp;lt;s&amp;gt;If either of you are going to run something that will generate more than 400 or so log entries, can I suggest that you ''first'' temporarily disable all users editing rights? We're losing any record of what's being done while this is going on as these waves of &amp;quot;fixes&amp;quot; push that down off the Recent Changes page.&amp;lt;/s&amp;gt; --[[User:Albedo|Albedo]] 20:36, 8 March 2010 (UTC)&lt;br /&gt;
:'''SCIENCE!''' (thx!)--[[User:Albedo|Albedo]] 21:42, 8 March 2010 (UTC)&lt;br /&gt;
It's chugging along quite nicely so far - I had to make a few fixes to the scripts so it'd work with this version of Mediawiki (some tags have extra attributes, some tags have attributes in different positions, and the Move result now appears in a different tag altogether), but it looks to be working now. --[[User:Quietust|Quietust]] 21:47, 8 March 2010 (UTC)&lt;br /&gt;
:All done - once [[Talk:Broken/40d\x3aMachine component]] is renamed (existing [[40d Talk:Machine component]] is in the way), all of the remaining &amp;quot;Talk:Broken/*&amp;quot; pages should consist entirely of redirects which can be safely deleted. --[[User:Quietust|Quietust]] 22:08, 8 March 2010 (UTC)&lt;br /&gt;
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== [[Special:UncategorizedPages]] ==&lt;br /&gt;
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Is there anyway you can include currentversion and 40d in this list? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:31, 9 March 2010 (UTC)&lt;br /&gt;
:Any idea on this? Thanks [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 02:19, 20 March 2010 (UTC)&lt;br /&gt;
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== Wiki Glitch? ==&lt;br /&gt;
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Taking a brief look at [[Special:Statistics]], it claims that there are 1,210 edits in the Job queue, and that number doesn't seem to be decreasing, which seems a bit unusual - normally, anything in the job queue will be processed whenever somebody loads a page, causing the number to decrease to 0 fairly quickly. Either some jobs have gotten stuck in the queue (possibly as a result of the 40d namespace move), or the wiki's been configured to empty the job queue at an extremely low rate (which is how the KoL wiki behaves, but even there it only takes a few hours to process a thousand edits, while I'm pretty sure this one has been at 1,210 since at least yesterday). --[[User:Quietust|Quietust]] 19:27, 10 March 2010 (UTC)&lt;br /&gt;
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== Re: Captcha ==&lt;br /&gt;
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I suppose it was sort of silly of me to assume that confirmation worked the exact same way here as it does on Wikipedia. Admins there are able to give the auto-confirmation user right. Thanks for letting me know though. :) [[User:Emi|Emi]] 08:33, 13 March 2010 (UTC)&lt;br /&gt;
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== Mod warning template necessary on pages in the Modification namespace? ==&lt;br /&gt;
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[http://df.magmawiki.com/index.php?title=Modification:Ark_Project&amp;amp;curid=7866&amp;amp;diff=72952&amp;amp;oldid=62846 This revision] added the [http://df.magmawiki.com/index.php/Template:Mod mod template] to the Ark Project page.  Unless this is absolutely necessary, I'd like to remove it, since the namespace already makes it obvious that it's a mod.  Guidance please? --[[User:Footkerchief|Footkerchief]] 02:12, 14 March 2010 (UTC)&lt;br /&gt;
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== On the topic of namespaces... ==&lt;br /&gt;
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Do you have a database dump of the &amp;quot;archive&amp;quot; (v0.23.130.23a) wiki? It'd be nice to be able to import all of its pages into a &amp;quot;23a&amp;quot; namespace so that it isn't necessary to go digging through archive.org (which is also outright missing a bunch of pages). --[[User:Quietust|Quietust]] 23:29, 14 March 2010 (UTC)&lt;br /&gt;
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== Contact Info ==&lt;br /&gt;
&lt;br /&gt;
Is there someway we could get in a faster form of contact (maybe irc?) so we could test out the dynamic redirect system? I'm thinking I may want to spend a little more time in article.php though and maybe add some sort of magic word like variable that gets parsed before redirects. [[User:Emi|Emi]] 15:19, 16 March 2010 (UTC)&lt;br /&gt;
:Ah, what server though, I lurk on freenode since that's what Wikipedia uses. Also this wiki is in need of either some talkback templates or maybe liquidthreads, though that's still a little not quite ready as I recall. [[User:Emi|Emi]] 00:59, 17 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Question about wiki dump ==&lt;br /&gt;
&lt;br /&gt;
Question for you here [http://www.bay12games.com/forum/index.php?topic=51064.0]. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 20:12, 22 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Potential mod: Links within namespaces ==&lt;br /&gt;
&lt;br /&gt;
With a bit of hacking, I may have come up with a way of vastly simplifying the process of isolating content between different versions of Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
[code hidden - Edit to view]&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
 includes/parser/parser.php&lt;br /&gt;
 -			$nt = Title::newFromText( $this-&amp;gt;mStripState-&amp;gt;unstripNoWiki($link) );&lt;br /&gt;
 +			$nt = Title::newFromText( $this-&amp;gt;mStripState-&amp;gt;unstripNoWiki($link), getNamespaceLinkDest($this-&amp;gt;mTitle-&amp;gt;getNamespace()) );&lt;br /&gt;
&lt;br /&gt;
 includes/Title.php&lt;br /&gt;
 			$m = array();&lt;br /&gt;
 			if ( preg_match( $prefixRegexp, $dbkey, $m ) ) {&lt;br /&gt;
 				$p = $m[1];&lt;br /&gt;
 -				if ( $ns = $wgContLang-&amp;gt;getNsIndex( $p ) ) {&lt;br /&gt;
 +				if (( $ns = $wgContLang-&amp;gt;getNsIndex( $p ) ) !== false) {&lt;br /&gt;
 					# Ordinary namespace&lt;br /&gt;
 					$dbkey = $m[2];&lt;br /&gt;
 					$this-&amp;gt;mNamespace = $ns;&lt;br /&gt;
 -----&lt;br /&gt;
 						# Do another namespace split...&lt;br /&gt;
 						continue;&lt;br /&gt;
 					}&lt;br /&gt;
 &lt;br /&gt;
 +					# Reset default namespace when dealing with interwiki links&lt;br /&gt;
 +					if ($firstPass)&lt;br /&gt;
 +						$this-&amp;gt;mDefaultNamespace = $this-&amp;gt;mNamespace = NS_MAIN;&lt;br /&gt;
 &lt;br /&gt;
 					# If there's an initial colon after the interwiki, that also&lt;br /&gt;
 					# resets the default namespace&lt;br /&gt;
 					if ( $dbkey !== '' &amp;amp;&amp;amp; $dbkey[0] == ':' ) {&lt;br /&gt;
&lt;br /&gt;
 LocalSettings.php (at the end)&lt;br /&gt;
 &lt;br /&gt;
 // Fill this array with source namespace =&amp;gt; default destination namespace mappings&lt;br /&gt;
 // For example, if 100/101 are 40d/40d Talk and 102/103 are 23a/23a Talk, the following would be used:&lt;br /&gt;
 // $wgNamespaceLinkDest = array(100 =&amp;gt; 100, 101 =&amp;gt; 100, 102 =&amp;gt; 102, 103 =&amp;gt; 102);&lt;br /&gt;
 $wgNamespaceLinkDest = array();&lt;br /&gt;
 &lt;br /&gt;
 // this probably ought to go in some other file, but I can't think of a good place to put it right now&lt;br /&gt;
 function getNamespaceLinkDest ($ns)&lt;br /&gt;
 {&lt;br /&gt;
 	global $wgNamespaceLinkDest;&lt;br /&gt;
 	if (isset($wgNamespaceLinkDest[$ns]))&lt;br /&gt;
 		return $wgNamespaceLinkDest[$ns];&lt;br /&gt;
 	else	return NS_MAIN;&lt;br /&gt;
 }&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
What this modification attempts to do is make it so that links from pages in specific namespaces will automatically point to specific other namespaces if no namespace is explicitly specified in the link; for example, putting &amp;lt;nowiki&amp;gt;[[Block]]&amp;lt;/nowiki&amp;gt; in 23a/23a_Talk would treat it as [[23a:Block|Block]], while putting it in 40d/40d_Talk would make it act like [[40d:Block|Block]]; putting &amp;lt;nowiki&amp;gt;[[Block]]&amp;lt;/nowiki&amp;gt; anywhere else would just treat it as [[Block]], and specifying &amp;lt;nowiki&amp;gt;[[40d:Block]]&amp;lt;/nowiki&amp;gt; would '''always''' link to the 40d namespace. Explicitly linking to the global namespace would have to be done as &amp;lt;nowiki&amp;gt;[[ :Block|]]&amp;lt;/nowiki&amp;gt; ('''with''' the space, otherwise it just strips it out), showing up as [[ :Block|Block]] - ideally, I'd prefer to just have it use &amp;lt;nowiki&amp;gt;[[:Block]]&amp;lt;/nowiki&amp;gt;, but getting that to work would require some additional voodoo (since the code in parser.php strips out the colon early, and trying to get rid of that logic would probably break other things).&lt;br /&gt;
&lt;br /&gt;
I should warn that I've only done limited testing with this - templates and category links still look okay, interwiki links appear to work (at least after modifying Title.php), and a cursory check suggests that images are also working, but it's possible it'll break ParserFunctions. This is the first time I've even delved into the MediaWiki source code, so it's possible I've missed something important; if somebody more familiar with the inner workings of MediaWiki could chime in and examine my code changes, I'd probably be comfortable with them being used here. --[[User:Quietust|Quietust]] 20:06, 24 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;small&amp;gt;I think the implementation of this would be fantastic btw [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 02:25, 25 March 2010 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:While I think some sort of solution is needed, I think there are potentially better ways, like perhaps adding a template that would be used like &amp;lt;nowiki&amp;gt;{{l|Block}}&amp;lt;/nowiki&amp;gt;. Ideally we should avoid modding the actual files where possible. Also, that set up would be just completely confusing to anyone new to editing this wiki if they had previous wiki experience. [[User:Emi|Emi]] 02:43, 25 March 2010 (UTC)&lt;br /&gt;
::In fact, I actually just created a template that does this, &amp;lt;nowiki&amp;gt;{{l|Emi|somepage}}&amp;lt;/nowiki&amp;gt; will result in {{l|Emi|somepage}} as we are currently in the User_talk namespace. The same code in the main space would make a link that looks like [[Emi]]. Also the template can be used like &amp;lt;nowiki&amp;gt;{{l|Emi}}&amp;lt;/nowiki&amp;gt; which will make {{l|Emi}}. It may not be the most elegant solution, but I think it's a much more straight forward one. [[User:Emi|Emi]] 02:58, 25 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::The problem is that existing inter-article links in the &amp;quot;other&amp;quot; namespaces don't point to their intended targets. [[User:VengefulDonut|VengefulDonut]] 03:38, 25 March 2010 (UTC)&lt;br /&gt;
::::I think the actual problem was a way to prevent people from having to write out large links. Quietust's bot can easily change the existing links. [[User:Emi|Emi]] 03:43, 25 March 2010 (UTC)&lt;br /&gt;
::::In other words, the template solution would still require editing '''every article''' in order to fix the links, something that would have to be done anyways. '''If''' my patch turns out to work, the only things that'll be necessary will be a cache purge and link table regen, at which point every single article will be fixed. Of course, that's still a pretty big &amp;quot;if&amp;quot;... --[[User:Quietust|Quietust]] 03:44, 25 March 2010 (UTC)&lt;br /&gt;
:::::Yes, it does require editing every article, but it's an easy thing for bots to do. The concern I have with your patch, is that it really affects the parser functions. You haven't tested it yet? If that's the case, I can toss it onto my test wiki to see what happens. [[User:Emi|Emi]] 03:56, 25 March 2010 (UTC)&lt;br /&gt;
::::::I didn't say it '''did''' affect ParserFunctions, just that I was concerned that it '''might'''. After a few tests, it is apparent that my worries were unfounded - it works just fine with them. --[[User:Quietust|Quietust]] 14:31, 25 March 2010 (UTC)&lt;br /&gt;
:::::There aren't really THAT many pages.  About 3k in main, ~1k in 40d.  That's not really a big deal AFAIK. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 11:43, 25 March 2010 (UTC)&lt;br /&gt;
:::If the bot can fix all of the existing links, then why do we need either of these solutions? Do you want to keep moving things around like this in the future? (I hope not) [[User:VengefulDonut|VengefulDonut]] 14:02, 25 March 2010 (UTC)&lt;br /&gt;
::::That's assuming I '''can''' write a bot to fix all of the appropriate links correctly (and leave all of the other links unmodified)... --[[User:Quietust|Quietust]] 14:31, 25 March 2010 (UTC)&lt;br /&gt;
:Just added another minor patch (which I've also submitted to [https://bugzilla.wikimedia.org/show_bug.cgi?id=22940 WikiMedia bugzilla]) to Title.php to permit $wgNamespaceAliases to alias to the Main namespace (e.g. so &amp;quot;$wgNamespaceAliases['Main'] = NS_MAIN;&amp;quot; could be configured, permitting &amp;lt;nowiki&amp;gt;[[Main:ArticleName|]]&amp;lt;/nowiki&amp;gt; instead of &amp;lt;nowiki&amp;gt;[[ :ArticleName|]]&amp;lt;/nowiki&amp;gt;). --[[User:Quietust|Quietust]] 14:37, 25 March 2010 (UTC)&lt;br /&gt;
::I just wrote a simple little python bot that can change the links, and discovered what our actual problem is going to be: scenarios like the link to &amp;quot;cheese&amp;quot; from [[40d:milk]]. If that link is changed to &amp;lt;nowiki&amp;gt;{{l|cheese}}&amp;lt;/nowiki&amp;gt; (which basically has the same end-linking effect as your mod) then we run into a problem with redirects. For instance the mainspace article named Cheese redirects to cv:Cheese maker. For everything to work properly, we have to have a 40d:cheese page that redirects to 40d:Cheese maker. Obviously that creates double redirect problems, so the link on 40d:milk has to be changed to &amp;lt;nowiki&amp;gt;{{l|cheese|cheese maker}}&amp;lt;/nowiki&amp;gt;. This poses a later problem; what if cheese gets its own article? This leaves us with two options: 1) Having crazy bots designed to take care of all of this for us. Or 2) Modding away the restriction on double redirects. Neither is a very good option. [[User:Emi|Emi]] 21:32, 25 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I guess this discussion is over, then, given that we're apparently going with the {{tl|l}} template instead. --[[User:Quietust|Quietust]] 18:06, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Fix/Improve this page&amp;quot; template? ==&lt;br /&gt;
&lt;br /&gt;
I know it's out there somewhere, but I'll be damned if I can find/remember it.  Needed for [[ 40d:Making a labyrinth]]. Thanks, --[[User:Albedo|Albedo]] 20:57, 29 March 2010 (UTC)&lt;br /&gt;
:It's possible I'm projecting its existence into here from the RL wiki - meh. Thanks for looking.--[[User:Albedo|Albedo]] 20:07, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can't upload? ==&lt;br /&gt;
&lt;br /&gt;
For some reason I can upload images.  It says that the file is empty, but it most definitely isn't &lt;br /&gt;
&amp;lt;pre&amp;gt;The file you uploaded seems to be empty. This might be due to a typo in the file name. &lt;br /&gt;
Please check whether you really want to upload this file. &amp;lt;/pre&amp;gt;&lt;br /&gt;
Ideas? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:13, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== And so it begins... ==&lt;br /&gt;
&lt;br /&gt;
..........................................................................................................................holy shit.--[[User:Albedo|Albedo]] 00:51, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
We need to change &amp;quot;DF2010&amp;quot; to whatever '''we''' decide is the new version number asap. Every view of that reinforces something that we don't want to see perpetuated. If the new version is 0.31.01, then I'd suggest we lose the last, and go with ver = '''0.31''' - sound right??? (duplicate question in [[version]]).--[[User:Albedo|Albedo]] 18:17, 2 April 2010 (UTC)&lt;br /&gt;
 I'm still waiting on ToadyOne for an &amp;quot;official&amp;quot; / blessed nickname&lt;br /&gt;
Yeah, just sent Three-toe a sim request. Might be 0.31.01 or just 31.01, or it might be 0.31 - wait'n see time. :P  --[[User:Albedo|Albedo]] 18:31, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Almost a week later, and still silence on the &amp;quot;official version number&amp;quot; front. I think it's time we Be Bold, and go with &amp;quot;31.01&amp;quot;, trusting that bug fixes will follow the same pattern and just add a letter to the end of that. More and more editors are using '''&amp;lt;nowiki&amp;gt;[[DF2010:_____]]&amp;lt;/nowiki&amp;gt;''' for links, and that's just digging a deeper hole.  If we can at least get them to use the '''&amp;lt;nowiki&amp;gt;{{L|_____}}&amp;lt;/nowiki&amp;gt;''' format, then even if 31.01 is wrong, it'll all still fall into place. Eh?--[[User:Albedo|Albedo]] 19:33, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Laughter is all we have left. I started going all Jack Baugher on that one, but then thought twice and stifled myself. (Speaking of which, I may do just that at some point - if you see me go over the line, '''please''' just delete/undo/whatever. I kneejerk sometimes at real morons, even if not approp.)  btw - I know SiteNotice is a bit long atm - beat those few Notices to New Editors into their sensibilities for the first few days, during the flood of over-enthusiasm and (understandable) ignorance, then reduce it back to something normal.--[[User:Albedo|Albedo]] 20:15, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Site announcement====&lt;br /&gt;
Most definitely ''not'' better, imo. See reasoning here: [[User_talk:Albedo#EmiBot_Notice]].--[[User:Albedo|Albedo]] 21:13, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Plant Tokens ==&lt;br /&gt;
&lt;br /&gt;
Actually, those tokens all exist. They're in the executable, so it may be worthy to add a section detailing tokens still in the exe but may or may not be obselete. [[User:Dree12|Dree12]] 19:44, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Admin ==&lt;br /&gt;
&lt;br /&gt;
Neat, Thanks :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 02:29, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Default search categories wrong ==&lt;br /&gt;
&lt;br /&gt;
You seem to be a server administrator. The default search category selections doesn't include the new DF2010 namespace. There's a configuration variable you have to tweak in LocalSettings.php... I think.&lt;br /&gt;
&lt;br /&gt;
==Spoiler image==&lt;br /&gt;
&lt;br /&gt;
I was hoping to replace the current image on the main [[Template:Spoiler|spoiler template]] with one that would suit all versions - took a screenie of the intro video plus an ampersand and threw in some text from the new HFS big announcement. Figured in this case it'd be better to ask permission than be bold as it's a oft-used template. Largely an arbitrary move but I thought it would be nice. It has the exact same dimensions btw. --[[User:Retro|Retro]] 06:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[File:Spoiler2010.png]]&lt;br /&gt;
&lt;br /&gt;
==Special pages: Broken Links==&lt;br /&gt;
Good catch on [[Development arc]], missed that it was improperly capitalized, and only noticed the strange versioned redirect.&lt;br /&gt;
&lt;br /&gt;
I've basically cleared the Broken Links page out, except for two I don't know what to do with.  I can't figure out what 40d:Menu used to redirect to, and the 23a space is totally foreign to me.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 16:44, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Category Issues==&lt;br /&gt;
I posted on this on Albedo's talk page when I thought he was the editor most-likely to be online.  See [[User Talk:Albedo#Version Issue: Lists, Templates, etc...]].  Basically, we really shouldn't have different namespaces sharing the same categories, and should probably figure out a good way to handle this now rather than later.  (If there's a better place to have this discussion than admin talk pages, feel free to start one in an appropriate place or point me in the right direction!) --[[User:Squirrelloid|Squirrelloid]] 18:27, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Buzzard Bait==&lt;br /&gt;
I've taken a moment to calm down a bit. I'm still quite angry at you over this one. &lt;br /&gt;
&lt;br /&gt;
First, I made a goof, I uploaded a file that had my own desktop on it which just isn't necessary. In attempting to fix this I used the replace tool on the uploader. Instead of replacing as intended it instead created two new files, a copy of the original I wanted to replace, and the new file, and set the wrong file as the default AGAIN! So now there are three files, two with my desktop, one without. I look at the file list and try to revert to the correct file. instead of reverting, it again sets the wrong file as default, and creates a third copy of the file I don't want. GRR!!!!&lt;br /&gt;
&lt;br /&gt;
In flustration I leave a note for someone to please help, and soon notice someone drop a note in my talk page suggesting that the gadget is currently broken since he had a similar experience recently and suggests I just upload a clean copy to a different filename. &lt;br /&gt;
&lt;br /&gt;
I do so, which finally works. I felt bad about the mess I've created but it's not really my fault if your replace and revert tools are both BROKEN! I finish editing my personal page verifying that the new link works as I intended. It seems to be working.&lt;br /&gt;
&lt;br /&gt;
I take one last look before leaving and find that it is broken again. Investigating this, I find that you have come along and done a redirect that has instantly broken everything I just tried to fix, the corrected file is now GONE, the broken file is now back, the captions are borked up, and now I'm rather pissed off. I don't want to upload it again, so I'm going to go somewhere quiet and scream for a while. [[User:Doctorzuber|Doctorzuber]] 00:56, 5 April 2010 (UTC)&lt;br /&gt;
:Just as a side note thing or whatever, that was me who mentioned it was broken - not that I know the inner workings of the system, but when I tried to replace an image earlier repeatedly it refused to show anything but the original image despite cacheing the replacements and I had to just upload a new one from scratch. Hence my response to Doctorzuber. --[[User:Retro|Retro]] 01:08, 5 April 2010 (UTC)&lt;br /&gt;
::DrZ - you are hereby banned for 1 dwarf season for tantruming &amp;lt;''turns up fps''&amp;gt; - zzzzip! Okay, that's done - don't let it happen again. ; )  The cache seems to be lagging more than usual atm - try forcing a refresh (ctl+F5), that may be part of it - or not. If you have a file name/link I can take a look.--[[User:Albedo|Albedo]] 01:26, 5 April 2010 (UTC)&lt;br /&gt;
::: yea, well after spending what appears to be the better part of an hour arguing with the wiki page, finally getting it to work only to have briess come along and bork it all up again five seconds after I fixed it... Grr.... Sorry, I think I'm entitled to a little screaming at this point. &lt;br /&gt;
&lt;br /&gt;
:::As for the filenames those are Buzzard_Bait.png and Buzzard_Bait_2.png. 1 is a mess, and thanks to the redirect I can't even see it now. At one point there were 4 copies of 1, 3 wrong, one correct, but redirect wouldn't let me go to the correct one. When I created 2 it worked, for a few seconds, but now 2 redirects to one of the incorrect versions of 1 and I'm more or less stuck for now. [[User:Doctorzuber|Doctorzuber]] 01:34, 5 April 2010 (UTC)&lt;br /&gt;
::::Drzuber: http://df.magmawiki.com/index.php/File:Buzzard_Bait.png &amp;lt;-- what you're looking for? Or just add '_2' to the URL to get the other. As for redirects, if you want to go to the redirecting page scroll back up after getting redirected and click the 'redirected from &amp;lt;link&amp;gt;' smalltext under the page name to get sent there. Dunno if that helps at all but it's a nifty future reference tip. --[[User:Retro|Retro]] 01:47, 5 April 2010 (UTC)&lt;br /&gt;
::::: Nice try, but no. That's the file with my desktop still stuck on it, as for going back to 2 and avoiding the redirect it's been blanked so the file isn't there, even checked the history on it and there's nothing I can revert to.  [[User:Doctorzuber|Doctorzuber]] 01:56, 5 April 2010 (UTC)&lt;br /&gt;
:::::: I see you dropped by my page and my little issue is resolved finally, I have a few small questions for you that I left back at my page when you get around to looking at it, no hurry. Thanks much for your time. and feel free to delete this topic after you've seen it. [[User:Doctorzuber|Doctorzuber]] 03:28, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Demonic fortress==&lt;br /&gt;
&lt;br /&gt;
Sorry about that, I didn't realize we were editing the same articles at the same time. Yeah, I didn't know the 'don't capitalize anything but the first letter' rule until a few days after I made that and was having redirect issues just before you did that. Good to see it's been properly moved. --[[User:Retro|Retro]] 00:35, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Just thought of something ==&lt;br /&gt;
&lt;br /&gt;
Do we use some sort of caching system server side? Something like Squid perhaps? &lt;br /&gt;
&lt;br /&gt;
If so, I'm afraid our whole version migration process might have created a lot of load there. That is, memory usage-wise. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 03:58, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==40d:Armok==&lt;br /&gt;
&lt;br /&gt;
Can this page be removed from the 40d namespace? (or better, is it possible for regular editors to do this? would make it easier than running to you every time something like this comes up) --[[User:Retro|Retro]] 14:08, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== custom javascript ==&lt;br /&gt;
&lt;br /&gt;
Hey, is custom javascript enabled here? [http://meta.wikimedia.org/wiki/Help:User_style#JavaScript].  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:36, 9 April 2010 (UTC)&lt;br /&gt;
:nvm, got answer. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:44, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments ==&lt;br /&gt;
&lt;br /&gt;
Hi, would you care to comment on [[DF2010_Talk:Known_bugs_and_issues#Req_for_Comments_-_.27Buggy.27_template|this section]] before I go any further with it? Thanks. [[User:Garanis|Garanis]] 12:28, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=87765</id>
		<title>v0.31:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=87765"/>
		<updated>2010-04-09T03:48:56Z</updated>

		<summary type="html">&lt;p&gt;Garanis: /* Changes from 40d */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Placeholder list of relevant changes to/or greatly affect DF2010 adventure mode: (Feel free to merge with old adventure mode information or clean up)&lt;br /&gt;
==Changes from 40d==&lt;br /&gt;
&lt;br /&gt;
Fast-travel, '{{k|Shift}} + {{k|t}}' or '{{k|T}}', no longer heals all of your wounds instantly. Some wounds do heal over time.&lt;br /&gt;
&lt;br /&gt;
Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them.&lt;br /&gt;
- But if you can return to the general area where you entered the cave, you can fast &amp;quot;T&amp;quot;ravel, even if you can't find the exit. You can navigate. Tested 15 levels below the cave entrance - Need to be confirmed if it works regardless of how many z-levels under the entrance you are.&lt;br /&gt;
&lt;br /&gt;
Material changes are extremely noticeable in adventure mode. Elves with wood noticeably weaker, throwing/ranged weapons somewhat nerfed, hammer and shield bashing bugged?&lt;br /&gt;
&lt;br /&gt;
As of the current release, adventurers start out more powerful than they had in 40d, with certain builds granting super-----ly tough/strong/agile at start.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stuck-in&amp;quot; weapons no longer are endlessly twisted in the wound until the creature bleeds to death or yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the &amp;quot;stuck-in&amp;quot; attack.&lt;br /&gt;
&lt;br /&gt;
Human Towns Only Have Bronze Equipment.(As far as I can tell)&lt;br /&gt;
&lt;br /&gt;
Swimming, sneaking, fighting, etc. only seem to improve the associated skills. Abilities (strength, etc.) remain the same even after a long and active period of adventuring.&lt;br /&gt;
&lt;br /&gt;
Combat is much more forgiving but also more protracted (especially with blunt weapons). Bolts and arrows are just as deadly as ever but can be blocked.&lt;br /&gt;
&lt;br /&gt;
After abandoning a fortress some migrant groups of surviving dwarves can be found wondering the map. They can join you aswell.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Skills==&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Namedanchor&amp;diff=87760</id>
		<title>Template:Namedanchor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Namedanchor&amp;diff=87760"/>
		<updated>2010-04-09T03:42:24Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[{{{1}}}#{{{2}}}|{{{3}}}]]&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template creates a link with a named anchor. This is useful for inside parser extension functions where a # will screw things up. After an hour of searching, I couldn't find a better way than this to do it. Please someone let me know if there is... [[User:Garanis|Garanis]] 03:42, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[category:Templates]]&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=87754</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=87754"/>
		<updated>2010-04-09T03:38:45Z</updated>

		<summary type="html">&lt;p&gt;Garanis: /* Req for Comments - 'Buggy' template */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
&lt;br /&gt;
Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=87749</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=87749"/>
		<updated>2010-04-09T03:34:24Z</updated>

		<summary type="html">&lt;p&gt;Garanis: /* Req for Comments - 'Buggy' template */  signed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
&lt;br /&gt;
Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=87748</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=87748"/>
		<updated>2010-04-09T03:34:12Z</updated>

		<summary type="html">&lt;p&gt;Garanis: /* Req for Comments - 'Buggy' template */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
&lt;br /&gt;
Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter.&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Namedanchor&amp;diff=87736</id>
		<title>Template:Namedanchor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Namedanchor&amp;diff=87736"/>
		<updated>2010-04-09T03:29:21Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[{{{1}}}#{{{2}}}|{{{3}}}]]&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Templates]]&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=87734</id>
		<title>v0.31:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=87734"/>
		<updated>2010-04-09T03:28:39Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|bugsection=Known Issues}}&lt;br /&gt;
&lt;br /&gt;
'''Milk''' is a product {{L|Extract}}ed from milkable {{L|Creatures}}. Milk can be made into {{L|Cheese}} or used in cooking prepared meals.&lt;br /&gt;
&lt;br /&gt;
Female versions of domestic animals are milkable. Milking is done at a farmers workshop, {{k|m}}ilk creature, and requires an empty bucket. The bucket should then be emptied into a milk barrel on a food stockpile.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
After finishing a milking job, the milker will often generate a cancellation message if trying to take another job immediately: Urist McMultitasking cancels job, handling dangerous animal.  They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;br /&gt;
&lt;br /&gt;
WARNING!&lt;br /&gt;
As of 0.31.01, Milking is prone to a bug crashing DF. Save before engaging in Milking!&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Buggy&amp;diff=87733</id>
		<title>Template:Buggy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Buggy&amp;diff=87733"/>
		<updated>2010-04-09T03:28:05Z</updated>

		<summary type="html">&lt;p&gt;Garanis: Added some useful logic.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 0 10%; border-collapse: collapse; background: #fbfbfb; border: 1px solid #aaa; border-left: 10px solid #ff0000; width:80%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0 0.5em 0.5em; text-align: center; background:#faa&amp;quot; | [[Image:Roach.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center; padding: 0.25em 0.5em; width: 100%;background:#faa&amp;quot; | This feature has several outstanding '''bugs''' in the current release version. Please view the {{namedanchor|{{FULLPAGENAME}}|{{#if:{{{bugsection|}}}|{{{bugsection}}}|Bugs}}|{{#if:{{{bugsection|}}}|{{{bugsection}}}|Bugs}}}} section.&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]][[Category:Warnings]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Namedanchor&amp;diff=87732</id>
		<title>Template:Namedanchor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Namedanchor&amp;diff=87732"/>
		<updated>2010-04-09T03:26:58Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[{{{1}}}#{{{2}}}|{{{3|}}}]]&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Templates]]&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Namedanchor&amp;diff=87730</id>
		<title>Template:Namedanchor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Namedanchor&amp;diff=87730"/>
		<updated>2010-04-09T03:24:39Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[{{{1}}}#{{{2}}}]]&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Templates]]&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Namedanchor&amp;diff=87729</id>
		<title>Template:Namedanchor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Namedanchor&amp;diff=87729"/>
		<updated>2010-04-09T03:23:12Z</updated>

		<summary type="html">&lt;p&gt;Garanis: This is useful?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#{{{1|}}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Templates]]&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Buggy&amp;diff=87721</id>
		<title>Template:Buggy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Buggy&amp;diff=87721"/>
		<updated>2010-04-09T03:07:36Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 0 10%; border-collapse: collapse; background: #fbfbfb; border: 1px solid #aaa; border-left: 10px solid #ff0000; width:80%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0 0.5em 0.5em; text-align: center; background:#faa&amp;quot; | [[Image:Roach.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center; padding: 0.25em 0.5em; width: 100%;background:#faa&amp;quot; | This feature has several outstanding '''bugs''' in the current release version. Please view the [[{{FULLPAGENAME}}{{#if:{{{bugsection|}}}|{{{bugsection}}}|&amp;amp;#Bugs}}|Bugs]] section.&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]][[Category:Warnings]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Status_icon&amp;diff=87147</id>
		<title>v0.31 Talk:Status icon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Status_icon&amp;diff=87147"/>
		<updated>2010-04-08T19:23:59Z</updated>

		<summary type="html">&lt;p&gt;Garanis: status vs. icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Status vs. Icons==&lt;br /&gt;
Shouldn't this article be just Status? The icon is just an indicator of a dwarf's status... [[User:Garanis|Garanis]] 19:23, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=87099</id>
		<title>v0.31 Talk:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=87099"/>
		<updated>2010-04-08T18:08:57Z</updated>

		<summary type="html">&lt;p&gt;Garanis: /* Old Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Broken== &lt;br /&gt;
Isn't hunting currently somewhat broken? I'm going to add a warning to the top and a bugs section to the bottom. [[User:Garanis|Garanis]] 14:07, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Factual Changes==&lt;br /&gt;
There are some things that need to happen in the military screen to make hunting work now. I haven't played with hunting enough to know what they are. Can someone write a guide section for this? [[User:Garanis|Garanis]] 14:30, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Old Information==&lt;br /&gt;
Hunting seems to have changed drastically, though it might be an effect of the bugs cursing the labor for the time being. So, I suggest not claiming that the old things havn't changed.&lt;br /&gt;
Those things that I have experienced (and can remember now) that this article might be incorrect in the article (Please confirm my experience, or the article) are as follows:&lt;br /&gt;
*Hunters seem to only use crossbows and bolts, they do not go at it with assigned weapons as in 40d, since weapons can only be assigned weapons if they are in a squad. The only thing you can assign your hunters is ammunition.&lt;br /&gt;
*Hunters will cancel hunting if they run out of bolts, and will not proceed to wrestle (or hammer, with crossbow) its prey down.&lt;br /&gt;
*Waterskins/flasks might not be that detrimental to hunters anymore, as dwarves in the military can be allowed alcohol in their waterskins/flasks, I'm not sure whether the same can be done for hunters, or whether they even carry waterskins/flasks. (This bullet is speculation)&lt;br /&gt;
--[[User:Ramperkash|Ramperkash]] 18:03, 8 April 2010 (UTC)&lt;br /&gt;
:Agreed. A lot of the stuff from the 40d article should just be culled. [[User:Garanis|Garanis]] 18:08, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Scheduling&amp;diff=87023</id>
		<title>v0.31:Scheduling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Scheduling&amp;diff=87023"/>
		<updated>2010-04-08T15:27:30Z</updated>

		<summary type="html">&lt;p&gt;Garanis: /* Bugs{{version|0.31.01}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
No matter how much you micromanage your '''{{l|military}}''',  your '''{{l|squads}}''' won't be able to get stronger or protect you from ambushes without proper scheduling practices. With practice, you'll be able to set your soldiers to follow a complicated annual training regimen, patrol major trade routes, defend important areas, or any combination of these... all with the flick of a few keys.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key, the '''points/routes/notes''' screen is accessible through the {{k|N}} key, the '''burrows''' screen is accessible through the {{k|w}} key, and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Defense=&lt;br /&gt;
&lt;br /&gt;
The new '''alert level''' and '''scheduling''' system is a new feature that is both incredibly versatile... and, initially, completely  impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing.&lt;br /&gt;
&lt;br /&gt;
It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move  to a specific location, or follow patrol routes and stations  with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passiv''e orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''passive''' commands you can leave your squads to follow.&lt;br /&gt;
&lt;br /&gt;
For more information on '''active''' commands, see '''{{l|Squads}}'''. &lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' is a new and fundamental concept of passive military management. In each alert level, you can program instructions for your military and/or civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are assigned to train the entire year. By default, your squads will all be set to 'Inactive' and will do nothing unless you cycle their alert to 'Active/Train'. You will need to make more alerts if you want them to do anything more complicated than this.&lt;br /&gt;
&lt;br /&gt;
Your entire fortress is always set to exactly one ''civilian alert level''. This restricts where civilians, any non-military dwarf in the entire fort, may go. To define the restriction area, you must first create a {{l|burrow}} encompassing the area you want to restrict your civilians to. Then, go to the alert screen ({{k|a}} in the {{k|m}}ilitary screen), {{k|c}}reate a new alert level (you can {{k|N}}ame it something like 'Danger'), highlight it in the left pane, then press enter on the correct burrow in the rightmost pane. Multiple burrows may be selected.&lt;br /&gt;
&lt;br /&gt;
Individual squads can be set to a certain alert by highlighting the appropriate alert level, then selecting the correct squad in the central pane and pressing {{k|enter}}. You can also select a squad's alert level by pressing {{k|s}} to open the squads menu, {{k|a}} to select a squad, and {{k|t}} to scroll through alerts. You can change the currently active civilian alert level by pressing {{k|enter}} while the correct alert level is highlighted. Squads and civilians can only be set to one alert level at a time, so selecting one alert level for a group removes them from the former alert.&lt;br /&gt;
&lt;br /&gt;
==Schedules==&lt;br /&gt;
&lt;br /&gt;
Each squad can be given multiple '''schedules''' to follow for an entire year, broken up by month. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other. The scheduling screen can be accessed by pressing {{k|s}} in the military screen.&lt;br /&gt;
&lt;br /&gt;
On the main scheduling page you will see a list of months on the left side and a list of all of the squads in your fortress along the top edge. Scheduling is done separately for each alert level; to switch between alert levels use the secondary page up/down keys (by default {{k|/}} and {{k|*}}). You can use the secondary up/down keys (by default {{k|+}} and {{k|-}}) to scroll through the squads at the top if you have more than will fit on one screen. Use the up/down arrow keys to navigate the month list, and the left/right arrow keys to navigate between squads.  The orders in the currently selected cell are displayed in blue towards the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
When you've highlighted a cell, press {{k|tab}} to switch focus to this '''order list'''. From here, you can press {{k|e}} to edit the standing orders or {{k|o}} to give a new one. Both will open to the Give Orders screen. Pressing {{k|o}} will scroll through and change the order type. This cycles between 'Train', 'Defend Burrow', 'Patrol Route', and 'Station'. To use any of the orders other than Train, you will first need to set up the appropriate {{L|burrow}}, station, or route. When you cycle to the order you want, highlight the burrow, station, or route you want the order to go to (in the left pane) and press {{k|enter}}. It should now be highlighted in green.&lt;br /&gt;
&lt;br /&gt;
Orders have a soldier-based '''order criteria''' that lists how many soldiers in the squad will follow the order at once. Using the secondary up/down keys you can choose how many soldiers must be in a squad the order applies; by default this number is ten. You can also select specific positions within the squad in the right pane to set those positions as 'preferred' - the order will try pick these dwarves to follow the orders if there are multiple off-duty dwarves to choose from&amp;lt;!--CONFIRM?--&amp;gt;. When you are done, press {{k|shift}}+{{k|enter}} to save the order and return to the schedule screen. If desired, multiple order criteria can be set for each month.&lt;br /&gt;
&lt;br /&gt;
Note that the text displayed on each cell (like 'Train') is a completely customized text; it does NOT reflect the actual orders in the cell! When you have a cell highlighted, you can press 'n' to edit the label. Don't be confused by the fact that when you edit the orders in a cell, the label does not change to reflect your changes. You need to update the cell text yourself to be consistent with the orders.&lt;br /&gt;
&lt;br /&gt;
To eliminate some of the tedium in scheduling many months, you can copy-paste orders from one cell to another with the {{k|c}} and {{k|p}} keys. Press {{k|c}} in the cell you want to copy from, then go to the cells you want to paste to and press {{k|p}} in each one. &lt;br /&gt;
&lt;br /&gt;
By pressing {{k|shift}}+{{k|tab}} in the scheduling screen, you can flip the display of the rows and columns in the main grid. This allows you to see more squads, but fewer months. This can be useful if you want to see all your squads at the cost of not seeing the entire year's schedule. This change is cosmetic only; the tools still work the same way.&lt;br /&gt;
&lt;br /&gt;
'''Warning:''' Dwarves who are permanently on-duty with no downtime have been observed to begin to starve themselves keeping to the rigorous schedule, and thus grow unhappy. Do you really want to find out how much damage that practice spear can do? To allow some of your dwarves to go sleeping when they need, you need to lower the minimum number of dwarves of the squad that need to follow the current order at any time in the order criteria as listed above. You want the criteria to be at least one or two dwarves less than the current number of dwarves in your squad. This will change the limit for the current month only, so use the copy/paste feature to update every month.{{version|0.31.01}}&lt;br /&gt;
&lt;br /&gt;
'''More Warning:''' When using a rotation schedule as describe in the warning above, military dwarves that have no civilian skills, and possibly also civilian dwarves who do not have any military skills can generate bad thoughts with disturbing frequency caused by them frequently going on and off duty from monthly rotations. To avoid this problem it may be a good idea to cross train all your militia with at least one level in a civilian skill.{{version|0.31.01}}&lt;br /&gt;
&lt;br /&gt;
===Inactive===&lt;br /&gt;
&lt;br /&gt;
When dwarves are in the military but not on active duty, dwarves with good self-discipline will visit the barracks and train themselves in their spare time - if you see a dwarf doing &amp;quot;Individual training&amp;quot; when you have them off-duty, that's what's happening. Technically this is not an order applicable in the 'Give Orders' screen - it is a unremovable default alert level. To put your dwarves off-duty you should apply this alert level to them.&lt;br /&gt;
&lt;br /&gt;
Currently this appears to be the ''only'' way your dwarves will properly train.&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
&lt;br /&gt;
For your dwarves to train a '''{{l|barracks}}''' must be designated. This can be done through using {{k|q}} to examine an appropriate building and assigning it as a barracks. Previously only beds, armor stands, and weapon racks could be designated as barracks, but many storage objects are now eligible. There is a new 'Position' option that allows you to assign specific beds/storage to specific dwarves. If dwarves aren't assigned anything in particular they'll just use whatever they feel like, as per normal.&lt;br /&gt;
&lt;br /&gt;
When being viewed, barracks can now be {{k|n}}amed, used for {{k|s}}leeping, {{k|t}}raining, or {{k|i}}ndiv eq. and {{k|s}}quad eq&amp;lt;!--WHAT ON EARTH DO THE LAST TWO MEAN, I THINK THEY STAND FOR &amp;quot;INDIVIDUAL EQUIPMENT&amp;quot; / &amp;quot;SQUAD EQUIPMENT&amp;quot; UNSURE WHAT IT MEANS--&amp;gt;. You can choose if a squad trains in one place and sleeps in another, or in multiple, and so on. Multiple squads can overlap with one barracks.&lt;br /&gt;
&lt;br /&gt;
To get marksdwarves to train in any way other then bashing each other with their crossbows, they must have quivers and an archery range. Archers will no longer fire bolts without a quiver to store them in (ie. they will not hold a single stack in their hand). The archery range that is set up for the squad via building an archery target and listing it as a {{k|t}}raining area for that squad.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (Which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
&lt;br /&gt;
===Defend Burrows===&lt;br /&gt;
&lt;br /&gt;
After a {{l|burrow}} has been created in the {{k|w}} menu, you can order your dwarves to defend it. If an enemy enters the burrow (and is not hiding) the assigned squads will be alerted and attack it. It is unknown if a soldier defending a burrow is limited to his line-of-sight or is simply aware that an enemy is present. &amp;lt;!--COULD USE MORE DETAIL + CONFIRMATION--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stations===&lt;br /&gt;
&lt;br /&gt;
Stations are set in the {{k|N}}otes menu. Simply {{k|p}}lace a point where you want a squad to stand, give it a {{k|n}}ame if you want to be able to find it quickly, then open the scheduling menu and set your chosen squad to be Stationed and select the station you want.&lt;br /&gt;
&lt;br /&gt;
===Routes===&lt;br /&gt;
&lt;br /&gt;
Routes are made by combining stations. Once you have stations set along your desired route (at least two stations are necessary), hit {{k|r}}outes while in the {{k|N}}otes menu. {{k|a}}dd a route, {{k|n}}ame it something appropriate, then {{k|e}}dit its waypoints. You need to {{k|a}}dd the points in the same order you want the dwarves to follow. They'll loop back to the initial point when they reach the last one. Waypoints can no longer be made on the fly; only stations can be selected as waypoints.&lt;br /&gt;
&lt;br /&gt;
==Instructors and Demonstrations==&lt;br /&gt;
&lt;br /&gt;
(information badly needed here)&lt;br /&gt;
&lt;br /&gt;
=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Military_F.A.Q.|Military F.A.Q.}}''&lt;br /&gt;
&lt;br /&gt;
=Bugs=&lt;br /&gt;
{{version|0.31.01}}&lt;br /&gt;
* Copying and pasting an empty order into a non-empty order in the schedule screen 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;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Scheduling&amp;diff=87022</id>
		<title>v0.31:Scheduling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Scheduling&amp;diff=87022"/>
		<updated>2010-04-08T15:27:04Z</updated>

		<summary type="html">&lt;p&gt;Garanis: added buggy template, renamed bugs section to just bugs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
No matter how much you micromanage your '''{{l|military}}''',  your '''{{l|squads}}''' won't be able to get stronger or protect you from ambushes without proper scheduling practices. With practice, you'll be able to set your soldiers to follow a complicated annual training regimen, patrol major trade routes, defend important areas, or any combination of these... all with the flick of a few keys.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key, the '''points/routes/notes''' screen is accessible through the {{k|N}} key, the '''burrows''' screen is accessible through the {{k|w}} key, and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Defense=&lt;br /&gt;
&lt;br /&gt;
The new '''alert level''' and '''scheduling''' system is a new feature that is both incredibly versatile... and, initially, completely  impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing.&lt;br /&gt;
&lt;br /&gt;
It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move  to a specific location, or follow patrol routes and stations  with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passiv''e orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''passive''' commands you can leave your squads to follow.&lt;br /&gt;
&lt;br /&gt;
For more information on '''active''' commands, see '''{{l|Squads}}'''. &lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' is a new and fundamental concept of passive military management. In each alert level, you can program instructions for your military and/or civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are assigned to train the entire year. By default, your squads will all be set to 'Inactive' and will do nothing unless you cycle their alert to 'Active/Train'. You will need to make more alerts if you want them to do anything more complicated than this.&lt;br /&gt;
&lt;br /&gt;
Your entire fortress is always set to exactly one ''civilian alert level''. This restricts where civilians, any non-military dwarf in the entire fort, may go. To define the restriction area, you must first create a {{l|burrow}} encompassing the area you want to restrict your civilians to. Then, go to the alert screen ({{k|a}} in the {{k|m}}ilitary screen), {{k|c}}reate a new alert level (you can {{k|N}}ame it something like 'Danger'), highlight it in the left pane, then press enter on the correct burrow in the rightmost pane. Multiple burrows may be selected.&lt;br /&gt;
&lt;br /&gt;
Individual squads can be set to a certain alert by highlighting the appropriate alert level, then selecting the correct squad in the central pane and pressing {{k|enter}}. You can also select a squad's alert level by pressing {{k|s}} to open the squads menu, {{k|a}} to select a squad, and {{k|t}} to scroll through alerts. You can change the currently active civilian alert level by pressing {{k|enter}} while the correct alert level is highlighted. Squads and civilians can only be set to one alert level at a time, so selecting one alert level for a group removes them from the former alert.&lt;br /&gt;
&lt;br /&gt;
==Schedules==&lt;br /&gt;
&lt;br /&gt;
Each squad can be given multiple '''schedules''' to follow for an entire year, broken up by month. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other. The scheduling screen can be accessed by pressing {{k|s}} in the military screen.&lt;br /&gt;
&lt;br /&gt;
On the main scheduling page you will see a list of months on the left side and a list of all of the squads in your fortress along the top edge. Scheduling is done separately for each alert level; to switch between alert levels use the secondary page up/down keys (by default {{k|/}} and {{k|*}}). You can use the secondary up/down keys (by default {{k|+}} and {{k|-}}) to scroll through the squads at the top if you have more than will fit on one screen. Use the up/down arrow keys to navigate the month list, and the left/right arrow keys to navigate between squads.  The orders in the currently selected cell are displayed in blue towards the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
When you've highlighted a cell, press {{k|tab}} to switch focus to this '''order list'''. From here, you can press {{k|e}} to edit the standing orders or {{k|o}} to give a new one. Both will open to the Give Orders screen. Pressing {{k|o}} will scroll through and change the order type. This cycles between 'Train', 'Defend Burrow', 'Patrol Route', and 'Station'. To use any of the orders other than Train, you will first need to set up the appropriate {{L|burrow}}, station, or route. When you cycle to the order you want, highlight the burrow, station, or route you want the order to go to (in the left pane) and press {{k|enter}}. It should now be highlighted in green.&lt;br /&gt;
&lt;br /&gt;
Orders have a soldier-based '''order criteria''' that lists how many soldiers in the squad will follow the order at once. Using the secondary up/down keys you can choose how many soldiers must be in a squad the order applies; by default this number is ten. You can also select specific positions within the squad in the right pane to set those positions as 'preferred' - the order will try pick these dwarves to follow the orders if there are multiple off-duty dwarves to choose from&amp;lt;!--CONFIRM?--&amp;gt;. When you are done, press {{k|shift}}+{{k|enter}} to save the order and return to the schedule screen. If desired, multiple order criteria can be set for each month.&lt;br /&gt;
&lt;br /&gt;
Note that the text displayed on each cell (like 'Train') is a completely customized text; it does NOT reflect the actual orders in the cell! When you have a cell highlighted, you can press 'n' to edit the label. Don't be confused by the fact that when you edit the orders in a cell, the label does not change to reflect your changes. You need to update the cell text yourself to be consistent with the orders.&lt;br /&gt;
&lt;br /&gt;
To eliminate some of the tedium in scheduling many months, you can copy-paste orders from one cell to another with the {{k|c}} and {{k|p}} keys. Press {{k|c}} in the cell you want to copy from, then go to the cells you want to paste to and press {{k|p}} in each one. &lt;br /&gt;
&lt;br /&gt;
By pressing {{k|shift}}+{{k|tab}} in the scheduling screen, you can flip the display of the rows and columns in the main grid. This allows you to see more squads, but fewer months. This can be useful if you want to see all your squads at the cost of not seeing the entire year's schedule. This change is cosmetic only; the tools still work the same way.&lt;br /&gt;
&lt;br /&gt;
'''Warning:''' Dwarves who are permanently on-duty with no downtime have been observed to begin to starve themselves keeping to the rigorous schedule, and thus grow unhappy. Do you really want to find out how much damage that practice spear can do? To allow some of your dwarves to go sleeping when they need, you need to lower the minimum number of dwarves of the squad that need to follow the current order at any time in the order criteria as listed above. You want the criteria to be at least one or two dwarves less than the current number of dwarves in your squad. This will change the limit for the current month only, so use the copy/paste feature to update every month.{{version|0.31.01}}&lt;br /&gt;
&lt;br /&gt;
'''More Warning:''' When using a rotation schedule as describe in the warning above, military dwarves that have no civilian skills, and possibly also civilian dwarves who do not have any military skills can generate bad thoughts with disturbing frequency caused by them frequently going on and off duty from monthly rotations. To avoid this problem it may be a good idea to cross train all your militia with at least one level in a civilian skill.{{version|0.31.01}}&lt;br /&gt;
&lt;br /&gt;
===Inactive===&lt;br /&gt;
&lt;br /&gt;
When dwarves are in the military but not on active duty, dwarves with good self-discipline will visit the barracks and train themselves in their spare time - if you see a dwarf doing &amp;quot;Individual training&amp;quot; when you have them off-duty, that's what's happening. Technically this is not an order applicable in the 'Give Orders' screen - it is a unremovable default alert level. To put your dwarves off-duty you should apply this alert level to them.&lt;br /&gt;
&lt;br /&gt;
Currently this appears to be the ''only'' way your dwarves will properly train.&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
&lt;br /&gt;
For your dwarves to train a '''{{l|barracks}}''' must be designated. This can be done through using {{k|q}} to examine an appropriate building and assigning it as a barracks. Previously only beds, armor stands, and weapon racks could be designated as barracks, but many storage objects are now eligible. There is a new 'Position' option that allows you to assign specific beds/storage to specific dwarves. If dwarves aren't assigned anything in particular they'll just use whatever they feel like, as per normal.&lt;br /&gt;
&lt;br /&gt;
When being viewed, barracks can now be {{k|n}}amed, used for {{k|s}}leeping, {{k|t}}raining, or {{k|i}}ndiv eq. and {{k|s}}quad eq&amp;lt;!--WHAT ON EARTH DO THE LAST TWO MEAN, I THINK THEY STAND FOR &amp;quot;INDIVIDUAL EQUIPMENT&amp;quot; / &amp;quot;SQUAD EQUIPMENT&amp;quot; UNSURE WHAT IT MEANS--&amp;gt;. You can choose if a squad trains in one place and sleeps in another, or in multiple, and so on. Multiple squads can overlap with one barracks.&lt;br /&gt;
&lt;br /&gt;
To get marksdwarves to train in any way other then bashing each other with their crossbows, they must have quivers and an archery range. Archers will no longer fire bolts without a quiver to store them in (ie. they will not hold a single stack in their hand). The archery range that is set up for the squad via building an archery target and listing it as a {{k|t}}raining area for that squad.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (Which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
&lt;br /&gt;
===Defend Burrows===&lt;br /&gt;
&lt;br /&gt;
After a {{l|burrow}} has been created in the {{k|w}} menu, you can order your dwarves to defend it. If an enemy enters the burrow (and is not hiding) the assigned squads will be alerted and attack it. It is unknown if a soldier defending a burrow is limited to his line-of-sight or is simply aware that an enemy is present. &amp;lt;!--COULD USE MORE DETAIL + CONFIRMATION--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stations===&lt;br /&gt;
&lt;br /&gt;
Stations are set in the {{k|N}}otes menu. Simply {{k|p}}lace a point where you want a squad to stand, give it a {{k|n}}ame if you want to be able to find it quickly, then open the scheduling menu and set your chosen squad to be Stationed and select the station you want.&lt;br /&gt;
&lt;br /&gt;
===Routes===&lt;br /&gt;
&lt;br /&gt;
Routes are made by combining stations. Once you have stations set along your desired route (at least two stations are necessary), hit {{k|r}}outes while in the {{k|N}}otes menu. {{k|a}}dd a route, {{k|n}}ame it something appropriate, then {{k|e}}dit its waypoints. You need to {{k|a}}dd the points in the same order you want the dwarves to follow. They'll loop back to the initial point when they reach the last one. Waypoints can no longer be made on the fly; only stations can be selected as waypoints.&lt;br /&gt;
&lt;br /&gt;
==Instructors and Demonstrations==&lt;br /&gt;
&lt;br /&gt;
(information badly needed here)&lt;br /&gt;
&lt;br /&gt;
=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Military_F.A.Q.|Military F.A.Q.}}''&lt;br /&gt;
&lt;br /&gt;
=Bugs{{version|0.31.01}}=&lt;br /&gt;
* Copying and pasting an empty order into a non-empty order in the schedule screen 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;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:ArticleVersion&amp;diff=87016</id>
		<title>Template talk:ArticleVersion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:ArticleVersion&amp;diff=87016"/>
		<updated>2010-04-08T15:12:49Z</updated>

		<summary type="html">&lt;p&gt;Garanis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Having one template that covers both old and new articles is, I think, a mistake. (I didn't know it was the same at first.)  When it comes time to change the latest to &amp;quot;old&amp;quot;, it will require that every one be checked - and there is no way to keep track of that. &lt;br /&gt;
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Instead, having one &amp;quot;old info&amp;quot; template, and one &amp;quot;current info&amp;quot; template would allow users/Admin to go out and change all the &amp;quot;current info&amp;quot; articles to &amp;quot;old&amp;quot;, and then proceed from there.  The serve diff functions, they should not be the same.--[[User:Albedo|Albedo]] 20:23, 17 March 2010 (UTC)&lt;br /&gt;
:You're absolutely right, of course. I'm not quite certain why I didn't think of splitting this into separate templates, but it clearly should be. There's also the matter of Emi's recent changes assuming the presence of a &amp;quot;DF2010&amp;quot; pseudonamespace which, at this moment, does not exist. --[[User:Quietust|Quietust]] 23:19, 17 March 2010 (UTC)&lt;br /&gt;
::Albedo, I'm getting the feeling that you don't understand how this template works. When it comes time to change the latest to &amp;quot;old&amp;quot; one line will have to be changed in this template's code, and then every single one will have changed to read &amp;quot;out of date&amp;quot;. The entire premise of having one template that uses parser functions to determine what appears, is so that no one will ever have to go through every article to check the templates. You'll notice that [[40d:Milk]] shows up as out of date, but that [[DF2010:Milk]] shows up as current. This is because the template is looking for what namespace the page it appears on is in, and it appears differently depending on what namespace it is. &lt;br /&gt;
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::Also, to Quietust, the 'fixes' you made to the template were actually to intentional errors. I wanted to avoid doing things that would have to be reversed later as much as possible, but still wanted to test. So to avoid having to ask Briess to temporarily add DF2010 as a namespace, I left the namespace check for current blank. As for the non-existent DF2010: I just wanted something to test with, I never meant to imply that the DF2010 namespace was the one people had agreed upon. &lt;br /&gt;
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::If you need me to explain more, I'd be happy to. I'm also lurking around on IRC (newnet as Emi). [[User:Emi|Emi]] 00:17, 18 March 2010 (UTC)&lt;br /&gt;
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Why is this template not working?  I never see links to the old 40d articles that still actually have content.  It is very annoying. --[[User:Altaree|Altaree]] 13:14, 2 April 2010 (UTC)&lt;br /&gt;
:It's working fine for me.  What page are you seeing this on?  Remember, it only links to the 40d article if the 40d article exists with the exact same name. --[[User:Briess|Briess]] 13:16, 2 April 2010 (UTC)&lt;br /&gt;
::whoops, I'm wrong.  A new DF2010 page must be created with an av template to allow me to see the link back to the 40d article on the redirect.  ick. --[[User:Altaree|Altaree]] 13:18, 2 April 2010 (UTC)&lt;br /&gt;
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== Some notes... ==&lt;br /&gt;
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First off, for some reason, on the legacy and current versions of the template, there's an extra line at the top which screws up the layout of the page a bit. I can't find where it's getting that from.&lt;br /&gt;
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Secondly, I really don't think this template should throw the pages into a category. If it's going to be on every page, and it looks like it will, the categories will just become huge and useless. Categories are going to be tricky to work with now with the split, but this is certainly not the way to do it.&lt;br /&gt;
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Finally, if this is going to be on every page, it needs to be as discrete as possible. I suggest scaling down the text, and making the colors more subtle.&lt;br /&gt;
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Thoughts? --[[User:Mikaka|Mikaka]] 04:58, 3 April 2010 (UTC)&lt;br /&gt;
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:Previous versions were even less discrete, this was a compromise between discreteness and people being able to notice it and easily find different version of the articles. &lt;br /&gt;
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:As for the layout problem, could you link me to a page where this problem is occurring? &lt;br /&gt;
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:As for the categories, I'm not sure what I think about them. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:01, 3 April 2010 (UTC)&lt;br /&gt;
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::Your recent edit fixed the layout. The template table now rests snugly against the top of the articles in question. Thanks. Perhaps we can turn up the discreteness once people become used to having to the new system. For now it works. --[[User:Mikaka|Mikaka]] 05:12, 3 April 2010 (UTC)&lt;br /&gt;
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==Font Size==&lt;br /&gt;
Could you please increase the font size of the alternate version links? Particularly 40d? They are very small at the moment and I think they could be quite easily missed by a lot of the &amp;lt;s&amp;gt;congregation&amp;lt;/s&amp;gt; users. [[User:Garanis|Garanis]] 15:12, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Buggy&amp;diff=87004</id>
		<title>Template:Buggy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Buggy&amp;diff=87004"/>
		<updated>2010-04-08T14:53:13Z</updated>

		<summary type="html">&lt;p&gt;Garanis: outstanding&lt;/p&gt;
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&lt;div&gt;{| style=&amp;quot;margin: 0 10%; border-collapse: collapse; background: #fbfbfb; border: 1px solid #aaa; border-left: 10px solid #ff0000; width:80%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0 0.5em 0.5em; text-align: center; background:#faa&amp;quot; | [[Image:Roach.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center; padding: 0.25em 0.5em; width: 100%;background:#faa&amp;quot; | This feature has several outstanding '''bugs''' in the current release version. Please view the [[{{FULLPAGENAME}}#Bugs|Bugs]] section.&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
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[[Category:Templates]][[Category:Warnings]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Garanis</name></author>
	</entry>
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