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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GhostDwemer</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-23T06:47:57Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Vampire.jpg&amp;diff=166788</id>
		<title>File:Vampire.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Vampire.jpg&amp;diff=166788"/>
		<updated>2012-03-11T01:08:17Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: uploaded a new version of &amp;amp;quot;File:Vampire.jpg&amp;amp;quot;: Darn flashing tiles...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Vampire Unmasked.&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Vampire.jpg&amp;diff=166786</id>
		<title>File:Vampire.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Vampire.jpg&amp;diff=166786"/>
		<updated>2012-03-11T01:04:22Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: A Vampire Unmasked.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Vampire Unmasked.&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Archery&amp;diff=152596</id>
		<title>v0.31 Talk:Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Archery&amp;diff=152596"/>
		<updated>2011-08-23T17:46:12Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For some reason, my dwarfs are are&lt;br /&gt;
1) assigned to Train on the M screen in scheudle...&lt;br /&gt;
2) equipped with quiver and bolts and weapon...&lt;br /&gt;
3) have archery targets outside which have the T next to their name....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hmm....and they say they can't follow the order..........eh....... :/&lt;br /&gt;
&lt;br /&gt;
:That can happen if you haven't modified the training schedule for your dwarves so that less than ten of them are required for the training to happen. As of 0.31.25, if your squad is fewer than ten members, you must change the required number of members in the training schedule for them to do any group training at all. [[User:Grumbledwarfskin|Grumbledwarfskin]] 11:58, 23 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You forgot number 4 on the archery checklist&lt;br /&gt;
&lt;br /&gt;
4)Archery targets have the correct orientation for their location. If you have them set to shoot top to bottom, but you have designed the range for bottom to top firing and there is no room to stand north of the target, they will never use those targets.&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Personality_facet&amp;diff=150459</id>
		<title>v0.31 Talk:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Personality_facet&amp;diff=150459"/>
		<updated>2011-06-16T21:55:23Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Altruism */ Yes, it affects giving food and water&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The traits seem pretty much unchanged from 40d, but there are a few new ones, like &amp;quot;She always points at others when greeting them.&amp;quot; What does that mean? [[User:Garanis|Garanis]] 16:58, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Those are little habits and mannerisms added to dwarfs, like I got a dwarf that &amp;quot;always sticks his tongue out while thinking hard&amp;quot; and another that &amp;quot;speaks softly when angry&amp;quot; I don't know if these are just flavor or if they have any gameplay effect though. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I guess I just never noticed those before... [[User:Garanis|Garanis]] 17:26, 6 April 2010 (UTC)&lt;br /&gt;
::Toady mentioned several times that new &amp;quot;mannerisms&amp;quot; would be added to the dwarves. Not clear if they have any interaction other than purely cosmetic (but I wouldn't put it past them).--[[User:Albedo|Albedo]] 18:39, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Yup, [[Mannerisms]] are new.[[User:Garanis|Garanis]] 21:39, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I set one of my haulers to temporary nursing duty, disabling all of his duties except for Feed/Water Wounded. He proceeded to sit on his butt On Break for a solid season while my wounded starved and dehydrated into the red levels. I watched a no-skill furnace operator complete three furnace op jobs and then fetched a bucket of water for the dying while my &amp;quot;nurse&amp;quot; continued to sit on break, eat, drink and try to throw a party, instead of feeding the injured. Later,  I checked in Dwarf Therapist and saw that he had a 23 in Sympathy. It's not just that he gained a negative thought from helping others, he actually refused to do it. Coincidence? --[[User:Romeofalling|Romeofalling]] 05:18, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Artistic Interest. Does it have any effect on how well a dwarf performs certain jobs? like carpentry. --[[User:Genemos|Genemos]] 08:25, 15 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mixed up attributes ==&lt;br /&gt;
&lt;br /&gt;
FRIENDLINESS and GREGARIOUSNESS were listed with their descriptions swapped around - which one is actually responsible for blocking out the Conversationalist skill? --[[User:Quietust|Quietust]] 03:41, 23 April 2011 (UTC)&lt;br /&gt;
:The skill now known as FRIENDLINESS stops experience gain in Conversationalist. GREGARIOUSNESS doesn't seem to have anything to do with it. --[[User:Knaveofstaves|Knaveofstaves]] 05:09, 23 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unused traits ?? ==&lt;br /&gt;
Are the traits without effect confirmed to do nothing? I think some of them may have influence in thoughts or other behaviour, these are my guesses:&lt;br /&gt;
&lt;br /&gt;
 Token Trait&lt;br /&gt;
 ACHIEVEMENT_STRIVING   - Excellence / Mediocrity  - quality levels?&lt;br /&gt;
 ACTIVITY_LEVEL         - Activeness / Relaxedness - slack, sleep, party?&lt;br /&gt;
 ADVENTUROUSNESS        - Adventure      - rusting skills-attr, adv. mode?&lt;br /&gt;
 ALTRUISM               - Helpfulness    - help wounded/? &amp;gt;healthcare -&amp;gt; &amp;quot;Took someone to bed recently&amp;quot; thought&lt;br /&gt;
 ANGER                  - Rage           - enraged/? &amp;gt;military&lt;br /&gt;
 ANXIETY                - Nervousness    - military?&lt;br /&gt;
 ARTISTIC_INTEREST      - Artistic       - noticing furniture, statues? probably triggers the &amp;quot;Admired a (good quality) (object) lately&amp;quot; thought&lt;br /&gt;
 ASSERTIVENESS          - Leadership     - persuader/? &amp;gt;manager, military, leader?&lt;br /&gt;
 CAUTIOUSNESS           - Cautiousness   - leader, manager, military?&lt;br /&gt;
 CHEERFULNESS           - Optimism       - ??&lt;br /&gt;
 COOPERATION            - Compromising   - pacifier/intimidator&lt;br /&gt;
 DEPRESSION             - Depression     - ??&lt;br /&gt;
 DUTIFULNESS            - Lawfulness     - justice??&lt;br /&gt;
 EMOTIONALITY           - Emotion        - ??&lt;br /&gt;
 EXCITEMENT_SEEKING     - Thrillseeking  - adv. mode, military?/&lt;br /&gt;
 FRIENDLINESS           - Company        - party?, social?/working?&lt;br /&gt;
 GREGARIOUSNESS         - Friendly       - Conversationalist/??&lt;br /&gt;
 IMAGINATION            - Imagination    - ?&lt;br /&gt;
 IMMODERATION           - Urge           - stops work??&lt;br /&gt;
 INTELLECTUAL_CURIOSITY - Thinking       - ??&lt;br /&gt;
 LIBERALISM             - Rebelliousness - ?&lt;br /&gt;
 MODESTY                - Modesty        -&lt;br /&gt;
 ORDERLINESS            - Organization   - bookepper? military?&lt;br /&gt;
 SELF_CONSCIOUSNESS     - Neurosis       - ?/comedian&lt;br /&gt;
 SELF_DISCIPLINE        - Perseverance   - on_break&lt;br /&gt;
 SELF_EFFICACY          - Confidence     - ?&lt;br /&gt;
 STRAIGHTFORWARDNESS    - Honesty        - consoler/flaterer-liar&lt;br /&gt;
 SYMPATHY               - Compassion     - healtcare?/? feed patient/prisioner??? thought&lt;br /&gt;
 TRUST                  - Trusting       - ?&lt;br /&gt;
 VULNERABILITY          - Stress         - ?/military??&lt;br /&gt;
--[[User:Kaos|Kaos]] 15:22, 9 May 2011 (UTC)&lt;br /&gt;
:I'm thinking that Anger makes dwarves more likely to go berserk from going mad, Depression to melancholy, and Activity level (or something else, not so sure about this one) to insane. [[Special:Contributions/70.132.3.212|70.132.3.212]] 17:41, 16 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Altruism ==&lt;br /&gt;
&lt;br /&gt;
Would altruism also affect things like giving food and water to other people? [[Special:Contributions/70.132.3.212|70.132.3.212]] 17:20, 16 June 2011 (UTC)&lt;br /&gt;
:From what I've read on the forums, it has a pronounced affect on giving food and water, as well as on medical care. Doctors who have low altruism will perform almost any other job before medical work.[[User:GhostDwemer|GhostDwemer]] 21:55, 16 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Relieved from duty ==&lt;br /&gt;
&lt;br /&gt;
I was checking the thoughts and preferences of apparently Urist McLikestobeonduty, as &amp;quot;She was upset about being relieved from duty.&amp;quot; the closest thing to liking duty as a Personality trait was &amp;quot;She prefers familiar routines.&amp;quot; This is also a little strange because she's still in the military. [[Special:Contributions/70.132.3.212|70.132.3.212]] 17:36, 16 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Well&amp;diff=150443</id>
		<title>v0.31:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Well&amp;diff=150443"/>
		<updated>2011-06-16T15:53:59Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Building a well */ Removed incorrect 'deep water isn't stagnant' theory.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Wells''' are {{L|building|structures}} that provide access to a {{L|water}} source for your dwarves. A well can be an important feature of a fortress, providing a clean and usually safe water supply compared to rivers, pools and cavern lakes.&lt;br /&gt;
&lt;br /&gt;
Wells provide an emergency drinking source in case the {{L|alcohol}} runs out (don't let that happen!). A well is a water source that (if constructed correctly) will not freeze in the coldest weather, and should last in hot. Enemies that can swim can and will path into your fort through a well. Grates will not stop building destroyers.&lt;br /&gt;
&lt;br /&gt;
A well constructed above-ground, even indoors, will not prevent the water tile beneath it from freezing. When this happens, the &amp;quot;empty space&amp;quot; requirement for the well is no longer met as the space is occupied by the ice, and the well will be dismantled into its original components (Prevent this by placing it one Z-level above the water source if it freezes). Using the well (10 times) will take a small amount of water from the water tile below ({{L|water depth|1/7}} from that one tile), so it will eventually dry up if not replenished. A well can be defined as a {{L|activity zone#Meeting_Area|meeting area}} with the {{K|q}} key. Un-defining the meeting area will break up any {{L|party}} that is currently formed around a well, and it can immediately be re-defined if you wish.&lt;br /&gt;
&lt;br /&gt;
Using a well provides that dwarf with a happy {{L|thought}}, especially if you make the well with high-value {{L|chain}}/{{L|rope}}, {{L|bucket}}, {{L|block}} and {{L|mechanism}}, and/or the {{L|building designer}} produces a high quality result. Drinking {{L|Water#Stagnant_water|stagnant water}} from a well will still lead to a bad thought, and will lead to {{L|Health care#Infection|infection}} if used to clean a {{L|wound}}. If the floor of your water source is covered by a pile of {{L|mud}} (like the floor of underground pools in {{L|cavern}}s) then the water drawn out will be 'water laced with mud' unless there are two {{L|z-level}}s of water in it. Badly {{L|wound}}ed dwarves will drink only water while recuperating, never booze, so you better have a well or water zone ready for when anyone gets injured, and certainly before the first goblins show up.  Ensure you have enough buckets as well, as injured dwarves will not go to the well themselves even if it is next to their hospital bed, but require someone to bring them water in a bucket. If a well is full enough and the water is only one z-level down, the tile can also be used for fishing.&lt;br /&gt;
&lt;br /&gt;
Dwarves will use the well to wash themselves.  This means that if dwarves are exposed to {{L|contaminant}}s such as blood, it may accumulate around your well. Deadly contaminants from {{L|Forgotten beast|Forgotten Beasts}} can and will accumulate around your wells, too. Wells in highly trafficked areas can become death traps this way, quickly spreading the {{L|syndrome}} to your entire fort. One approach to decontamination is to build wells off the beaten path, in a nook limiting access to one tile, and placing a {{L|drawbridge}} atom smasher over that tile. Whenever a dwarf leaves a mess by a well, lock the access {{L|door}}s and smash that mess with a bridge. Another approach involves flooding the area around the well and draining the excess water off screen somehow. Removing the contaminants from the map is the only sure way to deal with them permanently and stop them from killing your {{L|FPS}}, and your dwarves if they are deadly.&lt;br /&gt;
&lt;br /&gt;
==Building a well==&lt;br /&gt;
When constructing a well, it is important to consider placement, safety, the source of the water, and any {{L|water pressure}} to avoid flooding your fortress by accident. For a wider discussion of adding a well to your fortress, see the (recommended) {{L|well guide}}.&lt;br /&gt;
&lt;br /&gt;
Wells must have a clear vertical pathway straight down to their water source. That source can be an artificial channel, an {{L|aquifer}}, a {{L|river}}, a {{L|brook}}, a {{L|lake}}, or an artificial {{L|reservoir}}, so long as it has water in it that's at least {{L|water depth|3/7 deep}}.  The water can be any distance directly below the well.  If there is 7/7 deep water somewhere directly below the well, then the depth of the top tile of this water does not matter. [[Image:Well_illustration.png|right|thumb|154px|Wells must be built over the water, though they can be many levels higher than the water.]]&lt;br /&gt;
&lt;br /&gt;
The more common well will be created underground and draw water from a source even lower, but above-ground sources can also be used; you just have to build constructions first (typically up-stairs, walls and floors) that provide support at least one z-level ''above'' the water's level where you can then place the well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To build a well you will need the following components:&lt;br /&gt;
:* 1 {{L|block}}&lt;br /&gt;
:* 1 {{L|bucket}} &lt;br /&gt;
:* 1 {{L|chain}} or 1 {{L|rope}}&lt;br /&gt;
:* 1 {{L|mechanism}} &lt;br /&gt;
:* an 'open space' or 'downward slope' tile (usually channeled by you) to place the well on  &lt;br /&gt;
&lt;br /&gt;
To place a well, press the {{k|b}}, {{k|l}} keys.  That will take you through the various components, and you can choose specifically from among the parts you have available in each category. A well needs to be placed over an open space with adjacent floor tiles, there does not need to be water underneath a well for it to be built, only for it to be active.&lt;br /&gt;
&lt;br /&gt;
It requires a dwarf with the {{L|architecture}} {{L|labor}} designated to design, and then a {{L|mason}}/{{L|carpenter}}/{{L|metalsmith}} to finish the construction.  Because it's designed, high-value materials can be multiplied by a high-quality effort on the part of either or both the steps involved, and can result in an extremely valuable piece of architecture for your fortress.&lt;br /&gt;
&lt;br /&gt;
If a well is working properly, meaning it has direct access to water, it will display &amp;quot;active&amp;quot; when examined with {{k|q}}. If there is something obstructing the well, or there is not enough water, it will display &amp;quot;dry&amp;quot;. If the well is flooding, it will display &amp;quot;bucket is full of water&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While in use by a dwarf, you can see the actual rope and bucket travel through the z-level. Although interesting, if your water source is very deep it may take awhile for a single dwarf to obtain his or her ration of water. This becomes especially annoying if you do not have a steady booze supply, as thirsty dwarves will swarm the well awaiting their turn.&lt;br /&gt;
&lt;br /&gt;
It is possible to build wells directly above one another, and they will still function if there is water below, they will not obstruct one another, as they are not impassible structures, as evidenced by dwarves falling in. {{L|Hatch}}es, floor {{L|bars}} and floor {{L|grate}}s will block well functionality, if they are between it and the water, but grates and bars will not stop water from flooding out. Grates, bars and hatches will allow functionality again if opened with a {{L|lever}}. It is perfectly reasonable to have multiple well openings drawing from a single water source, as a well only cares about the tile in a straight line below it. Wells cannot function through a stairwell. It is possible to have obstacles beneath a well, with the well continuing to function, if the surface of the water is above the obstacles.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
When removing a well, the components will generally be scattered around the channeled tile, not fall down into the well. One exception is when the bucket is stuck somewhere on the way down which probably happens when a water hauling job is interrupted by a hostile creature. In this case the bucket will drop down into the water source, but the rope, block and mechanism are saved.&lt;br /&gt;
&lt;br /&gt;
Wells can be removed if it is in an area where ice freezes, and you place it over top of water that freezes, the well will be deconstructed to it's original parts, but if the ice melts, the parts may be lost. One solution is to place it one tile over any outdoor water.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wall&amp;diff=150348</id>
		<title>v0.31 Talk:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wall&amp;diff=150348"/>
		<updated>2011-06-13T19:01:04Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Stuck */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there '''any''' creature (other than an assigned dwarf of course) that could eventually or instantly get through a natural or constructed wall tile? [[User:Aussiemon|Aussiemon]] 06:29, 22 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stuck ==&lt;br /&gt;
&lt;br /&gt;
I have a couple dwarves that are up on top of a wall that isn't near ground on the upper level, and I think they're stuck... One of them is a miner and it says &amp;quot;no job&amp;quot; when there's mining to be done, and she's starving and dehydrated when there's accessible food and drink. Bug maybe? Or just another case of stupiddwarfitis? [[Special:Contributions/70.132.3.212|70.132.3.212]] 20:36, 12 June 2011 (UTC)&lt;br /&gt;
:And now she died from thirst. [[Special:Contributions/70.132.3.212|70.132.3.212]] 20:45, 12 June 2011 (UTC)&lt;br /&gt;
::Did any of them have flying pets? Flying animals appear to occasionally carry creatures in the same tile as them onto walls when they fly, stranding them there. Dwarves with flying pets are especially vulnerable.[[User:GhostDwemer|GhostDwemer]] 19:01, 13 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=150232</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=150232"/>
		<updated>2011-06-10T16:42:58Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Stagnant water */ z-levels make no difference, stagnant water comes from wetland biomes and murky pools.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It {{l|flow|flows}} from mountain springs, forming the world's {{l|ocean}}s, {{l|lake}}s, {{l|river}}s, and {{l|brook}}s. Water falls as {{l|rain}} and {{l|snow}}, and freezes into {{l|ice}}. Water is home to a variety of {{l|aquatic creatures}}. Many creatures can {{l|Swimmer|swim}} in deep water. Air-breathing creatures that are submerged in water can {{l|Swimmer#Drowning|drown}} in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
Mud is a {{l|contaminant}} which is created any time water covers an area. Any tiles that contain mud may be used for {{l|Agriculture|farming}}.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating {{l|contaminant|contaminants}} such as '''blood''', '''ichor''', or '''goo'''. (The game can be {{l|Technical tricks#The look of the game|configured}} to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one {{l|Z-level}} below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. {{l|Dwarf|Dwarves}} can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater are at risk of drowning unless they are skilled at {{l|swimming}}.&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow falls with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarfs can be less injured or even completely uninjured (from a 4 level drop to a 3 level deep pool, for example)&lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Evaporation occurs when water or {{l|magma}} is at a depth of 1/7. Simply having 2/7 standing water is enough to prevent evaporation. Water or magma at 1/7 depth will even evaporate if it is on top of 7/7 depth water as shown in the example bellow.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
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|}&lt;br /&gt;
{{l|Murky pool|Murky pools}} are an exception. In '''hot''' or '''scorching''' environments a murky pool can evaporate even when it is completely full. Murky pools also generate water to simulate seasonal accumulation from rainfall. This sometimes makes it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
==Freezing/Thawing==&lt;br /&gt;
Any outdoor environment can freeze seasonally. With the updates to weather and seasonal changes many environments get cold enough to freeze in winter. When this happens any water that is exposed above ground will freeze. However water a single tile away that is in an underground tunnel will not freeze. When ice thaws it always leaves a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
When outdoor water freezes or thaws it does so instantly.  Any dwarf {{L|swimming}} in water when it freezes will die, and any dwarf standing on a frozen pond will fall into it when it thaws, most probably leading to {{L|drown}}ing.&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice.  Taking these chunks into a stone layer will cause it eventually melt, turning it into a &amp;quot;water&amp;quot; item (much like those hauled in {{L|bucket}}s) which can't be used for anything. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
{{L|Glacier#Cave-in_some ice_|Caving in an ice wall}} into a stone layer will cause it to instantly melt into water, which can be used to get water near the surface in a {{L|glacier}} biome without having to use a {{L|pump}} stack to pump water up from a {{L|cavern}} pool.&lt;br /&gt;
&lt;br /&gt;
If you contructed a {{L|well}} or a {{L|Grate|floor grate}} right over top of water and it freezes, the items with will be deconstructed to it's original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and {{l|magma}} are both {{l|flow|fluids}} which are constantly trying to '''{{l|flow}}''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under {{l|pressure}} can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it possible to do highly implausible things like {{l|pump}} out a dry hole in the middle of a {{l|river}} or {{l|ocean}}.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
Water that comes from {{l|river}}s, {{l|brook}}s, {{l|ocean}}s, {{l|aquifer}}s or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part of the year in colder biomes.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing {{l|floodgate}}s and be aware of how {{l|pressure}} works or you could easily end up {{l|flood}}ing your fortress and having a lot more {{l|fun}} than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
Dwarves can not use salt water until it has been desalinated; while healthy dwarves will usually prefer to drink {{L|booze}}, they may resort to drinking water if they are forced to drink the same variety for too long, and wounded dwarves can only be given water to drink.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the (i) menu to see if the game shows the pond/pool as a water source. If the &amp;quot;water source (x)&amp;quot; is (0), then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A {{l|screw pump}} can be used to desalinate water, but the fresh water produced must be stored in a cistern made entirely out of constructed walls and floors.  A smoothed floor does not count and is considered to be natural stone.  If the water touches any natural stone or dirt it will instantly revert the entire reservoir back to salt water.  Note that you will need a {{l|well}} to access the cistern as a water source.  Since the old 40d method of using a {{l|well}} to desalinate water still works in 0.31, building a well over the nearest natural water source is also sufficient.  When embarking in a salt water biome, it may be worthwhile to bring along a rope, a bucket, and two stone to ensure that you have the necessary equipment for building a well.&lt;br /&gt;
&lt;br /&gt;
If your embark area contains multiple biomes, you may not have to build a cistern.  If an aqueduct carries fresh water to a part of the map that is not a saltwater biome, you can simply keep the water in a hewn reservoir. Furthermore, subterranean lakes may also be non-salinated.&lt;br /&gt;
&lt;br /&gt;
== Stagnant water ==&lt;br /&gt;
&lt;br /&gt;
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty. Dwarves get an unhappy {{L|thought}} if they have to drink stagnant water, and a {{L|doctor}} cleaning a {{L|wound}} with stagnant water will likely cause an {{L|Health care#Infection|infection}}.&lt;br /&gt;
&lt;br /&gt;
Note that the game will only ''call'' water stagnant if it's in a {{L|bucket}}; looking at standing water with {{K|k}} won't give any indication.&lt;br /&gt;
&lt;br /&gt;
==Contaminants==&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2010:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=150231</id>
		<title>v0.31 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=150231"/>
		<updated>2011-06-10T16:40:40Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stagnant Water==&lt;br /&gt;
I just tested Khym Chanur's theory, and I think it is false. Embarked on a forest biome, set up my bookkeeper for stock info, and began filling ponds. Water from the stream is not stagnant. Water from the murky pool is. Built a 1 z-level deep underground reservoir connected to the stream, water taken from it is not stagnant. Created an underground reservoir connected to the murky pool. Water taken from it is stagnant. Embarked on a swamp. Water taken from the stream is stagnant. It's a biome thing, and has nothing to do with z-levels. Swamp biomes and murky pools produce stagnant water. [[User:GhostDwemer|GhostDwemer]] 16:40, 10 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Water as cushioning ==&lt;br /&gt;
&lt;br /&gt;
Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC)&lt;br /&gt;
:It's worth noting that layers of water in previous versions did not cushion your fall so much as the depth of the water didn't increase it. I.e. the drop damage was calculated by the amount of air you fell through. Is that a possibility here? --[[User:Eagle0600|Eagle0600]] 05:24, 5 April 2010 (UTC)&lt;br /&gt;
::This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water simply didn't count, they'd have splatted as normal for a 6z fall. Instead they were unharmed and seemingly unaware that they should swim to safety. Or merely unable to. [[User:Rkyeun|Rkyeun]] 16:41, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
&lt;br /&gt;
I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a &amp;quot;clean&amp;quot; source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --[[User:Nimblewright|Nimblewright]] 21:21, 8 April 2010 (UTC)&lt;br /&gt;
: I did some arena tests with blood and water. apparently adding a 7/7 tile of water on top of a pool of blood creates more pools of blood which are pushed out to the edges of the water as it moves. This behavior may be a bug. There is an open ticket about the subject on the bug tracker here with my full results. [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296]] - [[User:Doctorzuber|Doctorzuber]] 01:31, 9 April 2010 (UTC)&lt;br /&gt;
: This appears to be fixed in 31.16 [[User:GhostDwemer|GhostDwemer]] 00:05, 4 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm grumbling a bit at my water reservoir. My Dwarves have apparently declared it to be contaminated and refuse to drink from it any more. This is especially annoying since I was quite careful to make sure not to let any dead animals fall into the reservoir, it should all be nice clean water. But for some reason, it is not. I'm curious if anybody has any useful tricks to help prevent this issue. --[[User:Doctorzuber|Doctorzuber]] 13:56, 18 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifications of old behavior ==&lt;br /&gt;
&lt;br /&gt;
*U-bend test from a river fills to z-1 as expected&lt;br /&gt;
*U-bend test from a murky pool fills to z-1 as expected&lt;br /&gt;
*channeling directly from a river temporarily has no flow, but soon becomes naturally flowing as expected&lt;br /&gt;
*screw pump to a dead end one level above a river generates natural flow as expected&lt;br /&gt;
*Diagonal connections neutralize water pressure as expected&lt;br /&gt;
*Diagonal connections do not prevent the spread of flow as expected&lt;br /&gt;
*Reactor#3 built as a perpetual motion test -- behaves as expected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*some flow artifacts at the bottom of both U-bends -- this was always a bit quirky, but should run more tests&lt;br /&gt;
*screw pump from a murky pool in a 1x18 channel which doubles back to the murky pond generates reliable flow -- '''possible change in flow mechanics'''&lt;br /&gt;
*Screw pump from z-2 one level below the river, pushing into a 1x100 channel generates flow only near the end of the channel where the water is still filling. Behaves as expected, the previous test appears to be a fluke.&lt;br /&gt;
&lt;br /&gt;
I'm running through a battery of tests here, I will update this with my results. The one surprise so far is the murky pool test. In 40d a similar test would quickly become saturated with 7/7 water and only indicate flow at the end of the channel. need to test that more to make sure this isn't a fluke. I will continue to update this as I verify more things. Once I have a bit more information I'll start updating the water pages. [[User:Doctorzuber|Doctorzuber]] 01:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Ran a new variation of the long channel flow test using a level drop this time to break the natural flow effect from the river. This time I got the expected result of many tiles of still water with a small amount of flowing water near the end of the channel where it had not yet filled. This does however mean I'm using pressurized water this time which might be worth a bit more investigation. This also demonstrates the simplest form of water teleportation which is what is believed to be why flow of this nature fails to appear. [[User:Doctorzuber|Doctorzuber]] 19:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Springs? ==&lt;br /&gt;
&lt;br /&gt;
Reading this article mentions that water can come from springs... and it's linked. I hadn't heard of this before, so I followed the link and it redirected to Calendar; it meant springtime. I removed the link for now, but do water-springs occur? Someone who knows either remove the term in this article or work on the Spring page. --[[User:Waladil|Waladil]] 04:33, 8 June 2010 (UTC)&lt;br /&gt;
:&amp;quot;Springs&amp;quot; probably refers to mountain brooks. At the head of each brook, there is a spidery section of water, and at the end of each &amp;quot;finger&amp;quot; of water there is a &amp;quot;river source&amp;quot; tile that can be viewed with {{k|k}}. These are infinite sources of water, and probably what the article refers to.[[User:JohnnyMadhouse|JohnnyMadhouse]] 04:43, 8 June 2010 (UTC)&lt;br /&gt;
:: the source of many rivers is a spring, it's a weird spidery looking thing that is a direct source of water. They can sometimes be found on open plains. They are often found deep in the mountains. If you have one in your embark map, they have some odd properties as discussed in the wiki.  They will have a number of tiles that are treated as water sources, which will constantly and rapidly refill to 7/7 water providing and endless supply of water. a collapse above these tiles will break this effect. This is different from the much more common behavior of off map water sources where you have and edge of map tile that will constantly refill. Edge of map tiles cannot be destroyed. --[[User:Doctorzuber|Doctorzuber]] 15:41, 10 June 2010 (UTC)&lt;br /&gt;
::: Well thanks for the answer... someone might want to make a Spring(Water) page as opposed to the Spring(Season) page... Either one of you guys prolly could... I don't have any firsthand knowledge, so I prolly shouldn't. --[[User:Waladil|Waladil]] 00:48, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== fortifications on map edge to drain fluid away ==&lt;br /&gt;
They say you can designate fortifications on edge tiles to drain fluid off the map. --[[User:TomiTapio|TomiTapio]] 13:44, 15 July 2010 (UTC)&lt;br /&gt;
: You can't dig out an edge tile. If there is solid ground there it is there to stay. Just to double-check I even tried to carve fortifications out of an edge tile. as expected, it doesn't work. You can smooth and engrave the wall if you so wish but cannot otherwise remove or alter it. However in underground complexes it is common to have open spaces at the edge of map. In this case you can choose to place walls (or fortifications) right up at the edge of the map. On the surface of the world where caravans travel, you may not place any structures within 5 tiles of the edge. --[[User:Doctorzuber|Doctorzuber]] 17:37, 15 July 2010 (UTC)&lt;br /&gt;
:: Actually, I've done the fortification trick.  If you smooth the edge wall, you can carve fortifications in it and use it to drain an infinite amount of water/magma. [[Special:Contributions/64.255.180.84|64.255.180.84]] 16:16, 9 August 2010 (UTC)&lt;br /&gt;
::: Even in version 0.31? It's well known that this was possible in 40d (though only with water), but some things have changed since then. --[[User:Quietust|Quietust]] 16:53, 9 August 2010 (UTC)&lt;br /&gt;
:::: Smoothing it first you say? I'll have to verify that later, if true that's useful to know. --[[User:Doctorzuber|Doctorzuber]] 01:16, 10 August 2010 (UTC)&lt;br /&gt;
:::::Works fine, if you do this to a wall at waterlevel in a cavern near a part of the edge that generates water you can create real easy power supplies.--[[User:MLegion|MLegion]] 09:24, 10 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Freezing documentation? ==&lt;br /&gt;
&lt;br /&gt;
Source water that freezes in colder months won't freeze if piped to an underground area. Rather, the source will freeze, but the water already underground won't become ice. I made an elaborate magma heating system, only to realize that it actually wasn't needed.&lt;br /&gt;
&lt;br /&gt;
== Communicating vessels don't work ==&lt;br /&gt;
&lt;br /&gt;
I've tested it with a very simple two z layers setup (see below), and it doesn't seem to work. I think this should be a bug.&lt;br /&gt;
Because it provides many interesting engineering and opportunities for fun.&lt;br /&gt;
&lt;br /&gt;
The setup is two pools separated by a wall, which are channeled below them, without a wall separating them. Filling one should raise the water level in the other.&lt;br /&gt;
The profile is like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;Level Z:   ====#   #&lt;br /&gt;
Level Z-1: #=======#&lt;br /&gt;
Level Z-2: #########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The right part in level Z should have water too.&lt;br /&gt;
[[Special:Contributions/89.141.113.238|89.141.113.238]] 20:00, 17 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: You've basically just built a sloppy u-bend. This is consistent with the current pressure rules. U-bends push water back up to Z-1 not to Z as you might expect. I suspect the reason for this quirk is to avoid an infinite loop with water bouncing back and forth in a U. --[[User:Doctorzuber|Doctorzuber]] 22:29, 18 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Murky pool + rain = no evaporation ==&lt;br /&gt;
&lt;br /&gt;
Beware: water from a [[murky pool]] appears to never evaporate in the rain. Free-flowing, unconstrained water will stay at level 1; the rain will add to the perma-water and cause it to spread horizontally.&lt;br /&gt;
&lt;br /&gt;
The effect seems to be tied to the original tiles of the pool. I used such a pool to irrigate a subterranean farm plot. Even indoors, the water never evaporated and spread further into my fortress, until I managed to wall off the farm from the original pool tiles.&lt;br /&gt;
&lt;br /&gt;
I was only able to do construct such a wall by knocking out more boundary walls of the pool, toward some open plains. This allowed newly-fallen perma-water to flow away from my farm long enough to build a wall. Unfortunately I appear to be on an embark where it never stops raining; six years in, the level-1 perma-water has spread to cover an area of about 70x40. It has spread in a large circle (bounded by other walls of my mountain) with the original murky pool site at its center. I have never seen any tiles evaporate or recede. --[[User:Squeaky|Squeaky]] 22:00, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Is your TEMPERATURE: ON?  Maybe there's a bug in it relating to the necessary heat to evaporate water. Try to take some water from this pool and ponding it elsewhere and see if it evaporates for the good of !!SCIENCE!!-Anon 16 December 2010&lt;br /&gt;
&lt;br /&gt;
: While this is uncommon, it is not unusual. It's a safe bet that you are in a wet jungle biome. A nice wet/warm biome and murky pools refill VERY quickly. They refill so quickly in fact that like you described, they just never stop dumping new water into your fort. Assuming it's not already a lost cause, you can probably get control of this situation by cutting a nice channel to control the flow of water long enough to get some walls up and contain the flooding. --[[User:Doctorzuber|Doctorzuber]] 13:55, 18 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Workaround:  If you build a roof over the pool it will dry out eventually.  [[User:Angela Christine|Angela Christine]] 00:19, 16 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:BitingDemo.png&amp;diff=150139</id>
		<title>File:BitingDemo.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:BitingDemo.png&amp;diff=150139"/>
		<updated>2011-06-09T01:09:56Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: All right, lads, today we're going to learn the old bite and shake...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All right, lads, today we're going to learn the old bite and shake...&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=149616</id>
		<title>v0.31:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=149616"/>
		<updated>2011-05-25T16:16:11Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Rations */ dwarves carrying rations still go off duty to eat/drink. Rations rot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:37, 19 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about individual soldiers and their training; for information on {{l|squads|maneuvering}}, {{l|scheduling}}, or {{l|equipment|equipping}}, your dwarves, see the respective pages. For a general overview, see {{l|Military}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your '''soldiers''' are the dwarves who make up each '''{{l|squad}}''' of your '''{{l|military}}'''. Turning your {{l|lye maker|useless civilians}} into hardened harbingers of death is one of the most important jobs in the fort. With all the {{l|forgotten beast|horrors}} {{l|megabeast|awaiting}} {{l|titan|you}}, you'll need the toughest dwarves you can get.&lt;br /&gt;
&lt;br /&gt;
Note that soldiers will not follow any orders, alerts or schedules when they are in line of sight of an &amp;quot;enemy&amp;quot;, be it a goblin, alligator or even a hoary marmot. Instead they will chase right into the perceived opponent, no matter how badly outnumbered they are. Removing them from their squads &amp;quot;works&amp;quot;, for a certain value of &amp;quot;works&amp;quot;, but has additional downsides. &lt;br /&gt;
&lt;br /&gt;
=Weapons and Skills=&lt;br /&gt;
&lt;br /&gt;
Dwarves will train with whatever {{l|weapon}}s (they often carry more than one) they ''carry'' (not necessarily what you've assigned them) or use {{l|wrestling}} (if they're weaponless). At a certain level of skill in a weapon, they will turn from recruits to specialized soldiers (ie. a {{l|sword}}-using recruit would become a swordsdwarf). Once they reach the level of Great or higher in a weapon skill, they will become a Hero, or ''elite'' soldier (ie. swordsdwarf becomes swordmaster). All dwarves can wear armor and wield a shield along with their weapon. Occasionally, dwarves may become attached to and even name their weapons and shields.&lt;br /&gt;
&lt;br /&gt;
In previous versions, Heroes could not be deactivated from the military. This is no longer true; a military dwarf returns to civilian status when removed from their squad. This does not necessarily mean he will ever work again; usually he will keep training in the barracks. Recruits are dwarves who have not specialized in a fighting style. A recruit will get a {{l|thought|bad thought}} from being drafted into the military; similarly, a specialized dwarf will get a bad thought from being taken ''off'' duty.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
''Dwarves can specialize in any of the following weapon skills. Not all of these skills are easily trained: some weapons, like pikes and whips, are 'foreign' and cannot be manufactured by dwarves.&lt;br /&gt;
:* {{L|Axedwarf}}&lt;br /&gt;
:* {{L|Hammerdwarf}}&lt;br /&gt;
:* {{L|Macedwarf}}&lt;br /&gt;
:* {{L|Marksdwarf}}&lt;br /&gt;
:* {{L|Speardwarf}}&lt;br /&gt;
:* {{L|Swordsdwarf}}&lt;br /&gt;
:* {{L|Wrestler}}&lt;br /&gt;
:* {{L|Combat skill|Pikedwarf}}&lt;br /&gt;
:* {{L|Combat skill|Lasher}}&lt;br /&gt;
:* {{L|Combat skill|Knife User}}&lt;br /&gt;
:* {{L|Combat skill|Blowgunner}}&lt;br /&gt;
:* {{L|Combat skill|Bowdwarf}}&lt;br /&gt;
&lt;br /&gt;
''Other military skills cannot be specialized in, but are equally important.&lt;br /&gt;
:* {{L|Armor user}}&lt;br /&gt;
:* {{L|Dodger}}&lt;br /&gt;
:* {{L|Fighter}}&lt;br /&gt;
:* {{L|Kicker}}&lt;br /&gt;
:* {{L|Shield user}}&lt;br /&gt;
:* {{L|Striker}}&lt;br /&gt;
:* {{L|Archer}}&lt;br /&gt;
&lt;br /&gt;
''Yet more civilian skills are important for a soldier to have in order to learn (or teach) better during demonstrations. &amp;lt;!--Check these, too--&amp;gt;&lt;br /&gt;
:* {{L|Concentration}}&lt;br /&gt;
:* {{L|Leader}}&lt;br /&gt;
:* {{L|Observer}}&lt;br /&gt;
:* {{L|Student}}&lt;br /&gt;
:* {{L|Teacher}}&lt;br /&gt;
&lt;br /&gt;
==Soldier professions==&lt;br /&gt;
&lt;br /&gt;
Every {{l|weapon}} has an associated skill. Soldiers will have professions according to what weapon they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a {{l|spear}} will be known as a Speardwarf, even if the soldier has been reassigned to train with an {{l|axe}} instead.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Axeman|Axedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldiers, specialize in the slash {{l|damage type}}, also known as the fine art of severing limbs. &lt;br /&gt;
&lt;br /&gt;
=== {{L|Hammerman|Hammerdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in the blunt {{l|damage type}}, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall.&lt;br /&gt;
&lt;br /&gt;
Human Hammermen often use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed and lack of a shield. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Maceman|Macedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms {{verify}}.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts or finds an opponent in his face, as he bashes enemies with his crossbow. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Spearman|Speardwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in edged damage, and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons. These dwarves are your monster killers; they specialize mainly in killing unarmored targets but are still extremely deadly against armored targets since they can puncture organs. While your other dwarves disable the enemy, the speardwarves will finish them off quickly. Definitely have a squad of them in your military. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Swordsman|Swordsdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
A Jack-of-All-Trades weapon, Swordsdwaves deal edged damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. They are useful for a general-purpose squad or a stormtrooper squad of sorts. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Marksman|Marksdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, the only ranged soldiers, are armed with {{L|crossbow|crossbows}} and deal edge damage from afar. A {{L|bolt}} does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as {{L|bronze colossus}}es or creatures made out of non-solid materials, such as {{l|magma man|magma men}}. Occasionally a bolt will get stuck in a target. The only known use for this is that a {{L|wrestling}} dwarf may grab the bolt and twist it in the {{L|wound}}. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generally they are used as a first line of defense; stick them in your tower behind fortifications to slow down/injure enemies coming in so that your melee dwarfs can take them out easier. Don't rely on them too much; it takes a while for them to kill their enemies unless they score a lucky hit.&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the {{L|hammer}} skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating {{L|Trapper|Trappers}} often arrive with some training in the Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Wrestler|Wrestlers}} ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in {{L|wrestling}} will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill is often used in extremely close combat regardless of what weapon a dwarf is holding, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at {{L|skill|Novice}} level or higher will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves. They will NOT train if the squad is ordered to 'train', somewhat confusingly, so a seperate squad for dwarfs with no combat skills at all is recommended until they drilled to novice in a combat skill.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach ''great'' {{L|skill}} level ''(the 11th level)'' in any weapon, they will become '''heroes''', will be called Lord/Master/Elite, and have a different color shade. Heroes can be removed from duty regardless of skill level, but gain a {{l|thought|very bad thought}} from this if they have no civilian profession. Heroes can be kept on active duty indefinitely, since they love training and will no longer complain about long patrol duty.&lt;br /&gt;
&lt;br /&gt;
Note that non-weapon (like shield or armor) or wrestling skills ''do not'' make dwarf a hero.&lt;br /&gt;
&lt;br /&gt;
:'''Exception:''' If a dwarf gains Great skill (or above) in a weapons skill while a civilian (usually as a {{L|Hunter}}), they will not become a Hero, not even when activated ''as'' military.  To become a Hero, some experience over the limit must be gained ''while'' activated as a soldier.  Weapon skills can only be improved as a civilian while {{L|Hunting}}, through in-active training, or on the chance occasion that a civilian dwarf is forced into combat by an enemy. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 11 or better, the dwarf becomes a Hero as usual.&lt;br /&gt;
&lt;br /&gt;
===Champion===&lt;br /&gt;
:''For information on the Champion title given to legendary soldiers in previous versions see [[40d:Soldier#Heroes_and_Champions|here]].&lt;br /&gt;
&lt;br /&gt;
The '''{{l|champion}}''' is a noble position appointed by the {{l|Baron}} (that is, you can appoint it, but you can't do so without a baron or greater {{l|noble}} being present). A champion has no special room requirements, but may make a single demand eventually. As the title of champion is now bestowed by appointment rather than merit, you may want to have your best {{l|teacher}} be the champion and conduct weapon demonstrations to boost the morale of training soldiers while your toughest killers go out and fight {{l|goblin|goblins}}.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
&lt;br /&gt;
Once you've drafted some dwarves, you should start training them. Dwarves will perform 'Individual Training' when they have no {{l|squads|active order}} or {{l|scheduling}} to follow. They will spar, or observe/teach combat demonstrations when they are following the 'Train' schedule order. Dwarves will train with whatever weapon they carry. {{l|Marksdwarf|Marksdwarves}} require an archery target to train, as well as bolts (assigned in the military/ammunition window). If this is not available, they will simply do combat demonstrations in the barracks; if you do not assign them a barracks, they will simply stand in your meeting areas with the job &amp;quot;Soldier (cannot follow orders)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Squads train in their assigned {{l|barracks}}. To assign a squad, build a bed or storage building (ie. weapon rack) and turn it into a room, then use the secondary up/down selector to pick your squad and press {{k|t}} to tell the squad to train there. You may wish to build your barracks outside to avoid {{l|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
===Duty Roster===&lt;br /&gt;
&lt;br /&gt;
Dwarves will get a {{l|thought|bad thought}} if left on duty too long. When {{l|scheduling}} your squads, give them the occasional free month off, and make sure to keep the number of dwarves an order criteria requires at 50-75% of the squad's population so that dwarves can rotate in and out of duty.&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
&lt;br /&gt;
You can assign what squad carries how much or little food and alcohol through the military screen's '''supplies tab'''. Make sure your dwarves have access to {{l|flask}}s, {{l|waterskin}}s and {{l|backpack}}s. Carrying rations will not prevent your dwarves from going off duty to eat or drink, but it will reduce the amount of time they are off duty. The downside to assigning food to soldiers is that they will likely drop it in their barracks, where it will rot and produce miasma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Weapon}}s&lt;br /&gt;
:* {{L|Armor}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=149615</id>
		<title>v0.31:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soldier&amp;diff=149615"/>
		<updated>2011-05-25T15:52:37Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: removed editorial opinion comparing 40d to 2010, as it really adds nothing, especially for those of us who have never played 40d&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:37, 19 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about individual soldiers and their training; for information on {{l|squads|maneuvering}}, {{l|scheduling}}, or {{l|equipment|equipping}}, your dwarves, see the respective pages. For a general overview, see {{l|Military}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your '''soldiers''' are the dwarves who make up each '''{{l|squad}}''' of your '''{{l|military}}'''. Turning your {{l|lye maker|useless civilians}} into hardened harbingers of death is one of the most important jobs in the fort. With all the {{l|forgotten beast|horrors}} {{l|megabeast|awaiting}} {{l|titan|you}}, you'll need the toughest dwarves you can get.&lt;br /&gt;
&lt;br /&gt;
Note that soldiers will not follow any orders, alerts or schedules when they are in line of sight of an &amp;quot;enemy&amp;quot;, be it a goblin, alligator or even a hoary marmot. Instead they will chase right into the perceived opponent, no matter how badly outnumbered they are. Removing them from their squads &amp;quot;works&amp;quot;, for a certain value of &amp;quot;works&amp;quot;, but has additional downsides. &lt;br /&gt;
&lt;br /&gt;
=Weapons and Skills=&lt;br /&gt;
&lt;br /&gt;
Dwarves will train with whatever {{l|weapon}}s (they often carry more than one) they ''carry'' (not necessarily what you've assigned them) or use {{l|wrestling}} (if they're weaponless). At a certain level of skill in a weapon, they will turn from recruits to specialized soldiers (ie. a {{l|sword}}-using recruit would become a swordsdwarf). Once they reach the level of Great or higher in a weapon skill, they will become a Hero, or ''elite'' soldier (ie. swordsdwarf becomes swordmaster). All dwarves can wear armor and wield a shield along with their weapon. Occasionally, dwarves may become attached to and even name their weapons and shields.&lt;br /&gt;
&lt;br /&gt;
In previous versions, Heroes could not be deactivated from the military. This is no longer true; a military dwarf returns to civilian status when removed from their squad. This does not necessarily mean he will ever work again; usually he will keep training in the barracks. Recruits are dwarves who have not specialized in a fighting style. A recruit will get a {{l|thought|bad thought}} from being drafted into the military; similarly, a specialized dwarf will get a bad thought from being taken ''off'' duty.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
''Dwarves can specialize in any of the following weapon skills. Not all of these skills are easily trained: some weapons, like pikes and whips, are 'foreign' and cannot be manufactured by dwarves.&lt;br /&gt;
:* {{L|Axedwarf}}&lt;br /&gt;
:* {{L|Hammerdwarf}}&lt;br /&gt;
:* {{L|Macedwarf}}&lt;br /&gt;
:* {{L|Marksdwarf}}&lt;br /&gt;
:* {{L|Speardwarf}}&lt;br /&gt;
:* {{L|Swordsdwarf}}&lt;br /&gt;
:* {{L|Wrestler}}&lt;br /&gt;
:* {{L|Combat skill|Pikedwarf}}&lt;br /&gt;
:* {{L|Combat skill|Lasher}}&lt;br /&gt;
:* {{L|Combat skill|Knife User}}&lt;br /&gt;
:* {{L|Combat skill|Blowgunner}}&lt;br /&gt;
:* {{L|Combat skill|Bowdwarf}}&lt;br /&gt;
&lt;br /&gt;
''Other military skills cannot be specialized in, but are equally important.&lt;br /&gt;
:* {{L|Armor user}}&lt;br /&gt;
:* {{L|Dodger}}&lt;br /&gt;
:* {{L|Fighter}}&lt;br /&gt;
:* {{L|Kicker}}&lt;br /&gt;
:* {{L|Shield user}}&lt;br /&gt;
:* {{L|Striker}}&lt;br /&gt;
:* {{L|Archer}}&lt;br /&gt;
&lt;br /&gt;
''Yet more civilian skills are important for a soldier to have in order to learn (or teach) better during demonstrations. &amp;lt;!--Check these, too--&amp;gt;&lt;br /&gt;
:* {{L|Concentration}}&lt;br /&gt;
:* {{L|Leader}}&lt;br /&gt;
:* {{L|Observer}}&lt;br /&gt;
:* {{L|Student}}&lt;br /&gt;
:* {{L|Teacher}}&lt;br /&gt;
&lt;br /&gt;
==Soldier professions==&lt;br /&gt;
&lt;br /&gt;
Every {{l|weapon}} has an associated skill. Soldiers will have professions according to what weapon they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a {{l|spear}} will be known as a Speardwarf, even if the soldier has been reassigned to train with an {{l|axe}} instead.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Axeman|Axedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldiers, specialize in the slash {{l|damage type}}, also known as the fine art of severing limbs. &lt;br /&gt;
&lt;br /&gt;
=== {{L|Hammerman|Hammerdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in the blunt {{l|damage type}}, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall.&lt;br /&gt;
&lt;br /&gt;
Human Hammermen often use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed and lack of a shield. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Maceman|Macedwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms {{verify}}.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts or finds an opponent in his face, as he bashes enemies with his crossbow. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Spearman|Speardwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in edged damage, and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons. These dwarves are your monster killers; they specialize mainly in killing unarmored targets but are still extremely deadly against armored targets since they can puncture organs. While your other dwarves disable the enemy, the speardwarves will finish them off quickly. Definitely have a squad of them in your military. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Swordsman|Swordsdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
A Jack-of-All-Trades weapon, Swordsdwaves deal edged damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. They are useful for a general-purpose squad or a stormtrooper squad of sorts. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== {{L|Marksman|Marksdwarves}} ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, the only ranged soldiers, are armed with {{L|crossbow|crossbows}} and deal edge damage from afar. A {{L|bolt}} does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as {{L|bronze colossus}}es or creatures made out of non-solid materials, such as {{l|magma man|magma men}}. Occasionally a bolt will get stuck in a target. The only known use for this is that a {{L|wrestling}} dwarf may grab the bolt and twist it in the {{L|wound}}. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generally they are used as a first line of defense; stick them in your tower behind fortifications to slow down/injure enemies coming in so that your melee dwarfs can take them out easier. Don't rely on them too much; it takes a while for them to kill their enemies unless they score a lucky hit.&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the {{L|hammer}} skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating {{L|Trapper|Trappers}} often arrive with some training in the Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Wrestler|Wrestlers}} ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in {{L|wrestling}} will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill is often used in extremely close combat regardless of what weapon a dwarf is holding, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at {{L|skill|Novice}} level or higher will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves. They will NOT train if the squad is ordered to 'train', somewhat confusingly, so a seperate squad for dwarfs with no combat skills at all is recommended until they drilled to novice in a combat skill.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach ''great'' {{L|skill}} level ''(the 11th level)'' in any weapon, they will become '''heroes''', will be called Lord/Master/Elite, and have a different color shade. Heroes can be removed from duty regardless of skill level, but gain a {{l|thought|very bad thought}} from this if they have no civilian profession. Heroes can be kept on active duty indefinitely, since they love training and will no longer complain about long patrol duty.&lt;br /&gt;
&lt;br /&gt;
Note that non-weapon (like shield or armor) or wrestling skills ''do not'' make dwarf a hero.&lt;br /&gt;
&lt;br /&gt;
:'''Exception:''' If a dwarf gains Great skill (or above) in a weapons skill while a civilian (usually as a {{L|Hunter}}), they will not become a Hero, not even when activated ''as'' military.  To become a Hero, some experience over the limit must be gained ''while'' activated as a soldier.  Weapon skills can only be improved as a civilian while {{L|Hunting}}, through in-active training, or on the chance occasion that a civilian dwarf is forced into combat by an enemy. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 11 or better, the dwarf becomes a Hero as usual.&lt;br /&gt;
&lt;br /&gt;
===Champion===&lt;br /&gt;
:''For information on the Champion title given to legendary soldiers in previous versions see [[40d:Soldier#Heroes_and_Champions|here]].&lt;br /&gt;
&lt;br /&gt;
The '''{{l|champion}}''' is a noble position appointed by the {{l|Baron}} (that is, you can appoint it, but you can't do so without a baron or greater {{l|noble}} being present). A champion has no special room requirements, but may make a single demand eventually. As the title of champion is now bestowed by appointment rather than merit, you may want to have your best {{l|teacher}} be the champion and conduct weapon demonstrations to boost the morale of training soldiers while your toughest killers go out and fight {{l|goblin|goblins}}.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
&lt;br /&gt;
Once you've drafted some dwarves, you should start training them. Dwarves will perform 'Individual Training' when they have no {{l|squads|active order}} or {{l|scheduling}} to follow. They will spar, or observe/teach combat demonstrations when they are following the 'Train' schedule order. Dwarves will train with whatever weapon they carry. {{l|Marksdwarf|Marksdwarves}} require an archery target to train, as well as bolts (assigned in the military/ammunition window). If this is not available, they will simply do combat demonstrations in the barracks; if you do not assign them a barracks, they will simply stand in your meeting areas with the job &amp;quot;Soldier (cannot follow orders)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Squads train in their assigned {{l|barracks}}. To assign a squad, build a bed or storage building (ie. weapon rack) and turn it into a room, then use the secondary up/down selector to pick your squad and press {{k|t}} to tell the squad to train there. You may wish to build your barracks outside to avoid {{l|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
===Duty Roster===&lt;br /&gt;
&lt;br /&gt;
Dwarves will get a {{l|thought|bad thought}} if left on duty too long. When {{l|scheduling}} your squads, give them the occasional free month off, and make sure to keep the number of dwarves an order criteria requires at 50-75% of the squad's population so that dwarves can rotate in and out of duty.&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
&lt;br /&gt;
You can assign what squad carries how much or little food and alcohol through the military screen's '''supplies tab'''. Make sure your dwarves have access to {{l|flask}}s, {{l|waterskin}}s and {{l|backpack}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Weapon}}s&lt;br /&gt;
:* {{L|Armor}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Manual_of_Style&amp;diff=149214</id>
		<title>Dwarf Fortress Wiki talk:Manual of Style</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Manual_of_Style&amp;diff=149214"/>
		<updated>2011-05-14T16:29:57Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discuss points of style, a few &amp;quot;threads&amp;quot; have been started to hit on some major issues. Please feel free to add new topics.&lt;br /&gt;
:Links to those threads would be helpful, since you're apparently referring to pre-existing discussions.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Where to link a new page from?==&lt;br /&gt;
After a forum discussion here: http://www.bay12forums.com/smf/index.php?topic=84137.0, I decided my idea for a &amp;quot;Style Projects&amp;quot; category/page wasn't completely useless so I made a start of it: [[Style Project]]. Any thoughts? Where should it get linked from? I don't think the concept is in any way version specific. How should the page get categorized? Rated? There's a lot I don't know about starting a page. [[User:GhostDwemer|GhostDwemer]] 16:29, 14 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spelling ==&lt;br /&gt;
Do we use British or American spellings? Whichever we use, we should at the least be consistent. [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:No, we shouldn't. This is neither a specifically British nor American game, it's an ''international'' game and so an international site. The ''only'' time such spelling needs be consistent is when it matches (or conflicts with) a game-term, or such that it's consistent within a single page. &lt;br /&gt;
&lt;br /&gt;
:I don't feel it's the job of the Admin to tell users to read and write either American or British exclusively, and thus alienate the other to any degree (however unintentionally that may be!).  Quite the opposite, we should welcome all - [[Dwarf_Fortress_Wiki:Community_Portal#X|X is for Xeniality]]! More, it's no editor's job either - as that can lead to cultural edit wars and just plain, dull petty jingoism.  I know that color and colour, flavour and flavor, and all the rest are the same - it's a wide, wide web - it's time we all get used to it. ; ) --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
::By consistency, I was referring to how the game uses Armor, thus we probably shouldn't use Armour. [[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;]] 05:47, 3 April 2010 (UTC)&lt;br /&gt;
:::I agree. If the game says &amp;quot;Armor,&amp;quot; then the page and all references to the concept should read &amp;quot;Armor,&amp;quot; not &amp;quot;Armour.&amp;quot; However, I don't think it's appropriate to get up in arms &amp;lt;!--har har--&amp;gt; about &amp;quot;Armour&amp;quot; if it's not referring to the in game concept -- this is a terrible example.  Flavour, if it's written somewhere, does not deserve an armed attack on all instances of the word to change it to Flavor, nor vice versa, since they're not arms.  Or something. --[[User:Briess|Briess]] 19:40, 8 April 2010 (UTC)&lt;br /&gt;
:Writing in English is hard enough for me. :) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Kummahiih|Kummahiih]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::::&amp;lt;nods&amp;gt;  If the term is found on the [[armor]] page, then of course it should all match - as I said above. Likewise something's referring to armor as a game concept, the item &amp;quot;plate armor&amp;quot; for instance.  But if a tangential line on the article on [[beak dog]]s reads something like &amp;quot;''they're dangerous, and can quickly mangle an unarmoured dwarf&amp;quot;'', there is no need (nor just reason) to change that.  It's not referring to the game term, it's not linking to any page, it's simply referring to the abstract strategic concept, which is the same in either spelling.   Slavish enforcement of spelling where it makes no diff is not the way to go. This wiki is not that rules-centric, and most users like it that way.--[[User:Albedo|Albedo]] 23:09, 8 April 2010 (UTC)&lt;br /&gt;
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== Repetitive Intensifiers ==&lt;br /&gt;
Does &amp;quot;very, very yellow&amp;quot; offer any useful information over &amp;quot;very yellow&amp;quot;? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Does asking this question offer any, any useful information over not asking?  A rather specific question for a &amp;quot;Manual of Style&amp;quot;, especially without a specific reference or more general point to be made.  But I would hazard the guess that that particular editor found that particular phrasing both useful and mildly entertaining in that context - this wiki is not as sterile as some, nor as formal.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
::These questions were mainly a starting point, to give people an idea of the sort of things that we mean when we say 'style'. And you're right, it is very specific, but I think it's a decent thing to consider, along with the use of 'literally' as a generic intensifier, etc... [[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;]] 05:52, 3 April 2010 (UTC)&lt;br /&gt;
:::I know what you're saying, but to try to regulate such would be a literally endless deathmarch. &amp;quot;Style&amp;quot; is personal, and some works and some doesn't, and some very cludgey stuff works when it shouldn't. I have a very wordy style, others have a very pithy, terse one, and neither is better or more or less &amp;quot;appropriate&amp;quot;. Any literally unclear or broken usage will get cleaned up on its own without our enforcement, but very, very personal style should simply be overlooked so long as it works in context.  (We have better things to do, really!) ; D  --[[User:Albedo|Albedo]] 06:01, 3 April 2010 (UTC)&lt;br /&gt;
::::Well, not right now I don't, EmiBot's current tagging job is going to take all night I think. She has to go to each page, load every link until she reaches a no page exception and then tag the page. She'll end up loading lots of pages per each actual page processed. [[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;]] 06:06, 3 April 2010 (UTC)&lt;br /&gt;
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== Humor ==&lt;br /&gt;
Does humor belong in informative articles? Where is humor acceptable? Is humor (or &amp;quot;humorous prose&amp;quot;) within an article like [[40d:carp]] useful, or does it only serve to confuse and make solid information harder to find? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Yes, depending. So long as the humour is ''either'' separate or clearly a side-product, it's fine. When a user decides to rewrite an article as their own stand-up routine, that's usually not acceptable. Adding the '''&amp;lt;nowiki&amp;gt;{{D for Dwarf}}&amp;lt;/nowiki&amp;gt;''' template above a comedic rant is often acceptable, but not if the sole purpose seems to be for the amusement of the editor, rather than the reader, or if it's just not relevant.  In the end, it's no diff than any other edit - some efforts are generally appreciated and accepted, and some are just &amp;quot;wrong-o&amp;quot;.&lt;br /&gt;
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:In short, you can't define it, you can only know it when you see it.  But Carp, in specific, have a long and highly honoured history in DF culture. And cheese. And fire, and magma, and beards, and microcline, and elephants, and cats, and migrants, and nobles, and losing, and... --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
::I know that all those things have such a history, but if you're a new player reading the article on carp, you are very likely to be confused and come out unsure of what was solid info and what was hyperbole, or comedic. I think in general, the sort of stuff {{tl|D for Dwarf}} describes is what shouldn't be in informative articles, or at least not such a broad marking -- perhaps it would be better used in sections rather than at the top of an article like it often is placed? [[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;]] 05:56, 3 April 2010 (UTC)&lt;br /&gt;
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:::Actually, the current community standards suggest that &amp;quot;Wit&amp;quot; be kept to a minimum. Missed that.--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)&lt;br /&gt;
:::Having discovered this game only a year ago I'd like to say that '''every single inside joke''' on this wiki was both entertaining and part of the game experience. I relied on this wiki so much I even feel stranded a bit. Mark it with D-for Dwarf template for it to be found and I think that everything will be fine. My two cents. [[Special:Contributions/90.191.16.52|90.191.16.52]] 19:26, 8 April 2010 (UTC)&lt;br /&gt;
::::As another person who has recently found Dwarf Fortress and the wiki, I love the D-for Dwarf stuff. It provides a clue to what other players consider interesting or historic for the game, and usually gives some information on how the topic of that article can provide 'fun'.--[[Special:Contributions/66.207.88.49|66.207.88.49]] 11:56, 11 April 2010 (UTC)&lt;br /&gt;
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:::When I first picked up DF about two years ago, I distinctly remember actually using the D for Dwarf category as my primary point of navigation through the wiki, and several times lamenting the lack of further pages in that style.  Much of the flavor of the game comes from the (frequently absurd) conclusions that the player base draws from observed behavior, quirks and bugs.  Generally it is easier to come to grips with the fact that your fortress has crumbled to an end after an out-of-control fire incident when you are able to chuckle to yourself about dwarfs who think there's nothing about a glowing !!sock!! that isn't totally cool and worthy of being stored in their wooden chests.  Take that away and (unless our hypothetical new player is able to independently reach the same conclusion) and all you have is yet another reason to be annoyed that the game is still in alpha. --[[User:Johntor|Johntor]] 19:46, 16 April 2010 (UTC)&lt;br /&gt;
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::It should be fairly easy to distinguish fact from hyperbole/rant etc. if you use the '''&amp;lt;nowiki&amp;gt;{{D for Dwarf}}&amp;lt;/nowiki&amp;gt;''' tag correctly though, for example, adding the 'humorous'&amp;lt;!--SPELLING?--&amp;gt; bit at the bottom of a page, preceded by the tag. If used correctly, I believe it's acceptable. I started playing after the carp days, and still found those types of articles hilarious. --[[User:Ramperkash|Ramperkash]]&lt;br /&gt;
::: The occasional humorous bits included in the wiki here have always been one of my favorite things about dwarf fortress. I would be very sad if these were removed from the wiki. [[User:Doctorzuber|Doctorzuber]] 01:53, 8 April 2010 (UTC)&lt;br /&gt;
:I don't think (hope not) that anyone is going to delete &amp;quot;all humour&amp;quot; - that would be lame indeed. But there are recent examples where some self-appointed site Wit has added reams of quips into an article - and that's just not going to work very often. The yardstick, I think, is multifold: 1) will it muddy/confuse the facts to a newbie? And/or is the humour &amp;quot;funny&amp;quot; to the Users as a whole? It's not like the Quotes page where if one person likes it then it's pretty much there to stay.  Just as with any style, it's subject to editing.--[[User:Albedo|Albedo]] 02:50, 8 April 2010 (UTC)&lt;br /&gt;
:Perhaps we should revise the D for Dwarf template so it boxes in the D for Dwarf material? Such as &amp;lt;nowiki&amp;gt;{{D for Dwarf|My Funny Jokes About Plumbers Here}}&amp;lt;/nowiki&amp;gt; -- that way we still have our humor, but we make it significantly obvious what is meant as silliness and what is serious / factual. --[[User:Briess|Briess]] 19:36, 8 April 2010 (UTC)&lt;br /&gt;
::If you can get it to work (style-wise) on [[40d:carp]] and [[40d:fire]], then I think you've got a winner. (Those are two of the more &amp;quot;muddied&amp;quot; articles I can think of.)--[[User:Albedo|Albedo]] 23:12, 8 April 2010 (UTC)&lt;br /&gt;
:I believe humour has it's place on the DF wiki. That place is not everywhere, but it's definitely in the [[40d:carp]] article. I can't think of any hard rules on where humour is appropriate, but I'd say if the subject is a major source of [[Fun]] then it's probably okay. A more mundane subject like [[Well]] is probably best left completely straight. [[User:KFK|KFK]] 14:28, 24 April 2010 (UTC)&lt;br /&gt;
:The absence of wit/humor in relevant-to-the-game articles would make me sad.  There's barely a single feature in this game that can't lead to [[Fun]], and a witty phrase or sentence concerning that outcome (either how to get there, or how to avoid it) is quite effective at conveying the nature of the Fun to be had (or not had, as you choose). --[[User:Greycat|Greycat]] 18:11, 4 May 2010 (UTC)&lt;br /&gt;
:Humor doesn't seem like a problem to me as long as it isn't causing some sort of confusion. For example, sarcasm where the sarcasm may not be apparent. --[[User:Ral|Ral]] 01:15, 30 April 2011 (UTC)&lt;br /&gt;
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== Page Format ==&lt;br /&gt;
We should have some sort of general format for pages, so that like-information appears consistently in the same spots on different pages. This might be a little harder to figure out. [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:We currently do within like pages. Every creature, every stone, every workshop, every skill... um... pro'ly some other stuff, is parallel.  Truly parallel items ( [[40d:armor piece]], [[40d:trade good]]s ) are grouped under a single umbrella article, and some (like [[40d:gem]]) even listed in a table.  If an editor gets excited and confident, they can suggest/establish a format for a new category of page.  But a stone and a workshop do not have the same sort of information that needs to be communicated, so trying to establish a single format for all seems counter-productive. &lt;br /&gt;
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:When formating a page, you want:&lt;br /&gt;
:* A clear Intro (if the article is long).&lt;br /&gt;
:* '''Bold key words''' - anything that redirects to that article should be clearly noticeable early in the article. If in a lower section, mention it and add an internal subsection link.&lt;br /&gt;
:* Use a Table of Contents if necessary&lt;br /&gt;
:* Use graphics - tables, images, templates - ''especially'' if templates exist for that page type! (spec creatures, workshops, etc.)&lt;br /&gt;
:: --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
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:::Along the same lines, I think it might be good to look at how some of the existing templates are designed. Specifically [[Template:Buildings]], [[Template:Creatures]] and [[Template:Workshops]] to name a few. Buildings and Creatures are both large (maybe excessively so) and none of them seem to follow the same formatting rules. I would be happy to play around with it, but I'm much more of a 'code' person rather than a 'style' person, so I'm not sure what would be a good way to reformat them. Any thoughts?--[[User:Soy|Soy]] 00:12, 7 April 2010 (UTC)&lt;br /&gt;
::::&amp;quot;Creatures&amp;quot;, for one, is going to need a work-over, as constants in 40d seem to have become variables in 31.01 - let me cogitate on it, I'll leave this page open and get back to you on it.--[[User:Albedo|Albedo]] 20:01, 7 April 2010 (UTC)&lt;br /&gt;
:::::I'm confused on the &amp;quot;constants in 40d seem to have become variables&amp;quot; comment. Could you clarify please? --[[User:Soy|Soy]] 21:00, 7 April 2010 (UTC)&lt;br /&gt;
::::::Re creatures? Did you play the prev version? There are only a few &amp;quot;constants&amp;quot; in a creature's template - most answer &amp;quot;what do you get when you butcher one?&amp;quot;  Used to be 100% predictable - now it seems highly ''un''predictable. Meat, fat - even bones. Look at any cv creature page - [[dragon]], for instance - see all those ? marks?  ''That's'' what I mean.--[[User:Albedo|Albedo]] 02:50, 8 April 2010 (UTC)&lt;br /&gt;
:::::::That's what I wanted to clear up: you're talking about [[Template:CreatureInfo]] and I'm talking about [[Template:Creatures]]. I was thinking it would make sense to break it up into sub-templates for the categories contained in [[:Category:Creatures]] e.g.: one for humanoids, animals, megabeasts, etc. For [[Template:CreatureInfo]] (the one you were considering) it would be an extremely simple process to remove those static links and allow each editor to propagate them with whatever is appropriate, maybe even a range of numbers? I'm not really sure as I wasn't considering that particular area, sorry. --[[User:Soy|Soy]] 04:39, 8 April 2010 (UTC)&lt;br /&gt;
:Oh - ''that!'' Yeah, no doubt - we'll need a new template, since the redirects go to diff creature articles. The style format should relate to how we present diff creature articles - the [[creature]] page is not to my satisfaction, and it's all inter-related. &amp;quot;Humanoids&amp;quot;? Aren't some animals half/half? In-game distinctions might be best, sim to how they're listed in the RAW's - &amp;quot;domestic animals&amp;quot; is one from 40d, and so on. Easier to list, too, since only one RAW file needs to be addressed at a time. Other approaches are certainly valid and possible.--[[User:Albedo|Albedo]] 18:52, 8 April 2010 (UTC)&lt;br /&gt;
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== Image Use ==&lt;br /&gt;
Where should we use images, and how should we include them (where on a page)? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Wherever they are helpful, and however they look best. Again, no single rule fits all.  On the right, usually (but not always), and matched up with relevant text as much as possible. Thumbnailed down to a reasonable size (big enough to be visible/useful - if still too big, then that requires either a new pic or a text that encourages the user to &amp;quot;click to expand&amp;quot;). &lt;br /&gt;
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:The guidelines for image use are simple:&lt;br /&gt;
:* Use .PNG format.&lt;br /&gt;
:* Use one of the default graphics packages, the tileset or ascii. ''(Note that the Mayday download is NOT one of these!)''&lt;br /&gt;
:* Use the default [[colour scheme]].&lt;br /&gt;
:* Make it look good.&lt;br /&gt;
:* No copyrighted material, etc etc.&lt;br /&gt;
:That's it.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
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::No copyrighted material, is a hard thing to do though. Because in theory, any screenshots of the game are considered copyrighted, or are at the very least, in a very gray zone. [[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;]] 05:53, 3 April 2010 (UTC)&lt;br /&gt;
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:::I assume it means no material that cannot be freely reproduced, i.e, either you own the copyright or it is under a creative commons license, etc. --[[User:Bombcar|Bombcar]] 20:11, 3 April 2010 (UTC)&lt;br /&gt;
::::Let's please NOT get into an amateur discussion of copyright laws.  Put 50 experienced copyright lawyers in a room, and you'll have ''more'' than 50 opinions on what the law actually states for any particular situation - and we're amateurs, and from different nations with diff laws, and this is international and national issues. Common practice is that screenshots are kosher on this wiki. And we can leave it at that.--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)&lt;br /&gt;
:::::Actually, this is something we need to discuss.  in the US, any images of a copyrighted game are considered copyright by the holder of the game's copyright.  All we can claim is fair use, which is fine -- I doubt Toady One is going to sue us for using DF images.  The other consideration is that of tilesets: the creators of the tilesets still hold exclusive copyright unless they release it into the public domain or into a free license.  This brings up international considerations, however; some countries do not allow a author to release material into the public domain, and others allow third parties to pursue litigation and compensation on behalf of the copyright holder.  So, in summary, we can require that images are released into the public domain AND a free license, or just a free license if they are not images of the game itself;  otherwise, we have to require that the image is fair use for the topic at hand.  Alternatively, we could request that Toady One loosens his license in regards to screenshots of the game.  --[[User:Briess|Briess]] 22:40, 18 April 2010 (UTC)&lt;br /&gt;
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== Handling template breaking of redirects? ==&lt;br /&gt;
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&amp;lt;s&amp;gt;How do we want to handle this? For example, {{L|Furnace Operator}} doesn't work; nor does {{L|pearlash}} - you have to use {{L|ash|pearlash}} to get it to go to the right place. Note that these examples don't work on this page; see [[40d:kiln]] for examples.&amp;lt;/s&amp;gt; --[[User:Bombcar|Bombcar]] 17:56, 3 April 2010 (UTC)&lt;br /&gt;
:''(This is not a style question - reposting on Current Events.)''--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)&lt;br /&gt;
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== Vanity articles ==&lt;br /&gt;
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What to do about pages like [[Asax|this]], which have no value to the game or to any other player, only to the one player (or a very few at most)?  Almost like a [[bloodline]] page.  On one hand, not hurting anything, ''and'' it's good practice if that editor ever wants to actually contribute something, you know, &amp;quot;useful&amp;quot;. But on the other, it is hurting, because it's more bandwidth for the next version change.  Meh.  Maybe just not worth the trouble to worry about either way, cost/benefit-wise. Thoughts?--[[User:Albedo|Albedo]] 01:16, 5 April 2010 (UTC)&lt;br /&gt;
:I was actually thinking about this the other day but didn't know where to discuss it. I'm all for a Community Legends category or something similar, as I believe there's a [[Cacame_Awemedinade|Cacame]] page, [[Tholtig]], [[Morul]], and I imagine Ironblood or Nist Akath will get their own page sooner or later considering their massive reputation. Obviously we'd have to watch for people arbitrarily adding tons of stuff, but I'm certainly not against it so long as it's patrolled and kept 'rare' so to speak. --[[User:Retro|Retro]] 01:33, 5 April 2010 (UTC)&lt;br /&gt;
:Oh, and for reference, the Asax page spawned from [http://www.bay12games.com/forum/index.php?topic=52295.90 here]. --[[User:Retro|Retro]] 01:42, 5 April 2010 (UTC)&lt;br /&gt;
::This page exists and can exist for the same reason that [[Boatmurdered]] can have a page.  The community decides that some things are epic - those things become community lore and thus part of the meta-game.  This is the kind of thing that the D is for Dwarf tag is for. (Also, no extra bandwidth because he should remain unversioned, and thus never need to be moved). --[[User:Squirrelloid|Squirrelloid]] 02:29, 5 April 2010 (UTC)&lt;br /&gt;
:::While there's nothing inherently unacceptable about vanity articles, and the occasional well written vanity article now and then can be a good thing (within reason), well... the Asax article in particular is just not very good. There's nothing there that's extraordinarily interesting, and there's certainly no actual content worthy of including on the wiki. It needs to be either significantly expanded (if there even is any more material to expand it with - I've not yet read the forum thread), or else deleted entirely. And I'm leaning distinctly towards the latter, as it stands. This article feels to me like the aforementioned &amp;quot;arbitrarily adding tons of stuff&amp;quot;, and that's certainly not something to be encouraged. --[[User:Morlark|Morlark]] 09:04, 6 April 2010 (UTC)&lt;br /&gt;
Well, it seems these are natural expansions from the [[forums]] - an area that I've largely dropped due to time constraints, and so remain (blissfully?) ignorant of.  And even then, some of the subforums were always of far less interest than others for me, or for any reader.  Unfortunately, there is no fair-handed way to legislate what is &amp;quot;interesting&amp;quot; and what is not.  When [[planepacked]] hit the wiki, I was bored beyond description - someone had a glitch in their game (or maybe abused the hell out an exploit for personal bragging rights), so effin what?!  But here we are.  So, looks like they stay, and the only option is to add &amp;lt;nowiki&amp;gt;{{D for Dwarf}}&amp;lt;/nowiki&amp;gt; and/or edit them so they read better. : \  --[[User:Albedo|Albedo]] 16:02, 6 April 2010 (UTC)&lt;br /&gt;
:I think the solution to this is an umbrella page, to be frank. Not sure what all of your positions are on that, but someone could reasonably go through the D for Dwarf articles and decide which ones could just go in a 'Community Stories' page. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 00:24, 29 April 2010 (UTC)&lt;br /&gt;
::Personally, I don't really see a reason for having this kind of stuff here.  I find it interesting, sure, and I like reading about stories like Asax and some of the other historic figures, but I just don't feel that they have any business being here, on the Wiki.&lt;br /&gt;
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::It's a community subject, rather than a game subject.  As such it should be kept within the community (E.G., the Bay12 forum).  The same could be said about most of the &amp;quot;D for Dwarf&amp;quot; articles, in my opinion.  I don't really think they contribute a whole lot to the ideals behind having a Wiki, and they can actually serve to confuse a point rather than clarify it.&lt;br /&gt;
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::I like having those little fields on the home page for quotes and pictures from the community, but I think that's about as far as the &amp;quot;flavor&amp;quot; really needs to go here.  It was my understanding that this was supposed to be a repository for information pertaining to the base game itself, not the community that sprung up around it.  --[[User:Kagus|Kagus]] 00:40, 29 April 2010 (UTC)&lt;br /&gt;
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The thing though is that if people hear about something on the forums, or any other DF community that is more about &amp;quot;the DF community&amp;quot; then about DF itself, then there should be ''someplace'' where they can learn about it.  I think having that sort of thing here serves that good for little to no cost.  Just segregate that sort of thing in some way (even a &amp;quot;community&amp;quot; category/box shoudl be sufficient) and then let people have fun.  Even better, put it in a separate namespace (with a redirect from mainspace).  Zero problems, plenty of value. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:16, 29 April 2010 (UTC)&lt;br /&gt;
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== in-article Capitalization ==&lt;br /&gt;
&lt;br /&gt;
Articles are all capitalized - but that doesn't mean that they're all Capitalized. In an article, we should refer to a dwarf's [[armor]], not to their [[Armor]].  This gets exceptionally annoying in, for example, lists of plants, like [[Plump helmet]]s and [[Pig tail]]s, but also when suddenly [[Gold]] appears as if it's become some sort of sports team, or perhaps we're referring to someone's lawyer by last name.  Even the &amp;quot;see also&amp;quot; at the bottom of a page? Altho' on one level it just doesn't matter, it reinforces that capitalization twitch. For example:&lt;br /&gt;
&lt;br /&gt;
:'''See Also:''' &lt;br /&gt;
:*[[DF2010:Plaster powder|Plaster powder]]&lt;br /&gt;
&lt;br /&gt;
vs. &lt;br /&gt;
&lt;br /&gt;
:'''See Also:''' &lt;br /&gt;
:*[[DF2010:Plaster powder|plaster powder]]&lt;br /&gt;
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I'd rather use the latter. It's not a proper noun (not even as an article name), and we're not speaking German (which does capitalize random nouns).--[[User:Albedo|Albedo]] 20:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Links should be capitalized according to standard grammatical practices. So don't link &amp;lt;nowiki&amp;gt;[[Like this]], link [[like this]]&amp;lt;/nowiki&amp;gt;. Of course, if the word should be capitalized, like if it's at the start of a sentence, capitalize it. Proper nouns, like [[Urist]] or [[Toady]], should of course also be capitalized. Plant names aren't proper, unless it's the plump helmet Vendorblood the Menace of Crafting, and so shouldn't be capitalized.&lt;br /&gt;
&lt;br /&gt;
:Since we can't have any simple rules, though, I think your '''See also''' example should be the former. Items in a list are treated grammatically like a sentence, and a '''See also''' section is a list of other articles to visit, even if it's only one item long. So it should be &lt;br /&gt;
:*[[DF2010:Plaster powder|Plaster powder]]&lt;br /&gt;
: not &lt;br /&gt;
:*[[DF2010:Plaster powder|Plaster Powder]] &lt;br /&gt;
: or &lt;br /&gt;
:*[[DF2010:Plaster powder|plaster powder]]&lt;br /&gt;
: or, god forbid, &lt;br /&gt;
:*[[DF2010:Plaster powder|plaster Powder]].&lt;br /&gt;
&lt;br /&gt;
:Also to further complicate things and draw this conversation into areas it probably shouldn't go, section headers should only have the first word capitalized, so it should be '''See also''', not '''See Also'''. This is neither here nor there, however, and is just a rule I picked up from Wikipedia. In general, I defer to Wikipedia practices when editing any wiki, since that's kind of the norm. --[[User:Mikaka|Mikaka]] 21:43, 6 April 2010 (UTC)&lt;br /&gt;
::Agreed, I think Wikipedia should be a general standard, unless there's a reason to change it, like our version namespaces. --[[User:Aescula|Aescula]] 21:40, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's generally considered correct for bulletted/numbered lists and tabular data to be capitalised. Obviously, if people are capitalising article titles in non-lists, or in in-line lists within a sentence then that isn't correct. But for the specific example you gave, the correct capitalisation would be:&lt;br /&gt;
&lt;br /&gt;
:'''See also:'''&lt;br /&gt;
:[[DF2010:Plaster powder|Plaster powder]]&lt;br /&gt;
&lt;br /&gt;
:--[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
== Footer ==&lt;br /&gt;
&lt;br /&gt;
Fixed footer at bottom obstructs found items if you use seach in your broswer. For example, look at [DF2010:Creature_tokens] article in firefox, hit ctrl+f and type &amp;quot;MEGABEAST&amp;quot;. String is found, but footer overlays its position, making it look like searching is broken. Suggestion: get rid of fixed position of footer, nothing on it needs to be visible all the time. [[Special:Contributions/85.207.18.54|85.207.18.54]] 11:31, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarfs vs. Dwarves ==&lt;br /&gt;
&lt;br /&gt;
I have seen a bit of a conflict of plurals throughout the wiki. For example on the [[Military]] page in the &amp;quot;Current Reported Military-Related Bugs&amp;quot; section both terms are used in separate instances. From a grammatical standpoint both forms are correct plurals, but it seems a bit inconsistent to see them both used within a line or two of each other. Which is correct?&lt;br /&gt;
:Spellcheck might not think so, but every noun ending in one &amp;quot;f&amp;quot; (calf, leaf, wolf) has it's plural form ending with &amp;quot;ves&amp;quot; (calves, leaves, wolves). I would argue that ''&amp;quot;dwarves&amp;quot;'' is the correct way to write it. --[[User:DUMBELLS|dUMBELLS]] 00:49, 30 April 2011 (UTC)&lt;br /&gt;
:Tolkien wrote it &amp;quot;dwarves&amp;quot; as do most fantasy authors. I don't think I've ever seen &amp;quot;dwarfs&amp;quot; anywhere but this wiki. I've actually been changing it to &amp;quot;dwarves&amp;quot; in any document I do any extensive editing in. Also, it is written &amp;quot;dwarves&amp;quot; in the game. --[[User:Ral|Ral]] 01:10, 30 April 2011 (UTC)&lt;br /&gt;
I do believe there is a growing tendency to differentiate between &amp;quot;dwarfs&amp;quot; (people suffering from dwarfism) and &amp;quot;dwarves&amp;quot; (fantasy race group). Even the Great Compendium of All Undisputed Knowledge (aka Wikipedia) mentions this in a footnote.&lt;br /&gt;
:As Ral mentioned, &amp;quot;[NAME:dwarf:'''dwarves''':dwarven]&amp;quot; - I'd say that's definitive enough. --[[User:Quietust|Quietust]] 02:39, 30 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Labor pages side table suggestion ==&lt;br /&gt;
&lt;br /&gt;
I think it would be immensely helpful to include in the side table on all labor-description pages what the associated skill's level actually affects - whether it is the quality of the resulting item/work, speed of completion, both, or whatnot.&lt;br /&gt;
&lt;br /&gt;
I would gladly do so, but I have just begun playing DF - which is possibly why people longer affiliated with it may not even realize this is quite a big consideration for a potential reader of the wiki pages. Needless to say, but included for the sake of completion, I am not fully certain which labors fall under which aforementioned category.&lt;br /&gt;
&lt;br /&gt;
--[[User:Sheepify|Sheepify]] 01:37, 30 April 2011 (UTC)&lt;br /&gt;
:I assume you're referring to '''Skill''' pages, since there are no labor pages (aside from Cleaning) for version 0.31.xx or even 40d (23a does have them, though, and I've been planning to create them for the sake of completeness). --[[User:Quietust|Quietust]] 02:38, 30 April 2011 (UTC)&lt;br /&gt;
:: The page at http://df.magmawiki.com/index.php/Labor&lt;br /&gt;
::With&lt;br /&gt;
&lt;br /&gt;
::DF2010:Labor&lt;br /&gt;
::From Dwarf Fortress Wiki&lt;br /&gt;
::(Redirected from Labor)&lt;br /&gt;
&lt;br /&gt;
::in caption.&lt;br /&gt;
&lt;br /&gt;
::Decided to make an addition to the discussion, though my suckage at wikiediting is of the highest... Myeah.&lt;br /&gt;
::--[[User:Sheepify|Sheepify]] 03:12, 30 April 2011 (UTC)&lt;br /&gt;
::P.S. Hah. Yes. The '''Skill''' pages that the Labor page links to. I'm slow, but I get there... occasionally :D&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Style_project&amp;diff=149211</id>
		<title>v0.34 Talk:Style project</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Style_project&amp;diff=149211"/>
		<updated>2011-05-14T16:15:53Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: Created page with 'I started this page last weekend, after a conversation on the forums, but I don't know where it should be linked from, so currently it is in limbo. ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I started this page last weekend, after a conversation on the forums, but I don't know where it should be linked from, so currently it is in limbo. [[User:GhostDwemer|GhostDwemer]] 16:15, 14 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=149065</id>
		<title>v0.31:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=149065"/>
		<updated>2011-05-11T21:36:25Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Garbage Dump */  Cleared up the last edit, it was confusing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:37, 14 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which {{l|dwarf|dwarves}} are instructed to perform specific tasks, such as {{l|fishing}}, dumping objects, or collecting {{l|water}}. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for certain others (dumping), they can also be used to help keep dwarves out of {{l|fun|danger}}.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any {{l|revealed tile}}, including in {{l|open space}} or over a {{l|river}} or on top of a {{l|building}} or {{l|stockpile}}. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones {{l|menu}}, ({{K|i}})Pressing {{K|e}} in the Zones menu cycles through each method, and pressing {{K|Enter}} begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using {{K|+}}/{{K|-}} to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ({{l|healthcare|hospital}}, pit/pond) additional orders can then be set from the same menu.&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.&lt;br /&gt;
&lt;br /&gt;
== Water Source ==&lt;br /&gt;
:Shortcut {{k|w}} &lt;br /&gt;
Dwarves will draw water from this zone to satisfy their thirst, to tend to another thirsty dwarf, or to fill a Pond zone.&lt;br /&gt;
&lt;br /&gt;
Only tiles '''adjacent''' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
The same above advice for '''water source''' zones is applicable to fishing zones. You cannot fish through a {{L|grate}} or {{L|well}} {{verify}}, it must be an open source of water.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as {{l|Refuse#Refuse|refuse}} stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal {{l|corpse}}s or {{l|bones}}, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have {{L|refuse hauling}} {{L|labor}} enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a {{L|cliff}} or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or {{L|pit}}), not onto an {{L|open space}}. &lt;br /&gt;
Items dumped into {{L|magma}} (provided they are not {{L|magma safe}}) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;{{l|forbid}}den&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim {{L|designation}} to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
Probably due to a bug, dwarves periodically ignore items that are meant to be dumped.  Viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again {{k|f}}-&amp;gt;{{k|f}}-&amp;gt;{{k|d}}-&amp;gt;{{k|d}} seems to correct this problem.&lt;br /&gt;
&lt;br /&gt;
Previously dumped items are regarded as 'refuse' and will not be recognized (or re-dumped) unless 'gather refuse from outside' is enabled in your orders.&lt;br /&gt;
&lt;br /&gt;
:Notes&lt;br /&gt;
* Garbage dumps are great space savers, becuase can hold infinite items on one title. If the dump is designated inside a workshop, it does not even cluttered because of this.&lt;br /&gt;
* It may be a good idea, to set a garbage dump in a stone workshop, than fill it with nearby stones. Reclaim them {{k|d}}{{k|b}}{{k|c}}, but make sure, that your dwarfs will not haul them into a far stone stockpile.&lt;br /&gt;
* However, if you put a garbage dump inside a magma workshop with the intent of dumping ores there, make sure the zone does not overlap any open pits of magma you may have carelessly left around, or as per the intended behavior, items will be dumped into the magma.&lt;br /&gt;
* If you designate an area {{k|d}}{{k|b}}{{k|d}} to dump, please notice, everything in that area will be dumped, starting from the deepest item. This means, if you have a food stockpile, with a barrel, inside some bags with dwarven floor, than both the barrel, bag, and floor will be designatet for dump, and the order will be: floor (you will lose any milled plant / liquid if hauled from the container), bag, barrel.&lt;br /&gt;
* if you want to quick sort out a stockpile (make several plant specific ones instead of one plant stockpile), dump your barrels (one by one {{k|k}}{{k|d}}), and all your barrels are inside the garbage dump, you can area dump it {{k|d}}{{k|b}}{{k|d}} making your dwarfs to run much less. (Technicall they should just stay still, and unload the contents). After you finished (and redesignated your new plant specific stockpiles), claim your plants and barrels {{k|d}}{{k|b}}{{k|c}}.&lt;br /&gt;
&lt;br /&gt;
== Pen/{{L|Pasture}} ==&lt;br /&gt;
:shortcut {{k|n}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually by pressing {{k|N}} from the zone information screen. Dwarves will drag the assigned animals to the pen or pasture automatically.  As of version .31.19, many domestic animals will become hungry and starve if not assigned to a pasture with [[grass]] or fungus (note that the assigned creatures can eat all of the grass in a pen/pasture and then starve).  Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes pigs, mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[Catsplosion|catsplosions]].&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a {{L|ramp}} or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond through the {{k|P}} menu.  A dwarf will lead the beast to the ramp or hole and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures).&lt;br /&gt;
&lt;br /&gt;
Note that not all hostile creatures can safely be dragged to a pit opening. Large creatures and thieves/snatchers will escape on being released from their cage. See {{L|Mass Pitting}} for more information on pit design involving hostile creatures.&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with {{L|water}}, carried by {{L|bucket}} from a water source.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.&lt;br /&gt;
&lt;br /&gt;
Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7.&lt;br /&gt;
&lt;br /&gt;
Specifying a pond zone is one technique used for {{L|irrigation}}, in order to make {{L|mud}} for {{L|farming}} on areas without soil.&lt;br /&gt;
&lt;br /&gt;
Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty.&lt;br /&gt;
&lt;br /&gt;
== Sand Collection ==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
&lt;br /&gt;
Sand collection zones are important in the {{L|glass industry}}. They may be placed anywhere, but are only useful when actually placed on {{L|sand}}.&lt;br /&gt;
&lt;br /&gt;
== Clay Collection ==&lt;br /&gt;
:shortcut {{k|c}}&lt;br /&gt;
&lt;br /&gt;
Clay collection zones are important in the [[ceramic industry|ceramics industry]].&lt;br /&gt;
&lt;br /&gt;
== Meeting Area ==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Additionally, immigrants will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off.&lt;br /&gt;
&lt;br /&gt;
Note that the {{l|wagon (embark)|wagon}} you {{l|embark|arrive with}} constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
It is a good idea to have at least one meeting area, of one form or another: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall. The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;. {{L|Sculpture garden|Statue gardens}} and {{L|zoo}}s are intrinsically meeting halls, as are {{L|room}}s defined from a {{L|well}}. However, you can also create a Meeting Hall.&lt;br /&gt;
&lt;br /&gt;
A meeting area filled with dwarves increases the social skills of idlers.  It makes idle dwarves a little less idle, and makes selecting a replacement broker easier.  Because almost every dwarf visits a meeting hall at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting hall exposed to sunlight will prevent dwarves from becoming {{L|cave adaptation|cave-adapted}}.&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will often result in them becoming {{L|friend}}s (or forming a {{L|grudge}}).&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
:Shortcut {{k|h}}&lt;br /&gt;
&lt;br /&gt;
A Hospital zone is an area designated for the {{L|Healthcare|care and treatment}} of sick and {{L|Wound|wounded}} dwarves. &lt;br /&gt;
&lt;br /&gt;
===Setting up a Hospital===&lt;br /&gt;
&lt;br /&gt;
While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain {{l|furniture}} and supplies to function properly:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bed|Beds}}&lt;br /&gt;
| Allow sick dwarves to {{L|Rest|rest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Table|Tables}}&lt;br /&gt;
| Used in surgery{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Traction bench|Traction benches}}&lt;br /&gt;
| Immobilize dwarves who need to stay still to heal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Container|Boxes/Bags}}&lt;br /&gt;
| Storage for medical supplies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical equipment&lt;br /&gt;
! Function&lt;br /&gt;
! Unit quantity*&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Thread}}&lt;br /&gt;
| Required for suturing wounds &lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} &lt;br /&gt;
| Required for bandages &lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Splint|Splints}} &lt;br /&gt;
| Used to bind broken bones{{verify}} &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Crutch|Crutches}}&lt;br /&gt;
| Walking aid for dwarves with leg injuries &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gypsum plaster|Powder for casts}} &lt;br /&gt;
| Used to make plaster casts for setting bones{{Verify}}&lt;br /&gt;
| 150{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bucket|Buckets }}&lt;br /&gt;
| &lt;br /&gt;
*Used by doctors to carry water for cleaning patients&lt;br /&gt;
*Used by dwarves with the Feed Patients/Prisoners labor to water patients&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soap }}&lt;br /&gt;
| Used to reduce infections when washing patients &lt;br /&gt;
| 150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.''&lt;br /&gt;
&lt;br /&gt;
In addition to furniture and medical supplies, a {{L|Water|source of water}} is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.&lt;br /&gt;
&lt;br /&gt;
When the Zones menu ({{k|i}}) is open and the cursor is in a hospital zone, {{k|H}} will bring up the Hospital Information screen.  This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.&lt;br /&gt;
&lt;br /&gt;
===Hospital Beds===&lt;br /&gt;
&lt;br /&gt;
When a dwarf becomes sick or {{l|wound}}ed, he will be carried to a {{l|bed}} in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a {{L|barracks}} or {{L|dormitory}}, or to an unassigned bed.  If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available.  Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, however, and it may be possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.{{verify}}&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=149063</id>
		<title>v0.31 Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=149063"/>
		<updated>2011-05-11T21:31:48Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Reverting the last edit==&lt;br /&gt;
Sorry whoever put it in, but it makes little sense on several different levels. This page is for activity zones, not stockpiles. Garbage zones (not refuse stockpiles) built over open space will prompt dwarfs to throw goods off the edge. If that means into magma, well, that is the intended behavior. If your magma workshops have open pits of magma in them (why not build the impassable square over the channel?) and you designate the whole magma workshop as a garbage zone, (why?) including the open channel down into the magma, then yes, everything will be dumped into the magma. It does not matter how many squares you designate as a garbage dump, if even one of them is over a pit, everything will get thrown into the pit. But it has absolutely nothing to do with magma workshops, and everything to do with the way garbage dumps are supposed to work. [[User:GhostDwemer|GhostDwemer]] 21:31, 11 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animal pit, keep them from going away==&lt;br /&gt;
I have a pit in which I like to keep all my animals for butchering. There is a door which is tightly closed. However when my butcher goes in to take an animal all the animals escape. What can I do to fix this?&lt;br /&gt;
I placed it above ground because I read somewhere that animals prefer this. It still doesn't help :(&lt;br /&gt;
: For now, not much. Best solution is to stick them in a cage near your butcher (and possibly also your farmer's workshops so your animals can be easily milked). Assigning the animals to the cage is not much different from sticking them in a cage, except that you only need to do it once because they cannot escape from the cage like they would a pit. Of course, this may also prevent them from breeding unless they get time out of the cage (for example, if you milk them). Pregnant animals will give birth in a cage, but they will not get pregnant again while in the cage. [[User:Niveras|Niveras]] 22:43, 28 November 2010 (UTC)&lt;br /&gt;
:: If you need to pit some for breeding, placing the pit zone furthest away from the door makes it less likely they'll reach it to attempt escape. If you have some caged for milking and have milkable breeds in the pit, you can also forbid the door so your milker won't get the bright idea to let them all loose. [[User:Uzu Bash|Uzu Bash]] 04:44, 29 November 2010 (UTC)&lt;br /&gt;
::: Thanks for the help. Originally I planned to make a large outdoor area just for the animals, but it seems it's just impossible to do. I hope this function gets added soon because all these puppies/cow/horses running around is just a big mess. Guess dumping them all in a lava pool is the best solution&lt;br /&gt;
::: Put them on a bunch of ropes if you want them to breed, or you want the 'field full of animals' look.&lt;br /&gt;
&lt;br /&gt;
==Flow-stylee activity zones?==&lt;br /&gt;
Does anyone know what this comment in the 0.31.02 changelog at [http://www.bay12games.com/forum/index.php?topic=53505.0] means:&lt;br /&gt;
* fixed crash from doing a large flow-style activity zone&lt;br /&gt;
&lt;br /&gt;
What is a flow-style activity zone?&lt;br /&gt;
--[[User:Altaree|Altaree]] 14:12, 9 April 2010 (UTC)&lt;br /&gt;
:When you are at the activity zone definition/selection state (right after hitting the Zones key from the main menu), you will see a key listed as &amp;quot;rectangle&amp;quot; (default &amp;quot;e&amp;quot;) on the menu. Pressing that key toggles between three zone creation states: &amp;quot;rectangle&amp;quot; (the default, you set one corner of a rectangle and then the other), &amp;quot;flow&amp;quot; (you select a location and the area is &amp;quot;filled&amp;quot; with the activity zone, just like defining a room, and can be expanded and contracted the same way), and &amp;quot;floor flow&amp;quot; (not sure what the difference between it and &amp;quot;flow&amp;quot; is, anyone else done any testing?). I'm guessing zones don't become a simple property of the map squares where you defined the zone, like stock(p)iles and (d)esignations do. Instead the way you defined the zone is saved, and the area it occupies is re-calculated with every frame, after the zone menu is closed and play resumes. So a &amp;quot;flow-style&amp;quot; activity zone would be one that was originally defined using the &amp;quot;flow&amp;quot; method, and a large one could cause a performance hit at least, simply because its borders need to be recalculated from the definition every frame, which can get pretty complicated for some convoluted fortress designs. --[[Special:Contributions/66.190.120.90|66.190.120.90]] 15:45, 1 May 2010 (UTC)&lt;br /&gt;
::I'm fairly sure the flow area selected does not change shape even if walls originally inhibiting the flow are removed. This is based on observation with making rooms and expanding them. Should be easy to confirm.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 04:44, 15 June 2010 (UTC)&lt;br /&gt;
::Flow will include but not pass through walls, floor flow will not include walls.  I've had this crash several times, glad it's fixed. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 11:52, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Zone-canceling crash==&lt;br /&gt;
It seems that whenever I cancel a zone while I am still placing it, the game crashes. It's pretty easily avoidable(finish building it, then delete it), but still annoying. Is this happening to anyone else?--[[User:Pvt. Miller|Pvt. Miller]] 21:51, 15 April 2010 (UTC)&lt;br /&gt;
::I can confirm this, happens to me every time. It's a bummer.&lt;br /&gt;
&lt;br /&gt;
== Failure to dump items ==&lt;br /&gt;
&lt;br /&gt;
I have a dozen clothing items on the ground marked for dumping that aren't being dumped. They're not on top of a stockpile, &amp;quot;gather refuse from outside&amp;quot; is turned ON, the items are not forbidden, I have a garbage dump zone AND refuse pile, and dwarves have refuse hauling enabled. I have many idlers. Stone from within my fortress gets dumped, but these clothing items do not. What gives? --[[Special:Contributions/208.81.12.34|208.81.12.34]] 14:12, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sounds like the items are owned. Owned items cannot be dumped. Only the owning dwarf can move them. View the item, and see if it lists an owner. If so, the only way to get them moved is to give the dwarf their own room (bedroom is good), and place a cabinet into that room. The dwarf will eventually grab up their discarded clothes and place them into the cabinet. --[[User:Darkstar|Darkstar]] 17:11, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have a similar problem, though the item in question is a random stone, and I have double-checked it is not owned.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also frequently drop food while carrying it somewhere to eat, and it can never be moved again if this happens. Apparently something in the ownership tags gets screwed up, so the food ends up owned by a null &amp;quot;nobody&amp;quot; dwarf that prevents removal of the food by any dwarf, including the one that dropped the food. My trade depot is currently full of miasma due to these unmovable dropped meals. Turning off all jobs except &amp;quot;refuse hauling&amp;quot; only leaves the dwarves that own the food standing around with &amp;quot;No Job.&amp;quot; --[[User:Tatterdemalian|Tatterdemalian]] 03:10, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You probably have some construction designed (and maybe suspended) using that stone, so the stone is reserved for that construction and can't be moved anywhere else. This happened to me a lot when I had a wall around my fortress designed, but suspended: all the materials indicated for building the wall were unavailable for anything else, including dumping. --[[Special:Contributions/188.82.156.156|188.82.156.156]] 20:54, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seems hauling is slightly bugged; items which cannot be hauled to their appropriate location can prevent other items from being hauled (there appears to be a hauling queue with a certain number of available slots; if the top of the queue is full of inaccessible items, dumping will come to a grinding halt, and possibly other hauling jobs as well).  If you run into a persistent problem in which dwarves aren't dumping goods, more than likely you have items needing to be hauled which cannot be accessed by any living dwarf (common if you, like me, leave migrants outside the fortress proper to starve to death).  Forbidding inaccessible items -may- resolve the issue, but if not, undesignate all dump orders for inaccessible items, and undesignate all inaccessible stockpiles.  If you use burrows, you may want to temporarily disable them until your dwarves sort their hauling problems out.&lt;br /&gt;
&lt;br /&gt;
== Did I build a floor on top of the dump? ==&lt;br /&gt;
I think I built a floor on top of an outdoors dump zone. Everyone was restricted to burrows. &amp;lt;br /&amp;gt;Zillion cancel-dump-dropoff-inaccessible messages. Miners refused to dig! Removing floor and letting dorfs outdoors... solved. --[[User:TomiTapio|TomiTapio]] 18:29, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== (dwarf) cancels fill pond: cannot find path ==&lt;br /&gt;
&lt;br /&gt;
I keep getting this message, along with a very, very confused dwarf. He seems fine after I cancel a few times, but then either he tries again or someone else does. It isn't much of a problem(yet), but constant spamming is really annoying. I am on Reclaim.&lt;br /&gt;
&lt;br /&gt;
When your pond is blocking the only way from where a dwarf is to where the water is, and the pond has been filled to 4/7 or more, the dwarfs will no longer be able to path through the pond to get to the water to fill the pond. [[User:GhostDwemer|GhostDwemer]] 21:25, 11 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verify: ==&lt;br /&gt;
&lt;br /&gt;
I can verify everything that needs verified, except for powder showing up where 1 item of powder is 150 units. This is because at the current point powder does not go into a hospital stockpile and as such this cannot be measured. It can be assumed that it follows the same rules as soap, but at this point it's all conjecture. --[[User:Eurytus|Eurytus]] 12:26, 19 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I removed the verify tag for soap unit quantity. I have only one bar of soap in my fortress and the hospital lists it as 150/750. --[[User:Cali|Cali]] 11:30, 8 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fishing in a well ==&lt;br /&gt;
The [[Zones]] page states that fishing must be done over open water, not through grates or a well. However, the [[Well]] page states &amp;quot;Dwarfs can (and will) fish from a well if that labor is designated. This does not harm the well.&amp;quot; --[[User:RadGH|RadGH]] 09:35, 11 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Clay Collection Areas ==&lt;br /&gt;
&lt;br /&gt;
I guess I might just be being stupid, but I can't seem to get the clay collection area to work. The wiki says sandy clay is a type of clay, so I tried placing the zone on sandy clay walls and sandy clay floors. It still said Clay(0). Can someone tell me how to do this properly, or if this is a bug, or if sandy clay isnt a type of clay after all?&lt;br /&gt;
--[[User:Sirgren|Sirgren]] 22:14, 23 February 2011 (UTC)&lt;br /&gt;
Nevermind, it was a map made before the update.&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=149061</id>
		<title>v0.31 Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=149061"/>
		<updated>2011-05-11T21:25:56Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* (dwarf) cancels fill pond: cannot find path */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Animal pit, keep them from going away==&lt;br /&gt;
I have a pit in which I like to keep all my animals for butchering. There is a door which is tightly closed. However when my butcher goes in to take an animal all the animals escape. What can I do to fix this?&lt;br /&gt;
I placed it above ground because I read somewhere that animals prefer this. It still doesn't help :(&lt;br /&gt;
: For now, not much. Best solution is to stick them in a cage near your butcher (and possibly also your farmer's workshops so your animals can be easily milked). Assigning the animals to the cage is not much different from sticking them in a cage, except that you only need to do it once because they cannot escape from the cage like they would a pit. Of course, this may also prevent them from breeding unless they get time out of the cage (for example, if you milk them). Pregnant animals will give birth in a cage, but they will not get pregnant again while in the cage. [[User:Niveras|Niveras]] 22:43, 28 November 2010 (UTC)&lt;br /&gt;
:: If you need to pit some for breeding, placing the pit zone furthest away from the door makes it less likely they'll reach it to attempt escape. If you have some caged for milking and have milkable breeds in the pit, you can also forbid the door so your milker won't get the bright idea to let them all loose. [[User:Uzu Bash|Uzu Bash]] 04:44, 29 November 2010 (UTC)&lt;br /&gt;
::: Thanks for the help. Originally I planned to make a large outdoor area just for the animals, but it seems it's just impossible to do. I hope this function gets added soon because all these puppies/cow/horses running around is just a big mess. Guess dumping them all in a lava pool is the best solution&lt;br /&gt;
::: Put them on a bunch of ropes if you want them to breed, or you want the 'field full of animals' look.&lt;br /&gt;
&lt;br /&gt;
==Flow-stylee activity zones?==&lt;br /&gt;
Does anyone know what this comment in the 0.31.02 changelog at [http://www.bay12games.com/forum/index.php?topic=53505.0] means:&lt;br /&gt;
* fixed crash from doing a large flow-style activity zone&lt;br /&gt;
&lt;br /&gt;
What is a flow-style activity zone?&lt;br /&gt;
--[[User:Altaree|Altaree]] 14:12, 9 April 2010 (UTC)&lt;br /&gt;
:When you are at the activity zone definition/selection state (right after hitting the Zones key from the main menu), you will see a key listed as &amp;quot;rectangle&amp;quot; (default &amp;quot;e&amp;quot;) on the menu. Pressing that key toggles between three zone creation states: &amp;quot;rectangle&amp;quot; (the default, you set one corner of a rectangle and then the other), &amp;quot;flow&amp;quot; (you select a location and the area is &amp;quot;filled&amp;quot; with the activity zone, just like defining a room, and can be expanded and contracted the same way), and &amp;quot;floor flow&amp;quot; (not sure what the difference between it and &amp;quot;flow&amp;quot; is, anyone else done any testing?). I'm guessing zones don't become a simple property of the map squares where you defined the zone, like stock(p)iles and (d)esignations do. Instead the way you defined the zone is saved, and the area it occupies is re-calculated with every frame, after the zone menu is closed and play resumes. So a &amp;quot;flow-style&amp;quot; activity zone would be one that was originally defined using the &amp;quot;flow&amp;quot; method, and a large one could cause a performance hit at least, simply because its borders need to be recalculated from the definition every frame, which can get pretty complicated for some convoluted fortress designs. --[[Special:Contributions/66.190.120.90|66.190.120.90]] 15:45, 1 May 2010 (UTC)&lt;br /&gt;
::I'm fairly sure the flow area selected does not change shape even if walls originally inhibiting the flow are removed. This is based on observation with making rooms and expanding them. Should be easy to confirm.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 04:44, 15 June 2010 (UTC)&lt;br /&gt;
::Flow will include but not pass through walls, floor flow will not include walls.  I've had this crash several times, glad it's fixed. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 11:52, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Zone-canceling crash==&lt;br /&gt;
It seems that whenever I cancel a zone while I am still placing it, the game crashes. It's pretty easily avoidable(finish building it, then delete it), but still annoying. Is this happening to anyone else?--[[User:Pvt. Miller|Pvt. Miller]] 21:51, 15 April 2010 (UTC)&lt;br /&gt;
::I can confirm this, happens to me every time. It's a bummer.&lt;br /&gt;
&lt;br /&gt;
== Failure to dump items ==&lt;br /&gt;
&lt;br /&gt;
I have a dozen clothing items on the ground marked for dumping that aren't being dumped. They're not on top of a stockpile, &amp;quot;gather refuse from outside&amp;quot; is turned ON, the items are not forbidden, I have a garbage dump zone AND refuse pile, and dwarves have refuse hauling enabled. I have many idlers. Stone from within my fortress gets dumped, but these clothing items do not. What gives? --[[Special:Contributions/208.81.12.34|208.81.12.34]] 14:12, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sounds like the items are owned. Owned items cannot be dumped. Only the owning dwarf can move them. View the item, and see if it lists an owner. If so, the only way to get them moved is to give the dwarf their own room (bedroom is good), and place a cabinet into that room. The dwarf will eventually grab up their discarded clothes and place them into the cabinet. --[[User:Darkstar|Darkstar]] 17:11, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have a similar problem, though the item in question is a random stone, and I have double-checked it is not owned.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also frequently drop food while carrying it somewhere to eat, and it can never be moved again if this happens. Apparently something in the ownership tags gets screwed up, so the food ends up owned by a null &amp;quot;nobody&amp;quot; dwarf that prevents removal of the food by any dwarf, including the one that dropped the food. My trade depot is currently full of miasma due to these unmovable dropped meals. Turning off all jobs except &amp;quot;refuse hauling&amp;quot; only leaves the dwarves that own the food standing around with &amp;quot;No Job.&amp;quot; --[[User:Tatterdemalian|Tatterdemalian]] 03:10, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You probably have some construction designed (and maybe suspended) using that stone, so the stone is reserved for that construction and can't be moved anywhere else. This happened to me a lot when I had a wall around my fortress designed, but suspended: all the materials indicated for building the wall were unavailable for anything else, including dumping. --[[Special:Contributions/188.82.156.156|188.82.156.156]] 20:54, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seems hauling is slightly bugged; items which cannot be hauled to their appropriate location can prevent other items from being hauled (there appears to be a hauling queue with a certain number of available slots; if the top of the queue is full of inaccessible items, dumping will come to a grinding halt, and possibly other hauling jobs as well).  If you run into a persistent problem in which dwarves aren't dumping goods, more than likely you have items needing to be hauled which cannot be accessed by any living dwarf (common if you, like me, leave migrants outside the fortress proper to starve to death).  Forbidding inaccessible items -may- resolve the issue, but if not, undesignate all dump orders for inaccessible items, and undesignate all inaccessible stockpiles.  If you use burrows, you may want to temporarily disable them until your dwarves sort their hauling problems out.&lt;br /&gt;
&lt;br /&gt;
== Did I build a floor on top of the dump? ==&lt;br /&gt;
I think I built a floor on top of an outdoors dump zone. Everyone was restricted to burrows. &amp;lt;br /&amp;gt;Zillion cancel-dump-dropoff-inaccessible messages. Miners refused to dig! Removing floor and letting dorfs outdoors... solved. --[[User:TomiTapio|TomiTapio]] 18:29, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== (dwarf) cancels fill pond: cannot find path ==&lt;br /&gt;
&lt;br /&gt;
I keep getting this message, along with a very, very confused dwarf. He seems fine after I cancel a few times, but then either he tries again or someone else does. It isn't much of a problem(yet), but constant spamming is really annoying. I am on Reclaim.&lt;br /&gt;
&lt;br /&gt;
When your pond is blocking the only way from where a dwarf is to where the water is, and the pond has been filled to 4/7 or more, the dwarfs will no longer be able to path through the pond to get to the water to fill the pond. [[User:GhostDwemer|GhostDwemer]] 21:25, 11 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verify: ==&lt;br /&gt;
&lt;br /&gt;
I can verify everything that needs verified, except for powder showing up where 1 item of powder is 150 units. This is because at the current point powder does not go into a hospital stockpile and as such this cannot be measured. It can be assumed that it follows the same rules as soap, but at this point it's all conjecture. --[[User:Eurytus|Eurytus]] 12:26, 19 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I removed the verify tag for soap unit quantity. I have only one bar of soap in my fortress and the hospital lists it as 150/750. --[[User:Cali|Cali]] 11:30, 8 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fishing in a well ==&lt;br /&gt;
The [[Zones]] page states that fishing must be done over open water, not through grates or a well. However, the [[Well]] page states &amp;quot;Dwarfs can (and will) fish from a well if that labor is designated. This does not harm the well.&amp;quot; --[[User:RadGH|RadGH]] 09:35, 11 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Clay Collection Areas ==&lt;br /&gt;
&lt;br /&gt;
I guess I might just be being stupid, but I can't seem to get the clay collection area to work. The wiki says sandy clay is a type of clay, so I tried placing the zone on sandy clay walls and sandy clay floors. It still said Clay(0). Can someone tell me how to do this properly, or if this is a bug, or if sandy clay isnt a type of clay after all?&lt;br /&gt;
--[[User:Sirgren|Sirgren]] 22:14, 23 February 2011 (UTC)&lt;br /&gt;
Nevermind, it was a map made before the update.&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Phyllite&amp;diff=149051</id>
		<title>v0.31:Phyllite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Phyllite&amp;diff=149051"/>
		<updated>2011-05-11T15:31:11Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: removed 'contains no metal ores' because it does contain metal ores&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:32, 8 June 2010 (UTC)}}{{layerlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Phyllite is an unremarkable {{L|metamorphic}} {{L|stone}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Phyllite.jpg|Phyllite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Phyllite&amp;diff=149050</id>
		<title>v0.31 Talk:Phyllite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Phyllite&amp;diff=149050"/>
		<updated>2011-05-11T15:30:31Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: Created page with 'Removing &amp;quot;Contains no metal ores&amp;quot; unless we get a lot more in the way of verification. AFAIK, there is no tag in the raws that says &amp;quot;put this in every other metamorphic stone EXC…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Removing &amp;quot;Contains no metal ores&amp;quot; unless we get a lot more in the way of verification. AFAIK, there is no tag in the raws that says &amp;quot;put this in every other metamorphic stone EXCEPT phyllite.&amp;quot; Basically, DaReaper2000, you got unlucky, or used map settings that ensure some layers will be blank. [[User:GhostDwemer|GhostDwemer]] 15:30, 11 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=148974</id>
		<title>v0.34:Style project</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=148974"/>
		<updated>2011-05-10T00:33:19Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Style projects add style, realism, or interest to a fort. They can be any size or complexity, from small and simple to huge and involved. Many mega-projects incorporate elements of style, there is definitely some overlap in the categories, but mega projects are defined primarily by their size while style projects are defined by their content. If you do something &amp;quot;because my dwarves would like it like that,&amp;quot; chances are it is a style project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Decorating with Magma ==&lt;br /&gt;
Dig channels around important parts of your fort and fill them with magma! Make your noble's rooms and tombs far more impressive. Impress visitors with your fiery hot entry hall.&lt;br /&gt;
&lt;br /&gt;
== Mosaics ==&lt;br /&gt;
It takes a lot of time to create piles of different colored stone blocks, dig out a huge room to put the mosaic in, and actually make the thing. And it has absolutely no effect in game. Perfect style project. &lt;br /&gt;
&lt;br /&gt;
== Gargoyles ==&lt;br /&gt;
Make a bunch of statues out of the same sort of stone as your walls. Put the scariest ones on top of your walls, like gargoyle decorations.&lt;br /&gt;
&lt;br /&gt;
== Hunter's Lodge ==&lt;br /&gt;
A hunter's lodge, with quarters for your animal slaying, food providing chaps, with 1x1 totem stockpiles along the walls to display impressive/exotic kills, a recessed fireplace (wood furnace), small table and chair clusters and a private stockpile of booze (only the best) and fine food. Give it a wood floor for that cozy feel, and maybe intersperse 1x1 stockpiles for tanned skins on the floor, and once a skin is place, forbid it and remove the stockpile, leaving you with animal skin rugs!&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bunker. ==&lt;br /&gt;
Your traps have been breached, your bridge won't close, your military is on the ropes, and your dwarves are hiding.  What do you do?  Retreat to the dwarven bunker and seal the gate!  There is NO way in or out (except a back way out to the outside) and it contains levers to seal off the fortress from the outside world.  Also contains 60 beds, a well, space for some workshops, backup food and ale storage, and some backup stone and wood in storage.  All that's needed to survive in the bunker, or to build a wagon and evacuate... while providing a staging point for future reclamation efforts!  Warning: Alcohol storage difficult due to how your dwarves keep trying to drink the stores.&lt;br /&gt;
&lt;br /&gt;
==The Divine Quarter.==&lt;br /&gt;
Hollow out a big, tall cavern and put a bunch of temples in it, one for each of the dwarven gods your dwarves worship.  Each temple should look unique and different.  The God of Fortresses looks like a fortress, God of Mountains like a natural cave, God of Dawn has a golden wall on the east side with clear glass in front, etc.  Make it several Z-levels high of empty space (some temples are shorter, with arched roofs).  Bonus points if you include a 10x10 mosaic of the God's Symbol on the floor of the temple.&lt;br /&gt;
&lt;br /&gt;
== The Gardens ==&lt;br /&gt;
Create an outdooor area showcasing the natural scenery, complete with winding dirt paths, ponds with islands and bridges, paved plazas, picnic tables and chairs, artfully placed statues, obsidian pavilions, marble columns, porcelain fountains, and so forth. Is the in-game effect exactly the same as plopping down a few random statues outside? Of course. Does it look nicer? If you use your imagination, sure!&lt;br /&gt;
&lt;br /&gt;
== Fisherman's Lodge ==&lt;br /&gt;
Along the lines of the hunter's lodge, but also including a fishery workshop and a fishing pier.&lt;br /&gt;
&lt;br /&gt;
== Commemorative Coin Vaults ==&lt;br /&gt;
Create a vault with commemorative coins for each year of the fort, made out of whatever metal you have spare at the time. Once a vault is full (don't use bins, so all those lovely coins are on display!), seal it with a floodgate, and dig out another.&lt;br /&gt;
&lt;br /&gt;
== Watchtowers ==&lt;br /&gt;
Tall towers, 5x5 walls (3x3 inside) with a single stairway heading straight to the top floor, which has glass windows looking out on the surrounding countryside.  Bonus points if you can make a sloped roof.  MORE bonus points if you make it all out of one material. (The White Tower, the Black Tower, etc.)&lt;br /&gt;
&lt;br /&gt;
== Nicer Housing ==&lt;br /&gt;
Add some interest to your housing units with multiple rooms, or even balconies overlooking a cliff face or cavern. Build multi floor housing units with workshops on the bottom floor and housing on the upper floors. Sure, your dwarves may have to wait for their fancy new homes, and they might not even like them any better, but that's never the point of style projects!&lt;br /&gt;
&lt;br /&gt;
== Art in Architecture ==&lt;br /&gt;
A giant bridge is a megaproject. But creating 20 z-level statues as supports for that bridge is a style project. Making an enormous castle is a megaproject. Making an exact replica of Winterfell is a mega-style project!&lt;br /&gt;
&lt;br /&gt;
== Statues for Heroes ==&lt;br /&gt;
Keep pumping out statues until you get one of each of your legendary fighters, then give each of them a statue of themselves.&lt;br /&gt;
&lt;br /&gt;
== The Vault == &lt;br /&gt;
Create a vault, complete with gated, lever controlled entrance with guard animals and traps. Put all your most valuable stuff in high quality only stockpiles in the vault. Make separate vaults for different things or materials.&lt;br /&gt;
&lt;br /&gt;
== Bird Coops ==&lt;br /&gt;
Give each female bird her own little nook with her own nest box, and a door in front you can lock to keep her eggs safe from greedy dwarven hands.&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=148911</id>
		<title>v0.34:Style project</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=148911"/>
		<updated>2011-05-08T20:01:51Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Style projects add style, realism, or interest to a fort. They can be any size or complexity, from small and simple to huge and involved. Many mega-projects incorporate elements of style, there is definitely some overlap in the categories, but mega projects are defined primarily by their size while style projects are defined by their content. If you do something &amp;quot;because my dwarves would like it like that,&amp;quot; chances are it is a style project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Decorating with Magma ==&lt;br /&gt;
Dig channels around important parts of your fort and fill them with magma! Make your noble's rooms and tombs far more impressive. Impress visitors with your fiery hot entry hall.&lt;br /&gt;
&lt;br /&gt;
== Mosaics ==&lt;br /&gt;
It takes a lot of time to create piles of different colored stone blocks, dig out a huge room to put the mosaic in, and actually make the thing. And it has absolutely no effect in game. Perfect style project. &lt;br /&gt;
&lt;br /&gt;
== Gargoyles ==&lt;br /&gt;
Make a bunch of statues out of the same sort of stone as your walls. Put the scariest ones on top of your walls, like gargoyle decorations.&lt;br /&gt;
&lt;br /&gt;
== Hunter's Lodge ==&lt;br /&gt;
A hunter's lodge, with quarters for your animal slaying, food providing chaps, with 1x1 totem stockpiles along the walls to display impressive/exotic kills, a recessed fireplace (wood furnace), small table and chair clusters and a private stockpile of booze (only the best) and fine food. Give it a wood floor for that cozy feel, and maybe intersperse 1x1 stockpiles for tanned skins on the floor, and once a skin is place, forbid it and remove the stockpile, leaving you with animal skin rugs!&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bunker. ==&lt;br /&gt;
Your traps have been breached, your bridge won't close, your military is on the ropes, and your dwarves are hiding.  What do you do?  Retreat to the dwarven bunker and seal the gate!  There is NO way in or out (except a back way out to the outside) and it contains levers to seal off the fortress from the outside world.  Also contains 60 beds, a well, space for some workshops, backup food and ale storage, and some backup stone and wood in storage.  All that's needed to survive in the bunker, or to build a wagon and evacuate... while providing a staging point for future reclamation efforts!  Warning: Alcohol storage difficult due to how your dwarves keep trying to drink the stores.&lt;br /&gt;
&lt;br /&gt;
==The Divine Quarter.==&lt;br /&gt;
Hollow out a big, tall cavern and put a bunch of temples in it, one for each of the dwarven gods your dwarves worship.  Each temple should look unique and different.  The God of Fortresses looks like a fortress, God of Mountains like a natural cave, God of Dawn has a golden wall on the east side with clear glass in front, etc.  Make it several Z-levels high of empty space (some temples are shorter, with arched roofs).  Bonus points if you include a 10x10 mosaic of the God's Symbol on the floor of the temple.&lt;br /&gt;
&lt;br /&gt;
== The Gardens ==&lt;br /&gt;
Create an outdooor area showcasing the natural scenery, complete with winding dirt paths, ponds with islands and bridges, paved plazas, picnic tables and chairs, artfully placed statues, obsidian pavilions, marble columns, porcelain fountains, and so forth. Is the in-game effect exactly the same as plopping down a few random statues outside? Of course. Does it look nicer? If you use your imagination, sure!&lt;br /&gt;
&lt;br /&gt;
== Fisherman's Lodge ==&lt;br /&gt;
Along the lines of the hunter's lodge, but also including a fishery workshop and a fishing pier.&lt;br /&gt;
&lt;br /&gt;
== Commemorative Coin Vaults ==&lt;br /&gt;
Create a vault with commemorative coins for each year of the fort, made out of whatever metal you have spare at the time. Once a vault is full (don't use bins, so all those lovely coins are on display!), seal it with a floodgate, and dig out another.&lt;br /&gt;
&lt;br /&gt;
== Watchtowers ==&lt;br /&gt;
Tall towers, 5x5 walls (3x3 inside) with a single stairway heading straight to the top floor, which has glass windows looking out on the surrounding countryside.  Bonus points if you can make a sloped roof.  MORE bonus points if you make it all out of one material. (The White Tower, the Black Tower, etc.)&lt;br /&gt;
&lt;br /&gt;
== Nicer Housing ==&lt;br /&gt;
Add some interest to your housing units with multiple rooms, or even balconies overlooking a cliff face or cavern. Build multi floor housing units with workshops on the bottom floor and housing on the upper floors. Sure, your dwarves may have to wait for their fancy new homes, and they might not even like them any better, but that's never the point of style projects!&lt;br /&gt;
&lt;br /&gt;
== Art in Architecture ==&lt;br /&gt;
A giant bridge is a megaproject. But creating 20 z-level statues as supports for that bridge is a style project. Making an enormous castle is a megaproject. Making an exact replica of Winterfell is a mega-style project!&lt;br /&gt;
&lt;br /&gt;
== Statues for Heroes ==&lt;br /&gt;
Keep pumping out statues until you get one of each of your legendary fighters, then give each of them a statue of themselves.&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=148900</id>
		<title>v0.34:Style project</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=148900"/>
		<updated>2011-05-08T17:54:35Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Style projects add style, realism, or interest to a fort. They can be any size or complexity, from small and simple to huge and involved. Many mega-projects incorporate elements of style, there is definitely some overlap in the categories, but mega projects are defined primarily by their size while style projects are defined by their content. If you do something &amp;quot;because my dwarves would like it like that,&amp;quot; chances are it is a style project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Decorating with Magma ==&lt;br /&gt;
Dig channels around important parts of your fort and fill them with magma! Make your noble's rooms and tombs far more impressive. Impress visitors with your fiery hot entry hall.&lt;br /&gt;
&lt;br /&gt;
== Mosaics ==&lt;br /&gt;
It takes a lot of time to create piles of different colored stone blocks, dig out a huge room to put the mosaic in, and actually make the thing. And it has absolutely no effect in game. Perfect style project. &lt;br /&gt;
&lt;br /&gt;
== Gargoyles ==&lt;br /&gt;
Make a bunch of statues out of the same sort of stone as your walls. Put the scariest ones on top of your walls, like gargoyle decorations.&lt;br /&gt;
&lt;br /&gt;
== Hunter's Lodge ==&lt;br /&gt;
A hunter's lodge, with quarters for your animal slaying, food providing chaps, with 1x1 totem stockpiles along the walls to display impressive/exotic kills, a recessed fireplace (wood furnace), small table and chair clusters and a private stockpile of booze (only the best) and fine food. Give it a wood floor for that cozy feel, and maybe intersperse 1x1 stockpiles for tanned skins on the floor, and once a skin is place, forbid it and remove the stockpile, leaving you with animal skin rugs!&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bunker. ==&lt;br /&gt;
Your traps have been breached, your bridge won't close, your military is on the ropes, and your dwarves are hiding.  What do you do?  Retreat to the dwarven bunker and seal the gate!  There is NO way in or out (except a back way out to the outside) and it contains levers to seal off the fortress from the outside world.  Also contains 60 beds, a well, space for some workshops, backup food and ale storage, and some backup stone and wood in storage.  All that's needed to survive in the bunker, or to build a wagon and evacuate... while providing a staging point for future reclamation efforts!  Warning: Alcohol storage difficult due to how your dwarves keep trying to drink the stores.&lt;br /&gt;
&lt;br /&gt;
==The Divine Quarter.==&lt;br /&gt;
Hollow out a big, tall cavern and put a bunch of temples in it, one for each of the dwarven gods your dwarves worship.  Each temple should look unique and different.  The God of Fortresses looks like a fortress, God of Mountains like a natural cave, God of Dawn has a golden wall on the east side with clear glass in front, etc.  Make it several Z-levels high of empty space (some temples are shorter, with arched roofs).  Bonus points if you include a 10x10 mosaic of the God's Symbol on the floor of the temple.&lt;br /&gt;
&lt;br /&gt;
== The Gardens ==&lt;br /&gt;
Create an outdooor area showcasing the natural scenery, complete with winding dirt paths, ponds with islands and bridges, paved plazas, picnic tables and chairs, artfully placed statues, obsidian pavilions, marble columns, porcelain fountains, and so forth. Is the in-game effect exactly the same as plopping down a few random statues outside? Of course. Does it look nicer? If you use your imagination, sure!&lt;br /&gt;
&lt;br /&gt;
== Fisherman's Lodge ==&lt;br /&gt;
Along the lines of the hunter's lodge, but also including a fishery workshop and a fishing pier.&lt;br /&gt;
&lt;br /&gt;
== Commemorative Coin Vaults ==&lt;br /&gt;
Create a vault with commemorative coins for each year of the fort, made out of whatever metal you have spare at the time. Once a vault is full (don't use bins, so all those lovely coins are on display!), seal it with a floodgate, and dig out another.&lt;br /&gt;
&lt;br /&gt;
== Watchtowers ==&lt;br /&gt;
Tall towers, 5x5 walls (3x3 inside) with a single stairway heading straight to the top floor, which has glass windows looking out on the surrounding countryside.  Bonus points if you can make a sloped roof.  MORE bonus points if you make it all out of one material. (The White Tower, the Black Tower, etc.)&lt;br /&gt;
&lt;br /&gt;
== Nicer Housing ==&lt;br /&gt;
Add some interest to your housing units with multiple rooms, or even balconies overlooking a cliff face or cavern. Build multi floor housing units with workshops on the bottom floor and housing on the upper floors. Sure, your dwarves may have to wait for their fancy new homes, and they might not even like them any better, but that's never the point of style projects!&lt;br /&gt;
&lt;br /&gt;
== Art in Architecture ==&lt;br /&gt;
A giant bridge is a megaproject. But creating 20 z-level statues as supports for that bridge is a style project. Making an enormous castle is a megaproject. Making an exact replica of Winterfell is a mega-style project!&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=148898</id>
		<title>v0.34:Style project</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=148898"/>
		<updated>2011-05-08T17:43:11Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Style projects add style, realism, or interest to a fort. They can be any size or complexity, from small and simple to huge and involved. Many mega-projects incorporate elements of style, there is definitely some overlap in the categories, but mega projects are defined primarily by their size while style projects are defined by their content. If you do something &amp;quot;because my dwarves would like it like that,&amp;quot; chances are it is a style project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Decorating with Magma ==&lt;br /&gt;
Dig channels around important parts of your fort and fill them with magma! Make your noble's rooms and tombs far more impressive. Impress visitors with your fiery hot entry hall.&lt;br /&gt;
&lt;br /&gt;
== Mosaics ==&lt;br /&gt;
It takes a lot of time to create piles of different colored stone blocks, dig out a huge room to put the mosaic in, and actually make the thing. And it has absolutely no effect in game. Perfect style project. &lt;br /&gt;
&lt;br /&gt;
== Gargoyles ==&lt;br /&gt;
Make a bunch of statues out of the same sort of stone as your walls. Put the scariest ones on top of your walls, like gargoyle decorations.&lt;br /&gt;
&lt;br /&gt;
== Hunter's Lodge ==&lt;br /&gt;
A hunter's lodge, with quarters for your animal slaying, food providing chaps, with 1x1 totem stockpiles along the walls to display impressive/exotic kills, a recessed fireplace (wood furnace), small table and chair clusters and a private stockpile of booze (only the best) and fine food. Give it a wood floor for that cozy feel, and maybe intersperse 1x1 stockpiles for tanned skins on the floor, and once a skin is place, forbid it and remove the stockpile, leaving you with animal skin rugs!&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bunker. ==&lt;br /&gt;
Your traps have been breached, your bridge won't close, your military is on the ropes, and your dwarves are hiding.  What do you do?  Retreat to the dwarven bunker and seal the gate!  There is NO way in or out (except a back way out to the outside) and it contains levers to seal off the fortress from the outside world.  Also contains 60 beds, a well, space for some workshops, backup food and ale storage, and some backup stone and wood in storage.  All that's needed to survive in the bunker, or to build a wagon and evacuate... while providing a staging point for future reclamation efforts!  Warning: Alcohol storage difficult due to how your dwarves keep trying to drink the stores.&lt;br /&gt;
&lt;br /&gt;
==The Divine Quarter.==&lt;br /&gt;
Hollow out a big, tall cavern and put a bunch of temples in it, one for each of the dwarven gods your dwarves worship.  Each temple should look unique and different.  The God of Fortresses looks like a fortress, God of Mountains like a natural cave, God of Dawn has a golden wall on the east side with clear glass in front, etc.  Make it several Z-levels high of empty space (some temples are shorter, with arched roofs).  Bonus points if you include a 10x10 mosaic of the God's Symbol on the floor of the temple.&lt;br /&gt;
&lt;br /&gt;
== The Gardens ==&lt;br /&gt;
Create an outdooor area showcasing the natural scenery, complete with winding dirt paths, paved plazas, picnic tables and chairs, artfully placed statues, and so forth. Is the in-game effect exactly the same as plopping down a few random statues outside? Of course. Does it look nicer? If you use your imagination, sure!&lt;br /&gt;
&lt;br /&gt;
== Fisherman's Lodge ==&lt;br /&gt;
Along the lines of the hunter's lodge, but also including a fishery workshop and a fishing pier.&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=148897</id>
		<title>v0.34:Style project</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=148897"/>
		<updated>2011-05-08T17:34:42Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: Created page with 'Style projects add style, realism, or interest to a fort. They can be any size or complexity, from small and simple to huge and involved. Many mega-projects incorporate elements …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Style projects add style, realism, or interest to a fort. They can be any size or complexity, from small and simple to huge and involved. Many mega-projects incorporate elements of style, there is definitely some overlap in the categories, but mega projects are defined primarily by their size while style projects are defined by their content. If you do something &amp;quot;because my dwarves would like it like that,&amp;quot; chances are it is a style project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Decorating with Magma ==&lt;br /&gt;
Dig channels around important parts of your fort and fill them with magma! Make your noble's rooms and tombs far more impressive. Impress visitors with your fiery hot entry hall.&lt;br /&gt;
&lt;br /&gt;
== Mosaics ==&lt;br /&gt;
It takes a lot of time to create piles of different colored stone blocks, dig out a huge room to put the mosaic in, and actually make the thing. And it has absolutely no effect in game. Perfect style project. &lt;br /&gt;
&lt;br /&gt;
== Gargoyles ==&lt;br /&gt;
Make a bunch of statues out of the same sort of stone as your walls. Put the scariest ones on top of your walls, like gargoyle decorations.&lt;br /&gt;
&lt;br /&gt;
== Hunter's Lodge ==&lt;br /&gt;
A hunter's lodge, with quarters for your animal slaying, food providing chaps, with 1x1 totem stockpiles along the walls to display impressive/exotic kills, a recessed fireplace (wood furnace), small table and chair clusters and a private stockpile of booze (only the best) and fine food. Give it a wood floor for that cozy feel, and maybe intersperse 1x1 stockpiles for tanned skins on the floor, and once a skin is place, forbid it and remove the stockpile, leaving you with animal skin rugs!&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bunker. ==&lt;br /&gt;
Your traps have been breached, your bridge won't close, your military is on the ropes, and your dwarves are hiding.  What do you do?  Retreat to the dwarven bunker and seal the gate!  There is NO way in or out (except a back way out to the outside) and it contains levers to seal off the fortress from the outside world.  Also contains 60 beds, a well, space for some workshops, backup food and ale storage, and some backup stone and wood in storage.  All that's needed to survive in the bunker, or to build a wagon and evacuate... while providing a staging point for future reclamation efforts!  Warning: Alcohol storage difficult due to how your dwarves keep trying to drink the stores.&lt;br /&gt;
&lt;br /&gt;
==The Divine Quarter.==&lt;br /&gt;
Hollow out a big, tall cavern and put a bunch of temples in it, one for each of the dwarven gods your dwarves worship.  Each temple should look unique and different.  The God of Fortresses looks like a fortress, God of Mountains like a natural cave, God of Dawn has a golden wall on the east side with clear glass in front, etc.  Make it several Z-levels high of empty space (some temples are shorter, with arched roofs).  Bonus points if you include a 10x10 mosaic of the God's Symbol on the floor of the temple.&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:World_painter&amp;diff=148771</id>
		<title>v0.31 Talk:World painter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:World_painter&amp;diff=148771"/>
		<updated>2011-05-06T19:57:16Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What´s that? --[[User:Kami|Kami]] 10:04, 15 April 2010 (UTC)&lt;br /&gt;
:http://df.magmawiki.com/index.php/40d:World_painter&lt;br /&gt;
Why is this page marked mods? This is not a mod. This is built in.[[User:GhostDwemer|GhostDwemer]] 19:57, 6 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_F.A.Q.&amp;diff=148770</id>
		<title>v0.31 Talk:Military F.A.Q.</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_F.A.Q.&amp;diff=148770"/>
		<updated>2011-05-06T19:52:59Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* my squad is killing itself! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I believe a requirement of the Arsenal Dwarf is to have a Sheriff, and give said sheriff their required rooms / furniture.&lt;br /&gt;
: I don't think this is so, because I didn't get around to that until long after one appeared (.06) [[User:Dorf and Dumb|Dorf and Dumb]] 16:19, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I can't get my dwarves to STOP killing things! ==&lt;br /&gt;
This section is incomplete. A thief may escape the attack by leaving the map. If a squad was told to go {{K|k}}kill a target, then the squad that is in persuit continues to have &amp;quot;Kill So-and-So&amp;quot; as their order long after the target is gone. The question &amp;quot;How do I get my squad to STOP killing things&amp;quot; should also be answered for the case where the squad is trying to kill something that is no longer on the map. Which I don't know the answer to, which is why I looked it up on this page. [[User:AngleWyrm|- AngleWyrm]] 23:00, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just cancel the Kill Order - they will stop pursuing that which they cannot catch and go back to normal --[[Special:Contributions/75.21.147.226|75.21.147.226]] 22:26, 3 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Another thing I found in .06 were dorfs standing around the bloody tile where the carcass had been hauled away from.  I think &amp;quot;kill&amp;quot; orders ''always'' have to be cancelled manually, at least as of that version. [[User:Dorf and Dumb|Dorf and Dumb]] 16:19, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Marksdwarfs Information==&lt;br /&gt;
&lt;br /&gt;
Marksdwarfs do not seem to practice when in a squad created under the Captain of the Guard.  This may be why some people are having trouble getting it to work.  Try creating a new squad with a normal commander.&lt;br /&gt;
&lt;br /&gt;
:Having any dwarf train is a waste of effort.  Wrestlers will go up to elite after a few punches back and forth with a flesh ball or something.  Marksdorfs will only rise once they get put across the moat from a herd of camels or something.  Don't even build targets or barracks or the like; they just give your dorfs opportunities to starve, dehydrate, or get generally bugged. [[User:Dorf and Dumb|Dorf and Dumb]] 05:31, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I wouldn't say this in that way. A [[Danger room]] allowed me to make dwarves legendary shield and armor and at least accomplished weapon users within 3 ingame months.&lt;br /&gt;
&lt;br /&gt;
==Getting dwarfs to leave the army==&lt;br /&gt;
&lt;br /&gt;
How do you get dwarfs to leave the army? They seem to be stuck doing individual combat drill, even after being removed from the squad in the military menu.&lt;br /&gt;
&lt;br /&gt;
*I would also like to know why this is -Banana 08:47, 10 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
** Deconstruct your barrackses, then they will stop training.&lt;br /&gt;
&lt;br /&gt;
== Unhappy thoughts. ==&lt;br /&gt;
&lt;br /&gt;
My dwarves get unhappy thoughts from being on long patrol duty and the draft but if I let them off they complain about being relived of duty. How can I make a schedule where they aren't constantly complaining and throwing tantrums? One month on/one month off doesn't seem to help, nor does keeping them active and changing the duty itself once a month. I only have 7 dwarves out of 10 in any squad active at any given time. [[User:Lando242|Lando242]] 17:55, 3 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You need to use scheduling screen to reduce the number of minimum soldiers for training from 10 to 2 or 3. That might work.&lt;br /&gt;
&lt;br /&gt;
* Give them fancy rooms to live and eat in, that will balance out the angry thoughts from long patrols.&lt;br /&gt;
&lt;br /&gt;
== my squad is killing itself! ==&lt;br /&gt;
&lt;br /&gt;
I don't know what's up with these dwarfs, I ordered them to kill a Rhinoceros (it was attacking my fisher).&amp;lt;br /&amp;gt;&lt;br /&gt;
They ran up and beat it to death with crossbow (they ran out of bolts I guess).&amp;lt;br /&amp;gt;&lt;br /&gt;
but after they killed it, they all piled up on top of it, and one of them suffocated!&amp;lt;br /&amp;gt;&lt;br /&gt;
What's worse, is after I told them to move to a location a few squares away (in case the other rhinos started bothering the clean up crew.)one of them, quote &amp;quot;has died after colliding with an obstacle&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
I don't have the slightest clue how that happened, or what he ran into, or how. it's like he ran full tilt, head first into a tree. o.O&lt;br /&gt;
&lt;br /&gt;
:First, you can sign your messages by using four tildes in a row. Messages display in the order they are generated, with a pause between messages to let you rad them. Your dwarfs were killed by the rhino. More than likely, the first dwarf was gored in the lung, and couldn't breath, while the second dwarf was rammed and tossed against a tree. You just didn't see the message until after it happened. In order to generate a clue, read the reports. They will give you a detailed blow by blow. Finally, your marksdwarves will only fire from a distance, in close combat they must resort to using their crossbows as hammers. You let the rhino get too close to them. [[User:GhostDwemer|GhostDwemer]] 19:52, 6 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=147341</id>
		<title>v0.31:Nest box</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=147341"/>
		<updated>2011-04-27T18:54:24Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: added 'use kitchen menu to forbid cooking eggs' technique from the forums.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''nest box''' is a building that {{L|egg}} laying creatures will use to lay their eggs in. A {{L|tool|nest box}} is created at a {{L|craftsdwarf's workshop}} or {{L|metalsmith's forge}}. Once {{k|b}}uilt, the box will be claimed by an egg laying animal. The animal that claims the nest box will periodically lay {{L|egg}}s into the box. A dwarf with the {{L|food hauling}} labor enabled will then remove the eggs and take them to a food stockpile. When the clutch of eggs is removed from the nest box, the egg-laying animal will abandon the nest box until she needs to lay another clutch.&lt;br /&gt;
&lt;br /&gt;
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized and will not hatch unless a male is present. If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from snatching them out of the nest box and hauling them to be eaten. To achieve this, eggs can be {{L|forbidden}}, or access to the nest box can be blocked with locked doors, or eggs can be forbidden as a cooking ingredient in the kitchen menu. There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch.  &lt;br /&gt;
&lt;br /&gt;
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of {{L|catsplosion}}s. Entire fortresses can be fed with {{L|egg production}}.&lt;br /&gt;
&lt;br /&gt;
[[category:buildings]]&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:GhostDwemer&amp;diff=146999</id>
		<title>User:GhostDwemer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:GhostDwemer&amp;diff=146999"/>
		<updated>2011-04-25T02:06:05Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: Less Finicky Water Reactor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress. It's not a game, it's a lifestyle. I've been playing video games since the early eighties, and this game beats them all. Below you will find random musings, my own notes to myself, really.&lt;br /&gt;
&lt;br /&gt;
==My New Current Fortress==&lt;br /&gt;
[[User:GhostDwemer/CityLions|The Fortress of City Lions]]&lt;br /&gt;
&lt;br /&gt;
ChanneledKisses is an awesome fortress, one from which I have learned a lot. But there comes a time when you realize that your accumulation of mistakes has become too great. ChanneledKisses is a dark and violent fortress, one out of eight are permanently crippled. Due to constant attacks, I have never been able to find the time to wall off the mayor for a season to get a baron. The fort has a volcano, sandstone with tons of coal, and marble. What it never had is a properly working trap system. And that is why one in eight citizens is maimed: I never had the time to train my militia right, they were always recovering from the last attack. You need to get them ready before you set them loose on the enemy, and to do that, you need to have the option of NOT using them. The answer, as I think everyone but me must know, is cage traps.&lt;br /&gt;
&lt;br /&gt;
So I went looking for a nice location, with goblins present but far away. Like, actually far away and not just the farthest away. And no volcano. I ended up finding a nice limestone valley near a middling large Dwarven civilization and far from goblins. They didn't send snatchers until year 2, and no ambushes until the spring of 53. I found a magma pipe terminating nicely in the first cavern level, at z-21. My main housing floor was built at z-9, I built another at z-14, right above the cavern, with a stairwell going down a column to the magma workshop under the cavern floor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Random Musings==&lt;br /&gt;
So I'm kinda treating my user page like a DF journal, just writing down random funny or useful or weird stuff. But I want to keep my home talk page clean, so look here: [[User:GhostDwemer/Random Stuff]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bitmaps==&lt;br /&gt;
For Perfect World elevation maps.&lt;br /&gt;
[[File:IndiaesqueSmall.png]]&lt;br /&gt;
&lt;br /&gt;
==Rough Draft, Pressure Regulating Water Reactor==&lt;br /&gt;
Diagonal flow makes the reactor less dependent on water levels, can be tuned for zero evaporation, can be expanded to any size (given enough space). This is a rough draft, I'm still working out the details. The current inlet and outlet are just stupid.&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:ReactorRegulator.jpg&amp;diff=146998</id>
		<title>File:ReactorRegulator.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:ReactorRegulator.jpg&amp;diff=146998"/>
		<updated>2011-04-25T02:03:00Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: Diagonal flow pressure reduction regulates flow across water wheels in a dwarven water reactor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Diagonal flow pressure reduction regulates flow across water wheels in a dwarven water reactor.&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:GhostDwemer&amp;diff=146923</id>
		<title>User:GhostDwemer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:GhostDwemer&amp;diff=146923"/>
		<updated>2011-04-23T23:06:15Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress. It's not a game, it's a lifestyle. I've been playing video games since the early eighties, and this game beats them all. Below you will find random musings, my own notes to myself, really.&lt;br /&gt;
&lt;br /&gt;
==My New Current Fortress==&lt;br /&gt;
[[User:GhostDwemer/CityLions|The Fortress of City Lions]]&lt;br /&gt;
&lt;br /&gt;
ChanneledKisses is an awesome fortress, one from which I have learned a lot. But there comes a time when you realize that your accumulation of mistakes has become too great. ChanneledKisses is a dark and violent fortress, one out of eight are permanently crippled. Due to constant attacks, I have never been able to find the time to wall off the mayor for a season to get a baron. The fort has a volcano, sandstone with tons of coal, and marble. What it never had is a properly working trap system. And that is why one in eight citizens is maimed: I never had the time to train my militia right, they were always recovering from the last attack. You need to get them ready before you set them loose on the enemy, and to do that, you need to have the option of NOT using them. The answer, as I think everyone but me must know, is cage traps.&lt;br /&gt;
&lt;br /&gt;
So I went looking for a nice location, with goblins present but far away. Like, actually far away and not just the farthest away. And no volcano. I ended up finding a nice limestone valley near a middling large Dwarven civilization and far from goblins. They didn't send snatchers until year 2, and no ambushes until the spring of 53. I found a magma pipe terminating nicely in the first cavern level, at z-21. My main housing floor was built at z-9, I built another at z-14, right above the cavern, with a stairwell going down a column to the magma workshop under the cavern floor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Random Musings==&lt;br /&gt;
So I'm kinda treating my user page like a DF journal, just writing down random funny or useful or weird stuff. But I want to keep my home talk page clean, so look here: [[User:GhostDwemer/Random Stuff]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bitmaps==&lt;br /&gt;
For Perfect World elevation maps.&lt;br /&gt;
[[File:IndiaesqueSmall.png]]&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:IndiaesqueSmall.png&amp;diff=146922</id>
		<title>File:IndiaesqueSmall.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:IndiaesqueSmall.png&amp;diff=146922"/>
		<updated>2011-04-23T23:03:32Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: 257x257 gray-scale bitmap for use as a Perfect World elevation map.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;257x257 gray-scale bitmap for use as a Perfect World elevation map.&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Chasm&amp;diff=146771</id>
		<title>v0.31 Talk:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Chasm&amp;diff=146771"/>
		<updated>2011-04-22T20:08:54Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone know if chasms still exist?&lt;br /&gt;
&lt;br /&gt;
:Chasms don't exist now, so should this page be deleted or perhaps say &amp;quot;Chasms no longer exist and have been replaced by {{L|Caverns}}? {{user|Akkie}} 9:53 UTC 17 April 2010&lt;br /&gt;
::I removed the link to &amp;quot;Chasm&amp;quot; from [[Template:World]] for DF2010 articles only, since they don't exist any more. Edit: I've also marked it for deletion. [[User:Immibis|Immibis]] 10:27, 17 April 2010 (UTC)&lt;br /&gt;
:::Seems like DF2010 Chasms should not redirect to 40D chasm page, there should be a page that just says they no longer exist IMO. The DF2010 Web page states they appear next to Chasms giving a link to DF2010 Chasms which then kicks to D40 chasms, very confusing.--[[User:Railick|Railick]] 23:36, 19 May 2010 (UTC)Railick&lt;br /&gt;
:I KNOW I've found a chasm in DF2010. It must have been 0.31.12 or earlier, when quest creatures hung out in caves that connected to the underworld. I was exploring one such cave when I got the [[announcement]] that I had found a chasm. I have an iffy memory so I don't remember if it was worded exactly the same as the 40d chasm discovery announcements, but I DO remember that the announcement contained the word &amp;quot;chasm&amp;quot; and not &amp;quot;cavern&amp;quot; (I had already received the &amp;quot;discovered a vast underground cavern&amp;quot; announcement when I first reached the open cavern layer). It was deep enough that I couldn't see the bottom. I was pretty sure there were no bottomless chasms in DF2010, but I just had to make sure, so I flung my character over the edge to find out. I don't know how many z-levels I fell, but it was nearly 10 seconds before I exploded into dwarfy chunks on the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
:So it would seem the DF2010 version of a Chasm is a place where cavern layers are connected by a sheer cliff with no slopes. I'll update the main article if I can verify this theory with screenshots, but as of yet I've only found the one chasm in adventure mode and none in fortress mode.--[[User:MightyJAK|MightyJAK]] 19:56, 22 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::You're thinking of deep pits. [[User:GhostDwemer|GhostDwemer]] 20:08, 22 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=144672</id>
		<title>v0.31 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=144672"/>
		<updated>2011-04-05T14:59:22Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Dwarven Caravan Every Other Year */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Colors of Containers==&lt;br /&gt;
Question regarding the coloring of the items being traded, It says that items in white are are created by a source other then your fortress, while brown is fortress created goods. In my first trade with the dwarven caravan two goods I know I created, a barrel holding donkey cheese and a barrel with cow's milk were colored in white. I mean, it's not exactly an issue, but is this because they an animal derived source or what? --[[User:AdmiralDread|AdmiralDread]] 05:15, 12 April 2010 (UTC)&lt;br /&gt;
:I believe for liquids in barrels it looks at whether you made the barrel, not the contents.  Perhaps for all barrel items, I'm not sure.  I personally don't trade food or drinks --[[User:Todestool|Todestool]] 14:49, 12 April 2010 (UTC)&lt;br /&gt;
:The color of a container is based on what it's made of. Anything made from [[tower cap]] will be white. Normal wood is brown. --[[User:Strangething|Strangething]] 02:29, 14 July 2010 (UTC)&lt;br /&gt;
::Note that AD was talking about the color displayed in the trading screen, not the color of the item. Any container will display according to the origin of the &amp;lt;i&amp;gt;container&amp;lt;/i&amp;gt;, regardless of the contents. So your barrel was foreign (listed in white), despite the fact that the cheese was local. When you (v)iew the item, the contents are listed, colored according to their origin (regardless of the container's origin). [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:14, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==No Dwarves==&lt;br /&gt;
It seems to be possible in DF2010 to have no trade from the dwarves. If their civilization is too small to have any leaders of note, then there will be no caravans.&lt;br /&gt;
&lt;br /&gt;
==Vermin in caravans?==&lt;br /&gt;
I wanted to release the bought warthogs out of their cages, tame bats and fluffy wamblers were in my list. I haven´t caught any vermin yet, so I put them in that cage, too.  When I looked at the (elven) caravan they &amp;quot;stole&amp;quot; the vermin from them. Anyone has seen this, too?&lt;br /&gt;
:I can confirm that elven caravans offer cages containing vermin. This vermin isn't shown in thr trade screen list, unless you view these cages separately. This vermin is ''not'' shown in your animal list of the status screen (hit {{k|z}} and then {{k|return}} to get there). It ''is'', however, shown in the list of creatures assignable to a cage. (hit {{k|q}}, select a cage, hit {{k|a}}, and there they are.) --[[User:Doub|Doub]] 17:47, 2 May 2010 (UTC)&lt;br /&gt;
::I agree.  The cages are not labeled as anything but normal cages.  However, if you view the item in the trade depot screen ({k|v} when highlighting the &amp;quot;empty&amp;quot; cage) the vermin will be shown as a content.--[[User:Kwieland|Kwieland]] 16:29, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==No Wagons with Caravans==&lt;br /&gt;
I never had wagons with DF2010. Is it just me or is there something needed except a 3wide path to one edge? Its always there and there is never a caravan with wagons, only with traders!--[[User:Niggy|Niggy]] 20:32, 12 April 2010 (UTC)&lt;br /&gt;
: I've not had wagons in this current fort either. Think it may be because I'm in a mountain biome...--[[User:Nimblewright|Nimblewright]] 10:11, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yes, Wagons are out for now. This is most likely a bug as the access check screen is still in. Hm..or not? --[[User:Birthright|Birthright]] 20:00, 14 April 2010 (UTC)&lt;br /&gt;
:::They're still in the raws - see creature_equipment.txt. --[[User:Quietust|Quietust]] 21:11, 14 April 2010 (UTC)&lt;br /&gt;
::::It still checks if a wagon could make it to the dapot, but for me a caravan (Without wagons obviously) went through a two-wide tunnel[[User:GiantTiger11|GiantTiger11]] 08:01, 24 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Late caravan ==&lt;br /&gt;
&lt;br /&gt;
The caravan used to arrive for me at exactly mid-autumn. I got my caravan in the new version at just a few days before autumn ended.  Is this the case with everyone? [[User:Greep|Greep]] 03:56, 17 April 2010 (UTC)&lt;br /&gt;
:can confirm, caravans now always come late. --[[User:Confused|Confused]] 14:08, 17 April 2010 (UTC)&lt;br /&gt;
::maybe this is intentional as a &amp;quot;delay&amp;quot; from where they travel from? --[[User:Eroing|Eroing]] 17:41, 17 April 2010 (CET)&lt;br /&gt;
:::It's &amp;lt;s&amp;gt;my first Mid-Winter&amp;lt;/s&amp;gt; the spring of the year after embarking now and i haven't seen just a wheel. Should I begin to worry? --[[User:Gnarker|Gnarker]] 11:37, 30 May 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Merchants going underground. ==&lt;br /&gt;
&lt;br /&gt;
I just had a dwarven caravan leave the fortress through an underground edge of the map. Spawned from the top though.--[[User:Droid|Droid]] 04:07, 21 April 2010 (UTC)&lt;br /&gt;
: In my fortress even an elven caravan took the way through the caverns! --[[User:Doub|Doub]] 07:57, 24 April 2010 (UTC)&lt;br /&gt;
: Confirmed. Humans entered from the top, and left through the first cavern. Killed an Serpent man tribe on the way out. 05:10, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple Trade Depots ==&lt;br /&gt;
&lt;br /&gt;
Has there been any change for this?&lt;br /&gt;
&lt;br /&gt;
== Traders go insane and starve ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane. This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.&amp;quot; &lt;br /&gt;
Is this correct? Traders can starve? Or do they only gain the ability to starve when insane?&lt;br /&gt;
:I've only had this happen once. They went crazy after a while, and then starved.  I don't know if it was exactly six months, but probably similar time scale. Experiment.  Try locking the caravan on your map.  Find out if it is really 6 months, if they go crazy, stave, and what happens!--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
: Verified (in .13.12), caravan (and their pack animals) went insane, they could not handle 1-tile wide bridges over our river. Probably expected 3-6 tiles wide bridges! Looks like they drop their items upon going insane.--[[User:TomiTapio|TomiTapio]] 23:00, 29 July 2010 (UTC)&lt;br /&gt;
: In .31.25 I've just had a merchant and his pack animal go stark raving mad without holding the merchants hostage.  I had no Trade Depot.  I usually build a depot so I'm left scratching my beard on this.  Is this new behavior? --[[User:Jwest23|Jwest23]] 18:42, 3 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== First Caravan Brings Nothing? ==&lt;br /&gt;
&lt;br /&gt;
I've had this happen twice, where the dwarven caravan brings a whole lot of nothing. Is this to be expected? I generaqlly give them something nyways, in hope that the next year will be better.&lt;br /&gt;
&lt;br /&gt;
== No Dwarven Caravan ==&lt;br /&gt;
&lt;br /&gt;
I'm in mid-summer of my third year and the only caravans I have been getting have been elven ones once a year. I Still haven't had a dwarven caravan show up ever. In the Civ screen it says that there are no important people in the civ.&lt;br /&gt;
&lt;br /&gt;
My first year I got 7 migrants in total and haven't got any since. Does this mean my parent civ has been eradicated?&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:13, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The same thing happened to me.  My fortress is in a &amp;quot;small region&amp;quot;-sized world-- I'm beginning to wish I'd paid more attention while the world was created; maybe there just aren't any other dwarves inside it?&lt;br /&gt;
&lt;br /&gt;
== Caravan leaving through cave ==&lt;br /&gt;
&lt;br /&gt;
I just had a caravan leave through a cave. I had a clear path to a ground exit from my trade depot, even for wagons. This was not the case for the cave level, as it was only reachable by stairs. I don't know if this is a bug or not. Strange, anyhow. /[[User:Josj|Josj]] 06:20, 28 June 2010 (UTC)&lt;br /&gt;
:Probably not a bug, as such.  Firstly, because caravans don't currently use wagons, but only pack animals, they can path up and down stairs.  Secondly... they probably picked the shortest path to an exit, and that just happened to be the cave level.  Was the ground exit on the other side of the screen, or temporarily blocked by a drawbridge or something? --[[User:DeMatt|DeMatt]] 18:24, 28 June 2010 (UTC)&lt;br /&gt;
::The ground exit was quite close--about a screen away from the depot. It could've been temporarily blocked by a barrage of haulers or something. I don't quite remember. But it would have had to be blocked as they went down some fifty levels or so. Even if the caravan used my traffic designations (which I don't believe they do) that wouldn't have been a closer route. It makes me wonder if it's possible for the caravans to appear in the caves.  /[[User:Josj|Josj]] 19:00, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Forbidden Depots ==&lt;br /&gt;
I used the ' d:b:f ' command to forbid all items on my depot so that they would not have to haul all the stuff back, subsequently forbidding the 3 pieces mahogany that made up the depot itself. When the human caravan showed up, the game gave me a message that said they need a depot to trade at. I used the ' t ' command to unforbid each piece, and they instantly started to move to it. This might be worth mentioning as a troubleshooter, or something, if I can get confirmation on it. --[[User:Bungler|Bungler]] 03:45, 1 July 2010 (UTC)&lt;br /&gt;
:I can confirm that behavior. I used it all the time in 40d.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)  &lt;br /&gt;
::I had traders go insane, probably because the depot was bulk-forbidden. --[[User:TomiTapio|TomiTapio]] 20:59, 5 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Traders taking forever to load up==&lt;br /&gt;
The other lifesaver I found on this wiki somewhere relates to when you are trading a large number of items.  I had the problem where caravans would take months and months to load up and get out.  Once this lead to two caravans being on the map at the same time, (humans and dwarfs, I think) trying to load/unload at the same time and it was a mess (FPS suffered, too)  However, there is way to prevent this.  Pause the game after you get the &amp;quot;caravan has embarked&amp;quot; message, then go do {{k|d}}-{{k|t}} to designate trees (or mining, or whatever) and then hold down the mouse button.  Watch the depot at the same time and you'll see the items dance as they get loaded up while the game is paused.  Once the depot stops blinking, they're done and you can let go of the mouse.  It took my traders 1.5 minutes real life to load up.  But, then they take off on their merry way.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Accessible and Inaccessible Depots ==&lt;br /&gt;
&lt;br /&gt;
Im very new to the game and have been having trouble with making my depot wagon-accessible. &lt;br /&gt;
&lt;br /&gt;
In the wiki it says that a 3-square wide corridor is needed to fit a trade wagon through(XWX in the D overlay). My problem is that Ive made a corridor 3 squares wide to my depot, but with the D command it still says my depot is inaccessible.&lt;br /&gt;
&lt;br /&gt;
In the D overlay should there be 3 W makers side by side(XWWWX) for the depot to be accessible? If this is the case then the hall needs to be 5 squares wide...&lt;br /&gt;
&lt;br /&gt;
Whatever the fix is, its not clear/helpful on the wiki. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:173.217.232.2|173.217.232.2]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:The D overlay only requires a path of Ws '''one''' tile wide, but it must be continuous and orthogonal (i.e. no diagonal-only gaps). Trace it out from the depot to find what's blocking the rest of the way (probably a boulder or a tree outside). --[[User:Quietust|Quietust]] 01:22, 9 July 2010 (UTC)&lt;br /&gt;
::You might need to smooth some boulders, cut down some trees, or add some ramps.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
== Experience ==&lt;br /&gt;
From the article: ''Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game. ''&lt;br /&gt;
This isn't true for 40d.  The experience was based solely on the number and value of the items brought by the trade caravan once a single trade was completed.  Has this changed for 31.xx?--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
:Agreed.  But the biggest thing was that it seemed like if you made that first trade for ''exactly'' 30%, your trader could get immense experience, even legendary.  But it didn't seem to work when I tried it in .12 of late. [[User:Dorf and Dumb|Dorf and Dumb]] 05:25, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
My experience, when I've checked through dwarf therapist, is that a dwarf will get points in appraisal once, and only once, some time (within seconds) after the completion of the first trade with a particular caravan.  Tested using dwarfs with 0 experience in appraisal, haven't tested if changing dwarfs at the trade depot will allow you to train more than one dwarf per caravan, will do so later today, if future caravans remain free of goblins/magma/other fun.--[[User:MadGreyOne|MadGreyOne]] 17:25, 1 December 2010 (UTC) Or they gain their experience on the first time looking at the goods, as I now remember it saying, somewhere...  only one dwarf per caravan though =( And no experience gains shown at all for trading of items, so unless someone has seen clear evidence of multiple trades boosting experience gains we should probably remove that line.--[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
&lt;br /&gt;
== Random breaking of &amp;quot;Trader Requested at Depot&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
I have the Broker's labors all turned off barring cleaning and the default health care entries. When a caravan arrives, he'll happily ignore my initial switching of the Depot status requesting his presence and continue to haul items to the depot (despite having all hauling labors off). I have to toggle it back to not requested and then back to requested and he's fine, he'll sit and trade...for a while. Then if he goes to get a drink, eat, or sleep, his action when he gets up will be to haul items again. Anyone else having this issue? [[User:Chronin|Chronin]] 18:46, 20 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Never have &amp;quot;only broker&amp;quot; set.  It slows things down, and the benefit is, you don't get more than one dorf trained with appraiser skill (which means if the broker dies, you don't even see a price on anything).  And the other benefit is, you can drive a harder bargain with the traders and therefore not get as much stuff brought in next time.  What's the point? [[User:Dorf and Dumb|Dorf and Dumb]] 05:27, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:almost all dwarves &amp;quot;bring items to depot&amp;quot;, I guess it's part of the non-toggleable jobs. --[[User:TomiTapio|TomiTapio]] 21:03, 5 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Even after turning off all other jobs, including hauling, I still get this problem. Even after confining him to a burrow consisting of nothing but the Depot, he'll still try to run off. The best solution is to request him as soon as the caravan is on the map, and it'll slide to the top of his job queue before it's gone. If you make a trade, he may run off again, so you might want to wait until everything you're trading away is there. [[User:Uzu Bash|Uzu Bash]] 14:10, 20 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm not certain(otherwise known as WAG time), but it seems like the trade at depot job doesn't become a priority until everything marked pending for trade has been hauled to the depot.--[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
&lt;br /&gt;
== Emergency Supplies ==&lt;br /&gt;
&lt;br /&gt;
It's fairly well known that caravans will bring lots of wooden logs if you don't have any in your fortress (including machine parts) or if you've forbidden all of them (something I've personally used numerous times - in my latest fort in 0.31.12, I managed to get elven and human caravans to bring over 200 logs each). It might be worth testing to see if caravans bring &amp;quot;emergency supplies&amp;quot; of things other than wooden logs - when I cooked all of my meat into prepared meals, the next human caravan decided to bring over 200 stacks of meat and prepared organs (it was enough to instantly overfill both of my 11x11 meat stockpiles, since my barrels were all full of booze). --[[User:Quietust|Quietust]] 18:37, 13 September 2010 (UTC)&lt;br /&gt;
:I believe I've got reasonable evidence that meat '''is''' considered an emergency good - when the human caravan arrived, the first horse was loaded up with wood logs and plants (which I had requested from the modded-in guild representative) and tons of meat (which I did '''not''' request), and the second horse was loaded up with a bunch more meat finally followed by several bins of cloth and leather, and the 3rd horse was carrying the rest of the leather; the rest of the caravan also held some stacks of random types of meat. Normally, binned goods are loaded at maximum priority, but liaison requests and emergency supplies both seem to override that. --[[User:Quietust|Quietust]] 04:24, 27 October 2010 (UTC)&lt;br /&gt;
::A quick test suggests that there are quite a few other emergency supplies - when I forbade '''everything''' in my fortress just before the Elven caravan arrived, the first horse was carrying nothing but plants, and the 2nd horse was carrying 50 bins of cloth plus lots of wooden logs, the 3rd horse was carrying the rest of the logs and the mostly normal trade goods, and the 4th horse had the usual assortment. Repeating with everything unforbidden resulted in a much more &amp;quot;normal&amp;quot; caravan - 5 horses carrying 12 ropes, 9 instruments, 12 toys, 10 pets (7 large creatures, 3 vermin), 11 cages, 21 booze barrels, 18 empty barrels, 8 buckets, 7 weapons, 12 body armor, 8 pairs of footwear, 13 shields, 8 headgear, 12 pairs of handwear, 11 seed bags, 10 mill bags (all dye), 12 sand bags, 13 empty bags, 14 bins of cloth (all of which were on the first horse), 8 crafts, 13 stacks of arrows, 24 stacks of plants, 11 threads, 10 legwear, 11 splints, and 6 crutches. --[[User:Quietust|Quietust]] 03:40, 6 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== recent trading changes? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone else seen changes to the way traders trade? Looks to me like in .31.16 (as compared to .12) the acceptable markup is much higher (45% compared to as little as 10-15%), and appraisal and other broker experience seems to be deferred now (appraisal skill not rising with each trade anymore, it rises sometime after the caravan leaves)[[Special:Contributions/202.156.10.234|202.156.10.234]] 01:04, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== King offering ==&lt;br /&gt;
&lt;br /&gt;
It looks like an offering of 5k is required to promote the city from barony. I sure would like to verify, but goblin seiges have pre-empted the liaison visits since becoming a barony. [[User:Uzu Bash|Uzu Bash]] 13:29, 20 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No Elven Cloth? ==&lt;br /&gt;
&lt;br /&gt;
Something very interesting has happened in my current fortress - last Autumn, I captured a giant cave spider and started a silk farm, and so far I've woven over 200 pieces of cloth (and have plenty of thread ready to weave), and the Elven caravan just arrived in the Spring with '''zero bins of cloth''' (and about 11 of everything else they usually bring). Maybe they were only bringing cloth in the first place because I wasn't producing any of my own? Maybe they brought it as emergency supplies? More testing is definitely in order. --[[User:Quietust|Quietust]] 03:16, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just not an Elven Caravan without the useless bits of string, eh?&lt;br /&gt;
&lt;br /&gt;
== Tunnel paths? ==&lt;br /&gt;
&lt;br /&gt;
There's a few spots on this page and others where it mentions caravans coming from the edge of the map, and some people mentioning underground tunnels, but the game wont let me mine at the edge of the map, am I misinterpreting things or is that info out of date?--[[User:Twilightdusk|Twilightdusk]] 03:04, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You can't mine the edge of the map, but you ''can'' dig a tunnel all the way up to 1 square away, ending in a ramp to the surface. I think that's what the &amp;quot;Caravan Delay&amp;quot; section is suggesting. Also, above-ground walls and drawbridges cannot be built within 5 squares of the edge, but ''below'' ground ones can. Finally, if you've opened the caverns, it's reported (though I haven't seen it) that caravans can enter or exit there, so you may (or may not, I haven't tested this) be able to build a reasonably safe exit down there - i.e. you could wall up a path all the way to the edge - unless of course that Forgotten Beast happens to enter just where and when the caravan is exiting... [[Special:Contributions/202.156.10.234|202.156.10.234]] 08:16, 27 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Doors and traders==&lt;br /&gt;
I had my depot safely locked behind a set of doors, mainly to keep my stupid cats from wandering outside and getting mauled by the wild life. This was fine for the first two caravans (dwarf and elf, respectively), but the third one (a human one), while able to arrive just fine, was not able to leave until I removed the doors. Is this just a quirk? --[[User:Shatari|Shatari]] 04:41, 27 January 2011 (UTC)&lt;br /&gt;
:After playing around a bit, I think the problem was simply a matter of the humans taking forever to leave after their 'departing' message had popped up. I've not run into this problem since. --[[User:Shatari|Shatari]] 02:59, 15 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Traders forgot stuff ==&lt;br /&gt;
&lt;br /&gt;
They left their stuff behind. Quite a lot of it. I consider it a windfall, considering we had nothing left to eat or trade on the first caravan, so intent were we on our build.&lt;br /&gt;
&lt;br /&gt;
== Traders won't accept 1:1 trade? ==&lt;br /&gt;
&lt;br /&gt;
I just tried to trade with a dwarven caravan, and it wouldn't accept it. &amp;quot;With your trade goods such as they are, I cannot fathom you ending up with these items.&amp;quot; The trade was 1:1; no profit or loss for either side.&lt;br /&gt;
They wouldn't trade for a -1 loss either, saying they wouldn't trade for a loss.&lt;br /&gt;
.....Why? --[[User:Ruan942|Ruan942]] 12:20, 13 February 2011 (UTC)&lt;br /&gt;
:To my knowledge, traders prefer to make a profit, especially if your broker is lacking in social skills. --[[User:Shatari|Shatari]] 03:01, 15 February 2011 (UTC)&lt;br /&gt;
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== Childish Games? ==&lt;br /&gt;
&lt;br /&gt;
Hey, I've just recently started playing Dwarf Fortress. I've traded with caravans before, but on a new fortress the traders instantly said &amp;quot;Enough of your childish games.&amp;quot; and set off, even though they had about a 100 DB profit. Help?&lt;br /&gt;
&lt;br /&gt;
==Dwarven Caravan Every Other Year==&lt;br /&gt;
&lt;br /&gt;
As the title says. It seems that they only come once every two years. Has anyone else seen this?--[[User:Mirthmanor|Mirthmanor]] 03:32, 5 April 2011 (UTC)&lt;br /&gt;
:Only when I'm under siege. Traders won't some if a siege comes when they would have. [[User:GhostDwemer|GhostDwemer]] 14:59, 5 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Turkey&amp;diff=143929</id>
		<title>v0.31:Turkey</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Turkey&amp;diff=143929"/>
		<updated>2011-04-01T23:00:37Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: forbid the eggs, because you can't control egg collection through the nest box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|17:45, 11 March 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=6&lt;br /&gt;
|meat=9&lt;br /&gt;
|fat=9&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Adult male turkeys are called &amp;quot;turkey goblers&amp;quot;, and adult females are called &amp;quot;turkey hens&amp;quot;. Young turkeys are simply known at &amp;quot;poults&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Hens which claim a {{L|nest box}} will regularly lay between 10 and 14 {{L|egg}}s, which can then be collected by a dwarf with the {{L|food hauling}} labor. If a turkey gobbler is present, and the eggs are forbidden before they are gathered, the eggs may be fertilized and eventually hatch into chicks. Chicks will grow into adults in 1 year.&lt;br /&gt;
&lt;br /&gt;
Turkeys are a better food source than {{L|chicken}}s due to their larger size, which provides more meat and other products when butchered. Turkeys take two years to reach their full weight, while the slightly smaller {{L|blue peafowl}} and {{L|goose|geese}} take only one year. On average, turkey hens will lay the most eggs of any domestic poultry. This makes them a good choice for {{L|egg production}}.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Advanced_world_generation&amp;diff=143295</id>
		<title>v0.31 Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Advanced_world_generation&amp;diff=143295"/>
		<updated>2011-03-31T17:44:24Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Spoiler Hidden? You mean Spoiler Missing! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page needs some grammar checking.  I don't have enough experience with the latest version to correct it though.  Is there a tag or template I should add for this type of error? --[[User:Altaree|Altaree]] 13:10, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I cleaned up the Cavern Parameters section, based on some worldgen testing.  Seems like some of the info was wrong, although it might just be referring to events later in the game - it was a little hard to parse.  Still not sure what the z-levels section is supposed to mean, so I left it alone. --[[User:Runcible_spoon|Runcible_spoon]] 15:32, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The options in the &amp;quot;z-levels&amp;quot; section seem to refer to how much rock there is between cavern features. See http://www.bay12forums.com/smf/index.php?topic=20638.msg1135248#msg1135248. That said, I'm still unsure quite how the 'huge' underground is genned - modifying some of the default templates only ended up with ca 50 underground levels. More testing needed, evidently. --[[Special:Contributions/87.194.186.154|87.194.186.154]] 11:12, 5 May 2010 (UTC) BertieB&lt;br /&gt;
:D'oh! I was confused by the info on the page and thought there were only 5 possible levels for each z-level item, when on checking there are actually up to 100 possible. Smashing! --[[Special:Contributions/87.194.186.154|87.194.186.154]] 11:17, 5 May 2010 (UTC)&lt;br /&gt;
:This needs more testing, but I'm led to believe that the first option, LEVELS_ABOVE_LAYER_1 affects in fact the number of layers between the last rock layer and the first cavern layer, ie. the height of the cavern. I bumped it up to 20 and ended up with a few ridiculously high caverns. --[[User:Alkarlosse|Alkarlosse]] 11:10, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Log Reject Reasons ==&lt;br /&gt;
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Hi, how do I get a log of why each map was rejected during worldgen?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:18, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I hope you've already found the answer to this, but just in-case anyone else comes along looking for the answer, the setting is in the &amp;quot;d_init.txt&amp;quot; file, the output is generated in &amp;quot;map_rejection_log.txt&amp;quot; in the main DF folder.--[[User:MadGreyOne|MadGreyOne]] 01:40, 18 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spoiler Hidden? You mean Spoiler Missing! ==&lt;br /&gt;
&lt;br /&gt;
There are a couple of &amp;quot;Spoiler Hidden&amp;quot; tags in the Z Levels table, suggesting it was copied from a forum post without some of the important information. --[[User:Danaris|Danaris]] 17:54, 13 October 2010 (UTC)&lt;br /&gt;
Try selecting the &amp;quot;blank&amp;quot; area after the words &amp;quot;spoiler hidden.&amp;quot; Nothing was copied from a forum post, nothing is missing. ~~&lt;br /&gt;
&lt;br /&gt;
== Above Ground 	 LEVELS_ABOVE_GROUND  ==&lt;br /&gt;
&lt;br /&gt;
Changing this value to sth else than 15 (lower, higher) will result in unlimited number of rejects. Bug? [[Special:Contributions/213.134.175.225|213.134.175.225]] 07:32, 27 December 2010 (UTC)&lt;br /&gt;
:Deny, I set it to 10 with no problems in many generated worlds. --[[User:WwWraith|WwWraith]] 23:26, 6 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== World Painter Parameters ==&lt;br /&gt;
Is anybody going to update the list of elevation/rainfall/drainage/etc necessary for the different terrain types to exist? If not can someone at least point me in the right direction so I can find this info in the raws or something? --[[User:Doctorzuber|Doctorzuber]] 22:27, 6 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trying to improve the docs ==&lt;br /&gt;
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I'm currently trying to improve the docs, but I need some help. My list of questions is here: http://www.bay12forums.com/smf/index.php?topic=80995.0&lt;br /&gt;
&lt;br /&gt;
--[[User:Ral|Ral]] 01:37, 31 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Break this article up? ==&lt;br /&gt;
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I realize that this article probably need to be broken up as it is now too long. I will work on that. --[[User:Ral|Ral]] 06:09, 31 March 2011 (UTC)&lt;br /&gt;
: Yes, it is long, but it is describing a complex part of the game that most users will not dare (or need) to delve into. I think it's good to have all information collected in one place. --[[User:MathFox|MathFox]] 11:41, 31 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well&amp;diff=132646</id>
		<title>v0.31 Talk:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well&amp;diff=132646"/>
		<updated>2010-11-29T21:52:10Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Wells DO NOT clean water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mud Contaminant Rumors are FALSE==&lt;br /&gt;
&lt;br /&gt;
Two quote the contaminant page:&lt;br /&gt;
&lt;br /&gt;
Water that {{l|flow|flows}} over contaminants can pick them up and redistribute them as the water moves. Water does not appear to move mud, although mud will be created any time water covers a tile. The mechanics of redistributing contaminants using water is not well understood although there have been some observations of strange behavior when mixing blood and water.&lt;br /&gt;
&lt;br /&gt;
And I can speak from experience, I have NEVER seen water move mud. I'm even running tests of it in my well guide fortress, there's no signs of any mud contaminating the water. The dwarves are fine with the water coming out of a well situated directly over a pile of mud. Whoever is making these claims about filtering mud with grates and bars needs to lurk (and experiment) moar. Even if mud were a functioning contaminant like blood, water just makes more mud as soon as it touches a floor tile, which means ALL water would be eternally muddy! Even after being &amp;quot;filtered&amp;quot; through a grate! --Kydo 06:54, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Further experimentation shows that water moves mud around a room, redistributing it. Mud will be in different piles when a room dries than before. You are correct that cleaned water will pick up more mud from unsmoothed floors. But who uses unsmoothed floors in their water system, you want it blocked up with 'shrooms? The &amp;quot;stagnant&amp;quot; modifier must be an invisible contaminant. I was confused by the fact that mud will collect on grates, and a I smooth my floors. What version are you playing? Do you have a &amp;quot;liquids&amp;quot; category in the first page of your stocks screen? What is listed there? Perhaps I'm not the only one who needs to experiment more, yeah? Or maybe you just need to update your executables so you are playing the same game we are. [[User:GhostDwemer|GhostDwemer]] 17:08, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Wells DO NOT clean water==&lt;br /&gt;
Look at your stocks screen under liquids. What sort of water do you have? Stagnant water, or just water? Unless you put in a grate or bars to catch the mud contaminant, you will see that you have stagnant water in your wells and all your buckets. Now go look at your injured dwarf's thoughts. Are they complaining about water quality? Yeah, the info in this article is wrong, I'm changing it.[[Special:Contributions/71.222.187.247|71.222.187.247]] 19:03, 27 November 2010 (UTC)&lt;br /&gt;
:You can't have stagnant water in a bucket. That's one of the best methods of eliminating the status of &amp;quot;stagnant&amp;quot;. Water is considered stagnant when it's sitting on a brook or murky pool tile. That is the only deciding factor. At first, I thought people were just mixing up &amp;quot;mud&amp;quot; and &amp;quot;blood&amp;quot;, but it's clearly so consistent, that there is no mistake. Also, where in the stocks page does it list water? Is it's quantity in the billion-gazillions? Now, if your well is full of ''blood'', THAT is a big difference. Blood will have an impact, as it is a genuine contaminant that will flow with water.--Kydo 06:54, 29 November 2010 (UTC)&lt;br /&gt;
:: People often go by what they &amp;quot;know to be true&amp;quot; from previous versions or things they have heard or read. I'm just reporting what I have actually seen. I had read that well clean water, so I was surprised to read the stock page and find only &amp;quot;stagnant water&amp;quot; listed in my stocks. Looking at injured dwarves, I saw they had all complained about the water quality. &lt;br /&gt;
&lt;br /&gt;
Look under &amp;quot;liquids&amp;quot; in the stock page. You are playing a .31 version, right? Liquids have been in the stock pages a while. You may also see other fun liquids listed, like magma, or stuff magma has melted. The quantity of water listed is usually in the dozens. Buckets seem to hold five or ten units of water. Blood will not have an impact, blood does not make water stagnant. FB blood might make dwarves sick though. However, I have determined, mud is not the contaminant that makes water stagnant. It must be an invisible contaminant. Cleaned water will still make mud. Water that has passed through a grate and picked up mud from another source is still clean. Wells will not clean water. Buckets will not clean water. This may be new behavior, but you don't have to take my word for it. Just look.&lt;br /&gt;
:Whether or not water is &amp;quot;stagnant&amp;quot; is determined by a flag set on the tile from which the water was gathered; an adjacent flag determines whether or not the water is salty. If you try to (g)et water (or fill a container with water) in Adventurer mode, it'll tell you whether the water is stagnant and/or salty, and it seems that both rivers '''and''' brooks are nonstagnant (haven't checked lakes). --[[User:Quietust|Quietust]] 21:32, 29 November 2010 (UTC)&lt;br /&gt;
::What would explain my observation that I had a well, drawing from a brook, and a liquids stock screen full of stagnant water in buckets? And when I put in a grate, I had regular water? I'm trying to test this now. I have three wells built, one from a murky pool, two from a stream, one of which has a grate. I've forbidden two of them for now, to test the last one,  but it is surprisingly difficult to get blood on the floor the first season. Chasing mountain goats all over the screen did not help.  I have some cage traps set up outside and am waiting for a sacrificial test subject to bring underground and kill with my &amp;quot;military.&amp;quot; I suppose I could embark without any booze... [[User:GhostDwemer|GhostDwemer]] 21:52, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Through a stairway or ramp==&lt;br /&gt;
&lt;br /&gt;
Is this confirmed? I've built a well over a downward ramp and it seems to be working fine. [[User:Haruspex Pariah|Haruspex Pariah]] 02:04, 15 April 2010 (UTC)&lt;br /&gt;
:Just confirmed that it works through a ramp, but not through a stairwell --[[User:Kuroneko|Kuroneko]] 02:49, 15 April 2010 (UTC)&lt;br /&gt;
::When you say it works ''through'' a ramp, do you mean it can reach the bottom part of the ramp through the top one, or do you mean it can reach below the bottom part of the ramp? [[User:VengefulDonut|VengefulDonut]] 03:27, 15 April 2010 (UTC)&lt;br /&gt;
:::I don't really understand your question, but where the ramp points upward it is sharing space with the water source. The source is only a square deep. [[User:Haruspex Pariah|Haruspex Pariah]] 03:33, 15 April 2010 (UTC)&lt;br /&gt;
::::Yes, the tile above a ramp counts as open space.  You can build wells, grates, hatches etc on downward ramps, even if there's water below.&lt;br /&gt;
:::::Yes, a well will work over top of a ramp. Ramps act like an empty tile with a special function applied. So if all you have is a hole in the ground with a ramp in it, full of water, the well will still work there. But because a ramp requires ground to be built upon, you can't dig out anywhere below said ramp, so you can't exactly have much of a reservoir if you do that. Basically all it means is that having a ramp at the bottom of your well does nothing to the functionality of a well. But staircases still interrupt functionality should they be at or above the water level. --Kydo 15:05, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can creatures come up through wells? ==&lt;br /&gt;
&lt;br /&gt;
I've just created a fortress the bowels of a cavern - the only way to make a well would be to siphon some water from the bottom of it.. I don't want any Giant Olm's or anything rushing up through my well :P What I'll do for now is place some bars in the tunnel that leads under the well to the water. But for future reference, can anyone tell me if a creature has ever come up through their well?&lt;br /&gt;
:Yes, it can happen, but only under certain circumstances. If you put two sets of bars or two fortifications in the passage, that'll stop creatures from getting into your reservoir. Mind you, if you use a pump/stack, you won't need to worry about that. As for creatures getting out of the wells, I've never had that happen in any of my fortresses. I'm certain it's possible if your well has a staircxase or some other escape method and an amphibious creature from the deeps or some zombified fish got in, but I've never done anything that would allow such things access to my well. And the water level in my wells is rarely right to the top. (That cuts it too close, as far as flooding potential goes, in my mind) --Kydo 15:04, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: At least as of .12 and later, bars, grates, and fortifications all turn the well to 'Dry'. Probably because they all block the bucket. Also, a pumpstack isn't feasible if your ground water is an expanse below many z-levels of open space. [[User:Uzu Bash|Uzu Bash]] 02:40, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I meant in the filling passage, the aqueduct, leading to the well. Not inside the well itself. Look, just go to my user page and look at the work I'm doing on the well guide. You'll see what I mean. --Kydo 07:24, 16 October 2010 (UTC)&lt;br /&gt;
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:::: I see. Well, the simple question: can creatures come up the well? Simple answer: yes. If you can block access to the well's source, it won't be a problem, but if that's not possible, or not immediately feasible, then the well shaft is an easy access for flying creatures. [[User:Uzu Bash|Uzu Bash]] 18:31, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-freezing wells? ==&lt;br /&gt;
How do you make a well so that it doesn't freeze in winter?&lt;br /&gt;
:You put it underground. Also, '''sign your comments'''. --[[User:Quietust|Quietust]] 02:07, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verified Well Fishers ==&lt;br /&gt;
&lt;br /&gt;
Because a well is not an obstructing object, it's possible to designate a well as a fishing zone. The game basically reads it as a fancy hole in the ground full of water. Fisherdwarves can and will fish from a well, which could be a good thing if the well is over some underground water source. However, the water level must be right up under the well, or the available tiles for fishing will be reduced to 0. --Kydo 15:04, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Muddy water from a well. ==&lt;br /&gt;
&lt;br /&gt;
I had a well built about 100 levels above 1 level-deep underground pools and the water from these was always &amp;quot;muddy&amp;quot; when used to clean hospital patients (It was muddy already in the bucket on its &amp;lt;s&amp;gt;long&amp;lt;/s&amp;gt; you-may-die-of-thirst-waiting-long way up). Water from a 2 levels-deep water source was never &amp;quot;muddy&amp;quot;. It may be related to &amp;quot;muddy floor&amp;quot; of the tile the bucket reaches to fill with water. It may have a minor effect on thirsty dwarven thoughts and infection chances. Some dedicated experiments may clarify this more.--[[User:Another|Another]] 17:50, 16 October 2010 (UTC)&lt;br /&gt;
: Well, a 100 level drop was really difficult to pull off before. It only makes sense there'd be some weirdness when the distance itself gets weirdly long. I'm building a fortress full of example and tutorial wells right now, to illustrate the step-by-step guides, so I guess I'll see what comes of this. Though I need more clarification. Wells only care about the tile of water DIRECTLY underneath themselves. As far as I know, a floor covered in water can't be muddy. It's either dry, covered in water, or muddy, I don't think I've ever seen those states overlap. Because there can't be any floor between the water and the well opening, I can't see how floor tiles would cause a change in the water itself. Maybe it is just the distance itself, as you said. --Kydo 07:28, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifying Happy Thoughts ==&lt;br /&gt;
Dwarves always think happy thoughts for well-crafted goods, no matter what they are. The thought is ''&amp;quot;(dwarf name) recently admired a (quality eg &amp;quot;Fine&amp;quot;) well lately&amp;quot;'' --[[KingAuggie]]&lt;br /&gt;
&lt;br /&gt;
== Verifying &amp;quot;Never Booze&amp;quot; and desalination ==&lt;br /&gt;
&lt;br /&gt;
Recuperating dwarves will never drink alcohol, because other dwarves will never haul the alcohol to them. Until dwarves nolonger drink directly from the barrel in it's stockpile, recuperating dwarves will simply be unable to drink booze, because they can't walk to it. They stay in bed and recuperate. Or just stay in bed. --Kydo 07:32, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also verifying well desalination. Went to a saltwater ocean (It warns you on embark) with an aquifer. Tried to make an area, to see if the water could be used as a water source. It could not. It was definitely salt water. Built a well over that water without changing ANYTHING. Well reads as active. Locked all alcohol in a vault, (Dwarves will still drink forbidden alcohol!) dwarves drank out of the well with no unhappy thought. Also worked with the aquifer when I dug into it. Wells make water saltiness irrelevant. This is probably still as much of a glitch as before, but I'm adding it to the reasons for building a well in the well guide. --Kydo 08:15, 17 October 2010 (UTC)&lt;br /&gt;
::Regarding dwarfs drinking forbidden alcohol: did you forbid the barrel or the alcohol inside? Forbidding a barrel will not stop dwarfs from drinking or eating what is inside. It's the same with other containers. --[[User:Hermano|Hermano]] 15:47, 17 October 2010 (UTC)&lt;br /&gt;
:::I forbade both the barrel and the alcohol inside. They'd still drink it. And then I forgot to unforbid it when I told them to haul it underground, and they wouldn't do that. It was actually rather a pain in the butt, and I could have avoided it entirely if I'd just not started with any alcohol. Not like I started the fortress to actually PLAY it... --Kydo 19:22, 17 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Kydo&amp;diff=132638</id>
		<title>User talk:Kydo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Kydo&amp;diff=132638"/>
		<updated>2010-11-29T20:33:40Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please try to refrain from telling people to &amp;quot;lurk moar&amp;quot; when you disagree with them. It is the same as saying &amp;quot;Shut up.&amp;quot; This is a wiki. And this game is not an open book. Given that your name is not &amp;quot;ToadyOne&amp;quot; you are not an expert on the inner workings of this game. You are experimenting and making hypothesis like everyone else. For instance, you seemed surprised to learn there is a &amp;quot;liquids&amp;quot; category in the stock screens, and assumed it would show &amp;quot;billion-gazillions&amp;quot; of units of water. If you had bothered to look, you would know exactly what it shows. I would think someone writing a well guide should know about the &amp;quot;liquids&amp;quot; stock category. Perhaps you need to lurk and experiment moar, missing a simple and important thing like that. (See? Doesn't feel so nice, does it?) [[User:GhostDwemer|GhostDwemer]] 20:33, 29 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Contaminant&amp;diff=132637</id>
		<title>v0.31 Talk:Contaminant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Contaminant&amp;diff=132637"/>
		<updated>2010-11-29T20:17:20Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Contradictions in regards to mud */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Contradictions in regards to mud==&lt;br /&gt;
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On the page, it first says water does not appear to move mud. Then it says that flowing water will frequently redistribute mud. I'm playing the game right now, and I see NO signs of mud being moved in the slightest. Unless anyone can give a solid explanation, I'm editing the page to state that water does not redistribute mud. --Kydo 07:07, 29 November 2010 (UTC)&lt;br /&gt;
:: Flood a room. Let it dry. Examine how much mud is on each tile: a dusting, a pile? Now flood it again. Re-examine the tiles. You will find things have changed. [[User:GhostDwemer|GhostDwemer]] 20:17, 29 November 2010 (UTC)&lt;br /&gt;
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==Initial Discussions==&lt;br /&gt;
&lt;br /&gt;
This is just a quick start so the page exists. I'll be adding a lot more information as I figure out more of the details of contaminants. [[User:Doctorzuber|Doctorzuber]] 08:33, 11 April 2010 (UTC)&lt;br /&gt;
:Still very nice. And using this systems helps if you want to irrigiate a place. Make a pool of mud and order your dwarves to move around it. It should work, I haven't tested it.--[[User:Niggy|Niggy]] 17:47, 5 June 2010 (UTC)&lt;br /&gt;
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Found this:&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:Pus_by_well.png]]&lt;br /&gt;
&amp;lt;br&amp;gt; --[[User:Greycat|Greycat]] 01:57, 27 July 2010 (UTC)&lt;br /&gt;
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Isn't sand a contaiminant? I've found a pile of it where my dwarves wash themselves, along with the multiple kinds of blood and some pus.&lt;br /&gt;
:Any material generated during a cave-in counts as a contaminant. --[[User:Quietust|Quietust]] 18:25, 15 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well_guide&amp;diff=132634</id>
		<title>v0.31 Talk:Well guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well_guide&amp;diff=132634"/>
		<updated>2010-11-29T17:29:39Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Mud contaminant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mud contaminant==&lt;br /&gt;
Complete misinformation on this page. Wells DO NOT filter out mud or any other actual contaminant. If they did, water from wells could not be used to irrigate. It would not create mud on stone floor tiles. Mud is what makes water stagnant, NOT coming from a murky pool. You NEED to filter out mud to stop the bad thought that comes from drinking stagnant water. Grates and bars filter out contaminants. I have verified this. You can too, well users, look at your stock screens. Tab to change modes. Look at all the water you own, even the stuff in buckets is stagnant if you are playing the latest version and you aren't cleaning with grates or bars. Unless you cleaned it first. There is one scenario I have not yet investigated, though: what happens if your well is above a grate, above water? This is not a bad idea in general, the grate will prevent anyone falling into the well from falling into the water. I haven't verified if passing through a grate this way even works, let alone filters contaminants.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:71.222.187.247|71.222.187.247]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Wrong.  Wells do filter out mud.  Since mud is created simply by having water on a tile, you can't have a well reaching water that isn't mud-contaminated.  Try it - build a cistern, pump some water in (so it's completely uncontaminated), look at the floor of the cistern.  &amp;quot;Stagnant&amp;quot; does come from murky pools specifically - the pool will give the water a '''grime''' coating, which in turn makes the water stagnant. --[[User:DeMatt|DeMatt]] 05:34, 28 November 2010 (UTC)&lt;br /&gt;
::Both wrong as hell. Wells don't give a crap about mud. Mud is an object spawned on a floor tile when water enters that tile. It's just an object, not a trait associated to the tile itself. Murky pools and brooks are special, unique floor tiles which control the maner in which water evaporates from above them. Mud doesn't form on these tiles. When a well is over a murky pool or brook tile, it will assume that the water is stagnant and filthy, and THAT is where the negative thought comes from. Furthermore, water doesn't carry mud with it, it just stays there on the tile it initially formed on. Thus, you can't really filter the mud, as the water doesn't get muddy. The only &amp;quot;filtration&amp;quot; you can do is with salt water. The well guide already explains how to desalinate water, both the easy and the hard way, though I've yet to do the step-by-step on the hard way... (Or any of the step-by-steps, really...) Anyways, thanks DeMatt for fixing that.--Kydo 06:31, 29 November 2010 (UTC)&lt;br /&gt;
:::Oh, crap, looking back, I need to do a minor update to this. Mud still isn't a contaminant, but contaminants have become much more complicated. I don't remember reading about that being implemented, but there it is! I guess I'll have to build even more experiments... Damn. The nature of contaminants is weird. Some will mix with water, while others just appear as small piles and don't actually seem to interact with water at all! --Kydo 07:03, 29 November 2010 (UTC)&lt;br /&gt;
:: I am telling you, I have taken water from a brook, through a well, and seen &amp;quot;stagnant water&amp;quot; listed in buckets. Perhaps I jumped to conclusions about the mud, but I have stagnant water in buckets. Okay, maybe they filled the buckets from a pool rather than the well, but until I put in a grate, ALL I had was stagnant water. Every single drop in every bucket was stagnant. After the grate, none of it was. Please do not jump to the conclusion that someone seeing something different than you must be mistaken, this game changes very quickly and new releases introduce new mechanics. At least have the decency to do some tests with the latest version before crying &amp;quot;Wrong!!&amp;quot; [[User:GhostDwemer|GhostDwemer]] 17:29, 29 November 2010 (UTC)&lt;br /&gt;
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== Where's the guide? ==&lt;br /&gt;
Linked here from the [[Well]] main page, which says &amp;quot;see the (recommended) Well Guide&amp;quot; ...  I would like to read this guide :)  --[[User:FleshForge|FleshForge]] 11:50, 10 August 2010 (UTC)&lt;br /&gt;
:Yeah, this really should be updated. The 40d version of this page was kind of disorganized and vague at times anyways. I can clean it up a little to make sense for the new version of the game and post it here if nobody has any complaints about me doing so. --Kydo 15:20, 13 October 2010 (UTC)&lt;br /&gt;
Thanks. That would be great.[[User:Decius|Decius]] 20:56, 13 October 2010 (UTC)&lt;br /&gt;
: Right, so, I've got what I've finished uploaded to my user page, if you want to look it over and tear it apart. It's not finished, as the step-by-step section is empty thus far. I will put more into it, but I want to use actual in-game screenshots as examples, to show that it all works. So that part may take a while. If you guys can help me on that, it'd be awesome. Oh, also, it is RIFE with unverified stuff. Like, I don't know if he fixed the &amp;quot;urist mcdorf fell down the well again&amp;quot; problem. I need to do a bunch of verification work. Which is part of what the working examples thing is about. --Kydo 03:50, 14 October 2010 (UTC)&lt;br /&gt;
:: Nobody's commenting. I'll just upload it in it's unfinished state and work on it as I find the inclination to. At the very least, it might set off an argument, which is better than nothing at all. Hopefully, having something actually on the page might prompt people other than myself to start making edits of their own, fixing my heapinng pile of mistakes. --Kydo 08:25, 16 October 2010 (UTC)&lt;br /&gt;
It might be useful to mention u-bends (see [[DF2010:Pressure]]). In older versions it was possible to lower the z-level of water with a series of u-bends, I suppose this still holds true in the current version. --[[Special:Contributions/92.224.74.71|92.224.74.71]] 15:18, 16 October 2010 (UTC)&lt;br /&gt;
: Yes, it is. That's actually exactly how gravity-fed aqueducts carry water to their subterranean reservoirs. But the original well guide didn't really talk much about the behavior of water, preferring to linking to the page on pressure. It assumes you have read both the well page and the pressure page, and gives a fair bit of warning of the danger of flooding. Actually, I found a glitch in u-pipe filling. I haven't figured out exactly what causes it, but it seems that if you try to u-pipe fill a chamber that's already full of water, both water sources try to push down, and regardless of how much water is in either water source, push down with equal force, and go nowhere. I think it has something to do with the door separating the two opening, leaving an empty space, which both sources flow into, initiating the direction of flow, and once it's full, the game thinks it's done and just stops flowing. I think. I need to experiment with it more, because it only happens sometimes. Also, thanks for fixing my stuff a bit. I forgot that not all aquefers are salty. Actually, each water source should have a link to it's own page, so that you can learn more about them individually... Actually, reading over the page on pressure, it looks like it could use a little cleanup too... I'll get to it eventually. --Kydo 16:12, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mud doesn't dry? ==&lt;br /&gt;
&amp;quot;''First, you need to &amp;quot;irrigate&amp;quot; underground floors before you can actually farm on them. Instead of making a separate, elaborate irrigation system for just one use, (To my knowledge, mud doesn't dry) why not just drain it out of your well?''&amp;quot;- from Multitasking wells.&lt;br /&gt;
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Actually when I started my last game there was already mud for farming underground, but I had forgotten seeds.(:/) And when I later checked there was not mud... -A4&lt;br /&gt;
&lt;br /&gt;
:Really? Because I have never seen anything about mud evaporating. Nobody has ever been able to confirm it. The only confirmed method of removing mud, is to build something on it, like a floor, and then remove the construction. My current fortress has been running for about four (game) years, and the mud I made for irrigation at the beginning has yet to dry. --Kydo 16:19, 10 November 2010 (UTC)&lt;br /&gt;
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==Danger of flooding?==&lt;br /&gt;
Really? All this hoopla over flooding, and no mention of diagonal pressure reduction? &lt;br /&gt;
&lt;br /&gt;
 ###X ###  &lt;br /&gt;
     ##0#&lt;br /&gt;
      ###&lt;br /&gt;
 &lt;br /&gt;
 X=floodgate&lt;br /&gt;
 #=tunnel&lt;br /&gt;
 0=where you put the well one level above.&lt;br /&gt;
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It couldn't get any simpler. I have never once filled up a reservoir by bucket. Once you understand that a diagonal connection removes ALL pressure, flooding should never be a problem. You get the benefit of pressure, quick delivery of the water, without the risk of flooding. [[User:GhostDwemer|GhostDwemer]] 17:11, 28 October 2010 (UTC)&lt;br /&gt;
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: You're right, diagona pressure gates can be handy. I can think of a more effctive design, though... A diagonal pressure gate only works riht under specific circumstances. If water has the ability to flow downward at any point after a diagonal pressure gate, it will be pressurized back to the gate's height. It also doesn't prevent water from flooding into the rest of the level it's on, which depending on where your well is located, can be a problem. If you depressurize water before it enters the well's reservoir, it will only fill the bottom level, which makes multi-level wells impossible. Ah, but if the fill pipe connects to the TOP edge of your reservoir, and fills diagonally, the game will depressurize the water as it enters the reservoir! Which means water will only ever be able to fill to the top edge! --Kydo 16:16, 10 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well&amp;diff=132633</id>
		<title>v0.31 Talk:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well&amp;diff=132633"/>
		<updated>2010-11-29T17:08:54Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Mud Contaminant Rumors are FALSE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mud Contaminant Rumors are FALSE==&lt;br /&gt;
&lt;br /&gt;
Two quote the contaminant page:&lt;br /&gt;
&lt;br /&gt;
Water that {{l|flow|flows}} over contaminants can pick them up and redistribute them as the water moves. Water does not appear to move mud, although mud will be created any time water covers a tile. The mechanics of redistributing contaminants using water is not well understood although there have been some observations of strange behavior when mixing blood and water.&lt;br /&gt;
&lt;br /&gt;
And I can speak from experience, I have NEVER seen water move mud. I'm even running tests of it in my well guide fortress, there's no signs of any mud contaminating the water. The dwarves are fine with the water coming out of a well situated directly over a pile of mud. Whoever is making these claims about filtering mud with grates and bars needs to lurk (and experiment) moar. Even if mud were a functioning contaminant like blood, water just makes more mud as soon as it touches a floor tile, which means ALL water would be eternally muddy! Even after being &amp;quot;filtered&amp;quot; through a grate! --Kydo 06:54, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Further experimentation shows that water moves mud around a room, redistributing it. Mud will be in different piles when a room dries than before. You are correct that cleaned water will pick up more mud from unsmoothed floors. But who uses unsmoothed floors in their water system, you want it blocked up with 'shrooms? The &amp;quot;stagnant&amp;quot; modifier must be an invisible contaminant. I was confused by the fact that mud will collect on grates, and a I smooth my floors. What version are you playing? Do you have a &amp;quot;liquids&amp;quot; category in the first page of your stocks screen? What is listed there? Perhaps I'm not the only one who needs to experiment more, yeah? Or maybe you just need to update your executables so you are playing the same game we are. [[User:GhostDwemer|GhostDwemer]] 17:08, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Wells DO NOT clean water==&lt;br /&gt;
Look at your stocks screen under liquids. What sort of water do you have? Stagnant water, or just water? Unless you put in a grate or bars to catch the mud contaminant, you will see that you have stagnant water in your wells and all your buckets. Now go look at your injured dwarf's thoughts. Are they complaining about water quality? Yeah, the info in this article is wrong, I'm changing it.[[Special:Contributions/71.222.187.247|71.222.187.247]] 19:03, 27 November 2010 (UTC)&lt;br /&gt;
:You can't have stagnant water in a bucket. That's one of the best methods of eliminating the status of &amp;quot;stagnant&amp;quot;. Water is considered stagnant when it's sitting on a brook or murky pool tile. That is the only deciding factor. At first, I thought people were just mixing up &amp;quot;mud&amp;quot; and &amp;quot;blood&amp;quot;, but it's clearly so consistent, that there is no mistake. Also, where in the stocks page does it list water? Is it's quantity in the billion-gazillions? Now, if your well is full of ''blood'', THAT is a big difference. Blood will have an impact, as it is a genuine contaminant that will flow with water.--Kydo 06:54, 29 November 2010 (UTC)&lt;br /&gt;
:: People often go by what they &amp;quot;know to be true&amp;quot; from previous versions or things they have heard or read. I'm just reporting what I have actually seen. I had read that well clean water, so I was surprised to read the stock page and find only &amp;quot;stagnant water&amp;quot; listed in my stocks. Looking at injured dwarves, I saw they had all complained about the water quality. &lt;br /&gt;
&lt;br /&gt;
Look under &amp;quot;liquids&amp;quot; in the stock page. You are playing a .31 version, right? Liquids have been in the stock pages a while. You may also see other fun liquids listed, like magma, or stuff magma has melted. The quantity of water listed is usually in the dozens. Buckets seem to hold five or ten units of water. Blood will not have an impact, blood does not make water stagnant. FB blood might make dwarves sick though. However, I have determined, mud is not the contaminant that makes water stagnant. It must be an invisible contaminant. Cleaned water will still make mud. Water that has passed through a grate and picked up mud from another source is still clean. Wells will not clean water. Buckets will not clean water. This may be new behavior, but you don't have to take my word for it. Just look.&lt;br /&gt;
&lt;br /&gt;
==Through a stairway or ramp==&lt;br /&gt;
&lt;br /&gt;
Is this confirmed? I've built a well over a downward ramp and it seems to be working fine. [[User:Haruspex Pariah|Haruspex Pariah]] 02:04, 15 April 2010 (UTC)&lt;br /&gt;
:Just confirmed that it works through a ramp, but not through a stairwell --[[User:Kuroneko|Kuroneko]] 02:49, 15 April 2010 (UTC)&lt;br /&gt;
::When you say it works ''through'' a ramp, do you mean it can reach the bottom part of the ramp through the top one, or do you mean it can reach below the bottom part of the ramp? [[User:VengefulDonut|VengefulDonut]] 03:27, 15 April 2010 (UTC)&lt;br /&gt;
:::I don't really understand your question, but where the ramp points upward it is sharing space with the water source. The source is only a square deep. [[User:Haruspex Pariah|Haruspex Pariah]] 03:33, 15 April 2010 (UTC)&lt;br /&gt;
::::Yes, the tile above a ramp counts as open space.  You can build wells, grates, hatches etc on downward ramps, even if there's water below.&lt;br /&gt;
:::::Yes, a well will work over top of a ramp. Ramps act like an empty tile with a special function applied. So if all you have is a hole in the ground with a ramp in it, full of water, the well will still work there. But because a ramp requires ground to be built upon, you can't dig out anywhere below said ramp, so you can't exactly have much of a reservoir if you do that. Basically all it means is that having a ramp at the bottom of your well does nothing to the functionality of a well. But staircases still interrupt functionality should they be at or above the water level. --Kydo 15:05, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can creatures come up through wells? ==&lt;br /&gt;
&lt;br /&gt;
I've just created a fortress the bowels of a cavern - the only way to make a well would be to siphon some water from the bottom of it.. I don't want any Giant Olm's or anything rushing up through my well :P What I'll do for now is place some bars in the tunnel that leads under the well to the water. But for future reference, can anyone tell me if a creature has ever come up through their well?&lt;br /&gt;
:Yes, it can happen, but only under certain circumstances. If you put two sets of bars or two fortifications in the passage, that'll stop creatures from getting into your reservoir. Mind you, if you use a pump/stack, you won't need to worry about that. As for creatures getting out of the wells, I've never had that happen in any of my fortresses. I'm certain it's possible if your well has a staircxase or some other escape method and an amphibious creature from the deeps or some zombified fish got in, but I've never done anything that would allow such things access to my well. And the water level in my wells is rarely right to the top. (That cuts it too close, as far as flooding potential goes, in my mind) --Kydo 15:04, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: At least as of .12 and later, bars, grates, and fortifications all turn the well to 'Dry'. Probably because they all block the bucket. Also, a pumpstack isn't feasible if your ground water is an expanse below many z-levels of open space. [[User:Uzu Bash|Uzu Bash]] 02:40, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I meant in the filling passage, the aqueduct, leading to the well. Not inside the well itself. Look, just go to my user page and look at the work I'm doing on the well guide. You'll see what I mean. --Kydo 07:24, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I see. Well, the simple question: can creatures come up the well? Simple answer: yes. If you can block access to the well's source, it won't be a problem, but if that's not possible, or not immediately feasible, then the well shaft is an easy access for flying creatures. [[User:Uzu Bash|Uzu Bash]] 18:31, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-freezing wells? ==&lt;br /&gt;
How do you make a well so that it doesn't freeze in winter?&lt;br /&gt;
:You put it underground. Also, '''sign your comments'''. --[[User:Quietust|Quietust]] 02:07, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verified Well Fishers ==&lt;br /&gt;
&lt;br /&gt;
Because a well is not an obstructing object, it's possible to designate a well as a fishing zone. The game basically reads it as a fancy hole in the ground full of water. Fisherdwarves can and will fish from a well, which could be a good thing if the well is over some underground water source. However, the water level must be right up under the well, or the available tiles for fishing will be reduced to 0. --Kydo 15:04, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Muddy water from a well. ==&lt;br /&gt;
&lt;br /&gt;
I had a well built about 100 levels above 1 level-deep underground pools and the water from these was always &amp;quot;muddy&amp;quot; when used to clean hospital patients (It was muddy already in the bucket on its &amp;lt;s&amp;gt;long&amp;lt;/s&amp;gt; you-may-die-of-thirst-waiting-long way up). Water from a 2 levels-deep water source was never &amp;quot;muddy&amp;quot;. It may be related to &amp;quot;muddy floor&amp;quot; of the tile the bucket reaches to fill with water. It may have a minor effect on thirsty dwarven thoughts and infection chances. Some dedicated experiments may clarify this more.--[[User:Another|Another]] 17:50, 16 October 2010 (UTC)&lt;br /&gt;
: Well, a 100 level drop was really difficult to pull off before. It only makes sense there'd be some weirdness when the distance itself gets weirdly long. I'm building a fortress full of example and tutorial wells right now, to illustrate the step-by-step guides, so I guess I'll see what comes of this. Though I need more clarification. Wells only care about the tile of water DIRECTLY underneath themselves. As far as I know, a floor covered in water can't be muddy. It's either dry, covered in water, or muddy, I don't think I've ever seen those states overlap. Because there can't be any floor between the water and the well opening, I can't see how floor tiles would cause a change in the water itself. Maybe it is just the distance itself, as you said. --Kydo 07:28, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifying Happy Thoughts ==&lt;br /&gt;
Dwarves always think happy thoughts for well-crafted goods, no matter what they are. The thought is ''&amp;quot;(dwarf name) recently admired a (quality eg &amp;quot;Fine&amp;quot;) well lately&amp;quot;'' --[[KingAuggie]]&lt;br /&gt;
&lt;br /&gt;
== Verifying &amp;quot;Never Booze&amp;quot; and desalination ==&lt;br /&gt;
&lt;br /&gt;
Recuperating dwarves will never drink alcohol, because other dwarves will never haul the alcohol to them. Until dwarves nolonger drink directly from the barrel in it's stockpile, recuperating dwarves will simply be unable to drink booze, because they can't walk to it. They stay in bed and recuperate. Or just stay in bed. --Kydo 07:32, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also verifying well desalination. Went to a saltwater ocean (It warns you on embark) with an aquifer. Tried to make an area, to see if the water could be used as a water source. It could not. It was definitely salt water. Built a well over that water without changing ANYTHING. Well reads as active. Locked all alcohol in a vault, (Dwarves will still drink forbidden alcohol!) dwarves drank out of the well with no unhappy thought. Also worked with the aquifer when I dug into it. Wells make water saltiness irrelevant. This is probably still as much of a glitch as before, but I'm adding it to the reasons for building a well in the well guide. --Kydo 08:15, 17 October 2010 (UTC)&lt;br /&gt;
::Regarding dwarfs drinking forbidden alcohol: did you forbid the barrel or the alcohol inside? Forbidding a barrel will not stop dwarfs from drinking or eating what is inside. It's the same with other containers. --[[User:Hermano|Hermano]] 15:47, 17 October 2010 (UTC)&lt;br /&gt;
:::I forbade both the barrel and the alcohol inside. They'd still drink it. And then I forgot to unforbid it when I told them to haul it underground, and they wouldn't do that. It was actually rather a pain in the butt, and I could have avoided it entirely if I'd just not started with any alcohol. Not like I started the fortress to actually PLAY it... --Kydo 19:22, 17 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well&amp;diff=132632</id>
		<title>v0.31 Talk:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well&amp;diff=132632"/>
		<updated>2010-11-29T17:02:12Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Wells DO NOT clean water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mud Contaminant Rumors are FALSE==&lt;br /&gt;
&lt;br /&gt;
Two quote the contaminant page:&lt;br /&gt;
&lt;br /&gt;
Water that {{l|flow|flows}} over contaminants can pick them up and redistribute them as the water moves. Water does not appear to move mud, although mud will be created any time water covers a tile. The mechanics of redistributing contaminants using water is not well understood although there have been some observations of strange behavior when mixing blood and water.&lt;br /&gt;
&lt;br /&gt;
And I can speak from experience, I have NEVER seen water move mud. I'm even running tests of it in my well guide fortress, there's no signs of any mud contaminating the water. The dwarves are fine with the water coming out of a well situated directly over a pile of mud. Whoever is making these claims about filtering mud with grates and bars needs to lurk (and experiment) moar. Even if mud were a functioning contaminant like blood, water just makes more mud as soon as it touches a floor tile, which means ALL water would be eternally muddy! Even after being &amp;quot;filtered&amp;quot; through a grate! --Kydo 06:54, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Wells DO NOT clean water==&lt;br /&gt;
Look at your stocks screen under liquids. What sort of water do you have? Stagnant water, or just water? Unless you put in a grate or bars to catch the mud contaminant, you will see that you have stagnant water in your wells and all your buckets. Now go look at your injured dwarf's thoughts. Are they complaining about water quality? Yeah, the info in this article is wrong, I'm changing it.[[Special:Contributions/71.222.187.247|71.222.187.247]] 19:03, 27 November 2010 (UTC)&lt;br /&gt;
:You can't have stagnant water in a bucket. That's one of the best methods of eliminating the status of &amp;quot;stagnant&amp;quot;. Water is considered stagnant when it's sitting on a brook or murky pool tile. That is the only deciding factor. At first, I thought people were just mixing up &amp;quot;mud&amp;quot; and &amp;quot;blood&amp;quot;, but it's clearly so consistent, that there is no mistake. Also, where in the stocks page does it list water? Is it's quantity in the billion-gazillions? Now, if your well is full of ''blood'', THAT is a big difference. Blood will have an impact, as it is a genuine contaminant that will flow with water.--Kydo 06:54, 29 November 2010 (UTC)&lt;br /&gt;
:: People often go by what they &amp;quot;know to be true&amp;quot; from previous versions or things they have heard or read. I'm just reporting what I have actually seen. I had read that well clean water, so I was surprised to read the stock page and find only &amp;quot;stagnant water&amp;quot; listed in my stocks. Looking at injured dwarves, I saw they had all complained about the water quality. &lt;br /&gt;
&lt;br /&gt;
Look under &amp;quot;liquids&amp;quot; in the stock page. You are playing a .31 version, right? Liquids have been in the stock pages a while. You may also see other fun liquids listed, like magma, or stuff magma has melted. The quantity of water listed is usually in the dozens. Buckets seem to hold five or ten units of water. Blood will not have an impact, blood does not make water stagnant. FB blood might make dwarves sick though. However, I have determined, mud is not the contaminant that makes water stagnant. It must be an invisible contaminant. Cleaned water will still make mud. Water that has passed through a grate and picked up mud from another source is still clean. Wells will not clean water. Buckets will not clean water. This may be new behavior, but you don't have to take my word for it. Just look.&lt;br /&gt;
&lt;br /&gt;
==Through a stairway or ramp==&lt;br /&gt;
&lt;br /&gt;
Is this confirmed? I've built a well over a downward ramp and it seems to be working fine. [[User:Haruspex Pariah|Haruspex Pariah]] 02:04, 15 April 2010 (UTC)&lt;br /&gt;
:Just confirmed that it works through a ramp, but not through a stairwell --[[User:Kuroneko|Kuroneko]] 02:49, 15 April 2010 (UTC)&lt;br /&gt;
::When you say it works ''through'' a ramp, do you mean it can reach the bottom part of the ramp through the top one, or do you mean it can reach below the bottom part of the ramp? [[User:VengefulDonut|VengefulDonut]] 03:27, 15 April 2010 (UTC)&lt;br /&gt;
:::I don't really understand your question, but where the ramp points upward it is sharing space with the water source. The source is only a square deep. [[User:Haruspex Pariah|Haruspex Pariah]] 03:33, 15 April 2010 (UTC)&lt;br /&gt;
::::Yes, the tile above a ramp counts as open space.  You can build wells, grates, hatches etc on downward ramps, even if there's water below.&lt;br /&gt;
:::::Yes, a well will work over top of a ramp. Ramps act like an empty tile with a special function applied. So if all you have is a hole in the ground with a ramp in it, full of water, the well will still work there. But because a ramp requires ground to be built upon, you can't dig out anywhere below said ramp, so you can't exactly have much of a reservoir if you do that. Basically all it means is that having a ramp at the bottom of your well does nothing to the functionality of a well. But staircases still interrupt functionality should they be at or above the water level. --Kydo 15:05, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can creatures come up through wells? ==&lt;br /&gt;
&lt;br /&gt;
I've just created a fortress the bowels of a cavern - the only way to make a well would be to siphon some water from the bottom of it.. I don't want any Giant Olm's or anything rushing up through my well :P What I'll do for now is place some bars in the tunnel that leads under the well to the water. But for future reference, can anyone tell me if a creature has ever come up through their well?&lt;br /&gt;
:Yes, it can happen, but only under certain circumstances. If you put two sets of bars or two fortifications in the passage, that'll stop creatures from getting into your reservoir. Mind you, if you use a pump/stack, you won't need to worry about that. As for creatures getting out of the wells, I've never had that happen in any of my fortresses. I'm certain it's possible if your well has a staircxase or some other escape method and an amphibious creature from the deeps or some zombified fish got in, but I've never done anything that would allow such things access to my well. And the water level in my wells is rarely right to the top. (That cuts it too close, as far as flooding potential goes, in my mind) --Kydo 15:04, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: At least as of .12 and later, bars, grates, and fortifications all turn the well to 'Dry'. Probably because they all block the bucket. Also, a pumpstack isn't feasible if your ground water is an expanse below many z-levels of open space. [[User:Uzu Bash|Uzu Bash]] 02:40, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I meant in the filling passage, the aqueduct, leading to the well. Not inside the well itself. Look, just go to my user page and look at the work I'm doing on the well guide. You'll see what I mean. --Kydo 07:24, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I see. Well, the simple question: can creatures come up the well? Simple answer: yes. If you can block access to the well's source, it won't be a problem, but if that's not possible, or not immediately feasible, then the well shaft is an easy access for flying creatures. [[User:Uzu Bash|Uzu Bash]] 18:31, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-freezing wells? ==&lt;br /&gt;
How do you make a well so that it doesn't freeze in winter?&lt;br /&gt;
:You put it underground. Also, '''sign your comments'''. --[[User:Quietust|Quietust]] 02:07, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verified Well Fishers ==&lt;br /&gt;
&lt;br /&gt;
Because a well is not an obstructing object, it's possible to designate a well as a fishing zone. The game basically reads it as a fancy hole in the ground full of water. Fisherdwarves can and will fish from a well, which could be a good thing if the well is over some underground water source. However, the water level must be right up under the well, or the available tiles for fishing will be reduced to 0. --Kydo 15:04, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Muddy water from a well. ==&lt;br /&gt;
&lt;br /&gt;
I had a well built about 100 levels above 1 level-deep underground pools and the water from these was always &amp;quot;muddy&amp;quot; when used to clean hospital patients (It was muddy already in the bucket on its &amp;lt;s&amp;gt;long&amp;lt;/s&amp;gt; you-may-die-of-thirst-waiting-long way up). Water from a 2 levels-deep water source was never &amp;quot;muddy&amp;quot;. It may be related to &amp;quot;muddy floor&amp;quot; of the tile the bucket reaches to fill with water. It may have a minor effect on thirsty dwarven thoughts and infection chances. Some dedicated experiments may clarify this more.--[[User:Another|Another]] 17:50, 16 October 2010 (UTC)&lt;br /&gt;
: Well, a 100 level drop was really difficult to pull off before. It only makes sense there'd be some weirdness when the distance itself gets weirdly long. I'm building a fortress full of example and tutorial wells right now, to illustrate the step-by-step guides, so I guess I'll see what comes of this. Though I need more clarification. Wells only care about the tile of water DIRECTLY underneath themselves. As far as I know, a floor covered in water can't be muddy. It's either dry, covered in water, or muddy, I don't think I've ever seen those states overlap. Because there can't be any floor between the water and the well opening, I can't see how floor tiles would cause a change in the water itself. Maybe it is just the distance itself, as you said. --Kydo 07:28, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifying Happy Thoughts ==&lt;br /&gt;
Dwarves always think happy thoughts for well-crafted goods, no matter what they are. The thought is ''&amp;quot;(dwarf name) recently admired a (quality eg &amp;quot;Fine&amp;quot;) well lately&amp;quot;'' --[[KingAuggie]]&lt;br /&gt;
&lt;br /&gt;
== Verifying &amp;quot;Never Booze&amp;quot; and desalination ==&lt;br /&gt;
&lt;br /&gt;
Recuperating dwarves will never drink alcohol, because other dwarves will never haul the alcohol to them. Until dwarves nolonger drink directly from the barrel in it's stockpile, recuperating dwarves will simply be unable to drink booze, because they can't walk to it. They stay in bed and recuperate. Or just stay in bed. --Kydo 07:32, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also verifying well desalination. Went to a saltwater ocean (It warns you on embark) with an aquifer. Tried to make an area, to see if the water could be used as a water source. It could not. It was definitely salt water. Built a well over that water without changing ANYTHING. Well reads as active. Locked all alcohol in a vault, (Dwarves will still drink forbidden alcohol!) dwarves drank out of the well with no unhappy thought. Also worked with the aquifer when I dug into it. Wells make water saltiness irrelevant. This is probably still as much of a glitch as before, but I'm adding it to the reasons for building a well in the well guide. --Kydo 08:15, 17 October 2010 (UTC)&lt;br /&gt;
::Regarding dwarfs drinking forbidden alcohol: did you forbid the barrel or the alcohol inside? Forbidding a barrel will not stop dwarfs from drinking or eating what is inside. It's the same with other containers. --[[User:Hermano|Hermano]] 15:47, 17 October 2010 (UTC)&lt;br /&gt;
:::I forbade both the barrel and the alcohol inside. They'd still drink it. And then I forgot to unforbid it when I told them to haul it underground, and they wouldn't do that. It was actually rather a pain in the butt, and I could have avoided it entirely if I'd just not started with any alcohol. Not like I started the fortress to actually PLAY it... --Kydo 19:22, 17 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=132631</id>
		<title>v0.31 Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=132631"/>
		<updated>2010-11-29T16:42:09Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Animal pit, keep them from going away */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Animal pit, keep them from going away==&lt;br /&gt;
I have a pit in which I like to keep all my animals for butchering. There is a door which is tightly closed. However when my butcher goes in to take an animal all the animals escape. What can I do to fix this?&lt;br /&gt;
I placed it above ground because I read somewhere that animals prefer this. It still doesn't help :(&lt;br /&gt;
: For now, not much. Best solution is to stick them in a cage near your butcher (and possibly also your farmer's workshops so your animals can be easily milked). Assigning the animals to the cage is not much different from sticking them in a cage, except that you only need to do it once because they cannot escape from the cage like they would a pit. Of course, this may also prevent them from breeding unless they get time out of the cage (for example, if you milk them). Pregnant animals will give birth in a cage, but they will not get pregnant again while in the cage. [[User:Niveras|Niveras]] 22:43, 28 November 2010 (UTC)&lt;br /&gt;
:: If you need to pit some for breeding, placing the pit zone furthest away from the door makes it less likely they'll reach it to attempt escape. If you have some caged for milking and have milkable breeds in the pit, you can also forbid the door so your milker won't get the bright idea to let them all loose. [[User:Uzu Bash|Uzu Bash]] 04:44, 29 November 2010 (UTC)&lt;br /&gt;
::: Thanks for the help. Originally I planned to make a large outdoor area just for the animals, but it seems it's just impossible to do. I hope this function gets added soon because all these puppies/cow/horses running around is just a big mess. Guess dumping them all in a lava pool is the best solution&lt;br /&gt;
::: Put them on a bunch of ropes if you want them to breed, or you want the 'field full of animals' look.&lt;br /&gt;
&lt;br /&gt;
==Flow-stylee activity zones?==&lt;br /&gt;
Does anyone know what this comment in the 0.31.02 changelog at [http://www.bay12games.com/forum/index.php?topic=53505.0] means:&lt;br /&gt;
* fixed crash from doing a large flow-style activity zone&lt;br /&gt;
&lt;br /&gt;
What is a flow-style activity zone?&lt;br /&gt;
--[[User:Altaree|Altaree]] 14:12, 9 April 2010 (UTC)&lt;br /&gt;
:When you are at the activity zone definition/selection state (right after hitting the Zones key from the main menu), you will see a key listed as &amp;quot;rectangle&amp;quot; (default &amp;quot;e&amp;quot;) on the menu. Pressing that key toggles between three zone creation states: &amp;quot;rectangle&amp;quot; (the default, you set one corner of a rectangle and then the other), &amp;quot;flow&amp;quot; (you select a location and the area is &amp;quot;filled&amp;quot; with the activity zone, just like defining a room, and can be expanded and contracted the same way), and &amp;quot;floor flow&amp;quot; (not sure what the difference between it and &amp;quot;flow&amp;quot; is, anyone else done any testing?). I'm guessing zones don't become a simple property of the map squares where you defined the zone, like stock(p)iles and (d)esignations do. Instead the way you defined the zone is saved, and the area it occupies is re-calculated with every frame, after the zone menu is closed and play resumes. So a &amp;quot;flow-style&amp;quot; activity zone would be one that was originally defined using the &amp;quot;flow&amp;quot; method, and a large one could cause a performance hit at least, simply because its borders need to be recalculated from the definition every frame, which can get pretty complicated for some convoluted fortress designs. --[[Special:Contributions/66.190.120.90|66.190.120.90]] 15:45, 1 May 2010 (UTC)&lt;br /&gt;
::I'm fairly sure the flow area selected does not change shape even if walls originally inhibiting the flow are removed. This is based on observation with making rooms and expanding them. Should be easy to confirm.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 04:44, 15 June 2010 (UTC)&lt;br /&gt;
::Flow will include but not pass through walls, floor flow will not include walls.  I've had this crash several times, glad it's fixed. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 11:52, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Zone-canceling crash==&lt;br /&gt;
It seems that whenever I cancel a zone while I am still placing it, the game crashes. It's pretty easily avoidable(finish building it, then delete it), but still annoying. Is this happening to anyone else?--[[User:Pvt. Miller|Pvt. Miller]] 21:51, 15 April 2010 (UTC)&lt;br /&gt;
::I can confirm this, happens to me every time. It's a bummer.&lt;br /&gt;
&lt;br /&gt;
== Failure to dump items ==&lt;br /&gt;
&lt;br /&gt;
I have a dozen clothing items on the ground marked for dumping that aren't being dumped. They're not on top of a stockpile, &amp;quot;gather refuse from outside&amp;quot; is turned ON, the items are not forbidden, I have a garbage dump zone AND refuse pile, and dwarves have refuse hauling enabled. I have many idlers. Stone from within my fortress gets dumped, but these clothing items do not. What gives? --[[Special:Contributions/208.81.12.34|208.81.12.34]] 14:12, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sounds like the items are owned. Owned items cannot be dumped. Only the owning dwarf can move them. View the item, and see if it lists an owner. If so, the only way to get them moved is to give the dwarf their own room (bedroom is good), and place a cabinet into that room. The dwarf will eventually grab up their discarded clothes and place them into the cabinet. --[[User:Darkstar|Darkstar]] 17:11, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have a similar problem, though the item in question is a random stone, and I have double-checked it is not owned.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also frequently drop food while carrying it somewhere to eat, and it can never be moved again if this happens. Apparently something in the ownership tags gets screwed up, so the food ends up owned by a null &amp;quot;nobody&amp;quot; dwarf that prevents removal of the food by any dwarf, including the one that dropped the food. My trade depot is currently full of miasma due to these unmovable dropped meals. Turning off all jobs except &amp;quot;refuse hauling&amp;quot; only leaves the dwarves that own the food standing around with &amp;quot;No Job.&amp;quot; --[[User:Tatterdemalian|Tatterdemalian]] 03:10, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You probably have some construction designed (and maybe suspended) using that stone, so the stone is reserved for that construction and can't be moved anywhere else. This happened to me a lot when I had a wall around my fortress designed, but suspended: all the materials indicated for building the wall were unavailable for anything else, including dumping. --[[Special:Contributions/188.82.156.156|188.82.156.156]] 20:54, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seems hauling is slightly bugged; items which cannot be hauled to their appropriate location can prevent other items from being hauled (there appears to be a hauling queue with a certain number of available slots; if the top of the queue is full of inaccessible items, dumping will come to a grinding halt, and possibly other hauling jobs as well).  If you run into a persistent problem in which dwarves aren't dumping goods, more than likely you have items needing to be hauled which cannot be accessed by any living dwarf (common if you, like me, leave migrants outside the fortress proper to starve to death).  Forbidding inaccessible items -may- resolve the issue, but if not, undesignate all dump orders for inaccessible items, and undesignate all inaccessible stockpiles.  If you use burrows, you may want to temporarily disable them until your dwarves sort their hauling problems out.&lt;br /&gt;
&lt;br /&gt;
== Did I build a floor on top of the dump? ==&lt;br /&gt;
I think I built a floor on top of an outdoors dump zone. Everyone was restricted to burrows. &amp;lt;br /&amp;gt;Zillion cancel-dump-dropoff-inaccessible messages. Miners refused to dig! Removing floor and letting dorfs outdoors... solved. --[[User:TomiTapio|TomiTapio]] 18:29, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== (dwarf) cancels fill pond: cannot find path ==&lt;br /&gt;
&lt;br /&gt;
I keep getting this message, along with a very, very confused dwarf. He seems fine after I cancel a few times, but then either he tries again or someone else does. It isn't much of a problem(yet), but constant spamming is really annoying. I am on Reclaim.&lt;br /&gt;
&lt;br /&gt;
== Verify: ==&lt;br /&gt;
&lt;br /&gt;
I can verify everything that needs verified, except for powder showing up where 1 item of powder is 150 units. This is because at the current point powder does not go into a hospital stockpile and as such this cannot be measured. It can be assumed that it follows the same rules as soap, but at this point it's all conjecture. --[[User:Eurytus|Eurytus]] 12:26, 19 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=132337</id>
		<title>v0.31 Talk:Underworld</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=132337"/>
		<updated>2010-11-24T22:56:35Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Volcano Hell? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LOLSPOILER ==&lt;br /&gt;
 DF2010:Hell&lt;br /&gt;
 (Redirected from DF2010:Hidden Fun Stuff)&lt;br /&gt;
 &lt;br /&gt;
 { { spoiler } }&lt;br /&gt;
&lt;br /&gt;
WTF is the point of a spoiler tag concealing the contents of the clowncar '''IF YOU NAME THE DAMN ARTICLE ''&amp;quot;HELL&amp;quot;'''''&lt;br /&gt;
==HFS -&amp;gt; Hell==&lt;br /&gt;
&lt;br /&gt;
Just to be clear: HFS ''is'' Hidden Fun Stuff - in the last version HFS was the [[40d:Eerie glowing pit|eerie glowing pits]], but in this version it's Hell, so that's what we're officially referring to it as (though the nickname of HFS will still stand). I imagine Demonic Fortresses will be moved to their own page eventually but for now it'd be too stubby. --[[User:Retro|Retro]] 00:35, 4 April 2010 (UTC)&lt;br /&gt;
:Actually, upon realizing that curious structures are demonic fortresses, I merged their info into the Demonic Fortress page. --[[User:Retro|Retro]] 01:15, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article Title ==&lt;br /&gt;
&lt;br /&gt;
Should the article be renamed? The game refers to the demons as denizens of the Underworld unless I'm mistaken. Using tangentially related Judeo-Christian terminology for something that already has an official name seems unnecessary. --[[User:Pilsu|Pilsu]] 8:35, 17 July 2010 (UTC)&lt;br /&gt;
:'''Hell''' is an English word that is not specific to any one religion, or any collection of religions. You can have Christian hells, Buddhist hells, Marriage hells, Voodoo hells, any underworld abode of the damned can be described by the word hell. -- [[User:Ancient History|Ancient History]] 15:12, 17 July 2010 (UTC)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
== Demon populations ==&lt;br /&gt;
&lt;br /&gt;
From my limited observations the demon population is infinite, but beyond the initial dozens (or hundreds?) that you get when you first breach, the rest are merely migrants just as you'd see with more mundane creatures on the surface or passing through caverns. These migrants are probably &amp;quot;aggressive&amp;quot; - seeking dwarves if they have a path - but unless you've built a path from the pillar to hell's surface, it can mean your fort is entirely safe if all your demon types are &amp;quot;terrestrial&amp;quot; and cannot fly. Safe after dealing with the initial invasion of course - the initial demon always seem to crawl up the pillar even if they cannot normally fly. [[User:Niveras|Niveras]] 16:29, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are there any success stories of people actually being able to fight of the initial invasion? In my experience, striking hell means almost immediate game over.&lt;br /&gt;
&lt;br /&gt;
I observe the same thing. We should probably change the article text so it's less misleading. Currently, it's worded as if the demon attacks never end. [[User:Umiman|Umiman]] 04:29, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearly not hell==&lt;br /&gt;
There is no way that this is hell. Hell is an unending tide of nobles that make constant demands, which can never die. --[[Special:Contributions/98.215.50.77|98.215.50.77]] 05:47, 23 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Win? ==&lt;br /&gt;
&lt;br /&gt;
So i found a adamantine pillar of 6 z levels tall, started digging the highest level (of course), channeled a part of it and as soon as the game paused, announcing my discovery of hell, I listed &amp;quot;raw adamantine&amp;quot; as non economic, and then using a second miner with masonry skills, I built a adamantine floor covering the hole and sealed the demons and HFS.&lt;br /&gt;
&lt;br /&gt;
That's a good strategy to avoid fun.--[[Special:Contributions/200.82.91.216|200.82.91.216]] 23:19, 10 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Volcano Hell? ==&lt;br /&gt;
&lt;br /&gt;
Sometimes when embarking in an area with a Volcano, the volcano itself seems to reach all the way down into hell, triggering the initial demons and allowing me to see a good portion of Hell even before unpausing to start out. Unfortunately my framerate got killed before I had a chance for the demons to reach me, but should it be mentioned that Volcanoes can pierce into hell?--[[User:Twilightdusk|Twilightdusk]] 03:44, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm this, however, I believe it is a bug. Still, it is worth a mention as I have seen it, you have seen it, and I know people on the forums have seen it. Happens with magma tubes, as well.[[User:GhostDwemer|GhostDwemer]] 22:56, 24 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Forgotten_beast&amp;diff=132290</id>
		<title>v0.31:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Forgotten_beast&amp;diff=132290"/>
		<updated>2010-11-23T22:57:51Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: Made it clear how VERY fun random venom can be, plus a note on decontamination&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|11:32, 2 October 2010 (UTC)}}{{AV}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
''In the deep, there are beasts so fell and terrible, that only they know what they are, for none who have met them have lived to tell of it... they are the Forgotten Beasts, born of the chaos from before the world's birth... they have waited, brooding in the dark places of the world... and now... by digging too deep... we have awakened them.''&lt;br /&gt;
::--From the Bay12 Games Forums&lt;br /&gt;
&lt;br /&gt;
'''Forgotten Beasts''' are subterranean {{L|Titan}}s; Forgotten Beasts are, essentially, randomized creatures (or procedurally generated for you fancy big-city developer types) composed from a variety of material types, creature bodies / limbs and other additions. These other additions include everything from venomous stings to flame breath.&lt;br /&gt;
&lt;br /&gt;
The venom of a forgotten beast is randomly generated also, along with the symptoms, along with its [[Syndrome#Breath_attacks|breath attack]] if it has one. Venom attacks come in a variety of forms, from boiling ichor to trailing dust, and the effects can range from mild pain to complete and instantaneous necrosis or paralysis. Some forms of venom can spread from spatters and contact with your dwarves, eventually infecting your entire fort. Decontaminating your soldiers in shallow running water is one way to deal with this problem.&lt;br /&gt;
&lt;br /&gt;
The number of forgotten beasts cannot be controlled directly, but is influenced by the size of the world. They dwell most often in caverns. All appear to be {{L|building destroyer}}s, and they also appear to be immune to {{L|trap}}s (unless the creature is stunned). {{L|Bridge}}s are also less useful, as they cannot be raised or lowered as long as the beast is standing on (or under) them, preventing the traditional {{L|magma}} pit / {{L|dwarven atom smasher}} designs from working. This is probably one of [[Toady One]]'s ways of making the encounters even more {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
Most forgotten beasts can be butchered. Some are quite massive and may leave you with hundreds of meat and bone units and dozens of prepared organ units. Some are not.&lt;br /&gt;
&lt;br /&gt;
When a forgotten beast appears, the game pauses and you will get a message.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:DF2010ForgottenBeast1.png]]&lt;br /&gt;
&lt;br /&gt;
If you need to kill a Forgotten Beast, order your military to move to the location of the beast. Some beasts however are content not to path to your fortress and will stay dormant underground. &lt;br /&gt;
&lt;br /&gt;
* Some Forgotten Beasts whose bodies are made of liquid or gas die or lose limbs on the first hit; in previous versions, these FBs were effectively immortal. Version 0.31.09 changed &amp;quot;made material-based random headless beasts killable&amp;quot; (by combat). That includes randomly generated Titans too.&lt;br /&gt;
* Other Forgotten Beasts are extremely difficult to kill due to some body compositions, such as being made of &amp;quot;grime and filth&amp;quot; or very hard materials. When confronted with such near-invulnerable creatures the only option is usually to use your brain and try to lock it away somehow. Walls stop them. If you can put it in a pit, a clever trapmaker can feed it invaders.&lt;br /&gt;
* One method of defeating nearly combat-invulnerable Forgotten Beasts (those whose bodies are made of rock, for instance) is to cause a {{L|Cave-in}} on top of them. They'll be killed by dropping either natural or constructed walls on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Noble&amp;diff=132282</id>
		<title>v0.31 Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Noble&amp;diff=132282"/>
		<updated>2010-11-23T20:47:54Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Appointed vs. Immigrant Nobles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How many nobles could I have in a dwarven fortress with 200 citizens? ie. how many nobles' bedrooms should I build, if none of the noble positions are occupied by the same person. --Anonymous&lt;br /&gt;
&lt;br /&gt;
Should this page be moved to [[DF2010:Nobles]]? [[User:Immibis|Immibis]] 08:05, 28 March 2010 (UTC)&lt;br /&gt;
:I think so, so I'll do it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 08:59, 28 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Appointed vs. Immigrant Nobles ==&lt;br /&gt;
I think much of this article only applies to nobles that emigrate from the mountainhomes. My Count still mines and carries rocks. Also, it should be made clear that the economy is nonfunctional and, for instance, tax collectors will never appear. Finally, what are the implications of NOT accepting when the liaison offers you a barony? I assume a baron comes anyway. I have never gotten a noble imigrant of any sort, do you need to reject the offer to get, for example, a dungeon master? [[User:GhostDwemer|GhostDwemer]] 17:13, 16 November 2010 (UTC)&lt;br /&gt;
:I posted on the forum, and it seems that if you don't appoint someone, the liaison will simply leave and try again next year. Which raises the question: are there ANY immigrant nobles in 31? I have not seen a single one in over a dozen forts and over twenty years total game time. I don't think much of this applies to the current game. Nobles are not lazy. They will continue to work at their regular jobs. Econ exempt is meaningless,  there is no econ. The hammerer doesn't show up, no arsenal dwarf, no dungeon master, no tax collector. I haven't gotten a monarch yet, can anyone who has comment on this? Does your leader get raised to king, or does the king actually immigrate? This whole page seems more geared towards the previous version. [[User:GhostDwemer|GhostDwemer]] 21:26, 19 November 2010 (UTC)&lt;br /&gt;
::The monarch '''does''' immigrate, though it seems to be quite common for said monarch to drop dead of old age immediately upon arriving at your fortress. --[[User:Quietust|Quietust]] 23:09, 19 November 2010 (UTC)&lt;br /&gt;
:::The monarch even immigrates with an immigrant wave that has ~5 Elite weapon users. They drop their armor (I don't remember now if they had any) and weapons as soon as they enter the map because they are not assigned to any squad by default and military/guard duties are nearly completely decoupled from civilian professions unlike in the .40d.--[[User:Another|Another]] 15:28, 20 November 2010 (UTC)&lt;br /&gt;
::::Thanks for the info. Can anyone confirm which nobles will and will not show up? I believe the Tax Collector will never show, as there is no economy. I, personally, have not seen a Dungeon Master on any .31.x generated world. Nor a Hammerer. Nor a Champion, but then I have not obtained any elite warriors yet. Can anyone confirm or deny the existence of the Dungeon Master, Champion, and Hammerer? I would love to take a stab at rewriting this page to make it more useful and less technical, but I don't want to spread misinformation based on just my experiences. [[User:GhostDwemer|GhostDwemer]] 20:47, 23 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== the raws ==&lt;br /&gt;
&lt;br /&gt;
can someone put the raw files responsible for all the noble atributes on the wiki somewhere i cant find them Edit: nvm found it in entity_default.txt --[[User:Xainiax|Xainiax]] 23:45, 23 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== SOLDIER_COLOR ==&lt;br /&gt;
&lt;br /&gt;
The [SOLDIER_COLOR] token in the raws was actually SOLDIER_COLOR] (no left bracket). Whether this was done intentionally to comment them out is unclear, but I have corrected the 'typo' in this article. --[[User:Eagle0600|Eagle0600]] 13:48, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Human Noble - High Goal ==&lt;br /&gt;
&lt;br /&gt;
I was wandering around a human town and entered a temple when I found a peculiar sight. There was a human called a High Goal standing there. I have no idea what he was meant to be and a google search reveals nothing, nor could I find a 'high goal' in the raws. Anyone got any clue? [[User:KoboldInDisguise|KoboldInDisguise]] 02:56, 11 April 2010 (UTC)&lt;br /&gt;
:Religious positions get randomised. You can have to high-priests of different temples and they'll be called entirely different things. Check the legends. --[[User:Eagle0600|Eagle0600]] 06:55, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monarch ==&lt;br /&gt;
&lt;br /&gt;
Have the requirements for a king changed since 40d?&lt;br /&gt;
&lt;br /&gt;
[POSITION:MONARCH] [NAME_MALE:king:kings] [NAME_FEMALE:queen:queens] [NUMBER:1] [SPOUSE_MALE:king consort:kings consort] [SPOUSE_FEMALE:queen consort:queens consort] [SUCCESSION:BY_HEIR] [RESPONSIBILITY:LAW_MAKING] [RESPONSIBILITY:RECEIVE_DIPLOMATS] [RESPONSIBILITY:MILITARY_GOALS] [PRECEDENCE:1] [RULES_FROM_LOCATION] [MENIAL_WORK_EXEMPTION] [MENIAL_WORK_EXEMPTION_SPOUSE] [SLEEP_PRETENSION] [PUNISHMENT_EXEMPTION] [FLASHES] [BRAG_ON_KILL] [CHAT_WORTHY] [DO_NOT_CULL] [KILL_QUEST] [EXPORTED_IN_LEGENDS] [DETERMINES_COIN_DESIGN] [COLOR:5:0:1] [ACCOUNT_EXEMPT] [DUTY_BOUND] [DEMAND_MAX:10] [MANDATE_MAX:5] [REQUIRED_BOXES:10] [REQUIRED_CABINETS:5] [REQUIRED_RACKS:5] [REQUIRED_STANDS:5] [REQUIRED_OFFICE:10000] [REQUIRED_BEDROOM:10000] [REQUIRED_DINING:10000] [REQUIRED_TOMB:10000] &lt;br /&gt;
&lt;br /&gt;
This should answer your question [[User:Numeral|Numeral]] 09:07, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Individual Noble Articles==&lt;br /&gt;
&lt;br /&gt;
Added articles for every noble, still need to go through the raws and add functions and arrival conditions, if anyone reads this you're more than welcome to help [[User:Numeral|Numeral]] 09:07, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Noble Death==&lt;br /&gt;
&lt;br /&gt;
My Count was murdered by the green menace....several years ago. Does anybody know how one goes about getting a new count/Baron/something purple?&lt;br /&gt;
My fortress is sitting at 39 dorfs and 6mill wealth, I have adamantine roads and and Throne room designed for a king and I would like to fill it. &lt;br /&gt;
--Anonymous&lt;br /&gt;
:At a loose guess, you need to up the number of dwarfs in your fortress, either through immigration or breeding, and you need to export more wealth.  Apparently, the King only sends a Duke if you've got 140 dwarves and have exported thirty thousand wealth (presumably just to the dwarven civilization).  As to getting a replacement Count or Baron... did the old Count have any kids?  They'd be his heirs... I think... --[[User:DeMatt|DeMatt]] 22:36, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well, My first was single, no children. I've exported 30000 on the button, but I assume that counts all exports and is not exclusive to the dwarves. If that's the case, I am gonna give the dwarven caravan a massive amount of goods this autumn. I am not sure about the 140 dwarves thing. The liaison appointed a dwarf when I still had the population limit at 30 (I like to run smaller fortresses for organization purposes). I'll report in on any new findings. Oh, and I have struck several HFS columns and even breached the carnival once, though I revealed it through fortifications so the clowns couldn't reach my fortress. I don't think HFS prompts anything any more. --Anonymous&lt;br /&gt;
&lt;br /&gt;
==Not Masterwork==&lt;br /&gt;
I've changed the quality of the article down to Exceptional. The {{L|Forced Administrator}} link needs to be created. [[Special:Contributions/99.251.48.18|99.251.48.18]] 04:31, 6 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Calendar&amp;diff=132274</id>
		<title>v0.31:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Calendar&amp;diff=132274"/>
		<updated>2010-11-23T20:38:10Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: By request, adding info on setting history length in basic and advanced worldgen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:04, 17 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dwarven '''calendar''' is used to display dates, and is visible in the upper right corner of the {{L|Status}} Screen ({{key|z}}).  The months are named after kinds of {{L|stone}}s, {{L|ore}}, {{L|gem}}s and {{L|wood}}. New Year's Day and the first day of spring both fall on the 1st of Granite. New Year's Eve and the last day of winter both fall on the 28th of Obsidian.&lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating, due to certain parameters you or the game has set up. By default, the world will stop genning at year 1050. Worldgen can be set to stop at any arbitrary year by editing the advance option &amp;quot;End Year&amp;quot; in the &amp;quot;Design New World with Advanced Parameters&amp;quot; screen. History length can be changed in the basic &amp;quot;Create New World!&amp;quot; screen, though options are limited to Very Short, Short, Medium, Long, and Very Long.  Also, Worldgen can be paused at any point and the world used as is.&lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #aaa&amp;quot; |&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 10em; text-align: left&amp;quot; | Month&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 10em; text-align: left&amp;quot; | Reallife&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | Season&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | {{L|Granite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | {{L|Slate}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | {{L|Felsite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | {{L|Hematite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | {{L|Malachite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | {{L|Galena}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | {{L|Limestone}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|grey|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | {{L|Sandstone}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | {{L|wood|Timber}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | {{L|Moonstone}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | {{L|Opal}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | {{L|Obsidian}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
The seasons correspond to growing seasons from the {{L|farm plot}} {{k|q}} menu, which dictate what can be grown when during the year.  (See the {{L|List of crops}}.) Tropical areas may have a wet and a dry season corresponding to spring/summer and autumn/winter respectively, but planting is unaffected by these seasons.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
Each season bar winter brings the possibility of {{L|trade}}rs from one race or another.&lt;br /&gt;
&lt;br /&gt;
The fussy &amp;lt;s&amp;gt;hippie tree lovers&amp;lt;/s&amp;gt; {{L|elf|elves}} arrive in Spring with {{L|wood|wooden}} crafts and weapons, cages (often containing exotic {{L|animals}}), various {{L|crop|fruits and berries}}, and {{L|rope reed}} cloth items.&lt;br /&gt;
&lt;br /&gt;
{{L|Human}}s come in Summer bursting with supplies, eager for &amp;lt;s&amp;gt;junk&amp;lt;/s&amp;gt; stone craft goods.&lt;br /&gt;
&lt;br /&gt;
Dwarves come in Autumn and their departure is a foretelling of the cold winter to come.&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
The history of the world during [[world generation]] is divided into several different ages, depending on the condition of the world during that time.&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Restraint&amp;diff=132268</id>
		<title>v0.31 Talk:Restraint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Restraint&amp;diff=132268"/>
		<updated>2010-11-23T16:50:58Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Dogs breaking Restraints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dogs breaking Restraints==&lt;br /&gt;
It seems like I recall in an older version of dwarf fortress that a war dog on a restraint will chase anything that it spots (Like a kobold or goblin) and break loose of the restraint in this case. Is this still true in the newer versions or was that just a bug that was fixed a long time ago ?: P This one is hard to test as I have not gotten any goblins or kobolds trying to sneak into my fortress so far in the new version.--[[User:Railick|Railick]] 20:45, 14 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
:I've never seen anything of the sort happen in either 0.23.130.23a ''or'' 0.28.181.40d. If it ever happened, it was a bug that was fixed a '''long''' time ago. --[[User:Quietust|Quietust]] 21:51, 14 May 2010 (UTC)&lt;br /&gt;
::Right-o thanks for setting me straight :P I've been not using war dogs on a restraint for that reason for a long time without even thinking about it. My brain has a memory of that being the case a lot time ago, like before you could choose your embark location (Maybe you could pick from a few but the choice was very limited) Feel free to delete this entire conversation ;)--[[User:Railick|Railick]] 21:54, 14 May 2010 (UTC)Railick&lt;br /&gt;
:::In 40d I've seen dogs break their ropes (not chains) and carry it around with them. I don't think it is very common, though. Simply by marking it for dumping, it was removed from the dog.--[[User:Kwieland|Kwieland]] 15:39, 17 May 2010 (UTC)&lt;br /&gt;
::::I only ever saw this if the restraint was linked to a mechanism and subsequently triggered. --[[User:Quietust|Quietust]] 15:58, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hmmm, If you had a restraint and a trap door next to it, theoretically could you dangle a cat/dog/cow from the rope by opening the hatch whilst the animal is on it?? (I have a realy cool idea involving spawning kittens, a long fall and several butcher's shops underneath)--[[User:Haydosss|Haydosss]] 08:08, 6 November 2010 (UTC)&lt;br /&gt;
::I had kittens guarding my drawbridge, but didn't give them enough wall to stand on. First invasion, I pull the lever, one kitten falls, and slips the rope. Sadly, I don't think your awesome idea is workable.[[User:GhostDwemer|GhostDwemer]] 16:50, 23 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
= =&lt;br /&gt;
I noticed that restraints don't restrain animals from going up z-levels e.g. a dog chained at the bottom of a staircase that goes up say,50 z-levels can go to the top.--[[User:Scout890|Scout890]] 00:06, 19 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Sentients being restrain?==&lt;br /&gt;
Does anyone know if sentient that I've caught in cage traps or such can be restrain, or only (tamed?) animals? Thanks.&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Jorshamo|Jorshamo]] 05:01, 23 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=132267</id>
		<title>v0.31 Talk:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=132267"/>
		<updated>2010-11-23T16:20:03Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* 31.17 training oddity */ Yes, minimum means maximum too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==This isn't funny, guys==&lt;br /&gt;
But it is [[Fun]]. How do I get them to use wooden training sword for training and metal swords for everything else? I spent months watching my swordsdwarves beating an ettin with what are essentially sticks, and when I finally get them using metal swords, one trainee sticks one in his sparring partner's stomach and twists it around! I thought they were supposed to be smart enough to switch on their own; I'm feeling pretty dumb that I can't even get them to switch on command. Help? --[[User:Zombiejustice|Zombiejustice]] 01:21, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Pffft, ''you'' feel dumb, I can't even ''get them to spar'' in the current setup :/ Stupid drills and lessons [[User:Greep|Greep]] 01:13, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Don't feel dumb, the military is horrendously bugged right now and some people are even having a hard time getting them to pick up something. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
::I'm having the problem right now.  They picked stuff up fine (more or less), but this current fort, I can't even get hunters to pick up their stuff. --[[User:LegacyCWAL|LegacyCWAL]] 17:49, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just to annoy you a little bit, my dwarves train fine, level up quite fast, train with steel and bronze weapons and i have yet to see any injury :P I will admit though that the military screen gave me quite a bit of headache at first. --[[Special:Contributions/92.202.9.88|92.202.9.88]] 14:26, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::For my edification, are they sparring with these metal weapons, or doing individual training? --[[User:Zombiejustice|Zombiejustice]] 22:56, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm with Greep; my dwarves don't spar whatsoever. I have the military screen largely figured out, I have my barracks designated for training, another for sleeping, etc. but I only see them standing around in a large group &amp;quot;Waiting for Combat Training&amp;quot; and whatnot. I never see my recruits pushing eachother around with the occasional smear of blood across the wall, like they use to (sparring, basically). Are they supposed to just stand around now and passively gain military skill, or do they move around? If so, '''HOW DO I GET THEM TO SPAR'''?! Much thanks. --[[User:Bronzebeard|Bronzebeard]] 02:58, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To get them to spar, assign the squad a barracks, make an alert for that squad with a schedule that calls for training, and give that squad that alert. --[[User:Zombiejustice|Zombiejustice]] 19:23, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I've done all that. I don't see any sparring, though, unless it's been entirely taken out of the game and replaced with &amp;quot;individual combat drills&amp;quot; and demonstrations. The latter never seem to work because, for whatever reason, the dwarves can't all be there at the same time (unless they do work without the entire squad) BUT I have noticed that one way or another, my dwarves are improving their combat skills by just standing around doing drills and demonstrations. I have to assume that sparring -- dwarves knocking each other around -- has been eliminated from the game. --[[User:Bronzebeard|Bronzebeard]] 19:29, 23 April 2010 (UTC)&lt;br /&gt;
::::: My dwarves spar sometimes. Like most of the military jobs in 0.31.03 it seems to be somewhat buggy. All I did to get them to spar originally was to assign them a firing range, a barracks (both designated as training) and set their schedule to 'Train'. Getting them to not put each other in hospital on the other hand... [[User:Bpuk|Bpuk]] 22:38, 23 April 2010 (UTC)&lt;br /&gt;
:::::I've just figured out that along with the 'C' and 'H' at the upper left corner of the screen, there is also an 'S' that pertains to sparring announcements (an 'S' I've never seen, mind you), so traditional sparring must, clearly, still be around -- I apologize. However I've, again, yet to see it. --[[Special:Contributions/76.110.216.178|76.110.216.178]] 03:10, 30 April 2010 (UTC)&lt;br /&gt;
::::::Don't worry if your dwarves are just standing around attending &amp;quot;Demonstrations&amp;quot; or &amp;quot;Individual Combat Drills&amp;quot;.  They still gain military skill.  In my current fortress, I put a few of my useless dwarves into the military, including one who already had good fighting skills, before I had forged any weapons.  By the time I supplied them with battleaxes, the one had taught the others to become competent dodgers.  Once I gave them all weapons, they just stood around doing individual drills, but they still gained skill (only novice so far).--[[User:Aegeus|Aegeus]] 01:26, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My dwarves pick their weapons and armor as soon as I order them, too bad that they do &amp;quot;sparring&amp;quot; instead of &amp;quot;demonstrations&amp;quot; or &amp;quot;combat drills&amp;quot;. Lethal sparring. Sparring with exceptional iron short swords is deadlier than a GCS attack, even with full iron gear.&lt;br /&gt;
&lt;br /&gt;
::For me (in 31.11), my dwarfs &amp;quot;lightly tap&amp;quot; eachother with their weapon while sparring. Even with copper battle axe. No Dwarf was hurt until now.&lt;br /&gt;
::: ''The expedition leader hacks the recruit in the upper body with her (copper battle axe) lightly tapping the target.''  --[[Special:Contributions/94.217.127.39|94.217.127.39]] 09:33, 24 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've been wanting to add a little blurb in the training section about training with hammers--there's no training hammer you can build, but you can assign wooden crossbows to hammerdwarves and, without bolts, they'll train hammer, and won't bludgeon each other to death.  I've never actually contributed to a wiki before, and don't want to commit a faux pas by improper editing...&lt;br /&gt;
::I say go for it. If there is an error in your change someone else can just pitch in and correct it.&lt;br /&gt;
&lt;br /&gt;
=== version 31.12 ===&lt;br /&gt;
&lt;br /&gt;
I would really appreciate a keystroke-by-keystroke explanation of how to set up a training schedule. I'm trying to decipher it on my own right now, and will post when I get a chance, but in the meantime....if you know, please share? [[User:Romeofalling|Romeofalling]] 22:18, 15 August 2010 (UTC)&lt;br /&gt;
:I added in some more specific directions in the introduction as well as cleaned up the language a bit. I also added the bit about the danger room. Try my directions and see if you get better results. I have consistently been able to get my squads to train using the past two versions by following those instructions. If they still won't train I will write out a more detailed synopsis.[[User:Furlion|Furlion]] 07:09, 16 August 2010 (UTC)&lt;br /&gt;
::Thanks! That was very clear and concise. Would it be possible for you to make similar clarifications about how to integrate Scheduling into these sorts of training routines? In my specific case now that I've managed to train successfully, I'm trying to figure out how to set up 3 two-dwarf squads of melee combatants so that at any given month, one is training, one is on patrol, and the third is working their civilian jobs. [[User:Romeofalling|Romeofalling]] 21:49, 16 August 2010 (UTC)&lt;br /&gt;
:::Check my user talk page today or tomorrow. I am going to write up a little tutorial similar to the one found [http://df.magmawiki.com/index.php/DF2010:Military_interface here]. See if that link gets you anymore help then check my page. Glad my write up helped you get started training!--[[User:Furlion|Furlion]] 07:03, 17 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Injuries? ==&lt;br /&gt;
&lt;br /&gt;
Have there actually been any reported sparring injuries in 0.31.12?  A single one?  Anywhere?  I suspect the part of the page that discusses injuries may be out of date, but I don't want to change it prematurely. --[[User:Greycat|Greycat]] 16:33, 28 August 2010 (UTC)&lt;br /&gt;
:Actually now that you mention it, I was letting my squad train with real weapons and no one has suffered an injury yet. Or at least, I have yet to notice one. I would say that carefully monitoring a full squad of 10 for a whole year of training and seeing if anyone has been injured would be long enough to be considered verified. --[[User:Furlion|Furlion]] 16:18, 29 August 2010 (UTC)&lt;br /&gt;
::They are only &amp;quot;lightly tapping&amp;quot; each other with exceptional steel spears and masterwork steel battleaxes now. And doing actual sparring is slow but way faster than &amp;quot;individual combat drill&amp;quot;.--[[User:Another|Another]] 14:02, 19 September 2010 (UTC)&lt;br /&gt;
::: Oh yeah, I have seen the same, just that my dorfs are training with adamantine axes. At first I was like &amp;quot;SHIT&amp;quot; when my dorfs spar, cause I don't have a armorer yet, but they only tap each other, noone got any injurys yet.--[[User:Niggy|Niggy]] 11:39, 9 October 2010 (UTC)&lt;br /&gt;
:::: As the consensus seems to be that dorfs no longer hurt each other, I'm changing the page. [[User:Calite|Calite]] 14:04, 9 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Danger Room==&lt;br /&gt;
There is currently a {{l|Danger_room|Danger Room}} article so I am going to remove the text and instead put a link the See Also links. --[[User:Furlion|Furlion]] 05:33, 23 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 31.17 training oddity ==&lt;br /&gt;
&lt;br /&gt;
I do not know, if this is the best place but I noticed this little thing: if you schedule you dwarves to train and order says &amp;quot;minimum 1 dwarf&amp;quot; there will never be ''more than one'' dwarf training at a time. When I changed order to &amp;quot;minimum 3 dwarf&amp;quot; two more dwarves rushed in almost immediately. I will look on Mantis for this.--[[User:SanDiego|SanDiego]] 15:44, 23 November 2010 (UTC)&lt;br /&gt;
:That is correct. Also, if you put in 10 minimum, and you only have eight, ''they won't train at all.'' So it is a minimum, and a maximum. Although, if you train less than you have (which you should, so they get breaks) the other may engage in individual combat drills when they are not active.&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trading&amp;diff=132216</id>
		<title>v0.31:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trading&amp;diff=132216"/>
		<updated>2010-11-22T21:22:44Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Miscellaneous Trading Advice */  burrows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first {{L|Calendar|autumn}} after establishing your fortress, with the arrival of the {{L|dwarf|Dwarven}} {{L|Trading#Caravans|caravan}}. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear or purchase of additional skills for the expedition party, because items can always be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your Trade Depot to refer to your fortress {{l|Broker}} when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a {{L|profession}}, the term usually only applies to visiting merchants, or to a dwarf whose highest {{L|skill}} is {{L|Appraiser}}.&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a {{L|Trade depot}} is a requisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside at first, it is usually a really good idea to move it inside or build walls, bridges and other fortifications around it to protect caravans and your goods from animals (guzzlers), {{L|thief|thieves}} and {{L|goblin}}s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),{{Verify}}&lt;br /&gt;
* the items that are in trade wagons or on merchant animals{{Verify}}&lt;br /&gt;
* the items that are on the trade depot (they belong to nobody until they are moved out of it)&lt;br /&gt;
&lt;br /&gt;
See the {{L|Trade depot}} article for more information on how to interact with it.&lt;br /&gt;
&lt;br /&gt;
==Trading Flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better {{L|Appraisal}} skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's {{L|Broker skills|skills}} and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought by caravans do not have base quality higher than superior, but decorations on a good may be of any quality.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:0}}&amp;quot;&amp;gt;'''Brown'''&amp;lt;/span&amp;gt; Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|7:1}}&amp;quot;&amp;gt;'''White'''&amp;lt;/span&amp;gt; Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|5:1}}&amp;quot;&amp;gt;'''Purple'''&amp;lt;/span&amp;gt; Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.{{Verify}}&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|2:1}}&amp;quot;&amp;gt;'''Green'''&amp;lt;/span&amp;gt; Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|4:1}}&amp;quot;&amp;gt;'''Red'''&amp;lt;/span&amp;gt; Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items. However, a caravan from a different civilization will accept stolen goods without changing them first.&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc) will be displayed according to the origin of the &amp;lt;i&amp;gt;container&amp;lt;/i&amp;gt;, not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your broker has Novice or better {{L|Judge of intent}} skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (eg, offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic {{L|siege}}.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, the wagons will be killed and all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an {{L|ambush}} killed the caravaners, for example) the parent civilization may decide that you stole from them and send a {{L|siege}} instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!{{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the {{L|civilization}} you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the {{L|King}} usually requires offerings to be made before his arrival.{{Verify}} You cannot offer items that were not made at your fortress; the traders do not want your spare goblin harvest clothes.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' There are currently no benefits to offering goods to your king; the game developers have stated that this is to be changed in future versions.'' (&amp;quot;''Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will be equally insulted by you trading back their wood-related items - their refusal to accept back their wooden items is probably a bug which will be removed in a later release, though this has not been verified. It is also worth noting that in-game the only way to acquire wood is by chopping down trees, so it is likely that the elves have developed a method of growing and acquiring wood without killing trees which will be included in later development.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Trading Advice ==&lt;br /&gt;
&lt;br /&gt;
* Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game.&lt;br /&gt;
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside.&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.{{Verify}}&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways) to the entrance of the fort and line this with traps; this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants) and wooden logs if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, whether stockpiled or utilized in buildings (such as wooden axles, water wheels, windmills, or workshops); thus, it is possible to trick caravans into thinking your supplies are low by {{L|forbid}}ding all of your relevant stocks immediately prior to their arrival. &amp;lt;p&amp;gt; &amp;lt;!-- This puts a paragraph break into a list item --&amp;gt; This also seems to apply to elven caravans bringing {{L|cloth}} (except that cloth that's turned into {{L|clothing}}, {{L|bag}}s or {{L|rope}} isn't counted).  So if you want elven caravans to ''stop'' bringing cloth, buy up all the cloth that the first few caravans bring and stash them somewhere.&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, spring for elves. In rare cases, goblins will show up in winter.{{verify}} However, in the first year only a dwarven caravan will arrive, although it will tend to arrive later than mid-autumn, unlike previous versions {{verify}}. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are extinct.{{verify}}  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating {{L|civilization}}, and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot. Caravans with wagons cannot use stairs. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go {{L|insane}}. {{Verify}} [Verified in 31.16 - Locked-in traders go insane, throw off their clothes, eventually attack a dwarf and are put down]&lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches a block in their chosen path (ie. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one.&lt;br /&gt;
&lt;br /&gt;
== Liaisons ==&lt;br /&gt;
{{L|Liaison}}s may be sent with caravans to speak to important dwarves. (THEY WILL SPEAK TO THOSE DWARVES! Even if they have to wait by the bed side in the hospital for months after the caravan left.)  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
Note that if a liaison is prevented from leaving, they will eventually go {{L|insane}}. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
==== {{L|Dwarves}} ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in {{L|Calendar|autumn}}.&lt;br /&gt;
* carries metal bars, {{L|leather}}, weapons and armor, food and booze, and more.  Dwarves alone may bring {{L|steel}} and steel goods.&lt;br /&gt;
* is well guarded.&lt;br /&gt;
* sends a liaison who will speak with the {{L|Expedition Leader}} (or {{L|Mayor}}) to negotiate an import-export agreement.&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location, as long as the dwarven civilization is not extinct.{{verify}}&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
&lt;br /&gt;
==== {{L|elf|Elves}} ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the {{L|Calendar|spring}}.&lt;br /&gt;
* carries {{L|cloth}}, {{L|rope}}s, various above ground seeds, {{L|plant}}s and their byproducts, {{L|log}}s, {{L|wood}}en goods &amp;amp; {{L|weapon}}s, clothing and {{L|armor}}, and may carry tame {{L|creature}}s.&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* {{L|Wood}}en items, and items derived from wood (including {{L|tower-cap}} logs), such as {{L|charcoal}} and {{L|pearlash}}&lt;br /&gt;
* Items made from clear and crystal {{L|glass}} (because {{L|pearlash}} is used in their creation) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items {{L|decoration|decorated}} with any of the above materials&lt;br /&gt;
* {{L|Obsidian}} shortswords (since they have wooden handles)&lt;br /&gt;
* {{L|Soap}} (made with {{L|ash}})&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.&lt;br /&gt;
&lt;br /&gt;
However, {{L|stone}} and {{L|metal}} items, even when {{L|charcoal}} is used in production, are acceptable. Items made from {{L|silk}} are acceptable, as are all non-wooden plant-derived products such as {{L|cloth}} and {{L|thread}}. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the {{L|trade depot}} in a wooden {{L|bin}}, as long as you do not try to sell the bin. Living animals are acceptable, as long as the {{L|cage}} or {{L|trap}} is not made of {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Human}}s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in {{L|Calendar|summer}}.&lt;br /&gt;
* carries metal bars, sand, {{L|leather}}, cloth, food and booze, ropes, waterskins, quivers, backpacks,  bronze weapons and (too large) clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices if the fortress is big enough.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Goblin}}s{{Verify}} ====&lt;br /&gt;
A goblin caravan ''may'' arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year{{verify}}&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a {{L|cave-in}} will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed {{L|mule}} and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by {{L|ocean}} waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probability of recovering items if the wagon is destroyed by a wave.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures may cause them to retreat and forget about trading with you for the season.{{verify}}&amp;lt;br /&amp;gt;&lt;br /&gt;
Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a {{L|siege}}.{{Verify}} (sieging verified in .31.12 Genesis-mod)&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants {{L|Insanity#Types|go berserk}}. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals will however.&lt;br /&gt;
&lt;br /&gt;
== Currently Bugged ==&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot. {{bug|197}}&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going. {{bug|237}}&lt;br /&gt;
*Wild animals cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
*If your {{L|hospital}} isn't already stocked with the specified amount of thread/cloth, your dwarves will carry off as much from the caravan as they need to fill it.&lt;br /&gt;
*Caravans show up very late in the season. {{Bug|1756}}&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*If you destroy the Depot while they are unloaded you will get the leaving message but they will leave before the building is completely destroyed, so they will not reclaim any of their stuff because it is not available until the building is fully deconstructed. However any animals they had caged will only become friendly, you won't actually own them.&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=132209</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=132209"/>
		<updated>2010-11-22T18:36:38Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: /* Caveats */  Dwarfs will not claim a regular forge after magma forges are built: changing bad advice.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a {{L|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 are not fully understood, although they may possess even dwarf children.&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 {{L|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 {{L|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.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&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 {{L|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 {{L|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!|7:1}}&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...|7:0}}&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!|5:1}}&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 {{L|experience}}.&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a {{L|butcher's shop}} or a {{L|tanner's shop}}. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf {{L|leather}} or {{L|bone}}. Once the artifact is completed, the fell dwarf will become a legendary {{L|bone carver}} or {{L|leatherworker}}. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&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{{verify}}, skulls{{verify}} or remains; if you do not happen to have any, you will have to make some, e.g. by butchering an animal{{verify}}, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are a common request in moods and are only produced from preparing raw {{l|turtle}}s, {{L|mussel}}s, {{L|oyster}}s, or {{L|cave lobster}}s at a fishery. That is, you must be able to fish them at your site - there is no way of trading for them. (version .31.12 should have much fewer shell requests.)&lt;br /&gt;
* Should the claimed workshop be a {{L|magma forge}} and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go {{L|insane}}. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarfes will no longer be satisfied with a regular forge.&lt;br /&gt;
* The following can happen (v .31.12) &amp;quot;OVERWROTE JOB: Strange Mood BY Starting Fist Fight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|0.31.03}}&lt;br /&gt;
* There are bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. Bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php]&lt;br /&gt;
* Dwarves may request &amp;quot;rock bars&amp;quot; -- This is satisfied by metal bars.&lt;br /&gt;
* Glassmaker Dwarves will not use Magma Glass Furnaces, only regular glass furnaces. &amp;lt;sup&amp;gt;may not be bug&amp;lt;/sup&amp;gt;&lt;br /&gt;
{{version|0.31.10}}&lt;br /&gt;
* Moody Dwarves don't respect burrows when grabbing a workshop, but DO when looking for items. If his claimed workshop is outside his assigned burrow, the dwarf will continue to grab materials until all materials of the needed type are exhausted within his assigned burrow, this is similar to the [[Planepacked]] glitch.&lt;br /&gt;
* Moody dwarves will not claim workshops whose building materials have been forbidden.  This is usually the result of mass-forbidding every piece of low-value rock in an attempt to ensure valuable artifacts.  You can check whether a workshop's materials are forbidden with the i{{K|t}}ems command: the building materials are at the top of the list and will be purple if forbidden, cyan if not.&lt;br /&gt;
* Forbidding the base item of the craft after the dwarf begins working on it will cause the item's base material to become iron.&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.  {{L|Forbidden}} items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding {{L|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. Be aware that this may not always work - moody {{L|metalsmith}}s will occasionally insist on a specific type of metal with which to make their artifact, and forbidding other metals to force them to use a more valuable material will simply cause them to sit in the workshop until you give them what they want. This metal is usually the one listed in their Thoughts and Preferences page as their favorite metal, though mining {{L|raw adamantine}} may cause them to insist on wafers of adamantine metal instead{{verify}}.&lt;br /&gt;
&lt;br /&gt;
As of DF2010, burrows seem to allow even better control over moody dwarfs' material usage. Simply by creating a burrow around claimed workshop and another part over desired material, moody dwarf can be controlled without forbidding every single stone in fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&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;
| {{L|Stone}}&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone {{L|block}}&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Wood}}&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal {{L|bar}}&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gem}}s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gem}}s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green {{L|glass}}&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bone}}{{verify}}&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Shell}}{{verify}}&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Leather}}&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} (plant fiber)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bones}} or {{L|Shell}}{{verify}}&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 one of several objects. &amp;lt;sup&amp;gt;(Disputed -- [[DF2010 Talk:Strange mood|Discuss]])&amp;lt;/sup&amp;gt; &lt;br /&gt;
A smith, demanding for metal bars, may want to get some certain kind of metal. Look in the preferences list of the dwarf for favourite metals.&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}} but '''not''' {{L|Magma glass furnace}}{{verify}}&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 {{L|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 {{L|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 {{L|obsidian}} {{L|bed}}, {{L|ruby}} {{L|floodgate}}, or turtle {{L|shell}} {{L|cage}}.&lt;br /&gt;
&lt;br /&gt;
Once created, most {{L|artifact}}s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value {{L|noble}} rooms. Artifact weapons in {{L|weapon trap}}s can also boost a room's value considerably, as in the case of artifact trap components and mechanisms.&lt;br /&gt;
&lt;br /&gt;
Unless the mood was a Possession, the dwarf will gain 20,000 points of experience in the skill used to produce the artifact, enough to boost them to Legendary.&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>GhostDwemer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Island&amp;diff=132208</id>
		<title>v0.31:Island</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Island&amp;diff=132208"/>
		<updated>2010-11-22T18:24:19Z</updated>

		<summary type="html">&lt;p&gt;GhostDwemer: Civs can exist on larger islands.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Islands''' are geographical features distinguished by isolation from main continents. Island fortresses are characterized by inaccessibility to most {{L|trader}}s and {{L|invader}}s. Only civilizations located on the island, and your parent dwarf civilizations, will be able to make it to an island fortress.&lt;br /&gt;
&lt;br /&gt;
==Advantages of islands==&lt;br /&gt;
*The lack of {{L|goblin}} and {{L|kobold}} civilization access makes your fortress a peaceful location to learn how to manage the game's less military aspects.&lt;br /&gt;
*No military interruptions makes it easy to build mega-projects.&lt;br /&gt;
*Easy access to a large body of water for underwater mega-projects&lt;br /&gt;
==Disadvantages of islands==&lt;br /&gt;
*The lack of invasions can get dull. An idyllic island paradise is all very well and good, but without constant slaughter your dwarves will have nothing to engrave about except the {{L|vermin}} they like least. &lt;br /&gt;
*No non-dwarven {{L|caravan}}s on most smaller islands. You won't be able to collect {{L|bin}}s of crappy {{L|cloth}} nearly as effectively, and won't be able to collect large {{L|bronze}} helmets at all.&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>GhostDwemer</name></author>
	</entry>
</feed>