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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jurph</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jurph"/>
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	<updated>2026-05-17T19:44:16Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Carpenter&amp;diff=128856</id>
		<title>v0.31:Carpenter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Carpenter&amp;diff=128856"/>
		<updated>2010-10-06T16:45:17Z</updated>

		<summary type="html">&lt;p&gt;Jurph: Noted that skill improves quality and speed of work of jobs that use this skill.  Would like to eventually have every skill highlight whether increased skill has any impact.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|12:22, 6 October 2010 (UTC)}}{{Skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| skill      = Carpenter&lt;br /&gt;
| profession = {{L|Woodworker}}&lt;br /&gt;
| job name   = Carpentry&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Wood based {{L|construction}}&lt;br /&gt;
* Any work in the Carpenter's Workshop (except {{L|Animal trap|traps}})&lt;br /&gt;
| workshop = * {{L|Carpenter's workshop}}&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Carpenters''' produce items out of {{L|wood}}. They construct {{L|bed}}s, {{L|bin}}s, {{L|barrel}}s, and all manner of other {{L|furniture}}. They can also create structures such as {{L|wall}}s and {{L|stair}}cases.  A carpenter's skill level affects the speed and {{L|quality}} of his work.&lt;br /&gt;
&lt;br /&gt;
To employ a carpenter, create a task at a {{L|carpenter's workshop}} or designate a construction using logs.&lt;br /&gt;
&lt;br /&gt;
An immigrant carpenter may bring an axe with him, despite not having any skill in wood cutting.{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Seed&amp;diff=97991</id>
		<title>v0.31 Talk:Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Seed&amp;diff=97991"/>
		<updated>2010-04-23T15:33:15Z</updated>

		<summary type="html">&lt;p&gt;Jurph: Questions that the article ought to answer, but to which I do not know the answers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How many seeds to a bag in DF2010?  (25?)&lt;br /&gt;
How many seed bags to a barrel?  (10?)&lt;br /&gt;
Is there still a limit to the number of seeds of each variety that a fortress can store? (200?)&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Z-axis&amp;diff=97985</id>
		<title>v0.31 Talk:Z-axis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Z-axis&amp;diff=97985"/>
		<updated>2010-04-23T15:28:10Z</updated>

		<summary type="html">&lt;p&gt;Jurph: Questioned the definition of &amp;quot;total elevation&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;The number at the bottom is the total elevation of the current level.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Source: http://df.magmawiki.com/index.php/DF2010:Z-axis#ixzz0lwAQqZPB&lt;br /&gt;
&lt;br /&gt;
The phrase &amp;quot;total elevation&amp;quot; seems meaningless here - at least in DF2010, this number can also go negative, so it's not the absolute elevation.  What's the reference point?  Is it sea level?&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meat&amp;diff=20218</id>
		<title>40d:Meat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meat&amp;diff=20218"/>
		<updated>2009-06-30T20:42:30Z</updated>

		<summary type="html">&lt;p&gt;Jurph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animals]] can be butchered for '''meat''' by a [[butcher]]. You will need a [[butchery]] for this.&lt;br /&gt;
Meat can be eaten raw or cooked at a [[kitchen]] by a [[cook]].  When uncooked, meat is subject to [[wear]].  Meat has a base value of 2☼ multiplied by the [[MOD_VALUE]] of the animal the meat came from, so meat from exotic creatures is worth far more than meat from more common animals.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meat&amp;diff=20217</id>
		<title>40d:Meat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meat&amp;diff=20217"/>
		<updated>2009-06-30T20:42:14Z</updated>

		<summary type="html">&lt;p&gt;Jurph: Included a note about meat's value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Animals]] can be butchered for '''meat''' by a [[butcher]]. You will need a [[butchery]] for this.&lt;br /&gt;
Meat can be eaten raw or cooked at a [[kitchen]] by a [[cook]].  When uncooked, meat is subject to [[wear]].  Meat has a base value of 2☼ multiplied by the [[MODVALUE]] of the animal the meat came from, so meat from exotic creatures is worth far more than meat from more common animals.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Furniture&amp;diff=12206</id>
		<title>40d:Furniture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Furniture&amp;diff=12206"/>
		<updated>2009-06-18T01:57:54Z</updated>

		<summary type="html">&lt;p&gt;Jurph: Clarified that bags can be placed or float free.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's a wide variety of '''furniture''' that can be created at a variety of [[workshop]]s. All furniture has a practical use in your fortress. Also, dwarves get good [[thoughts]] when admiring high [[quality]] furniture. &lt;br /&gt;
&lt;br /&gt;
When starting a fortress most furniture will usually be made in your [[Mason's workshop]] or [[Carpenter's workshop]], depending on the materials used.  You can also make furniture out of [[metal]] at a [[Metalsmith's Forge]], but this consumes expensive materials. Some furniture can only be made from certain materials. For example, [[bed]]s can only be made of wood. A few unusual types of furniture are made elsewhere, like [[mechanism]]s, [[siege engine]] parts and ammo, or [[glass]] furniture. &lt;br /&gt;
&lt;br /&gt;
Furniture is produced at a workshop through its {{key|q}} (view building) menu. All metal furniture requires 3 bars to forge.&lt;br /&gt;
&lt;br /&gt;
The function {{k|b}}uild is not only used for building workshops and the like, but also for ''placing'' items like beds, tables and chairs in your fortress. Most furniture must be placed before it can be used, but a few (like [[bin]]s and [[barrel]]s) are moved around as needed by your dwarves.  [[Bag]]s can serve either role: placing a bag turns it into a dwarf's personal storage, but bags for [[agriculture]] and [[glassmaking]] will be taken from the pool of bags that haven't been placed by the player.&lt;br /&gt;
&lt;br /&gt;
When you try to build a bed/door/chair and it says 'needs bed/door/chair', that means none is currently available, not that there has been a problem with producing one. Usually, brand new items are not immediately available because some dwarf has expressed the intent of carrying them to their corresponding [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
== Building a door from scratch ==&lt;br /&gt;
# Go to your [[Mason's workshop]] and select it in view room ({{key|q}}) mode and &amp;quot;{{k|a}}dd task&amp;quot;.&lt;br /&gt;
# Select &amp;quot;{{k|d}} build rock door&amp;quot;.&lt;br /&gt;
# Wait for a dwarf to fetch some [[stone]] and carve it into a door. You need at least one dwarf with the [[Masonry]] [[labor]] enabled. The higher the Dwarf's [[mason]] [[skill]], the faster the door will be built (it will also be of better [[quality]]). &lt;br /&gt;
# Once the door is finished, then go to the space you want to build the door and press &amp;quot;{{key|b}}uild&amp;quot;.&lt;br /&gt;
# Select &amp;quot;{{key|d}}oor&amp;quot;. &lt;br /&gt;
# Move the cursor to precisely where you want the door to be, and press {{k|Enter}}.&lt;br /&gt;
# If it says 'needs door', that means that the door you made is in the process of being stored in your furniture [[stockpile]] and that no other door is available: you have to wait a bit.&lt;br /&gt;
# Select which type of door to put there, and press {{k|Enter}}. The doors are listed in order of distance. &lt;br /&gt;
# Wait for a dwarf (with the Furniture Hauling [[labor]] enabled) to come and put the door where you want it.&lt;br /&gt;
&lt;br /&gt;
With the exception of [[mechanisms]], every other piece of stone furniture is built the same way: [[table]]s, [[chair]]s, [[cabinet]]s and so on. &lt;br /&gt;
&lt;br /&gt;
== Building a bed from scratch ==&lt;br /&gt;
# Go to your [[Carpenter's workshop]] and select it in view room ({{key|q}}) mode  then &amp;quot;{{k|a}}dd task&amp;quot;.&lt;br /&gt;
# Select &amp;quot;{{k|b}} Construct wooden bed&amp;quot;.&lt;br /&gt;
# Wait for a dwarf to get some wood and build the bed out of it. You need at least one dwarf with the [[Carpentry]] [[labor]] enabled. The higher the Dwarf's [[carpenter]] skill, the better. &lt;br /&gt;
# Once the bed has been constructed, then go to the space you want to place the bed and press &amp;quot;{{key|b}}uild&amp;quot;.&lt;br /&gt;
# Select &amp;quot;{{key|b}}ed&amp;quot;. &lt;br /&gt;
# Move the cursor to precisely where you want the bed to be, and press {{k|Enter}}.&lt;br /&gt;
# If it says 'needs bed', that means that the bed you made is in the process of being stored in your furniture [[stockpile]] and that no other bed is available: you have to wait a bit.&lt;br /&gt;
# Select which particular preconstructed bed to put there, and press {{k|Enter}}.&lt;br /&gt;
# Wait for a dwarf (with the Furniture Hauling [[labor]] enabled) to come and put the bed where you want it.&lt;br /&gt;
&lt;br /&gt;
Every other piece of wooden furniture is built the same way. [[Barrel]]s and [[bin]]s, in particular are useful to a growing fortress. Keeping an extra [[bucket]] around is a good idea. &lt;br /&gt;
&lt;br /&gt;
== List of furniture, siege ammo, and other items used in buildings ==&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=5 cellpadding=10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=3|Furniture/Siege ammo&lt;br /&gt;
! &lt;br /&gt;
:Other items &amp;lt;br&amp;gt;used in {{k|b}}uildings&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
:[[Anvil]]&lt;br /&gt;
:[[Armor stand]]&lt;br /&gt;
:[[Ballista arrowhead]]&lt;br /&gt;
:[[Ballista arrow]]&lt;br /&gt;
:[[Ballista part]]s&lt;br /&gt;
:[[Barrel]]&lt;br /&gt;
:[[Bed]]&lt;br /&gt;
:[[Bin]]&lt;br /&gt;
:[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
:[[Cabinet]]&lt;br /&gt;
:[[Catapult part]]s&lt;br /&gt;
:[[Chair]] / [[Throne]]&lt;br /&gt;
:[[Chest]] / [[Box]] / [[Bag]]&lt;br /&gt;
:[[Coffin]]&lt;br /&gt;
:[[Door]]&lt;br /&gt;
:[[Floodgate]]&lt;br /&gt;
:[[Grate]]&lt;br /&gt;
:[[Hatch cover]]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
:[[Mechanism]]&lt;br /&gt;
:[[Millstone]]&lt;br /&gt;
:[[Pipe|Pipe section]]&lt;br /&gt;
:[[Quern]]&lt;br /&gt;
:[[Statue]]&lt;br /&gt;
:[[Table]]&lt;br /&gt;
:[[Weapon rack]]&lt;br /&gt;
:[[Window]]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
:[[Animal trap]]&lt;br /&gt;
:[[Blocks]]&lt;br /&gt;
:[[Bars]]&lt;br /&gt;
:[[Cage]]&lt;br /&gt;
:[[Restraint|Chain]]&lt;br /&gt;
:[[Enormous corkscrew]]&lt;br /&gt;
:[[Log]]s&lt;br /&gt;
:[[Stone]]s&lt;br /&gt;
:[[Glass]]&lt;br /&gt;
:[[Gem]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Furniture relative weight (useful for trade considerations&lt;br /&gt;
These values used Slate as the stone. Need to determine solid_densities for &amp;quot;average stone&amp;quot; and work backwards to determine &amp;quot;relative weight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Weight&lt;br /&gt;
|-&lt;br /&gt;
| armor stand&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| blocks&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| throne&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| coffin&lt;br /&gt;
| 934&lt;br /&gt;
|-&lt;br /&gt;
| door&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| floodgate&lt;br /&gt;
| 1068&lt;br /&gt;
|-&lt;br /&gt;
| hatch cover&lt;br /&gt;
| 564&lt;br /&gt;
|-&lt;br /&gt;
| grate&lt;br /&gt;
| 534&lt;br /&gt;
|-&lt;br /&gt;
| cabinet&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| coffer&lt;br /&gt;
| 267&lt;br /&gt;
|-&lt;br /&gt;
| statue&lt;br /&gt;
| 801&lt;br /&gt;
|-&lt;br /&gt;
| table&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| weapon rack&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| quern&lt;br /&gt;
| 267&lt;br /&gt;
|-&lt;br /&gt;
| millstone&lt;br /&gt;
| 267&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Buildings FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture| ]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Furniture&amp;diff=12205</id>
		<title>40d:Furniture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Furniture&amp;diff=12205"/>
		<updated>2009-06-18T01:53:32Z</updated>

		<summary type="html">&lt;p&gt;Jurph: Reuse of the verb &amp;quot;place&amp;quot; implied that dwarves installed barrels - changed verb to &amp;quot;move&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's a wide variety of '''furniture''' that can be created at a variety of [[workshop]]s. All furniture has a practical use in your fortress. Also, dwarves get good [[thoughts]] when admiring high [[quality]] furniture. &lt;br /&gt;
&lt;br /&gt;
When starting a fortress most furniture will usually be made in your [[Mason's workshop]] or [[Carpenter's workshop]], depending on the materials used.  You can also make furniture out of [[metal]] at a [[Metalsmith's Forge]], but this consumes expensive materials. Some furniture can only be made from certain materials. For example, [[bed]]s can only be made of wood. A few unusual types of furniture are made elsewhere, like [[mechanism]]s, [[siege engine]] parts and ammo, or [[glass]] furniture. &lt;br /&gt;
&lt;br /&gt;
Furniture is produced at a workshop through its {{key|q}} (view building) menu. All metal furniture requires 3 bars to forge.&lt;br /&gt;
&lt;br /&gt;
The function {{k|b}}uild is not only used for building workshops and the like, but also for ''placing'' items like beds, tables and chairs in your fortress. Most furniture must be placed before it can be used, but a few (like [[bin]]s, [[bag]]s, and [[barrel]]s) are moved around as needed by your dwarves.&lt;br /&gt;
&lt;br /&gt;
When you try to build a bed/door/chair and it says 'needs bed/door/chair', that means none is currently available, not that there has been a problem with producing one. Usually, brand new items are not immediately available because some dwarf has expressed the intent of carrying them to their corresponding [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
== Building a door from scratch ==&lt;br /&gt;
# Go to your [[Mason's workshop]] and select it in view room ({{key|q}}) mode and &amp;quot;{{k|a}}dd task&amp;quot;.&lt;br /&gt;
# Select &amp;quot;{{k|d}} build rock door&amp;quot;.&lt;br /&gt;
# Wait for a dwarf to fetch some [[stone]] and carve it into a door. You need at least one dwarf with the [[Masonry]] [[labor]] enabled. The higher the Dwarf's [[mason]] [[skill]], the faster the door will be built (it will also be of better [[quality]]). &lt;br /&gt;
# Once the door is finished, then go to the space you want to build the door and press &amp;quot;{{key|b}}uild&amp;quot;.&lt;br /&gt;
# Select &amp;quot;{{key|d}}oor&amp;quot;. &lt;br /&gt;
# Move the cursor to precisely where you want the door to be, and press {{k|Enter}}.&lt;br /&gt;
# If it says 'needs door', that means that the door you made is in the process of being stored in your furniture [[stockpile]] and that no other door is available: you have to wait a bit.&lt;br /&gt;
# Select which type of door to put there, and press {{k|Enter}}. The doors are listed in order of distance. &lt;br /&gt;
# Wait for a dwarf (with the Furniture Hauling [[labor]] enabled) to come and put the door where you want it.&lt;br /&gt;
&lt;br /&gt;
With the exception of [[mechanisms]], every other piece of stone furniture is built the same way: [[table]]s, [[chair]]s, [[cabinet]]s and so on. &lt;br /&gt;
&lt;br /&gt;
== Building a bed from scratch ==&lt;br /&gt;
# Go to your [[Carpenter's workshop]] and select it in view room ({{key|q}}) mode  then &amp;quot;{{k|a}}dd task&amp;quot;.&lt;br /&gt;
# Select &amp;quot;{{k|b}} Construct wooden bed&amp;quot;.&lt;br /&gt;
# Wait for a dwarf to get some wood and build the bed out of it. You need at least one dwarf with the [[Carpentry]] [[labor]] enabled. The higher the Dwarf's [[carpenter]] skill, the better. &lt;br /&gt;
# Once the bed has been constructed, then go to the space you want to place the bed and press &amp;quot;{{key|b}}uild&amp;quot;.&lt;br /&gt;
# Select &amp;quot;{{key|b}}ed&amp;quot;. &lt;br /&gt;
# Move the cursor to precisely where you want the bed to be, and press {{k|Enter}}.&lt;br /&gt;
# If it says 'needs bed', that means that the bed you made is in the process of being stored in your furniture [[stockpile]] and that no other bed is available: you have to wait a bit.&lt;br /&gt;
# Select which particular preconstructed bed to put there, and press {{k|Enter}}.&lt;br /&gt;
# Wait for a dwarf (with the Furniture Hauling [[labor]] enabled) to come and put the bed where you want it.&lt;br /&gt;
&lt;br /&gt;
Every other piece of wooden furniture is built the same way. [[Barrel]]s and [[bin]]s, in particular are useful to a growing fortress. Keeping an extra [[bucket]] around is a good idea. &lt;br /&gt;
&lt;br /&gt;
== List of furniture, siege ammo, and other items used in buildings ==&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=5 cellpadding=10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=3|Furniture/Siege ammo&lt;br /&gt;
! &lt;br /&gt;
:Other items &amp;lt;br&amp;gt;used in {{k|b}}uildings&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
:[[Anvil]]&lt;br /&gt;
:[[Armor stand]]&lt;br /&gt;
:[[Ballista arrowhead]]&lt;br /&gt;
:[[Ballista arrow]]&lt;br /&gt;
:[[Ballista part]]s&lt;br /&gt;
:[[Barrel]]&lt;br /&gt;
:[[Bed]]&lt;br /&gt;
:[[Bin]]&lt;br /&gt;
:[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
:[[Cabinet]]&lt;br /&gt;
:[[Catapult part]]s&lt;br /&gt;
:[[Chair]] / [[Throne]]&lt;br /&gt;
:[[Chest]] / [[Box]] / [[Bag]]&lt;br /&gt;
:[[Coffin]]&lt;br /&gt;
:[[Door]]&lt;br /&gt;
:[[Floodgate]]&lt;br /&gt;
:[[Grate]]&lt;br /&gt;
:[[Hatch cover]]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
:[[Mechanism]]&lt;br /&gt;
:[[Millstone]]&lt;br /&gt;
:[[Pipe|Pipe section]]&lt;br /&gt;
:[[Quern]]&lt;br /&gt;
:[[Statue]]&lt;br /&gt;
:[[Table]]&lt;br /&gt;
:[[Weapon rack]]&lt;br /&gt;
:[[Window]]&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
:[[Animal trap]]&lt;br /&gt;
:[[Blocks]]&lt;br /&gt;
:[[Bars]]&lt;br /&gt;
:[[Cage]]&lt;br /&gt;
:[[Restraint|Chain]]&lt;br /&gt;
:[[Enormous corkscrew]]&lt;br /&gt;
:[[Log]]s&lt;br /&gt;
:[[Stone]]s&lt;br /&gt;
:[[Glass]]&lt;br /&gt;
:[[Gem]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Furniture relative weight (useful for trade considerations&lt;br /&gt;
These values used Slate as the stone. Need to determine solid_densities for &amp;quot;average stone&amp;quot; and work backwards to determine &amp;quot;relative weight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Weight&lt;br /&gt;
|-&lt;br /&gt;
| armor stand&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| blocks&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| throne&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| coffin&lt;br /&gt;
| 934&lt;br /&gt;
|-&lt;br /&gt;
| door&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| floodgate&lt;br /&gt;
| 1068&lt;br /&gt;
|-&lt;br /&gt;
| hatch cover&lt;br /&gt;
| 564&lt;br /&gt;
|-&lt;br /&gt;
| grate&lt;br /&gt;
| 534&lt;br /&gt;
|-&lt;br /&gt;
| cabinet&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| coffer&lt;br /&gt;
| 267&lt;br /&gt;
|-&lt;br /&gt;
| statue&lt;br /&gt;
| 801&lt;br /&gt;
|-&lt;br /&gt;
| table&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| weapon rack&lt;br /&gt;
| 667&lt;br /&gt;
|-&lt;br /&gt;
| quern&lt;br /&gt;
| 267&lt;br /&gt;
|-&lt;br /&gt;
| millstone&lt;br /&gt;
| 267&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Buildings FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture| ]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Animal_dissector&amp;diff=22286</id>
		<title>40d:Animal dissector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Animal_dissector&amp;diff=22286"/>
		<updated>2009-06-05T17:57:49Z</updated>

		<summary type="html">&lt;p&gt;Jurph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Animal Dissector&lt;br /&gt;
| speciality = Animal Dissector&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Small animal dissection]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Extract from a dead animal&lt;br /&gt;
| workshop = [[Butcher's shop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An '''animal dissector''' uses a [[vermin]] creature in an [[animal trap]] to create an [[extract]].  This also requires a glass [[vial]].&lt;br /&gt;
&lt;br /&gt;
The only animal extracts so far are [[cave spider]] venom and [[liquid fire]].  Neither have use so far other than as a [[trade]] good, but both are worth 1,000☼ per vial.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:skills]]&lt;br /&gt;
[[Category:jobs]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45649</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45649"/>
		<updated>2009-05-28T01:38:29Z</updated>

		<summary type="html">&lt;p&gt;Jurph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
==Plants or Silk==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A [[weaver]], a [[loom]], and spider webs''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry, and three types of raw silk that can be harvested with varying degrees of difficulty.  Above-ground crops can be [[herbalist|gathered]] rather than farmed, if you don't mind having an unpredictable harvest.  If you are lucky enough to have spiders on your map, or unlucky enough to have [[giant cave spider]]s on your map, you can produce silk cloth in addition to plant fiber cloth.  If you would prefer not to worry about creating the raw materials, you can usually [[Trading|trade]] for thread and dyes.&lt;br /&gt;
&lt;br /&gt;
=====Under ground crops=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground crops=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Silk=====&lt;br /&gt;
*Raw [[silk]] is harvested from spider webs created by [[phantom spider]]s, [[cave spider]]s, and [[giant cave spider]]s.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A [[weaver]], a [[loom]], and spider webs''&lt;br /&gt;
&lt;br /&gt;
To create thread from harvested plants, you must {{k|q}}uery the [[farmer's workshop]] and order it to {{k|p}}rocess the pig tails and/or rope reed.  Creating thread from silk is somewhat easier: if there are spider [[web]]s available on your map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread.  You may want to make sure that your dwarves are not trying to gather webs from a [[giant cave spider]] without a military escort -- check the {{k|u}}nits list to see if any non-[[vermin]] spiders are listed.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and spider [[web]]s or plant fiber [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the [[loom]].  Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]].  Dwarves will automatically gather [[giant cave spider|spider]] silk if it's available, spin it into [[silk]] thread, and this thread will also be automatically woven into silk [[cloth]].  If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to Set Workshop [[Orders]] so that dwarves only weave [[#Dyeing|dyed]] thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.  The clothier's shop is also where you can [[decorate]] cloth items with a sewn image.  Decorating an imported item (e.g. [[narrow]] goblin clothing) makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item.  Backpacks, quivers, ropes, and bags are all also produced at the clothier's shop.  Bags are critical to establishing a [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess [[pig tail]] into [[dwarven ale]].&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45648</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45648"/>
		<updated>2009-05-27T17:23:21Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Sample Industry Plan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants or Silk==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A [[weaver]], a [[loom]], and spider webs''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry, and three types of raw silk that can be harvested with varying degrees of difficulty.  Above-ground crops can be [[herbalist|gathered]] rather than farmed, if you don't mind having an unpredictable harvest.  If you are lucky enough to have spiders on your map, or unlucky enough to have [[giant cave spider]]s on your map, you can produce silk cloth in addition to plant fiber cloth.  If you would prefer not to worry about creating the raw materials, you can usually [[Trading|trade]] for thread and dyes.&lt;br /&gt;
&lt;br /&gt;
=====Under ground crops=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground crops=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Silk=====&lt;br /&gt;
*Raw [[silk]] is harvested from spider webs created by [[phantom spider]]s, [[cave spider]]s, and [[giant cave spider]]s.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A [[weaver]], a [[loom]], and spider webs''&lt;br /&gt;
&lt;br /&gt;
To create thread from harvested plants, you must {{k|q}}uery the [[farmer's workshop]] and order it to {{k|p}}rocess the pig tails and/or rope reed.  Creating thread from silk is somewhat easier: if there are spider [[web]]s available on your map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread.  You may want to make sure that your dwarves are not trying to gather webs from a [[giant cave spider]] without a military escort -- check the {{k|u}}nits list to see if any non-[[vermin]] spiders are listed.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and spider [[web]]s or plant fiber [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the [[loom]].  Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]].  Dwarves will automatically gather [[giant cave spider|spider]] silk if it's available, spin it into [[silk]] thread, and this thread will also be automatically woven into silk [[cloth]].  If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to Set Workshop [[Orders]] so that dwarves only weave [[#Dyeing|dyed]] thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.  The clothier's shop is also where you can [[decorate]] cloth items with a sewn image.  Decorating an imported item (e.g. [[narrow]] goblin clothing) makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item.  Backpacks, quivers, ropes, and bags are all also produced at the clothier's shop.  Bags are critical to establishing a [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess [[pig tail]] into [[dwarven ale]].&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45647</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45647"/>
		<updated>2009-05-27T17:22:27Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Cloth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants or Silk==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A [[weaver]], a [[loom]], and spider webs''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry, and three types of raw silk that can be harvested with varying degrees of difficulty.  Above-ground crops can be [[herbalist|gathered]] rather than farmed, if you don't mind having an unpredictable harvest.  If you are lucky enough to have spiders on your map, or unlucky enough to have [[giant cave spider]]s on your map, you can produce silk cloth in addition to plant fiber cloth.  If you would prefer not to worry about creating the raw materials, you can usually [[Trading|trade]] for thread and dyes.&lt;br /&gt;
&lt;br /&gt;
=====Under ground crops=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground crops=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Silk=====&lt;br /&gt;
*Raw [[silk]] is harvested from spider webs created by [[phantom spider]]s, [[cave spider]]s, and [[giant cave spider]]s.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A [[weaver]], a [[loom]], and spider webs''&lt;br /&gt;
&lt;br /&gt;
To create thread from harvested plants, you must {{k|q}}uery the [[farmer's workshop]] and order it to {{k|p}}rocess the pig tails and/or rope reed.  Creating thread from silk is somewhat easier: if there are spider [[web]]s available on your map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread.  You may want to make sure that your dwarves are not trying to gather webs from a [[giant cave spider]] without a military escort -- check the {{k|u}}nits list to see if any non-[[vermin]] spiders are listed.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and spider [[web]]s or plant fiber [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the [[loom]].  Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]].  Dwarves will automatically gather [[giant cave spider|spider]] silk if it's available, spin it into [[silk]] thread, and this thread will also be automatically woven into silk [[cloth]].  If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to Set Workshop [[Orders]] so that dwarves only weave [[#Dyeing|dyed]] thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.  The clothier's shop is also where you can [[decorate]] cloth items with a sewn image.  Decorating an imported item (e.g. [[narrow]] goblin clothing) makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item.  Backpacks, quivers, ropes, and bags are all also produced at the clothier's shop.  Bags are critical to establishing a [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops.&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45646</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45646"/>
		<updated>2009-05-27T17:21:44Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Thread */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants or Silk==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A [[weaver]], a [[loom]], and spider webs''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry, and three types of raw silk that can be harvested with varying degrees of difficulty.  Above-ground crops can be [[herbalist|gathered]] rather than farmed, if you don't mind having an unpredictable harvest.  If you are lucky enough to have spiders on your map, or unlucky enough to have [[giant cave spider]]s on your map, you can produce silk cloth in addition to plant fiber cloth.  If you would prefer not to worry about creating the raw materials, you can usually [[Trading|trade]] for thread and dyes.&lt;br /&gt;
&lt;br /&gt;
=====Under ground crops=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground crops=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Silk=====&lt;br /&gt;
*Raw [[silk]] is harvested from spider webs created by [[phantom spider]]s, [[cave spider]]s, and [[giant cave spider]]s.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A [[weaver]], a [[loom]], and spider webs''&lt;br /&gt;
&lt;br /&gt;
To create thread from harvested plants, you must {{k|q}}uery the [[farmer's workshop]] and order it to {{k|p}}rocess the pig tails and/or rope reed.  Creating thread from silk is somewhat easier: if there are spider [[web]]s available on your map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread.  You may want to make sure that your dwarves are not trying to gather webs from a [[giant cave spider]] without a military escort -- check the {{k|u}}nits list to see if any non-[[vermin]] spiders are listed.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and spider [[web]]s or plant fiber [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the [[loom]].  Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]].  Dwarves will automatically gather [[spider]] silk if it's available, spin it into [[silk]] thread, and this thread will also be automatically woven into silk [[cloth]].  If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to Set Workshop [[Orders]] so that dwarves only weave [[#Dyeing|dyed]] thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.  The clothier's shop is also where you can [[decorate]] cloth items with a sewn image.  Decorating an imported item (e.g. [[narrow]] goblin clothing) makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item.  Backpacks, quivers, ropes, and bags are all also produced at the clothier's shop.  Bags are critical to establishing a [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops.&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45645</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45645"/>
		<updated>2009-05-27T17:17:03Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Plants or Silk */ - trying to make this cloth industry page more inclusive of silk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants or Silk==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A [[weaver]], a [[loom]], and spider webs''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry, and three types of raw silk that can be harvested with varying degrees of difficulty.  Above-ground crops can be [[herbalist|gathered]] rather than farmed, if you don't mind having an unpredictable harvest.  If you are lucky enough to have spiders on your map, or unlucky enough to have [[giant cave spider]]s on your map, you can produce silk cloth in addition to plant fiber cloth.  If you would prefer not to worry about creating the raw materials, you can usually [[Trading|trade]] for thread and dyes.&lt;br /&gt;
&lt;br /&gt;
=====Under ground crops=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground crops=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Silk=====&lt;br /&gt;
*Raw [[silk]] is harvested from spider webs created by [[phantom spider]]s, [[cave spider]]s, and [[giant cave spider]]s.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested the plants you must {{k|p}}rocess the pig tails and/or rope weed at the [[farmer's workshop]].   If there are spider [[web]]s available on your map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread.  You may want to make sure that your dwarves are not trying to gather webs from a [[giant cave spider]] without a military escort -- check the [[units]] list to see if any non-[[vermin]] spiders are listed.  Alternatively you can [[trade]] for thread directly.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and spider [[web]]s or plant fiber [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the [[loom]].  Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]].  Dwarves will automatically gather [[spider]] silk if it's available, spin it into [[silk]] thread, and this thread will also be automatically woven into silk [[cloth]].  If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to Set Workshop [[Orders]] so that dwarves only weave [[#Dyeing|dyed]] thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.  The clothier's shop is also where you can [[decorate]] cloth items with a sewn image.  Decorating an imported item (e.g. [[narrow]] goblin clothing) makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item.  Backpacks, quivers, ropes, and bags are all also produced at the clothier's shop.  Bags are critical to establishing a [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops.&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Kupochama&amp;diff=49219</id>
		<title>User talk:Kupochama</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Kupochama&amp;diff=49219"/>
		<updated>2009-05-27T12:10:14Z</updated>

		<summary type="html">&lt;p&gt;Jurph: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Joined to make comments and add what little I didn't learn through this site. Posting here just to give the page some content. [[User:Kupochama|Kupochama]] 10:03, 22 May 2009 (UTC)&lt;br /&gt;
:Welcome to the madhouse.--[[User:Albedo|Albedo]] 12:07, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I noticed you uploaded a screenshot of your fort.  The [[Dwarf Fortress Map Archive]] has great tools for this and will let you add screenshots in 4 dimensions (simultaneous 2D screenshots of each layer, for as many points in time as you care to save and upload).  The flash tool lets you look around, and you can use the Wiki or the forums to get advice if you've got a particularly ugly setup.  --[[User:Jurph|Jurph]] 12:10, 27 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45644</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45644"/>
		<updated>2009-05-27T01:33:58Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Cloth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry. Note that if you don't want to grow them you can [[Trading|trade]] for them or, if they are an above ground crop, you can [[herbalist|gather]] them.&lt;br /&gt;
&lt;br /&gt;
=====Under ground=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested the plants you must {{k|p}}rocess the pig tails and/or rope weed at the [[farmer's workshop]].   If there are spider [[web]]s available on your map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread.  You may want to make sure that your dwarves are not trying to gather webs from a [[giant cave spider]] without a military escort -- check the [[units]] list to see if any non-[[vermin]] spiders are listed.  Alternatively you can [[trade]] for thread directly.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and spider [[web]]s or plant fiber [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the [[loom]].  Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]].  Dwarves will automatically gather [[spider]] silk if it's available, spin it into [[silk]] thread, and this thread will also be automatically woven into silk [[cloth]].  If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to Set Workshop [[Orders]] so that dwarves only weave [[#Dyeing|dyed]] thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.  The clothier's shop is also where you can [[decorate]] cloth items with a sewn image.  Decorating an imported item (e.g. [[narrow]] goblin clothing) makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item.  Backpacks, quivers, ropes, and bags are all also produced at the clothier's shop.  Bags are critical to establishing a [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops.&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Clothing_industry&amp;diff=45745</id>
		<title>40d Talk:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Clothing_industry&amp;diff=45745"/>
		<updated>2009-05-27T01:31:19Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Silk? */ - answered question.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Page name==&lt;br /&gt;
This page should be called &amp;quot;Clothing industry,&amp;quot; not &amp;quot;the clothing industry.&amp;quot; I'd fix it myself, but don't know how to. --[[User:RomeoFalling|RomeoFalling]] 19:49, 5 November 2008 (EST)&lt;br /&gt;
:You press the &amp;quot;move&amp;quot; button next to the &amp;quot;edit&amp;quot; button. --[[User:Juckto|Juckto]] 22:48, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: *shaves his beard in shame* --[[User:RomeoFalling|RomeoFalling]] 23:12, 5 November 2008 (EST)&lt;br /&gt;
::: No need to be drastic. A light trim will be penance enough. --[[User:Jellyfishgreen|Jellyfishgreen]] 10:49, 13 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Dye both the thread and the cloth?==&lt;br /&gt;
&lt;br /&gt;
It has been reported on the forums that you cannot do this. By this, I mean dying thread and then weaving it into cloth and dying the cloth to make it higher value. Can anyone verify this? If this can no longer be done, we should remove that sentence as its misleading and has confused some people. --[[User:Forsaken1111|Forsaken1111]] 23:04, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Silk?==&lt;br /&gt;
And what about silk? You can do silk gathering on a very reliable basis if you have spiders--[[User:Dorten|Dorten]] 07:17, 10 February 2009 (EST)&lt;br /&gt;
: Think I covered this in my additions.  --[[User:Jurph|Jurph]] 01:31, 27 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45643</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45643"/>
		<updated>2009-05-27T01:30:31Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Clothes */ - more detail about what to do with cloth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry. Note that if you don't want to grow them you can [[Trading|trade]] for them or, if they are an above ground crop, you can [[herbalist|gather]] them.&lt;br /&gt;
&lt;br /&gt;
=====Under ground=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested the plants you must {{k|p}}rocess the pig tails and/or rope weed at the [[farmer's workshop]].   If there are spider [[web]]s available on your map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread.  You may want to make sure that your dwarves are not trying to gather webs from a [[giant cave spider]] without a military escort -- check the [[units]] list to see if any non-[[vermin]] spiders are listed.  Alternatively you can [[trade]] for thread directly.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and spider [[web]]s or plant fiber [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the [[loom]].  Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]].  Dwarves will automatically gather [[spider]] silk if it's available, spin it into [[silk]] thread, and this thread will also be automatically woven into silk [[cloth]].  If you prefer to create dyed cloth, you may want to Set Workshop [[Orders]] so that dwarves only weave [[#Dyeing|dyed]] thread.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.  The clothier's shop is also where you can [[decorate]] cloth items with a sewn image.  Decorating an imported item (e.g. [[narrow]] goblin clothing) makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item.  Backpacks, quivers, ropes, and bags are all also produced at the clothier's shop.  Bags are critical to establishing a [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops.&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45642</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45642"/>
		<updated>2009-05-27T01:22:26Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Thread */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry. Note that if you don't want to grow them you can [[Trading|trade]] for them or, if they are an above ground crop, you can [[herbalist|gather]] them.&lt;br /&gt;
&lt;br /&gt;
=====Under ground=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested the plants you must {{k|p}}rocess the pig tails and/or rope weed at the [[farmer's workshop]].   If there are spider [[web]]s available on your map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread.  You may want to make sure that your dwarves are not trying to gather webs from a [[giant cave spider]] without a military escort -- check the [[units]] list to see if any non-[[vermin]] spiders are listed.  Alternatively you can [[trade]] for thread directly.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and spider [[web]]s or plant fiber [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the [[loom]].  Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]].  Dwarves will automatically gather [[spider]] silk if it's available, spin it into [[silk]] thread, and this thread will also be automatically woven into silk [[cloth]].  If you prefer to create dyed cloth, you may want to Set Workshop [[Orders]] so that dwarves only weave [[#Dyeing|dyed]] thread.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops.&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45641</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45641"/>
		<updated>2009-05-27T01:20:59Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Thread */ - more info about how silk gets into the process&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry. Note that if you don't want to grow them you can [[Trading|trade]] for them or, if they are an above ground crop, you can [[herbalist|gather]] them.&lt;br /&gt;
&lt;br /&gt;
=====Under ground=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested the plants you must {{p|p}}rocess the pig tails and/or rope weed at the [[farmer's workshop]].   If there are spider [[web]]s available on your map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread.  You may want to make sure that your dwarves are not trying to gather webs from a [[giant cave spider]] without a military escort -- check the [[units]] list to see if any non-[[vermin]] spiders are listed.  Alternatively you can [[trade]] for thread directly.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and spider [[web]]s or plant fiber [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the [[loom]].  Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]].  Dwarves will automatically gather [[spider]] silk if it's available, spin it into [[silk]] thread, and this thread will also be automatically woven into silk [[cloth]].  If you prefer to create dyed cloth, you may want to Set Workshop [[Orders]] so that dwarves only weave [[#Dyeing|dyed]] thread.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops.&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45640</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45640"/>
		<updated>2009-05-27T01:12:52Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Cloth */ - added notes about how silk enters the production cycle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry. Note that if you don't want to grow them you can [[Trading|trade]] for them or, if they are an above ground crop, you can [[herbalist|gather]] them.&lt;br /&gt;
&lt;br /&gt;
=====Under ground=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested the plants you must process the pig tails and/or rope weed at the [[farmer's workshop]]. Alternatively you can [[trade]] for thread directly.&lt;br /&gt;
&lt;br /&gt;
In the farmer's workshop there are several options for processing plants: either to [[bag]], [[barrel]], [[vial]], or normal. To create thread you want to select normal. The other options produce different products, such as [[#Dyeing|dye]] and [[flour]].&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and spider [[web]]s or plant fiber [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the [[loom]].  Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]].  Dwarves will automatically gather [[spider]] silk if it's available, spin it into [[silk]] thread, and this thread will also be automatically woven into silk [[cloth]].  If you prefer to create dyed cloth, you may want to Set Workshop [[Orders]] so that dwarves only weave [[#Dyeing|dyed]] thread.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops.&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45638</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45638"/>
		<updated>2009-05-26T20:59:54Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Sample Grow Plan */ - done tweaking.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry. Note that if you don't want to grow them you can [[Trading|trade]] for them or, if they are an above ground crop, you can [[herbalist|gather]] them.&lt;br /&gt;
&lt;br /&gt;
=====Under ground=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested the plants you must process the pig tails and/or rope weed at the [[farmer's workshop]]. Alternatively you can [[trade]] for thread directly.&lt;br /&gt;
&lt;br /&gt;
In the farmer's workshop there are several options for processing plants: either to [[bag]], [[barrel]], [[vial]], or normal. To create thread you want to select normal. The other options produce different products, such as [[#Dyeing|dye]] and [[flour]].&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and some [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the loom. You may want to Set Workshop Orders only weave [[#Dyeing|dyed]] thread.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
=====Sample Grow Plan=====&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops.&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45637</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45637"/>
		<updated>2009-05-26T20:59:05Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Sample Grow Plan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry. Note that if you don't want to grow them you can [[Trading|trade]] for them or, if they are an above ground crop, you can [[herbalist|gather]] them.&lt;br /&gt;
&lt;br /&gt;
=====Under ground=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested the plants you must process the pig tails and/or rope weed at the [[farmer's workshop]]. Alternatively you can [[trade]] for thread directly.&lt;br /&gt;
&lt;br /&gt;
In the farmer's workshop there are several options for processing plants: either to [[bag]], [[barrel]], [[vial]], or normal. To create thread you want to select normal. The other options produce different products, such as [[#Dyeing|dye]] and [[flour]].&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and some [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the loom. You may want to Set Workshop Orders only weave [[#Dyeing|dyed]] thread.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
=====Sample Grow Plan=====&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops.&lt;br /&gt;
&lt;br /&gt;
Large fields, fertilizer, and skilled growers will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower value, and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45636</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45636"/>
		<updated>2009-05-26T20:58:07Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Sample Grow Plan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry. Note that if you don't want to grow them you can [[Trading|trade]] for them or, if they are an above ground crop, you can [[herbalist|gather]] them.&lt;br /&gt;
&lt;br /&gt;
=====Under ground=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested the plants you must process the pig tails and/or rope weed at the [[farmer's workshop]]. Alternatively you can [[trade]] for thread directly.&lt;br /&gt;
&lt;br /&gt;
In the farmer's workshop there are several options for processing plants: either to [[bag]], [[barrel]], [[vial]], or normal. To create thread you want to select normal. The other options produce different products, such as [[#Dyeing|dye]] and [[flour]].&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and some [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the loom. You may want to Set Workshop Orders only weave [[#Dyeing|dyed]] thread.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
=====Sample Grow Plan=====&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], and a [[weaver]] employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops.&lt;br /&gt;
&lt;br /&gt;
Large fields, fertilizer, and skilled growers will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower value, and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45635</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45635"/>
		<updated>2009-05-26T20:52:44Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Summary */ - added a simple grow plan and advice for maximizing supply throughput&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry. Note that if you don't want to grow them you can [[Trading|trade]] for them or, if they are an above ground crop, you can [[herbalist|gather]] them.&lt;br /&gt;
&lt;br /&gt;
=====Under ground=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested the plants you must process the pig tails and/or rope weed at the [[farmer's workshop]]. Alternatively you can [[trade]] for thread directly.&lt;br /&gt;
&lt;br /&gt;
In the farmer's workshop there are several options for processing plants: either to [[bag]], [[barrel]], [[vial]], or normal. To create thread you want to select normal. The other options produce different products, such as [[#Dyeing|dye]] and [[flour]].&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and some [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the loom. You may want to Set Workshop Orders only weave [[#Dyeing|dyed]] thread.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
=====Sample Grow Plan=====&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], and a [[weaver]] employed evenly year-round and provide high-value materials for any tailors in your fort.  Large fields and skilled growers will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose a plot size based on the volume of goods you wish to generate.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower value, and keep the supply channels full of plant products so that you've always got work orders coming in.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45634</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45634"/>
		<updated>2009-05-26T20:45:52Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Plants */ - moving my grow plan to the Summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry. Note that if you don't want to grow them you can [[Trading|trade]] for them or, if they are an above ground crop, you can [[herbalist|gather]] them.&lt;br /&gt;
&lt;br /&gt;
=====Under ground=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested the plants you must process the pig tails and/or rope weed at the [[farmer's workshop]]. Alternatively you can [[trade]] for thread directly.&lt;br /&gt;
&lt;br /&gt;
In the farmer's workshop there are several options for processing plants: either to [[bag]], [[barrel]], [[vial]], or normal. To create thread you want to select normal. The other options produce different products, such as [[#Dyeing|dye]] and [[flour]].&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and some [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the loom. You may want to Set Workshop Orders only weave [[#Dyeing|dyed]] thread.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45633</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45633"/>
		<updated>2009-05-26T20:45:15Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Plants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry. Note that if you don't want to grow them you can [[Trading|trade]] for them or, if they are an above ground crop, you can [[herbalist|gather]] them.&lt;br /&gt;
&lt;br /&gt;
=====Under ground=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[thresher]], a [[dyer]], and a [[weaver]] employed year-round.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each season.  [[Hide root]] is omitted here because it adds less value than the other dyes.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested the plants you must process the pig tails and/or rope weed at the [[farmer's workshop]]. Alternatively you can [[trade]] for thread directly.&lt;br /&gt;
&lt;br /&gt;
In the farmer's workshop there are several options for processing plants: either to [[bag]], [[barrel]], [[vial]], or normal. To create thread you want to select normal. The other options produce different products, such as [[#Dyeing|dye]] and [[flour]].&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and some [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the loom. You may want to Set Workshop Orders only weave [[#Dyeing|dyed]] thread.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45632</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45632"/>
		<updated>2009-05-26T20:44:38Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Plants */ - added sample 2-field grow plan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry. Note that if you don't want to grow them you can [[Trading|trade]] for them or, if they are an above ground crop, you can [[herbalist|gather]] them.&lt;br /&gt;
&lt;br /&gt;
=====Under ground=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[thresher]] and a [[dyer]] employed year-round.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each season.  [[Hide root]] is omitted here because it adds less value than the other dyes.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested the plants you must process the pig tails and/or rope weed at the [[farmer's workshop]]. Alternatively you can [[trade]] for thread directly.&lt;br /&gt;
&lt;br /&gt;
In the farmer's workshop there are several options for processing plants: either to [[bag]], [[barrel]], [[vial]], or normal. To create thread you want to select normal. The other options produce different products, such as [[#Dyeing|dye]] and [[flour]].&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and some [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the loom. You may want to Set Workshop Orders only weave [[#Dyeing|dyed]] thread.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Armok&amp;diff=34949</id>
		<title>Talk:Armok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Armok&amp;diff=34949"/>
		<updated>2009-05-21T16:34:14Z</updated>

		<summary type="html">&lt;p&gt;Jurph: The game engine and the player combine to act as Armok, shaping the dwarves as a hammer and anvil shape steel.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How bout a category for future gods? [[User:Jikor|Jikor]] 07:23, 14 January 2008 (EST)&lt;br /&gt;
:Well, Lore would fit that fine, and future features would've been a good reason not to remove the category tag from Armok. --[[User:N9103|Edward]] 19:55, 14 January 2008 (EST)&lt;br /&gt;
==Does Armok represent the player?==&lt;br /&gt;
I haven't been around long enough to know about the earlier games, but has Armok ever shown up as an actual character in the games or remained an ambiguous entity in the background? --[[User:Jackard|Jackard]] 23:26, 14 January 2008 (EST)&lt;br /&gt;
:I believe all that has been revealed about him is in the full name of the games: Slaves to Armok, god of Blood.--[[User:Karlito|Karlito]] 12:15, 15 January 2008 (EST)&lt;br /&gt;
::Then I may or may not be on to something here! The 'god of blood' would certainly be an appropriate description for the player at times, and offer a simple explanation for the game mechanics... --[[User:Jackard|Jackard]] 16:08, 15 January 2008 (EST)&lt;br /&gt;
::: That's an interesting theory. I came on here looking for answers because I can't tell if Armok is the god of the dwarves or the god of their enemies. Or if he's just a dick god that everyone serves unwillingly. [[User:Lymojo|Lymojo]] 18:22, 20 May 2009 (UTC)Lymojo&lt;br /&gt;
::::It is the collective sentience of the game, out to destroy civilization as we know it.--[[User:Zchris13|Zchris13]] 19:06, 20 May 2009 (UTC)&lt;br /&gt;
:::::When the dwarves prosper, you're Armok.  You take the credit for the randomly-generated rain, for inept goblins wearing plentiful iron, for elves too stupid to realize that you're harvesting their trees.  But when a dwarf is possessed by the spirit of the mountain, isn't that spirit also Armok?  When a dwarf dwells on a carving of a giant cave spider, becoming more and more unhappy, and then ''snaps'' when they stub their toe, isn't that rage the boiling blood of Armok?  When a noble demands crystal glass and gets a magma bath for their unzwerglich request, is that a conspiracy of the oppressed dwarves, or have they taken it upon themselves to be the judging hand of Armok?  I think the game engine and the player together are Armok, shaping the dwarves together as a hammer and an anvil shape steel.  --[[User:Jurph|Jurph]] 16:34, 21 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Coleste&amp;diff=48703</id>
		<title>User talk:Coleste</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Coleste&amp;diff=48703"/>
		<updated>2009-05-04T16:50:38Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Nice! */ - table looks good in at least 2 browsers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Nice! ==&lt;br /&gt;
Looks great!&amp;lt;br&amp;gt;&lt;br /&gt;
Just add a key/legend to it, and it's prime material for a couple different pages.. and much needed too!&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:N9103|Edward]] 05:06, 4 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I hope it looks good on all browsers. [[User:Coleste|Coleste]]&lt;br /&gt;
&lt;br /&gt;
:: Looks great in Google Chrome and Firefox.  --[[User:Jurph|Jurph]] 16:50, 4 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:OohWhut.png&amp;diff=48704</id>
		<title>File talk:OohWhut.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:OohWhut.png&amp;diff=48704"/>
		<updated>2009-04-30T12:53:29Z</updated>

		<summary type="html">&lt;p&gt;Jurph: Use of DF wiki to host non-DF images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you guys using the DF Wiki to host non-DF content?  I'm not bothered, but whoever is fronting the webserver bills might be.&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27559</id>
		<title>40d Talk:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27559"/>
		<updated>2009-04-17T01:50:43Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Fake Deaths */&lt;/p&gt;
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&lt;div&gt;1) Wages paid --- dwarves gain credit for tasks completed.  Credit is either maintained or transferred into physical value when the dwarf in question claims coins.&lt;br /&gt;
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2) Rent --- bedrooms have a rent assigned to them based on their room value.  The rent schedule is unknown.  How the dwarves physically pay the rent is unknown.  If a dwarf cannot pay the rent an eviction notice is placed on the room.  The specifics of eviction are unknown.  Dwarves that cannot afford one of the available bedrooms will sleep in available barracks.&lt;br /&gt;
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3) Shops --- Once the economy begins, shops may be constructed.  There are several types of shops - clothing, general goods, exotic clothing and possibly others.  A type of shop may not be specified; it seems to be selected randomly.  Shops have an associated cost, which is assumed to be paid by the dwarf that takes control of the shop.  Once a shop is owned, items will be moved to the shop corresponding to which type of shop it is.  Dwarves then may buy items for the shop, presumably using the same credit system that may or may not correspond to actual physical coins.&lt;br /&gt;
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4) Item cost - all physical items are given a cost, whether for sale or in a shop.  It is unknown if dwarves pay a cost for an item picked up that was not for sale in a shop.&lt;br /&gt;
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also - kids have combined wealth of their parents, which can lead to paris hilton-syndrome in DF - children with wealth of several thousand buying out the noble/admin rooms and owning shops filled with =giant cave spider silk dress= --[[User:Frostedfire|Frostedfire]] 04:07, 20 November 2007 (EST)&lt;br /&gt;
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It seems that the dwarven economy is now triggered by the coming of a Baron /Baroness. I haven't seen it for myself but it's what I gather from the forums. There also seems to be a bug where all coins minted appear as the same coin type (e.g., copper, silver, and gold coins all appearing as silver) on the economy window. --[[User:Keizo|Keizo]]&lt;br /&gt;
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Just got the dwarven economy started for the first time. The game is a bit tricky to play in wine. ^^;;. Anyway, since there isn't any page here yet, I'm sort of lost, so I've added what I already know so other folks will be at least a *little* less lost :-P&lt;br /&gt;
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Typically a page will be expanded a lot more quickly if you actually already have some content on it,.Please expand!  --[[User:Kim Bruning|Kim Bruning]] 19:48, 1 December 2007 (EST)&lt;br /&gt;
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None of my legendary dwarves have an account in their status screen.&lt;br /&gt;
Does this mean that they are exempt from prices or something?--[[User:Pigbuster|Pigbuster]]&lt;br /&gt;
:They always have been.--[[User:Heliopios|Heliopios]] 01:05, 6 December 2007 (EST)&lt;br /&gt;
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== Wages ==&lt;br /&gt;
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What is the deal with &amp;quot;- haulage being a major exception - &amp;quot;? Last time I checked there were some wages for item hauling, furniture hauling, food hauling,... on the in-game {{key|j}}{{key|m}}{{key|w}} wages info page. Of course a dwarf can spend a month hauling a rock to a stockpile and get his 1* for it, but a job of taking food from a stockpile and relocating it to an adjacent stockpile can yield a dwarf dozens of * in quite small period of time.   Place 10-20 medium sized stockpiles accepting all furniture in a line and set them to take from each other in chain so that the first small stockpile is the closest to your workshops and your last large main furniture stockpile is the closest to your currently furnishing rooms. Watch your haulers' bank accounts sky-rocket.--[[User:Another|Another]] 05:24, 10 January 2008 (EST)&lt;br /&gt;
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Who and whern/how can change wages percentage on first &amp;quot;Wages&amp;quot; screen? It's always 100% for me--[[User:Dorten|Dorten]] 06:53, 14 February 2008 (EST)&lt;br /&gt;
:one of the nobles can, but rarely does so (bookkeeper?)&lt;br /&gt;
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== Soldiers ==&lt;br /&gt;
Will the soldiers pay for getting armor or weapons?--[[User:Dorten|Dorten]] 05:10, 11 January 2008 (EST)&lt;br /&gt;
:No, they don't own them.--[[User:Maximus|Maximus]] 18:11, 11 January 2008 (EST)&lt;br /&gt;
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== No Coin Economy==&lt;br /&gt;
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How does an economy work without any coins? Do they use pretend money or something?&lt;br /&gt;
:Every dfwarf starts an account in DwarfEcoBanc, and is always carrying his/her credit card. But if you will be stupid enough to give them money (like I did last time), they would prefer to use money instead of card. In case you don't get it: you don't want them to use money, really.--[[User:Dorten|Dorten]] 23:59, 21 January 2008 (EST)&lt;br /&gt;
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:It works just the same as in the Real Life. As opposed to the economy of the old, when coins were units of precious metals, with real actual value attached to them, currently all money is created as a credit from the central bank (which is paid by taking a new credit). Dwarves get credit from you for work they do, and you can pay it back by providing them with goods other dwarves produced (for another credit). For coins, you must mint actual metal. For going into infinite debt, you don't need anything, and you can never run out of it (gold bars go down to zero, debt goes to minus infinity). But without inflation, it doesn't really hurt in the long run like it does in the Real Life.&lt;br /&gt;
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== How is this a feature? ==&lt;br /&gt;
I dig the realism and all, but the only effect the economy has had on my fortress is that my hard working dwarves now can't afford the rooms they've been sleeping in for the past ten years, while my nobles and champions (junta?) live in solid gold mansions.  I went straight to the .ini and turned economy off.  [[User:Ripheus|Ripheus]] 18:49, 6 March 2008 (EST)&lt;br /&gt;
:Yeah, well, the pricing of those rooms doesn't work by supply and demand for some reason, they have fixed cost. But still I kind of like the idea of an economy, and it seems a bit odd to &amp;quot;strongly recommend&amp;quot; that you shouldn't mint coins etc. I haven't even seen them hauling any of those coins. --[[User:Magirot|Magirot]] 09:18, 29 March 2008 (EDT)&lt;br /&gt;
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It's ironic that without coins, the economy actives better. Kinda like using credit cards instead of coins (Maybe a hint to the government to stop making coins?!) --[[User:AlexFili|AlexFili]] 04:17, 9 June 2008 (EDT)&lt;br /&gt;
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== Economy Trigger(s) ==&lt;br /&gt;
We know what triggers the economy, but what does having an active economy trigger? The most obvious is nobles, but there are a couple other things I've noticed. First, whether it's related to the economy or not, my only fortress that's ever been under siege has had an active economy, while my others that only get random goblin attacks did not. Likewise that fortress is my only fortress that has gotten megabeast attacks. It may or may not be related, as most of my fortresses before it didn't get as big as it is. (80 or so highest vs 110) --[[User:Eurytus|Eurytus]] 22:09, 21 April 2008 (EDT)&lt;br /&gt;
:Both of sieges in my current fortress (40c) were prior to the economy starting, so I don't think the economy is causal. I think it has to do with population and wealth. More dwarves attract more attention and the pickings are better with more wealth. -[[User:Fuzzy|Fuzzy]] 12:02, 8 September 2008 (EDT)&lt;br /&gt;
I don't believe its a trigger for anything. My current fortress has been besieged five times and attacked by a Dragon. All this happened before I unlocked the economy.--[[User:Max Dougwell|Max Dougwell]] 07:08, 3 December 2008 (EST)&lt;br /&gt;
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::as soon as i got my economy up and running, i had my first siege, then my first (ever) megabeast attack straight after. similar to Eurytus, it's never happened in any of my other fortresses (only one siege prior to these two attacks, in a different fortress).&lt;br /&gt;
::however, i will add that in the year before, i was producing native platinum statues, increasing the fortress wealth considerably (native platinum = 120, native platinum statues = 3k), so what's the formula for it? is it:&lt;br /&gt;
Wealth = Attacks?&lt;br /&gt;
Economy = Attacks?&lt;br /&gt;
Wealth = Economy = Attacks? or maybe&lt;br /&gt;
Wealth = Attacks + Economy?&lt;br /&gt;
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== Starving ==&lt;br /&gt;
&amp;quot;Dwarves will not starve because they cannot buy food; they just choose whatever's cheapest.&amp;quot; - Is this true? It seems that dwarves whitout money die from either hunger or thirst. --[[User:Mizipzor|Mizipzor]] 14:16, 24 April 2008 (EDT)&lt;br /&gt;
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:I do believe eg plump helmets are 1* per unit, they only need to move a couple rocks ;) --[[User:Frostedfire|Frostedfire]] 10:30, 20 June 2008 (EDT)&lt;br /&gt;
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== Setting economy to NO (ini file) stop immigration ? ==&lt;br /&gt;
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Hello, because I really dont like economy (I want to assign bed manually !), I've desactivated it in the .ini files... but now, I haven't receive any migrants for 2 years, and my population is slowly reducing 'cause of the accidentals death. &lt;br /&gt;
Anyone know if desactiving the economy (just before the arrival of the baron which trigger economy) also desactive immigration ?&lt;br /&gt;
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Again, sorry for my imperfect english. [[User:Timst|Timst]] 08:59, 26 April 2008 (EDT)&lt;br /&gt;
:caravan reports summon migrants, large numbers of deaths or lack of wealth stop it&lt;br /&gt;
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== Childrens' accounts ==&lt;br /&gt;
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&amp;quot;Normal&amp;quot; children are really wealthy - they sleep in rooms for nobles, eat roasts and buy golden things. I heard that they have combined wealth of their both parents. It's pretty crazy.&lt;br /&gt;
On the other hand noble children... My baroness has a son, who has 3 (yes, 3) monies on his account...&lt;br /&gt;
Isn't it really strange? --[[User:Someone-else|Someone-else]] 06:52, 6 May 2008 (EDT)&lt;br /&gt;
:His parents has no money, really. So, he has only three pennies he got hardworking in the fields, harvesting...--[[User:Dorten|Dorten]] 05:04, 16 June 2008 (EDT)&lt;br /&gt;
It appears Legendary Dwarves still get paid, despite being able to take whatever they please. My child of two Legendary Dwarves has 256 in her account. Either that or she's doing odd jobs when I'm not watching.--[[User:Max Dougwell|Max Dougwell]] 07:13, 3 December 2008 (EST)&lt;br /&gt;
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::That may be leftover from before the parents were legendary.  I've seen children of two legendary dwarves maintain a constant or decreasing cash supply following the ascension of the second parent to legendary, despite abundant in-profession work for both parents which should rapidly provide a huge influx of cash.  I can only conclude legendary dwarves no longer earn money. --[[User:Squirrelloid|Squirrelloid]] 05:47, 29 December 2008 (EST)&lt;br /&gt;
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:::They don't need money, they're exempt from the economy.  Also, the children of nobles NOT BEING NOBLES THEMSELVES can create the amusing situation of the baron's son dying of hunger, if you keep churning out *plump helmet roast*s.&lt;br /&gt;
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== Necessary for nobles? ==&lt;br /&gt;
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It's currently not very clear whether or not the economy needs to be enabled in order for nobles to continue arriving. For instance, the hammerer, barons, etc. Is there any confirmed knowledge of which nobles will or won't come depending on whether or not the economy is enabled in the init file? [[User:G-Flex|G-Flex]] 22:09, 6 June 2008 (EDT)&lt;br /&gt;
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:All right, a friend of mine just confirmed through play that such nobles, even the tax collector, will still come even with the economy disabled. He's got a count (and consort), hammerer, tax collector, dungeon master, and philosopher (at least those are the ones I know of). [[User:G-Flex|G-Flex]] 04:25, 16 June 2008 (EDT)&lt;br /&gt;
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== Effects of turning it off, once it's on? ==&lt;br /&gt;
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Changing ECONOMY to NO in the init.txt file after the economy has kicked in doesn't seem to keep dwarves from spending already-earned credit at shops.  (I haven't seen them paying for drink, so it may be that food and drink are now free; I'm not sure, though, because I haven't yet watched them pay for drinks while the economy is turned on, so I don't know when that happens.)   --[[User:Sev|Sev]] 17:00, 28 August 2008 (EDT)&lt;br /&gt;
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== Effect of turning it on, once it's off? ==&lt;br /&gt;
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If you turn the economy off and get the tax collector, baron, etc... what happens when you turn it back on?  Does the economy start back up, or do you only get one shot at it?  I don't think I want the economy but if I miss the opportunity to ever turn it on, then it becomes a tough choice. --[[User:Sowelu|Sowelu]] 02:22, 27 November 2008 (EST)&lt;br /&gt;
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== Tips for living with economy? ==&lt;br /&gt;
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I just read a suggestion on the forum, and was going to add it to a list of economy-survival tips, but there doesn't seem to be one. [http://www.bay12games.com/forum/index.php?topic=29016.msg373478#msg373478 here's the forum post]. Shouldn't there be such a page? [[User:Solarshado|Solarshado]] 21:57, 25 December 2008 (EST)&lt;br /&gt;
:There's a couple tricks for this.  The casino mentioned there, triangle stockpiles (3 stone stockpiles that are all taking from eachother, making constant hauling work), etc.  However, everything like this is classifiable as an exploit since if you put it in the context of an actual economy it would cause gigantic economic inflation and currency devaluation almost overnight.  Really that's all you're doing with techniques like this; you're devaluing what a single ☼ means until it's basically nothing, and taking advantage of the fact that the DF engine doesn't currently have a way to adjust for inflation.&lt;br /&gt;
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:Really, living with economy in a legit, as-intended manner is just making sure there are enough meaningful jobs to do.  Growing [[dimple cup]]s and starting a dyeing attachment to a fully blown clothing industry can employ dozens of dwarves around the clock using only the caravans as resources (for importing cloth and the appropriate volume).  Skilled work like sewing clothes, dying cloth, sewing leather/cloth images, etc all give 20☼ or more for a single job.  A dwarf can afford a very nice apartment and very nice food, with enough money left over to go shopping, if they have a skilled-labor job to do.&lt;br /&gt;
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:Alternatively, you can just provide a way to become legendary easily.  Screw pumps connected to nothing will make Pump Operators legendary pretty quickly, especially if other duties are minimized.&lt;br /&gt;
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:Anyway, it might be worth adding this as a few notes, but I'm not sure there's enough to say to make a full section about it. --[[User:ThunderClaw|ThunderClaw]] 23:03, 25 December 2008 (EST)&lt;br /&gt;
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::Its hard to talk about exploiting an economy which actually operates under an absolute theory of value rather than supply and demand.  Once you assume an absolute theory of value as your model of economics, inflation simply cannot exist and the concept doesn't even make sense. &lt;br /&gt;
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::Ie, meaningless hauling jobs -&amp;gt; inflation is only an exploit if the price of goods fluctuates because of supply and demand.  Or you can just look at it as making dwarves do non-productive wage-paying jobs compensates for the unavoidable 'exploit' that is the stupidity of there being abundantly available rooms of quality X remaining at a stupidly high value instead of having their price become more affordable in the absence of sufficient demand for them at their current price.&lt;br /&gt;
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::--[[User:Squirrelloid|Squirrelloid]] 05:44, 29 December 2008 (EST)&lt;br /&gt;
:::This is exactly what makes it an exploit.  If the system took into account inflation and supply and demand, then this would not be an exploit.  The fact that it does not count these things means that the infinite hauling jobs pay out pleanty of cash while achieving no net bennefit to the community, but are still not effecting the value of money. :P  It is like turning your dwarven colony into a welfare state without the economic drawbacks! [[User:Burlingk|Burlingk]] 20:39, 11 February 2009 (EST)&lt;br /&gt;
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::::No.  Ok, lets be perfectly clear here, while there have been many theories about what creates value, the real economic model has always been supply and demand in the real world.  You have just at various times had people pretending that other things were true (and generally not those whose business involved intimate interaction with said economy, who have always understood how supply effects price, if nothing else).  So in the real world when you try to pretend something wrong is true there are horrible consequences.&lt;br /&gt;
::::Enter DF, which specifically institutes as a law of nature a theory of value totally at odds with supply and demand.  Given the existence of that Truth of the DF world, nothing involving it can be an exploit because it does not and cannot behave like any real economy.  Fact: DF posits a world with an absolute theory of value.  Fact: given an absolute theory of value, pulling a lever really does have a set value even if pulling it accomplishes nothing - because the act of pulling that lever has been defined by the laws of nature as being worth a particular set amount.  That action has an absolute value, just like every other action.  &lt;br /&gt;
::::What it comes down to is the DF theory of value is *stupid*.  However, all these exploits are actually such a thing working exactly as intended, its just the intention is stupid.  But as such its not an exploit -  an exploit requires something working differently than intended.  The moment you assume an absolute theory of value, you necessarily intend for things like this to happen.&lt;br /&gt;
::::--[[User:Squirrelloid|Squirrelloid]] 04:25, 14 February 2009 (EST)&lt;br /&gt;
:::::It's an ALPHA.  The entire game engine is just a placeholder.  Nothing can be taken as cannon at this stage. --[[User:Zchris13|Zchris13]] 17:48, 25 February 2009 (EST)&lt;br /&gt;
::::::....I'm confused.  Are you saying its an exploit because sometime later the design of the economy might change and lever pulling for cash would be an exploit of some presumed future system?  That would make every use of the current economy an exploit.  When the economic engine is fixed, if it is fixed, then doing the listed 'exploits' won't even be possible.  Yes, my position is that an economic engine is impossible to exploit, because its rules are necessarily the rules its implemented to use.&lt;br /&gt;
::::::But there's no evidence that any change is coming.  Not that i've read every feature goal and power goal, but i don't recall incorporating a supply-demand system is on Toadyone's list of priorities at all.  And the fact that its an alpha just means he isn't done implementing what he considers basic features, according to his own design plan.&lt;br /&gt;
::::::--[[User:Squirrelloid|Squirrelloid]] 04:15, 26 February 2009 (EST)&lt;br /&gt;
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== Are there any profits? ==&lt;br /&gt;
Is there any reason NOT to turn economy off, other than the extra challenge it creates (plus happy thoughts from shopping for those who can afford that)?&lt;br /&gt;
It looks that the original communism the Dwarves start with, serves them much better, especially that there seems to be little special profit from very happy dwarves, while there's a lot of trouble for the unhappy ones, and economy seems to create more of both extremes.&lt;br /&gt;
Also, slaughtering of the noble or the tax collector won't reverse to the no-economy, will it?&lt;br /&gt;
[[User:Sharp|Sharp]] 11:43, 26 January 2009 (EST)&lt;br /&gt;
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:How can there be profit in a system of absolute values?  What do you mean by 'profit'?  The only profit in the game is the value added by labor, which isn't really profit but the value of the labor itself.  Basically, the game operates under some rather strange economic assumptions (an unholy marriage of the labor theory of value and mercantilism).  So no, there is absolutely no benefit to the dwarven economy, especially as its hardly worth the name economy.  (Economics is about differential rarity and preferences, neither of which the game's economic engine takes into account). --[[User:Squirrelloid|Squirrelloid]] 01:17, 27 January 2009 (EST)&lt;br /&gt;
::I think you misunderstood me, I didn't mean &amp;quot;Profit&amp;quot; by economic meaning, I meant &amp;quot;changes in the mechanics of the game the player benefits from&amp;quot;, &amp;quot;Profit&amp;quot; as opposed to &amp;quot;Trouble&amp;quot;.  [[User:Sharp|Sharp]] 13:05, 27 January 2009 (EST)&lt;br /&gt;
: You mean benefits? Extra complexity and [[fun|challenge]], of course! You get shops, coins with value, and an answer to the question, &amp;quot;My dwarves are all happy, what do I do now?&amp;quot; I have it disabled in the .ini, like any sane dwarfmaster. Oh wait, that's a contradiction in terms. But I still have my Baron-&amp;gt;Count-&amp;gt;Duchess and my Incoming King (pop limit 140). --[[User:Jellyfishgreen|Jellyfishgreen]] 06:12, 12 February 2009 (EST)&lt;br /&gt;
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==Fake Deaths==&lt;br /&gt;
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Toady should add a mechanic where a brewer pretends to kill himself in a pub fire to claim the insurance cos he can't afford a room.--[[User:Warlordzephyr|Warlordzephyr]] 16:29, 24 February 2009 (EST)&lt;br /&gt;
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:Affordable life insurance couldn't possibly exist in a Dwarf Fortress.  They die too easily. --[[User:FJH|FJH]] 17:11, 24 February 2009 (EST)&lt;br /&gt;
::Affordable life insurance.  Classic. oh, this place cracks me up...--[[User:Zchris13|Zchris13]] 17:51, 25 February 2009 (EST)&lt;br /&gt;
:::In Dwarf Fortress, affordable life insurance is an [[artifact]] [[adamantium]] [[flail]]. --[[User:Jurph|Jurph]] 01:50, 17 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jurph&amp;diff=48368</id>
		<title>User:Jurph</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jurph&amp;diff=48368"/>
		<updated>2009-04-13T23:00:35Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* More room data */&lt;/p&gt;
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&lt;div&gt;== It's Jurph! ==&lt;br /&gt;
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Whiteoak[http://mkv25.net/dfma/map-5449-whiteoak] is my current fortress and has several interesting features: circular Great Halls, some macroengineering, an infinite energy tower pump, and a nice magma industry.&lt;br /&gt;
Dreambrother[http://mkv25.net/dfma/map-4366-dreambrother] was my first upload to DFMA and included my first attempt at macroengineering including the Hammer Hall.&lt;br /&gt;
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My current mission is to redo the Draxxalon study cited in the [[Room]] article with accurate values for rough, smooth, and engraved walls and floors, and their contribution to rent.  Should be a fairly simple linear algebra exercise, but I'll be happy to collect data from anyone in order to verify.&lt;br /&gt;
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--[[User:Jurph|Jurph]] 20:31, 13 April 2009 (UTC)&lt;br /&gt;
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Masterwork bed, plain stone&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rough Floors&lt;br /&gt;
! Rough Walls&lt;br /&gt;
! Plain Floors&lt;br /&gt;
! Plain Walls&lt;br /&gt;
! '''Total Rent'''&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 64&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 72&lt;br /&gt;
|}&lt;br /&gt;
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...which makes it pretty clear to me that plain stone floor is worth 1/2 a dorfbuck in Rent, and a masterwork bed on plain stone floor is worth 60.  I suspect the central tile does not count in the value.&lt;br /&gt;
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Masterwork bed, obsidian stone&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rough Floors&lt;br /&gt;
! Rough Walls&lt;br /&gt;
! Plain Floors&lt;br /&gt;
! Plain Walls&lt;br /&gt;
! '''Total Rent'''&lt;br /&gt;
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| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 66&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 147&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 178&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Will continue to investigate.  Meanwhile, note here that an [[Exceptional]] [[bed]] is worth 25 in rent and a masterwork is worth 60.  It's pretty clear that a bed adds 5 times its [[quality]].  &lt;br /&gt;
&lt;br /&gt;
Current hypothesis:&lt;br /&gt;
&lt;br /&gt;
RoomValue = (5 * BedQuality) + SUM(value1 * walltype1 + ... + valueN * walltypeN)&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jurph&amp;diff=48367</id>
		<title>User:Jurph</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jurph&amp;diff=48367"/>
		<updated>2009-04-13T22:48:58Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Data from my room value experiments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== It's Jurph! ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whiteoak[http://mkv25.net/dfma/map-5449-whiteoak] is my current fortress and has several interesting features: circular Great Halls, some macroengineering, an infinite energy tower pump, and a nice magma industry.&lt;br /&gt;
Dreambrother[http://mkv25.net/dfma/map-4366-dreambrother] was my first upload to DFMA and included my first attempt at macroengineering including the Hammer Hall.&lt;br /&gt;
&lt;br /&gt;
My current mission is to redo the Draxxalon study cited in the [[Room]] article with accurate values for rough, smooth, and engraved walls and floors, and their contribution to rent.  Should be a fairly simple linear algebra exercise, but I'll be happy to collect data from anyone in order to verify.&lt;br /&gt;
&lt;br /&gt;
--[[User:Jurph|Jurph]] 20:31, 13 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Masterwork bed, plain stone&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rough Floors&lt;br /&gt;
! Rough Walls&lt;br /&gt;
! Plain Floors&lt;br /&gt;
! Plain Walls&lt;br /&gt;
! '''Total Rent'''&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 64&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 72&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
...which makes it pretty clear to me that plain stone floor is worth 1/2 a dorfbuck in Rent, and a masterwork bed on plain stone floor is worth 60.  I suspect the central tile does not count in the value.&lt;br /&gt;
&lt;br /&gt;
Masterwork bed, obsidian stone&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rough Floors&lt;br /&gt;
! Rough Walls&lt;br /&gt;
! Plain Floors&lt;br /&gt;
! Plain Walls&lt;br /&gt;
! '''Total Rent'''&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 61&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 136&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 152&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 160&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 168&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 66&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 147&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 178&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jurph&amp;diff=48366</id>
		<title>User:Jurph</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jurph&amp;diff=48366"/>
		<updated>2009-04-13T20:31:52Z</updated>

		<summary type="html">&lt;p&gt;Jurph: Created user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== It's Jurph! ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whiteoak[http://mkv25.net/dfma/map-5449-whiteoak] is my current fortress and has several interesting features: circular Great Halls, some macroengineering, an infinite energy tower pump, and a nice magma industry.&lt;br /&gt;
Dreambrother[http://mkv25.net/dfma/map-4366-dreambrother] was my first upload to DFMA and included my first attempt at macroengineering including the Hammer Hall.&lt;br /&gt;
&lt;br /&gt;
My current mission is to redo the Draxxalon study cited in the [[Room]] article with accurate values for rough, smooth, and engraved walls and floors, and their contribution to rent.  Should be a fairly simple linear algebra exercise, but I'll be happy to collect data from anyone in order to verify.&lt;br /&gt;
&lt;br /&gt;
--[[User:Jurph|Jurph]] 20:31, 13 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10580</id>
		<title>40d Talk:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10580"/>
		<updated>2009-04-13T19:50:49Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* room value */ - looking to redo the Draxxalon study&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Smoothing walls==&lt;br /&gt;
&amp;quot;Walls with ore or gems cannot be smoothed, much less detailed.&amp;quot; Is this still true? I'd heard that smoothing/engraving of ore veins is now possible. And yet again, I can't test because I'm reading the wiki at work while waiting for a database query to finish... &amp;gt;_&amp;gt; --[[User:Alfador|Alfador]] 17:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I deleted the comment about not being able to smooth ore or gems, because you CAN in this version (they all count as different types of rocks). Boo whoever copy pasted the article without looking at it.&lt;br /&gt;
&lt;br /&gt;
::what was the point in aechiving old wiki if people are going to copy and paste, please people if you are going to copy paste thourghly read the article to ensure all info is correct, i didnt read past this so there may be more but rooms are no longer diamonds, this is somehing really obvious and should have been picked up on by whoever copy pasted it otherwise we may as well stick with edditing old wiki. [[User:Thatguyyaknow|Thatguyyaknow]] 20:08, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==room value==&lt;br /&gt;
Is there a way to check what price a room currently has without counting it yourself? Just wanted to know if I counted right. --[[User:Mizipzor|Mizipzor]] 15:33, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::if the economy has started you might be able to, past that though probably not :( --[[User:Frostedfire|Frostedfire]] 18:17, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
My dwarves' thoughts have lately included reference to dining in a &amp;quot;legendary&amp;quot; dining room, but the best one I currently have is listed as &amp;quot;Fine&amp;quot; when I assign it to someone.  Does this correspond directly to the value of the room (I intend to bring it up to Royal to find out) or is there something else at work there? [[User:Dolohov|Dolohov]] 10:55, 15 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a proper closed bedroom in silty clay loam. There is a masterpiece bed in that room. The price of the bed is 120. The rental cost of the room is 99. Most (all?) other bedrooms also have their rental cost less then the sum of the furniture values. There could be 2 explanations: &lt;br /&gt;
1) rental cost is not exactly equal to the room value in this version.&lt;br /&gt;
2) the way room value is calculated is substantially different from the previous version.&lt;br /&gt;
--[[User:Another|Another]] 11:56, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anybody know of a more recent study than the Draxxalon one?  It's really, really old, and even my limited testing has shown that it is very, very wrong.  I'm hoping that there's something more recent that we can use to fix it before resorting to the gutting that it most likely would otherwise require --[[User:LegacyCWAL|LegacyCWAL]] 11:16, 20 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: I just started looking at this in earnest yesterday.  I built a dorm complex of several nearly-identical rooms and wanted to verify that there was at least some stratification so poorer dorfs could find a place to sleep.  The algebra isn't hard to do, so I'm going to see if I can dig out some bedroom test chambers and get verification.  My driving goal is to quantify the value of wall tiles, floor tiles, smoothing, and engraving; initial poking around seemed to imply that all furniture except for the bed contributes its sticker price to the room.  --[[User:Jurph|Jurph]] 19:50, 13 April 2009 (UTC)  &lt;br /&gt;
&lt;br /&gt;
=== Influences on room quality ===&lt;br /&gt;
&lt;br /&gt;
:''As a bonus, a single chest, cabinet, armor stand, and weapon rack will count as three of each, for every noble in the room. (This works because most nobles have three rooms; if they see a chest in their bedroom, study, and dining room, they ''obviously'' have three chests, right? Nobody accused the nobles of being particularly bright.)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:#009900;&amp;quot;&amp;gt;000173 ▪ (0.22.120.23a) [dwarf mode][nobles]   if you have a noble claim the same item with three of their rooms, it'll count three times in their holdings number&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Am I reading the changelog right? It looks like this bug was fixed in 23a. --[[User:Jackard|Jackard]] 02:31, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
In that same section, it states that the value of a shared room is quartered. I've seen several times on the forum that the value of a shared room is only halved. This should be checked as well.  --[[User:Skanky|Skanky]] 03:14, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've only seen it as half, but I typically assign the two rooms to the same noble.  It could be that it's quatered if you assign the two rooms to two different nobles (and same for more rooms to one noble vs more than one).--[[User:Draco18s|Draco18s]] 17:42, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Question regarding rent: does anybody know the time period that a bedroom's listed rent refers to?  For instance, if a room's rent says 44☼, is that per month, or per season, or what? --[[User:LegacyCWAL|LegacyCWAL]] 13:45, 30 January 2009 (EST)&lt;br /&gt;
:Aaaaaand just saw another discussion that said that no, nobody knows.  So nevermind then --[[User:LegacyCWAL|LegacyCWAL]] 11:16, 20 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
MANY of the names in the thing are wrong. My epic dining room is described as &amp;quot;Legendary&amp;quot; and the beds that share the room get &amp;quot;Like a personal palace&amp;quot;--[[User:Shadow archmagi|Shadow archmagi]] 17:48, 28 February 2008 (EST)&lt;br /&gt;
:Are you going by the {{key|r}}oom list or by dwarf thoughts? The article refers to the actual room grade rather than how impressed dwarves are by the room. [[User:VengefulDonut|VengefulDonut]] 19:42, 28 February 2008 (EST)&lt;br /&gt;
:: Oh dear. My mistake. Letsee... you're right. Bedrooms are Grand and the dining room is Royal. My mistake. --[[User:Shadow archmagi|Shadow archmagi]] 20:03, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== doors ==&lt;br /&gt;
It seems doors don't count anymore in 38c? Every room i checked where the door should move it to the next quality level, it doesn't. This also is true for my artifact door which before turned a room into royal; it's gone now. --[[User:Koltom|Koltom]] 08:10, 17 March 2008 (EDT)&lt;br /&gt;
: What if the door is set as internal? -- [[User:Zardus|Zardus]] 20:14, 18 April 2008 (EDT)&lt;br /&gt;
:: Then it is counted, but such can make room overlapping difficult.  Does anyone know why it was removed? I am saddened by my Artifact door not working right. --[[User:Stalinbulldog|Stalinbulldog]] 21:57, 11 June 2008 (EDT)&lt;br /&gt;
: Doors seem to add to the room's value if the room (as in the blinking teal X's when you q-select the room's defining furniture) extends over the door.  However, by default, a room will stop at an external door without actually including that tile.  So this means that the easiest way to include a door in a room's value is to set it to internal.  However, if you define a room in such a way as to include the door's tile (such as defining the room before you order the door built), you can then set up the door and it will still count towards the room's value. Note that the room's value won't necessarily change by the exact value of the door, due to the newly-added tile affecting the value as well. [[User:LegacyCWAL|LegacyCWAL]] 13:55, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== engravings ==&lt;br /&gt;
How do you tell which side of the wall engravings are on?  Do they still have a direction?  [[User:QMarx|QMarx]] 01:36, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think they're on both sides of the wall.  At least, if i have two 5x3 rooms that share a wall, and I engrave all the walls for the two rooms, both rooms are of the same quality.  I'd have to do some specific testing to see if one is worth more but not enough for a difference in quality level... --[[User:Squirrelloid|Squirrelloid]] 01:43, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coffin, Red highlight and (S) ==&lt;br /&gt;
&lt;br /&gt;
When viewing rooms using &amp;quot;r&amp;quot;, what does a red highlight and (S) mean? Also, there isn't anything wrong with sticking their own coffin in their room right?--[[User:Seaneat|Seaneat]] 16:19, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I believe that red room names in the rooms panel mean that the room overlaps with another room and thus the value of both rooms is diminished. --[[User:Toloran|Toloran]] 20:52, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== finding a dwarfes room(s) ==&lt;br /&gt;
&lt;br /&gt;
Am i right that the {{k|r}}ooms screen is meant to let you jump straight to a specific dwarfs room when it is fully implemented?&lt;br /&gt;
&lt;br /&gt;
In the meantime, other than by looking at every table/chair/bed/cage/coffin/statue, how do I find all the (X)rooms allocated to Domas Othsinlolar (or any of his fellows)?[[User:GarrieIrons|GarrieIrons]] 06:52, 8 July 2008 (EDT)&lt;br /&gt;
:press t after highlighting the room to view the item that makes it so.--[[User:Seaneat|Seaneat]] 13:40, 8 July 2008 (EDT)&lt;br /&gt;
::What I was getting at: &lt;br /&gt;
:::When my [[rock hauler]] gets elected [[Mayor]], how do I find his bedroom to free it, so I can allocate him a new one? Do I have to look at every bedroom using either {{k|q}} or {{k|t}}, or is there another way where I can &amp;quot;look up the dwarf&amp;quot; then see all the rooms allocated to him. I hope that is clearer.[[User:GarrieIrons|GarrieIrons]] 07:41, 1 August 2008 (EDT)&lt;br /&gt;
::::Workaround: you can allocate a new bedroom to your new mayor without bothering with his former bedroom, which will automatically be allocated to nobody. Your only problem now is that you have a crappy hauler bedroom somewhere, which is free. At some point that evasive free bedroom might be claimed by a homeless dwarf.--[[User:Aykavil|Aykavil]] 07:59, 1 August 2008 (EDT)&lt;br /&gt;
:::::This does not work. I just tried moving all my Metalsmiths to a new set of quarters, and they all ended up wit two bedrooms (vr 28_181_40d). Instead, I had to open the {{k|r}}room window, and locate the dwarf on the list, and use {{k|t}} to zoom to the listed entry in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Idea ==&lt;br /&gt;
&lt;br /&gt;
Here's a hint.. In my current game I was having trouble getting my Count's rooms up to an acceptable level. I had a lever in his bedroom with artifact mechanisms that raised the bedroom to royal, but unfortunately I have no very good metalcrafters or masons to make good enough furniture for the other rooms. I did have a legendary weaponsmith though, so I made him construct some steel serrated discs and spiked balls. When masterful, these are worth 3600 each. Then I just constructed a weapon trap in the throne room and it became opulent right away. Too bad there's no way to place armor in a room in a similar way, a steel plate mail that requires the same amount of material is worth 15k even when just exceptional. -- [[User:D64|D64]] 07:58, 28 July 2008 (EDT)&lt;br /&gt;
:masons can now make native gold statues if you enable native gold for general use,--[[User:Eerr|Eerr]] 17:32, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Z levels? ==&lt;br /&gt;
&lt;br /&gt;
I've got a question pertaining to Z levels. Can rooms span multiple Z levels? Does it require a floor hatch? This question is prompted by a floor hatch having the internal/external option. If they can, then I'm in luck, since my communal bedroom (entirely smoothed and engraved) is over a massive smoothed and engraved stockpile.&lt;br /&gt;
&lt;br /&gt;
[[User:Erathoniel|Erathoniel]] 18:30, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Nope, same Z-level only. [[User:LegacyCWAL|LegacyCWAL]] 13:57, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've added a note about this in the main article and taken away the old-version warning. But it's sparked an interesting question. If you have an area which spans several z-levels, and you define the lowest level as a room, will the dwarves 'look up' and admire any engravings or such one z-level above their room? --[[User:Khimaera UK|JK]] 21:54, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Error on page ==&lt;br /&gt;
&lt;br /&gt;
I built metal floors over engraved stone in my King's old quarters to increase the room value.  I don't know if it worked or not, but later, when I moved him to larger quarters and pried up the floor, the rock underneath had turned into cavern floor.  I re-smoothed and re-engraved it.  [[User:Lloyd C Griscom|Lloyd C Griscom]] 18:44, 13 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Traffic&amp;diff=15802</id>
		<title>40d Talk:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Traffic&amp;diff=15802"/>
		<updated>2009-04-10T15:21:23Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Effect on FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Trampling food ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;quot;Also route them around food stockpiles, as food can get trampled, and if it happens to be a masterwork cooked dish, expect an insane cook.&amp;quot;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is this true?  Did this change in the new version?  Has anyone actually experienced such damage, unequivocally caused by traffic?&lt;br /&gt;
&lt;br /&gt;
I remember some discussion of this long ago with the old version, but it turned out not to be damage due to traffic.  (I think it was temperature?)  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:54, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It was a temperature effect, according to Toady. I don't think this has changed. --[[User:Peristarkawan|Peristarkawan]] 02:20, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Going to remove it from the main page then, as I've never experienced trampling of things in stockpiles either. -[[User:twincannon|twincannon]]&lt;br /&gt;
&lt;br /&gt;
== Effect on FPS ==&lt;br /&gt;
&lt;br /&gt;
Has anyone experienced an increase or decrease in FPS when traffic zones are used heavily? I was just wondering if this helps or hurts pathfinding algorithms and how it affects game speed. [[User:Schm0|Schm0]] 06:14, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I haven't seen much effect on FPS personally, but the algorithm Toady One uses (http://en.wikipedia.org/wiki/A_star) typically has a heuristic which assumes that all tiles are weighted equally. Generally speaking, adding tiles with high movement costs can cause A* to search much larger areas than it would normally. If you are only restricting small, non-chokepoint areas though, it should never be an issue, as A* will find a route adjacent to the restricted tiles, if possible. [[User:Basilisk|Basilisk]] 02:40, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I'm conducting some experiments along this line now.  If I understand A-star correctly, you can greatly reduce the search space by creating freeways through cavernous rooms.  In this case a &amp;quot;freeway&amp;quot; is a high-traffic path between two points, bounded by two low-traffic virtual walls.  As long as the freeway closely approximates the shortest distance between those points, the algorithm will take your designations as &amp;quot;good advice&amp;quot; and not search very far outside the path.  If you think of high-traffic areas as low-friction valleys, and low-traffic and restricted areas as hills and cliffs respectively, you're essentially channeling the dwarves like water.  Some may splash over the edges, but generally it'll stay in the ditch you've dug for it. --[[User:Jurph|Jurph]] 18:48, 8 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Do you, or somebody else understanding that better than me, make a diagram or a visual display of this traffic pattern ? --[[User:Karl|Karl]] 18:22, 9 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I'll see if I can rig up a diagram this weekend.  I noticed that I saw as much as a 15 FPS increase (from 30 to 45) when I implemented this, which is 50%, but there are many other factors in my fort: running water, animals, and major dumping operations. --[[User:Jurph|Jurph]] 15:20, 10 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Jobs &amp;amp; pathfinding ==&lt;br /&gt;
&lt;br /&gt;
I think there should be some mentions of what traffic controls, and workarounds for common problems here.  For example, Traffic designations don't work for me to prevent a dwarf from standing on the wrong side of a moat while he's channeling.  My current work around for this is to place a wall where I don't want him to stand, then suspend it.  Then I remove the suspended wall once the channel is dug.  Also, another confusing point is that traffic restriction apparently has little/no impact on job ordering.  For example, say you are constructing concentric moats, and you'd like your dwarves to start on the inner moat first, then, when thats done, work on the next outer moat.  Traffic restrictions will not force them to dig the inner channel first.  I don't currently have a workaround for this style of problem; the wall thing doesn't seem to work for it.&lt;br /&gt;
[[User:Tulthix|Tulthix]] 12:38, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Traffic designations only affect path preferences when pathfinding. Dwarves choose their destinations without thinking about them. [[User:VengefulDonut|VengefulDonut]] 13:19, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:A good example of traffic control would be to designate a main underground tunnel as high traffic, so that dwarves aren't trying to find shortcuts by going outside. [[User:Basilisk|Basilisk]] 02:40, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
&lt;br /&gt;
I just read in this thread: http://www.bay12games.com/forum/index.php?topic=22626.0 that animals will use some kind of inverse-priority for traffic designations - preferring restricted zones, and avoiding high-traffic. This should be confirmed and added as a note to the article, if true. --[[User:Raumkraut|Raumkraut]] 16:13, 9 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Traffic&amp;diff=15801</id>
		<title>40d Talk:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Traffic&amp;diff=15801"/>
		<updated>2009-04-10T15:20:32Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Effect on FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Trampling food ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;quot;Also route them around food stockpiles, as food can get trampled, and if it happens to be a masterwork cooked dish, expect an insane cook.&amp;quot;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is this true?  Did this change in the new version?  Has anyone actually experienced such damage, unequivocally caused by traffic?&lt;br /&gt;
&lt;br /&gt;
I remember some discussion of this long ago with the old version, but it turned out not to be damage due to traffic.  (I think it was temperature?)  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:54, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It was a temperature effect, according to Toady. I don't think this has changed. --[[User:Peristarkawan|Peristarkawan]] 02:20, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Going to remove it from the main page then, as I've never experienced trampling of things in stockpiles either. -[[User:twincannon|twincannon]]&lt;br /&gt;
&lt;br /&gt;
== Effect on FPS ==&lt;br /&gt;
&lt;br /&gt;
Has anyone experienced an increase or decrease in FPS when traffic zones are used heavily? I was just wondering if this helps or hurts pathfinding algorithms and how it affects game speed. [[User:Schm0|Schm0]] 06:14, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I haven't seen much effect on FPS personally, but the algorithm Toady One uses (http://en.wikipedia.org/wiki/A_star) typically has a heuristic which assumes that all tiles are weighted equally. Generally speaking, adding tiles with high movement costs can cause A* to search much larger areas than it would normally. If you are only restricting small, non-chokepoint areas though, it should never be an issue, as A* will find a route adjacent to the restricted tiles, if possible. [[User:Basilisk|Basilisk]] 02:40, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I'm conducting some experiments along this line now.  If I understand A-star correctly, you can greatly reduce the search space by creating freeways through cavernous rooms.  In this case a &amp;quot;freeway&amp;quot; is a high-traffic path between two points, bounded by two low-traffic virtual walls.  As long as the freeway closely approximates the shortest distance between those points, the algorithm will take your designations as &amp;quot;good advice&amp;quot; and not search very far outside the path.  If you think of high-traffic areas as low-friction valleys, and low-traffic and restricted areas as hills and cliffs respectively, you're essentially channeling the dwarves like water.  Some may splash over the edges, but generally it'll stay in the ditch you've dug for it. --[[User:Jurph|Jurph]] 18:48, 8 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Do you, or somebody else understanding that better than me, make a diagram or a visual display of this traffic pattern ? --[[User:Karl|Karl]] 18:22, 9 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: I'll see if I can rig up a diagram this weekend.  I noticed that I saw as much as a 15 FPS increase (from 30 to 45). --[[User:Jurph|Jurph]] 15:20, 10 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Jobs &amp;amp; pathfinding ==&lt;br /&gt;
&lt;br /&gt;
I think there should be some mentions of what traffic controls, and workarounds for common problems here.  For example, Traffic designations don't work for me to prevent a dwarf from standing on the wrong side of a moat while he's channeling.  My current work around for this is to place a wall where I don't want him to stand, then suspend it.  Then I remove the suspended wall once the channel is dug.  Also, another confusing point is that traffic restriction apparently has little/no impact on job ordering.  For example, say you are constructing concentric moats, and you'd like your dwarves to start on the inner moat first, then, when thats done, work on the next outer moat.  Traffic restrictions will not force them to dig the inner channel first.  I don't currently have a workaround for this style of problem; the wall thing doesn't seem to work for it.&lt;br /&gt;
[[User:Tulthix|Tulthix]] 12:38, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Traffic designations only affect path preferences when pathfinding. Dwarves choose their destinations without thinking about them. [[User:VengefulDonut|VengefulDonut]] 13:19, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:A good example of traffic control would be to designate a main underground tunnel as high traffic, so that dwarves aren't trying to find shortcuts by going outside. [[User:Basilisk|Basilisk]] 02:40, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
&lt;br /&gt;
I just read in this thread: http://www.bay12games.com/forum/index.php?topic=22626.0 that animals will use some kind of inverse-priority for traffic designations - preferring restricted zones, and avoiding high-traffic. This should be confirmed and added as a note to the article, if true. --[[User:Raumkraut|Raumkraut]] 16:13, 9 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13595</id>
		<title>40d:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13595"/>
		<updated>2009-04-10T14:55:41Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Using Traffic Areas to Improve Framerate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Traffic''' may become an issue once a settlement begins to grow in size. Movement in narrow hallways is slowed by [[dwarves]] moving past each other.&lt;br /&gt;
&lt;br /&gt;
Some traffic problems can be prevented by good [[Design strategies|fortress design]], such as making hallway which are likely to be high use double or more width and placing [[stockpile|stockpiles]] close to relevant [[workshop|workshops]]. Other difficulties may be reduced by designating traffic areas.&lt;br /&gt;
&lt;br /&gt;
Vegetation (saplings) will tend to die in outdoor areas with high traffic, quickly exposing bare [[soil]]. This may be desireable as [[tree]]s block dwarves' and [[caravan]]s' paths, but unchecked traffic may trample entire areas of [[forest]] regrowth.&lt;br /&gt;
&lt;br /&gt;
==Setting Traffic Areas==&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}{{K|o}} combination sets '''traffic areas''', which are zones used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low, or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path. High level traffic costs the pathfinding AI 1 point per square, Normal (default, undesignated) costs 2 points per square, Low costs 5, and Restricted costs 25. You can change these values in [[init.txt]].&lt;br /&gt;
&lt;br /&gt;
* It is often a good idea to set any [[water]] source in a [[biome]] with seasonal freezing to a Restricted area so your dwarves will be less likely to be caught on it when it melts.&lt;br /&gt;
* Some dwarves get [[thought|disturbed]] if they walk through a [[butcher's shop]] and see an animal being slaughtered, so you may wish to designate the shop as Restricted.&lt;br /&gt;
* If an area occasionally gets [[flood]]ed, or is dangerous for some reason, routing dwarves around it could be lifesaving.&lt;br /&gt;
* Setting High traffic areas along [[road|roads]] outdoors prevents vegetation from being needlessly trampled.&lt;br /&gt;
* An important use of traffic designations is to restrict movement in the tile where a [[ballista]]'s firing arrow originates.  This will prevent tragic [[siege]] training accidents.  Note that [[Pet|pets]] can and will be killed by firing ballista even if movement is restricted.&lt;br /&gt;
&lt;br /&gt;
Setting Restricted does not forbid a [[dwarf]] from traveling over those squares, but rather makes them willing to walk around them &amp;amp;ndash; for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. If you have an area that absolutely must not be stepped on by dwarves, consider [[wall|walls]].&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
Traffic designations only affect path preferences when pathfinding.  Dwarves generally choose their jobs without weighing the pathfinding costs.  For example, one cannot use traffic designations to direct a dwarf to confine his digging to a specific area.  He will still take whatever path necessary to get to the job he has chosen to work.  &lt;br /&gt;
&lt;br /&gt;
Additionally, traffic designations cannot be used to restrict where a dwarf will stand when building/digging.  In other words, traffic designations will not prevent a dwarf from placing himself on the outside of the fort when the last tile of a [[moat]] or wall is completed.  In some cases, a workaround is to place a wall where you want the dwarf to avoid standing, and suspend it.  This prevents him from standing on that tile while building/digging.  When the job is finished, the suspended wall may be canceled.&lt;br /&gt;
&lt;br /&gt;
== Using Traffic Areas to Improve Framerate ==&lt;br /&gt;
&lt;br /&gt;
In cavernous rooms that handle large amounts of through traffic but have a small number of exits (a large central dining room, for example) designating a few high-traffic paths (&amp;quot;freeways&amp;quot;) between the doors can help reduce the pathfinding cost for dwarves who are just passing through.  There may also be benefits to adding low-traffic edges to these freeways to keep the search algorithm from looking for shortcuts.  Likewise, any large dead-end room that branches off a major hallway should have the area around its doorway marked low or restricted traffic to prevent dwarves from searching it for shortcuts.  As noted above in '''Limitations''', this should not affect the dwarves who have a legitimate reason to hang out in the dining hall or visit the storage room - they will path to their destination regardless.  Users may see up to a 10% increase in FPS by implementing these changes throughout their fortress.&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18266</id>
		<title>40d:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18266"/>
		<updated>2009-04-09T19:28:48Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Quality */ - example of lowest value artifact&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; items which are of unsurpassable quality (and usually cost). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce only one in their lives (or die trying). [[Dwarves]] that create an artifact are always granted the status of [[legendary]] unless they were [[Strange_mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] or in an appropriate [[stockpile]] as soon as they are made. They can then be used just like other items. However, be warned that when a dwarf equips an artifact item (as a weapon or armour) he will never drop it, and may even carry around several artifact weapons in each hand{{version|0.27.176.38c}}. Of course, you might not see a champion [[swordsdwarf]] wielding eight artifact [[adamantine]] scimitars at once as a bad thing.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be destroyed unless lost in a [[chasm]] or dropped to the [[magma]]. They ''can'' be stolen by marauding parties; an artifact lost to you will have a note to that effect in the Artifacts screen(press {{k|l}}).&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Dwarves will use anywhere from one to ten items in their construction. If you view ({{k|q}}) the [[workshop]] a dwarf has seized while the dwarf is in it, you can see what materials he or she plans to use (see [[strange mood]]s for further details). Once the dwarf has started to construct the artifact, you can also use {{k|t}} to see exactly what materials they have claimed.&lt;br /&gt;
&lt;br /&gt;
Workshops which normally require fuel ([[Forge]], [[Glass furnace]]) do not require and will not use fuel to make an artifact at that shop.  Magma versions which lose power, however, will immediately cause the moody dwarves mood to end (with disastrous consequences).&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Currently, some artifacts can be used just like all other items, except that it cannot be traded to [[caravan]]s.  Artifacts of types which can be built ([[furniture]], [[animal trap]]s, [[chain]]s, etc...) can be built as normal.  Often artifacts of this nature are used to meet noble room requirements or establish high-quality dinning halls as a single artifact is typically capable of bumping a room up to royal quality on its own, however a particularly poor artifact may turn it to at least grand.  Object types which are used for storage in stockpiles ([[bin]]s, [[barrel]]s) will be used by your dwarves without regard to their status.  &lt;br /&gt;
&lt;br /&gt;
Object types which require a dwarf to wear or use the item will generally not be used by your dwarves, with the exception of artifact weapons and armor.  Artifact weapons and armor can be used by elite and [[champion]] warriors, although these warriors will refuse to relinquish ownership of the item even if you instruct them to wield different weapons or wear different armor - only their death will free up the artifact for reassignment.  This means that an artifact axe can be wielded by your elite or better axedwarf, but could not be used for woodcutting. Similarly, an artifact pick will never be used by your miners.  &lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
Artifact items have a [[quality|quality modifier]] of 120&amp;amp;times;. This is applied on top of the item's [[item value#Base values of items|base value]], its [[decoration]]s and the value of all [[item value#Material multipliers|material]]s used in its construction.&lt;br /&gt;
&lt;br /&gt;
Artifacts will automatically have one &amp;quot;free&amp;quot; decoration of the same type as its base material. For instance, a &amp;quot;Perfect Ruby&amp;quot; might have &amp;quot;Images of mangrove trees in Ruby&amp;quot;. This decoration doesn't consume additional materials: in the above example, only one ruby was used.  &lt;br /&gt;
&lt;br /&gt;
Item types which normally require multiple objects to create (such as Platemail) will cause the moody dwarf to acquire that number of objects, but each such object will also contribute a decoration - basically, the item receives multiple free decorations.  For example, artifact gold platemail will use a minimum of 3 objects (3 bars of gold), and have 3 gold decorations.  &lt;br /&gt;
&lt;br /&gt;
Artifacts can range in value from 2,400☼ (all-stone furniture or finished good) to 7,200,000☼ (full-decorated adamantine Platemail). Since [[immigration]] totals are - among other factors - based on your fortress's &amp;quot;Created Wealth&amp;quot; (and held/worn items count double in the total), expensive artifacts are often the driving factor behind how many immigrants show up in the first years.&lt;br /&gt;
&lt;br /&gt;
Artifact [[armour ]]and weapons have a high damage/protection modifier, at least greater than a similar [[iron]] item of basic quality. Though even [[steel]] artifacts will not surpass basic quality adamantine items. Note that the material of a [[crossbow]], artifact or not, does not change its shooting abilities, only its viability in melee.  However, higher quality crossbows shoot better.  For example, a masterpiece crossbow will shoot better than a finely crafted one.{{verify}}  Only dwarves with hero status{{verify}} will use artifact weapons or armor.&lt;br /&gt;
&lt;br /&gt;
It is possible artifact makers may occasionally glitch in the number of goods needed, with a corresponding increase in value (eg, [http://www.bay12games.com/forum/index.php?topic=28232.0 this monstrosity]).&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Room&amp;diff=8860</id>
		<title>40d:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Room&amp;diff=8860"/>
		<updated>2009-04-09T19:25:53Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is a room? ==&lt;br /&gt;
&lt;br /&gt;
The answer is not as obvious as it seems. A chamber with a [[bed]] in it is not yet a [[bedroom]]: you have to select the [[bed]] &amp;lt;!--how-to is in the following paragraph--&amp;gt; and define a bedroom. The functional room, as the game understands it, is not defined by [[wall]]s and [[door]]s: it is a [[zone]] of control extending out from the object that defines the room (in our case the bed). Everything covered by that zone of control is considered part of the room, and will contribute to both the room's [[value]] and its effectiveness. This zone of control does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual room; they may even overlap, although this comes at a penalty. Rooms can also be assigned to specific [[dwarves]] (to satisfy a [[noble|noble's]] requirements, for instance). Unassigned bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for some nobles). Once the [[economy]] starts, dwarves will have to pay rent for their bedrooms.&lt;br /&gt;
&lt;br /&gt;
== Creating rooms ==&lt;br /&gt;
&lt;br /&gt;
To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a [[table]] or [[bed]]. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external [[door]]s. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big. If you want to have a door dividing a room into sub-rooms without blocking the room's radius, you can set it to internal in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.&lt;br /&gt;
&lt;br /&gt;
In general, you only need to define a room from ''one'' object in the room. For instance, a communal [[dining room]] is defined from one table -- just give the room a large enough radius to cover the whole space.&lt;br /&gt;
&lt;br /&gt;
Rooms can not span z-levels; when you define a room it can only be on a single level.&lt;br /&gt;
&lt;br /&gt;
{{Buildings FAQ}}&lt;br /&gt;
&lt;br /&gt;
== Types of rooms ==&lt;br /&gt;
&lt;br /&gt;
* Archery Range, defined from an [[archery target]]&lt;br /&gt;
* [[Barracks]], defined from a [[bed]], [[weapon rack]], or [[armor stand]]&lt;br /&gt;
* [[Bedroom]], defined from a [[bed]]&lt;br /&gt;
* [[Dining room]], defined from a [[table]]&lt;br /&gt;
* [[Jail]], defined from a [[cage]] or [[restraint]]&lt;br /&gt;
* [[Meeting hall]], defined from a [[well]] or [[table]]&lt;br /&gt;
* [[Sculpture garden]], defined from a [[statue]]&lt;br /&gt;
* [[Office|Study]]/[[Office]]/[[Office|Throne Room]], defined from a [[chair]] or [[throne]]&amp;lt;br /&amp;gt;(These are actually the same thing, even though the game refers to them with different names)&lt;br /&gt;
* [[Tomb]], defined from a [[coffin]]&lt;br /&gt;
* [[Zoo]], defined from a [[cage]] or [[aquarium]]&lt;br /&gt;
&lt;br /&gt;
== Room quality ==&lt;br /&gt;
&lt;br /&gt;
Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size and [[furniture|furnishings]]. Higher-quality room grades will produce happy [[thought]]s in [[dwarves]] utilizing these rooms. If a room contains items made from materials a [[dwarf]] favors, the room will have a higher perceived quality to that dwarf. You can also increase the grade of a room by [[smooth|smoothing]] and [[engrave|engraving]] the walls and the [[floor]].&lt;br /&gt;
&lt;br /&gt;
=== Influences on room quality ===&lt;br /&gt;
&lt;br /&gt;
* [[Furniture]] adds to the quality, &amp;lt;s&amp;gt;by exactly the value of the furniture&amp;lt;/s&amp;gt;(most likely no longer true), which itself depends on material [[Item value|value]] and object [[quality]], plus the value of any decorations. Price adjustments by nobles do not affect this value. [[Statue]]s and [[window]]s are a special case; any wall they block access to does not count towards room value.&lt;br /&gt;
&lt;br /&gt;
* Floor and wall grids add to value. See table below.&lt;br /&gt;
* Rooms should normally be separate. If rooms share floor space, then the quality 'score' is lowered for those rooms. Details missing. Rooms can share walls and external doors just fine at no penalty.&lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
&lt;br /&gt;
==== The room ====&lt;br /&gt;
Taken from Draxxalon's study. ('''wrong/outdated''') Each tile touched by the room's designated area adds to its rental cost and quality (as per Room Grades below)&lt;br /&gt;
&lt;br /&gt;
{|{|cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! Type !! Rough Floor !! Smooth Floor !! Rough Wall !! Smooth Wall&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray rock]] || 1 || 4 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Light/dark rock]] || 2 || 14 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]] || 3 || 21 || 3 || 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Double engraving (detailing) of grey rock has a base value of 10. This is multiplied by [[quality]] (x1 - x12) in the same way as objects. Note that walls are only detailed on one side (the side that the engraver is on). The values for detailed light and dark [[stone]] are unexpected and may be buggy in the current version.&lt;br /&gt;
&lt;br /&gt;
* Example: a 3x3 Room&lt;br /&gt;
 XXXXX&lt;br /&gt;
 X...X&lt;br /&gt;
 X...X&lt;br /&gt;
 X....&lt;br /&gt;
 XXXXX&lt;br /&gt;
As you need to knock out one bit of wall for the entrance, a 3x3 room has ten floor and 11 wall tiles (the corners are inaccessible and don't count). That makes a basic value of 22. When smoothed, it will score ((10 * 4) + (11 * 5)) = 95, assuming it's all grey rock.&lt;br /&gt;
Building a floor on top of engraved tiles adds to the room value. This comes handy if space is a premium. (Build platinum floor tiles on top of engraved rock - bliss!)&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
All standard furniture ([[bed]]s, [[coffer]]s, [[weapon rack]]s, etc.) has a base [[value]] of 10. The value of doors is unknown but they seem to be counted in somehow. The base value is multiplied by the material value and the item's [[quality]]. For example, a *Marble Door* is worth 10 (door) * 2 ([[marble]]) * 4 (*superior quality*) = 80☼.  A few pieces of high-quality furniture can increase a room's value quite a bit, and high-quality high-material-value furniture can add thousands to the value of the room. &lt;br /&gt;
&lt;br /&gt;
* The floor space that the furniture is standing on still counts. Therefore, really valuable soap floors might be a good idea.&lt;br /&gt;
* Windows act as walls and statues and block the value of tile that they are built on. You can use the high value of a high-quality clear glass window as a separator of rooms to make both rooms very valuable.&lt;br /&gt;
* Statues (basic value 25) block the tile they're built on.  They also cause any wall they're blocking to no longer contribute to room value.&lt;br /&gt;
&lt;br /&gt;
==== Artifacts ====&lt;br /&gt;
If you are the lucky owner of [[artifact]] furniture, placing it in a nobles office or bedroom is the best thing you can do, as even a 'cheap' all-stone artifact will be worth at least 2400☼, boosting the room very close to '''grand'''.  In practice artifacts frequently exceed 10,000☼ and can turn a single tile of dirt into a '''royal''' room.&lt;br /&gt;
&lt;br /&gt;
=== Specific room quality grades ===&lt;br /&gt;
&lt;br /&gt;
The grades of quality of rooms are as follows. These quality grades only apply to bedrooms, dining rooms, offices, and tombs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
! [[Bedroom]] !! [[Dining room]] !! [[Office]] !! [[Tomb]] !! Rent&lt;br /&gt;
|-&lt;br /&gt;
| Meager Quarters || Meager Dining Room ||Meager Office || Grave || 1 - 99&lt;br /&gt;
|-&lt;br /&gt;
| Modest Quarters || Modest Dining Room || Modest Office || Servant's Burial Chamber || 100 - 249&lt;br /&gt;
|-&lt;br /&gt;
| Quarters || Dining Room || Office || Burial Chamber || 250 - 499&lt;br /&gt;
|-&lt;br /&gt;
| Decent Quarters || Decent Dining Room || Decent Office || Tomb || 500 - 999&lt;br /&gt;
|-&lt;br /&gt;
| Fine Quarters || Fine Dining Room || Splendid Office || Fine Tomb || 1000 - 1499&lt;br /&gt;
|-&lt;br /&gt;
| Great Quarters || Great Dining Room || Throne Room || Mausoleum || 1500 - 2499&lt;br /&gt;
|-&lt;br /&gt;
| Grand Quarters || Grand Dining Room || Opulent Throne Room || Grand Mausoleum || 2500 - 9999&lt;br /&gt;
|-&lt;br /&gt;
| Royal Quarters || Royal Dining Room || Royal Throne Room || Royal Mausoleum || 10000+&lt;br /&gt;
|}&lt;br /&gt;
Examples:&lt;br /&gt;
* Modest Quarters:&lt;br /&gt;
** a 3x2 room with one or two masterpieces in it.&lt;br /&gt;
** a 3x2 room, smoothed wall and floors, half-decent furniture (+ or * ).&lt;br /&gt;
* Quarters:&lt;br /&gt;
** 3x2, smooth walls, two or more excellent pieces of furniture. &lt;br /&gt;
** A 3x3 room single detailed everywhere (with no [[ore]] or [[gem]]s in the walls) with an exceptional (triple [[bar]]) door, bed, cabinet, coffer, weapon rack and armor stand (rent 395).&lt;br /&gt;
* Decent Quarters:&lt;br /&gt;
** A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a masterpiece door, bed, cabinet, coffer, weapon rack, and armor stand (rent 815).&lt;br /&gt;
** A 5x5 room, double detailed floor, good quality furniture.&lt;br /&gt;
* Grand Quarters:&lt;br /&gt;
** A 6* 6 room with smoothed walls, engraved floors and three exceptional pieces of furniture.&lt;br /&gt;
** A 3* 13 room with smoothed walls, engraved floors, six exceptional pieces of furniture and one masterful piece.&lt;br /&gt;
&lt;br /&gt;
== Saving on noble's rooms ==&lt;br /&gt;
You can make one large room, and install every noble there. The quality reduction for overlapping rooms is sufferable compared to the savings over constructing and furnishing a large number of rooms, particularly if you can add to the room's value with artifacts.  If the [[king]] shows up, you must furnish this room to four times the &amp;quot;Royal&amp;quot; quality for it to count as Royal or just build a separate room for him.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Room&amp;diff=8859</id>
		<title>40d:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Room&amp;diff=8859"/>
		<updated>2009-04-09T19:23:46Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Artifacts */ - corrected minimum artifact furniture value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is a room? ==&lt;br /&gt;
&lt;br /&gt;
The answer is not as obvious as it seems. A chamber with a [[bed]] in it is not yet a [[bedroom]]: you have to select the [[bed]] &amp;lt;!--how-to is in the following paragraph--&amp;gt; and define a bedroom. The functional room, as the game understands it, is not defined by [[wall]]s and [[door]]s: it is a [[zone]] of control extending out from the object that defines the room (in our case the bed). Everything covered by that zone of control is considered part of the room, and will contribute to both the room's [[value]] and its effectiveness. This zone of control does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual room; they may even overlap, although this comes at a penalty. Rooms can also be assigned to specific [[dwarves]] (to satisfy a [[noble|noble's]] requirements, for instance). Unassigned bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for some nobles). Once the [[economy]] starts, dwarves will have to pay rent for their bedrooms.&lt;br /&gt;
&lt;br /&gt;
== Creating rooms ==&lt;br /&gt;
&lt;br /&gt;
To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a [[table]] or [[bed]]. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external [[door]]s. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big. If you want to have a door dividing a room into sub-rooms without blocking the room's radius, you can set it to internal in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.&lt;br /&gt;
&lt;br /&gt;
In general, you only need to define a room from ''one'' object in the room. For instance, a communal [[dining room]] is defined from one table -- just give the room a large enough radius to cover the whole space.&lt;br /&gt;
&lt;br /&gt;
Rooms can not span z-levels; when you define a room it can only be on a single level.&lt;br /&gt;
&lt;br /&gt;
{{Buildings FAQ}}&lt;br /&gt;
&lt;br /&gt;
== Types of rooms ==&lt;br /&gt;
&lt;br /&gt;
* Archery Range, defined from an [[archery target]]&lt;br /&gt;
* [[Barracks]], defined from a [[bed]], [[weapon rack]], or [[armor stand]]&lt;br /&gt;
* [[Bedroom]], defined from a [[bed]]&lt;br /&gt;
* [[Dining room]], defined from a [[table]]&lt;br /&gt;
* [[Jail]], defined from a [[cage]] or [[restraint]]&lt;br /&gt;
* [[Meeting hall]], defined from a [[well]] or [[table]]&lt;br /&gt;
* [[Sculpture garden]], defined from a [[statue]]&lt;br /&gt;
* [[Office|Study]]/[[Office]]/[[Office|Throne Room]], defined from a [[chair]] or [[throne]]&amp;lt;br /&amp;gt;(These are actually the same thing, even though the game refers to them with different names)&lt;br /&gt;
* [[Tomb]], defined from a [[coffin]]&lt;br /&gt;
* [[Zoo]], defined from a [[cage]] or [[aquarium]]&lt;br /&gt;
&lt;br /&gt;
== Room quality ==&lt;br /&gt;
&lt;br /&gt;
Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size and [[furniture|furnishings]]. Higher-quality room grades will produce happy [[thought]]s in [[dwarves]] utilizing these rooms. If a room contains items made from materials a [[dwarf]] favors, the room will have a higher perceived quality to that dwarf. You can also increase the grade of a room by [[smooth|smoothing]] and [[engrave|engraving]] the walls and the [[floor]].&lt;br /&gt;
&lt;br /&gt;
=== Influences on room quality ===&lt;br /&gt;
&lt;br /&gt;
* [[Furniture]] adds to the quality, &amp;lt;s&amp;gt;by exactly the value of the furniture&amp;lt;/s&amp;gt;(most likely no longer true), which itself depends on material [[Item value|value]] and object [[quality]], plus the value of any decorations. Price adjustments by nobles do not affect this value. [[Statue]]s and [[window]]s are a special case; any wall they block access to does not count towards room value.&lt;br /&gt;
&lt;br /&gt;
* Floor and wall grids add to value. See table below.&lt;br /&gt;
* Rooms should normally be separate. If rooms share floor space, then the quality 'score' is lowered for those rooms. Details missing. Rooms can share walls and external doors just fine at no penalty.&lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
&lt;br /&gt;
==== The room ====&lt;br /&gt;
Taken from Draxxalon's study. ('''wrong/outdated''') Each tile touched by the room's designated area adds to its rental cost and quality (as per Room Grades below)&lt;br /&gt;
&lt;br /&gt;
{|{|cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! Type !! Rough Floor !! Smooth Floor !! Rough Wall !! Smooth Wall&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray rock]] || 1 || 4 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Light/dark rock]] || 2 || 14 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]] || 3 || 21 || 3 || 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Double engraving (detailing) of grey rock has a base value of 10. This is multiplied by [[quality]] (x1 - x12) in the same way as objects. Note that walls are only detailed on one side (the side that the engraver is on). The values for detailed light and dark [[stone]] are unexpected and may be buggy in the current version.&lt;br /&gt;
&lt;br /&gt;
* Example: a 3x3 Room&lt;br /&gt;
 XXXXX&lt;br /&gt;
 X...X&lt;br /&gt;
 X...X&lt;br /&gt;
 X....&lt;br /&gt;
 XXXXX&lt;br /&gt;
As you need to knock out one bit of wall for the entrance, a 3x3 room has ten floor and 11 wall tiles (the corners are inaccessible and don't count). That makes a basic value of 22. When smoothed, it will score ((10 * 4) + (11 * 5)) = 95, assuming it's all grey rock.&lt;br /&gt;
Building a floor on top of engraved tiles adds to the room value. This comes handy if space is a premium. (Build platinum floor tiles on top of engraved rock - bliss!)&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
All standard furniture ([[bed]]s, [[coffer]]s, [[weapon rack]]s, etc.) has a base [[value]] of 10. The value of doors is unknown but they seem to be counted in somehow. The base value is multiplied by the material value and the item's [[quality]]. For example, a *Marble Door* is worth 10 (door) * 2 ([[marble]]) * 4 (*superior quality*) = 80☼.  A few pieces of high-quality furniture can increase a room's value quite a bit, and high-quality high-material-value furniture can add thousands to the value of the room. &lt;br /&gt;
&lt;br /&gt;
* The floor space that the furniture is standing on still counts. Therefore, really valuable soap floors might be a good idea.&lt;br /&gt;
* Windows act as walls and statues and block the value of tile that they are built on. You can use the high value of a high-quality clear glass window as a separator of rooms to make both rooms very valuable.&lt;br /&gt;
* Statues (basic value 25) block the tile they're built on.  They also cause any wall they're blocking to no longer contribute to room value.&lt;br /&gt;
&lt;br /&gt;
==== Artifacts ====&lt;br /&gt;
If you are the lucky owner of [[artifact]] furniture, placing it in a nobles office or bedroom is the best thing you can do, as even a 'cheap' all-stone artifact will be worth at least 2400☼, boosting the room very close to '''royal'''.&lt;br /&gt;
&lt;br /&gt;
=== Specific room quality grades ===&lt;br /&gt;
&lt;br /&gt;
The grades of quality of rooms are as follows. These quality grades only apply to bedrooms, dining rooms, offices, and tombs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
! [[Bedroom]] !! [[Dining room]] !! [[Office]] !! [[Tomb]] !! Rent&lt;br /&gt;
|-&lt;br /&gt;
| Meager Quarters || Meager Dining Room ||Meager Office || Grave || 1 - 99&lt;br /&gt;
|-&lt;br /&gt;
| Modest Quarters || Modest Dining Room || Modest Office || Servant's Burial Chamber || 100 - 249&lt;br /&gt;
|-&lt;br /&gt;
| Quarters || Dining Room || Office || Burial Chamber || 250 - 499&lt;br /&gt;
|-&lt;br /&gt;
| Decent Quarters || Decent Dining Room || Decent Office || Tomb || 500 - 999&lt;br /&gt;
|-&lt;br /&gt;
| Fine Quarters || Fine Dining Room || Splendid Office || Fine Tomb || 1000 - 1499&lt;br /&gt;
|-&lt;br /&gt;
| Great Quarters || Great Dining Room || Throne Room || Mausoleum || 1500 - 2499&lt;br /&gt;
|-&lt;br /&gt;
| Grand Quarters || Grand Dining Room || Opulent Throne Room || Grand Mausoleum || 2500 - 9999&lt;br /&gt;
|-&lt;br /&gt;
| Royal Quarters || Royal Dining Room || Royal Throne Room || Royal Mausoleum || 10000+&lt;br /&gt;
|}&lt;br /&gt;
Examples:&lt;br /&gt;
* Modest Quarters:&lt;br /&gt;
** a 3x2 room with one or two masterpieces in it.&lt;br /&gt;
** a 3x2 room, smoothed wall and floors, half-decent furniture (+ or * ).&lt;br /&gt;
* Quarters:&lt;br /&gt;
** 3x2, smooth walls, two or more excellent pieces of furniture. &lt;br /&gt;
** A 3x3 room single detailed everywhere (with no [[ore]] or [[gem]]s in the walls) with an exceptional (triple [[bar]]) door, bed, cabinet, coffer, weapon rack and armor stand (rent 395).&lt;br /&gt;
* Decent Quarters:&lt;br /&gt;
** A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a masterpiece door, bed, cabinet, coffer, weapon rack, and armor stand (rent 815).&lt;br /&gt;
** A 5x5 room, double detailed floor, good quality furniture.&lt;br /&gt;
* Grand Quarters:&lt;br /&gt;
** A 6* 6 room with smoothed walls, engraved floors and three exceptional pieces of furniture.&lt;br /&gt;
** A 3* 13 room with smoothed walls, engraved floors, six exceptional pieces of furniture and one masterful piece.&lt;br /&gt;
&lt;br /&gt;
== Saving on noble's rooms ==&lt;br /&gt;
You can make one large room, and install every noble there. The quality reduction for overlapping rooms is sufferable compared to the savings over constructing and furnishing a large number of rooms, particularly if you can add to the room's value with artifacts.  If the [[king]] shows up, you must furnish this room to four times the &amp;quot;Royal&amp;quot; quality for it to count as Royal or just build a separate room for him.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Traffic&amp;diff=15799</id>
		<title>40d Talk:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Traffic&amp;diff=15799"/>
		<updated>2009-04-08T18:48:07Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Effect on FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Trampling food ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;quot;Also route them around food stockpiles, as food can get trampled, and if it happens to be a masterwork cooked dish, expect an insane cook.&amp;quot;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is this true?  Did this change in the new version?  Has anyone actually experienced such damage, unequivocally caused by traffic?&lt;br /&gt;
&lt;br /&gt;
I remember some discussion of this long ago with the old version, but it turned out not to be damage due to traffic.  (I think it was temperature?)  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:54, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It was a temperature effect, according to Toady. I don't think this has changed. --[[User:Peristarkawan|Peristarkawan]] 02:20, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Going to remove it from the main page then, as I've never experienced trampling of things in stockpiles either. -[[User:twincannon|twincannon]]&lt;br /&gt;
&lt;br /&gt;
== Effect on FPS ==&lt;br /&gt;
&lt;br /&gt;
Has anyone experienced an increase or decrease in FPS when traffic zones are used heavily? I was just wondering if this helps or hurts pathfinding algorithms and how it affects game speed. [[User:Schm0|Schm0]] 06:14, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I haven't seen much effect on FPS personally, but the algorithm Toady One uses (http://en.wikipedia.org/wiki/A_star) typically has a heuristic which assumes that all tiles are weighted equally. Generally speaking, adding tiles with high movement costs can cause A* to search much larger areas than it would normally. If you are only restricting small, non-chokepoint areas though, it should never be an issue, as A* will find a route adjacent to the restricted tiles, if possible. [[User:Basilisk|Basilisk]] 02:40, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I'm conducting some experiments along this line now.  If I understand A-star correctly, you can greatly reduce the search space by creating freeways through cavernous rooms.  In this case a &amp;quot;freeway&amp;quot; is a high-traffic path between two points, bounded by two low-traffic virtual walls.  As long as the freeway closely approximates the shortest distance between those points, the algorithm will take your designations as &amp;quot;good advice&amp;quot; and not search very far outside the path.  If you think of high-traffic areas as low-friction valleys, and low-traffic and restricted areas as hills and cliffs respectively, you're essentially channeling the dwarves like water.  Some may splash over the edges, but generally it'll stay in the ditch you've dug for it. --[[User:Jurph|Jurph]] 18:48, 8 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Jobs &amp;amp; pathfinding ==&lt;br /&gt;
&lt;br /&gt;
I think there should be some mentions of what traffic controls, and workarounds for common problems here.  For example, Traffic designations don't work for me to prevent a dwarf from standing on the wrong side of a moat while he's channeling.  My current work around for this is to place a wall where I don't want him to stand, then suspend it.  Then I remove the suspended wall once the channel is dug.  Also, another confusing point is that traffic restriction apparently has little/no impact on job ordering.  For example, say you are constructing concentric moats, and you'd like your dwarves to start on the inner moat first, then, when thats done, work on the next outer moat.  Traffic restrictions will not force them to dig the inner channel first.  I don't currently have a workaround for this style of problem; the wall thing doesn't seem to work for it.&lt;br /&gt;
[[User:Tulthix|Tulthix]] 12:38, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Traffic designations only affect path preferences when pathfinding. Dwarves choose their destinations without thinking about them. [[User:VengefulDonut|VengefulDonut]] 13:19, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:A good example of traffic control would be to designate a main underground tunnel as high traffic, so that dwarves aren't trying to find shortcuts by going outside. [[User:Basilisk|Basilisk]] 02:40, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
&lt;br /&gt;
I just read in this thread: http://www.bay12games.com/forum/index.php?topic=22626.0 that animals will use some kind of inverse-priority for traffic designations - preferring restricted zones, and avoiding high-traffic. This should be confirmed and added as a note to the article, if true. --[[User:Raumkraut|Raumkraut]] 16:13, 9 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Traffic&amp;diff=15798</id>
		<title>40d Talk:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Traffic&amp;diff=15798"/>
		<updated>2009-04-08T18:47:52Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Effect on FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Trampling food ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;quot;Also route them around food stockpiles, as food can get trampled, and if it happens to be a masterwork cooked dish, expect an insane cook.&amp;quot;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is this true?  Did this change in the new version?  Has anyone actually experienced such damage, unequivocally caused by traffic?&lt;br /&gt;
&lt;br /&gt;
I remember some discussion of this long ago with the old version, but it turned out not to be damage due to traffic.  (I think it was temperature?)  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:54, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It was a temperature effect, according to Toady. I don't think this has changed. --[[User:Peristarkawan|Peristarkawan]] 02:20, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Going to remove it from the main page then, as I've never experienced trampling of things in stockpiles either. -[[User:twincannon|twincannon]]&lt;br /&gt;
&lt;br /&gt;
== Effect on FPS ==&lt;br /&gt;
&lt;br /&gt;
Has anyone experienced an increase or decrease in FPS when traffic zones are used heavily? I was just wondering if this helps or hurts pathfinding algorithms and how it affects game speed. [[User:Schm0|Schm0]] 06:14, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I haven't seen much effect on FPS personally, but the algorithm Toady One uses (http://en.wikipedia.org/wiki/A_star) typically has a heuristic which assumes that all tiles are weighted equally. Generally speaking, adding tiles with high movement costs can cause A* to search much larger areas than it would normally. If you are only restricting small, non-chokepoint areas though, it should never be an issue, as A* will find a route adjacent to the restricted tiles, if possible. [[User:Basilisk|Basilisk]] 02:40, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I'm conducting some experiments along this line now.  If I understand A-star correctly, you can greatly reduce the search space by creating freeways through cavernous rooms.  In this case a &amp;quot;freeway&amp;quot; is a high-traffic path between two points, bounded by two low-traffic virtual walls.  As long as the freeway closely approximates the shortest distance between those points, the algorithm will take your designations as &amp;quot;good advice&amp;quot; and not search very far outside the path.  If you think of high-traffic areas as low-friction valleys, and low-traffic and restricted areas as hills and cliffs respectively, you're essentially channeling the dwarves like water.  Some may splash over the edges, but generally it'll stay in the ditch you've dug for it.&lt;br /&gt;
&lt;br /&gt;
== Jobs &amp;amp; pathfinding ==&lt;br /&gt;
&lt;br /&gt;
I think there should be some mentions of what traffic controls, and workarounds for common problems here.  For example, Traffic designations don't work for me to prevent a dwarf from standing on the wrong side of a moat while he's channeling.  My current work around for this is to place a wall where I don't want him to stand, then suspend it.  Then I remove the suspended wall once the channel is dug.  Also, another confusing point is that traffic restriction apparently has little/no impact on job ordering.  For example, say you are constructing concentric moats, and you'd like your dwarves to start on the inner moat first, then, when thats done, work on the next outer moat.  Traffic restrictions will not force them to dig the inner channel first.  I don't currently have a workaround for this style of problem; the wall thing doesn't seem to work for it.&lt;br /&gt;
[[User:Tulthix|Tulthix]] 12:38, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Traffic designations only affect path preferences when pathfinding. Dwarves choose their destinations without thinking about them. [[User:VengefulDonut|VengefulDonut]] 13:19, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:A good example of traffic control would be to designate a main underground tunnel as high traffic, so that dwarves aren't trying to find shortcuts by going outside. [[User:Basilisk|Basilisk]] 02:40, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
&lt;br /&gt;
I just read in this thread: http://www.bay12games.com/forum/index.php?topic=22626.0 that animals will use some kind of inverse-priority for traffic designations - preferring restricted zones, and avoiding high-traffic. This should be confirmed and added as a note to the article, if true. --[[User:Raumkraut|Raumkraut]] 16:13, 9 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13594</id>
		<title>40d:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13594"/>
		<updated>2009-04-08T18:43:09Z</updated>

		<summary type="html">&lt;p&gt;Jurph: How to use traffic zone designation to improve pathfinding and FPS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Traffic''' may become an issue once a settlement begins to grow in size. Movement in narrow hallways is slowed by [[dwarves]] moving past each other.&lt;br /&gt;
&lt;br /&gt;
Some traffic problems can be prevented by good [[Design strategies|fortress design]], such as making hallway which are likely to be high use double or more width and placing [[stockpile|stockpiles]] close to relevant [[workshop|workshops]]. Other difficulties may be reduced by designating traffic areas.&lt;br /&gt;
&lt;br /&gt;
Vegetation (saplings) will tend to die in outdoor areas with high traffic, quickly exposing bare [[soil]]. This may be desireable as [[tree]]s block dwarves' and [[caravan]]s' paths, but unchecked traffic may trample entire areas of [[forest]] regrowth.&lt;br /&gt;
&lt;br /&gt;
==Setting Traffic Areas==&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}{{K|o}} combination sets '''traffic areas''', which are zones used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low, or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path. High level traffic costs the pathfinding AI 1 point per square, Normal (default, undesignated) costs 2 points per square, Low costs 5, and Restricted costs 25. You can change these values in [[init.txt]].&lt;br /&gt;
&lt;br /&gt;
* It is often a good idea to set any [[water]] source in a [[biome]] with seasonal freezing to a Restricted area so your dwarves will be less likely to be caught on it when it melts.&lt;br /&gt;
* Some dwarves get [[thought|disturbed]] if they walk through a [[butcher's shop]] and see an animal being slaughtered, so you may wish to designate the shop as Restricted.&lt;br /&gt;
* If an area occasionally gets [[flood]]ed, or is dangerous for some reason, routing dwarves around it could be lifesaving.&lt;br /&gt;
* Setting High traffic areas along [[road|roads]] outdoors prevents vegetation from being needlessly trampled.&lt;br /&gt;
* An important use of traffic designations is to restrict movement in the tile where a [[ballista]]'s firing arrow originates.  This will prevent tragic [[siege]] training accidents.  Note that [[Pet|pets]] can and will be killed by firing ballista even if movement is restricted.&lt;br /&gt;
&lt;br /&gt;
Setting Restricted does not forbid a [[dwarf]] from traveling over those squares, but rather makes them willing to walk around them &amp;amp;ndash; for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. If you have an area that absolutely must not be stepped on by dwarves, consider [[wall|walls]].&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
Traffic designations only affect path preferences when pathfinding.  Dwarves generally choose their jobs without weighing the pathfinding costs.  For example, one cannot use traffic designations to direct a dwarf to confine his digging to a specific area.  He will still take whatever path necessary to get to the job he has chosen to work.  &lt;br /&gt;
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Additionally, traffic designations cannot be used to restrict where a dwarf will stand when building/digging.  In other words, traffic designations will not prevent a dwarf from placing himself on the outside of the fort when the last tile of a [[moat]] or wall is completed.  In some cases, a workaround is to place a wall where you want the dwarf to avoid standing, and suspend it.  This prevents him from standing on that tile while building/digging.  When the job is finished, the suspended wall may be canceled.&lt;br /&gt;
&lt;br /&gt;
== Using Traffic Areas to Improve Framerate ==&lt;br /&gt;
&lt;br /&gt;
In cavernous rooms that handle large amounts of through traffic but have a small number of exits (a large central dining room, for example) designating a few high-traffic paths (&amp;quot;freeways&amp;quot;) between the doors can help reduce the pathfinding cost for dwarves who are just passing through.  There may also be benefits to adding low-traffic edges to these freeways to keep the search algorithm from looking for shortcuts.  Likewise, any large dead-end room that branches off a major hallway should have the area around its doorway marked low or restricted traffic to prevent dwarves from searching it for shortcuts.  As noted above in '''Limitations''', this should not affect the dwarves who have a legitimate reason to hang out in the dining hall or visit the storage room - they will path to their destination regardless.  A fortress with 100 dwarves can expect to see an FPS improvement on the order of (TBD) by implementing these changes.&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30812</id>
		<title>40d Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30812"/>
		<updated>2009-04-08T18:01:20Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Disconnection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Effect on # of dwarves, framerate calculations ==&lt;br /&gt;
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I'm not sure how important the number of dwarves is on the framerate. I was getting about 12 to 15 with 22 dwarves, and this has fallen to 9 with 97 dwarves. I think it is more bad pathing, like animals being caught behind doors that causes more problems than the number of units themselves. The addition of 80 goblins had an impact of 1 fps as well... although again, they probably weren't having any trouble path finding to no where. --Gotthard 13:53, 3 December 2007 (EST)&lt;br /&gt;
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:I typically see a substantial drop in framerate when new immigrants come, and afterward the game's never as fast or responsive. However, I also demand a higher framerate (not less than 40, to avoid annoying interface lagging/jerkiness) than many people seem prepared to tolerate, so our findings aren't inconsistent. You just have more load already and so don't notice a given amount of additional usage as much. [[User:Fedor|Fedor]] 05:39, 7 December 2007 (EST)&lt;br /&gt;
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::If this is the case, then I doubt there is a linear relationship associated with the FPS values. The G_FPS might also impact this. Typically, 10-12 more dwarves lowered my FPS by 1 at max, and I have 6 masons making blocks for my castle, and 18 dwarves running around permanently putting them up. I would guess that the FPS drops off fast to begin with, so it takes a lot to go down from 10-9 fps compared to 40-39 fps. --Gotthard 08:35, 7 December 2007 (EST)&lt;br /&gt;
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:::Yes, this is expected. Framerate changes aren't linear and here's why: Let us imagine that a given computer can process 10,000 game things per second. A framerate of 100 means that the game requires only 100 calculations per update, and therefore can update 100 times/second. A framerate of 1 means the game has to perform 10,000 calculations per update. To drop from 40 to 39 FPS, the game must require ~6 more calculations per update. To drop from 10 to 9 FPS, the game must require ~111 more calculations per update. [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
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::Wow, I can't stand things if FPS falls under ~80! Though, running a 2.1Ghz Dual Core and 512M 8600GeForce probably has some bearing on it. Personally, I run my G_FPS at only 10, and FPS_CAP at 200. I haven't gotten to economy sized populations yet with these settings (mostly on purpose cause I also keep my POP_CAP to only 10 until I've gotten the majority of the fortress dug out and a good stock of food and bedrooms, etc. The extra dwarves end up just getting in the way any other time I've tried my play-style. With this setup, I usually average around 150 FPS. Also, I've noticed a difference in FPS if I have the map section open, either single or double pane, moreso when there are a large number of creatures on the map. Simply closing (tabbing) the map got me an increase from ~125 to ~140. Should be worth 2-3 frames at the low FPS levels you guys are talking about. I'm also curious if the FPS counter itself has a significant effect on frames... --[[User:n9103|n9103]] 11:40, 17 Dec 2007 (PST)&lt;br /&gt;
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:::Dude... you are runnning the game displaying at 10 FPS even though it's 80~200 FPS (IE: Should be pretty damn jerky), and never got an economy sized population. Of course you have a good FPS. Hell, mine was sticking at 100 with 10 dwarves and I just have a ~2 year old straight out of the box PC. [[User:Milskidasith|Milskidasith]] 22:18, 11 November 2008 (EST)&lt;br /&gt;
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== Weather and Trees ==&lt;br /&gt;
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Is it just me, or with weather turned trees will not grow back. Most saplings have withered and died. The landscape is littered with them. I'm in a Mirthful area, so it's not alignment. I haven't been able to get any trees since I deforested the entire area, and yes, it has been over three years. I'm playing 33d. [[User:Klada|Klada]] 19:50, 5 December 2007 (EST)&lt;br /&gt;
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:Well I've been playing map for 6 years now, and I've had weather on the entire time, tons of trees have grown back. I've not deforested the ENTIRE area, but from what I understand trees grow back at a proportional rate to the amount of area there was to grow, so it should be better. I think saplings randomly die, perhaps moreso with traffic on them but... I don't have an explanation. --Gotthard 19:23, 6 December 2007 (EST)&lt;br /&gt;
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::&amp;quot;Is it just me, or with weather turned trees will not grow back.&amp;quot; Turned on or turned off? Logically, if weather were turned off, trees shouldn't grow to maturity. --[[User:n9103|n9103]] 11:29, 17 Dec 2007 (PST)&lt;br /&gt;
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:::Trees grow back just fine with weather turned off. I don't know why sometimes most or all the saplings die, but it's not turning weather off that causes it. --[[User:BurnedToast|BurnedToast]] 00:00, 4 January 2008 (EST)&lt;br /&gt;
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::::N9103, logic has no place here. Begone! --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
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:::::HA! Tell that to Flingify() ^.^  Most things in DF do get a logical implementation... notable exceptions exist of course, but generally speaking, things follow commonsense. ... So Nya! --[[User:N9103|Edward]] 05:55, 22 March 2008 (EDT)&lt;br /&gt;
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:Is any part of the area you embarked at evil? If so, are they the areas that the trees could grow in? (i.e. a mirthful mountain next to haunted woods) If you're beyond doubt sure that that's not the case, then going on what else has been investigated, I see one of two things: Complete deforestation *stops* tree growth, including saplings; Or, you've got some kind of bug that hasn't been documented yet. --[[User:N9103|Edward]] 19:05, 2 April 2008 (EDT)&lt;br /&gt;
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== Economy ==&lt;br /&gt;
&lt;br /&gt;
Can we confirm/disprove the effect of the economy on framerate? --[[User:DDouble|DDouble]] 02:42, 13 December 2007 (EST)&lt;br /&gt;
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:Not sure what you mean exactly. The economy makes several changes, any of which might potentially impact speed. Can you give more detail on what specifically might potentially be causing a slowdown (or speed boost)? Is there a discussion on the forum that you have in mind? [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
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::I'm pretty sure he's talking about the init setting and turning it off. The 'potentially' part you mentioned is what he wanted clarification on. Does turning the setting off before the economy activates improve pre-economy performance? There might indeed be people out there that are willing to lose one of the cooler features for a much improved framerate. A good question is does turning that setting off prevent you from ever gaining an economy (when you decide to turn the option back on) should you pass the point where it should have activated? --[[User:n9103|n9103]] 11:27, 17 Dec 2007 (PST)&lt;br /&gt;
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== One Way Stairs ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Use ...multiple one-way stairways to connect any two spots where lots of dwarves will want to be&amp;quot;&lt;br /&gt;
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How do you make a one way stair? I tried searching here, and on the forum, but didn't find it. [[User:Calculus|Calculus]]&lt;br /&gt;
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:I mean to use paired up and down staircases instead of up/down ones. This suggestion is now removed because I'm not sure it actually makes a difference (it's safer for your dwarves, but I don't see a difference in game speed) [[User:Fedor|Fedor]] 14:50, 2 January 2008 (EST)&lt;br /&gt;
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::How is a single-floor staircase (down+up) any safer than using a multiple-floor staircase (down+down/up+up)?&lt;br /&gt;
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::Or for that matter, how is it different than making all your staircases down/up (minus bottom level of course)? --[[User:N9103|Edward]] 22:40, 3 January 2008 (EST)&lt;br /&gt;
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:::If a dwarf falls down a multi-level up/down staircase, he may die or be badly injured.[[User:Fedor|Fedor]] 22:52, 3 January 2008 (EST)&lt;br /&gt;
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::::What would cause a dwarf to fall down stairs aside from combat?--[[User:Maximus|Maximus]] 01:59, 4 January 2008 (EST)&lt;br /&gt;
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:::::Haven't a clue. I just know that several people have reported their dwarves getting killed or maimed that way.[[User:Fedor|Fedor]] 15:17, 5 January 2008 (EST)&lt;br /&gt;
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::::I used to use the up/down staircases for a central mineshaft until I had multiple dwarves become maimed/die when fighting on the stairs. I now use a spiral staircase design instead. I don't think anything BUT combat makes them fall, but if they charge a goblin snatcher and miss, there's no promise they won't end up 15 levels down missing all their limbs. --Gotthard 11:08, 7 January 2008 (EST)&lt;br /&gt;
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:::::How about using floor hatches every level? -- Digger&lt;br /&gt;
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::::::Those cause annoying blinkage. --[[User:Silfir|Silfir]] 07:17, 5 November 2008 (EST)&lt;br /&gt;
:::::::Don't use stairs at all. Use ramps, the distance to travel a ramp is only 1, compared to a stair, which is two. (ramps, step on it, your down auto; stairs, you step on it, then you step down.)&lt;br /&gt;
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== Weather and windmills ==&lt;br /&gt;
&lt;br /&gt;
To BurnedToast: You seem to be right that turning weather off doesn't stop windmills from working. I wasn't sure where I got that impression, but after looking it up, it was from several instances on IRC where people came in, said &amp;quot;The windmill isn't making power :(&amp;quot;, were told to &amp;quot;turn weather on&amp;quot;, went &amp;quot;Ah ha!&amp;quot;, and never said that it didn't make them start working. (After I while I started suggesting it too since nobody had reported it not working, until recently.) So, hmm. I just switched a fort that had weather to not having it, and yeah, the windmills all still work. So I built a new one - also works. Then I generated a new world with weather off, started a new fort in it, built a windmill, and it produced 20 power. Oh well. --[[User:SL|SL]] 13:24, 9 January 2008 (EST)&lt;br /&gt;
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== Multiple CPUs/Cores ==&lt;br /&gt;
&lt;br /&gt;
As far as I have tested, DF uses 3 threads. It seems to put all its efforts in a single one, but even so, the other two still take cpu time, so having a dual-core machine still helps even if the threads are synchronized (and it isn't such a huge difference). I assume one of the threads link the display to the game core while the other runs the input buffer. I'd have to do more testing. [[User:Soulwynd|Soulwynd]] 23:37, 17 March 2008 (EDT)&lt;br /&gt;
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== Bulging Histories ==&lt;br /&gt;
&lt;br /&gt;
Any chance history plays a role in framerates? I have a fairly beefy machine and was regularly getting 100FPS in my first few forts, but after about 15 forts and 30 adventure modes (I'm quite suicidal), I can't get my FPS above 35 even on initial embark and a 3x3 fortress plot. [[User:Weasello|Weasello]] 12:43, 21 March 2008 (EDT)&lt;br /&gt;
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:Well... from that data, that's likely. Personally, I play all my forts on separate worlds. --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
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:I think I have to second the idea of (small histories == higher framerates) I've been playing a lot of small and smaller worlds, and even when I pick larger than normal sites, my frames seem to stay up better than on standard worlds.  I'll test at some point just how well a Full Local map holds up in a Pocket world. --[[User:N9103|Edward]] 19:04, 2 April 2008 (EDT)&lt;br /&gt;
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== Disconnection ==&lt;br /&gt;
&lt;br /&gt;
I've found it '''VERY''' important, in terms of framerates, not to block all paths between your fortress and the outside world, either with raised bridges, or with forbidden doors. I'm not certain about walls, as I haven't desired &amp;quot;permanent&amp;quot; blocking, but temporary, to prevent thives and the like. Infact, pathfinding errors from those I desire to keep out are exactly what crashes the framerate.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I'm talking about '''50% loss''', and that's just to start. If you continue to block the pathfinding, It's possible to have it completely crawl to a stop, as in 0-1 FPS!&amp;lt;br&amp;gt;&lt;br /&gt;
It's a shame that such a primitive defense results in such a catastrophic failure of the pathing system. :(&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As I didn't see it mentioned anywhere, I'm adding it here, and will eventually add it to the main article if no one else feels like pretty-ing it up for display.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:N9103|Edward]] 17:42, 29 March 2008 (EDT)&lt;br /&gt;
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:That's happening for you? I've been setting up an elaborate set of bridges and floodgates that serves as the only entrance to my fortress, and have closed my dwarves off inside on numerable occasions and it caused little more than make them cancel tasks that required them to leave the fortress.--[[User:Eurytus|Eurytus]] 15:57, 2 April 2008 (EST)&lt;br /&gt;
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::Have you turned off invasions as well? I used to do that when I played with invasions off to develop my management abilities. I did it now in three different worlds (smaller) and have had it happen every time. The framerate loss began as soon as a goblin/kobold tried to do mischief and pull a lever, as determined in the error log. I would assume that thieves/snatchers would likely cause similar frame-crashes, but that much isn't verified on my part. --[[User:N9103|Edward]] 04:04, 4 April 2008 (EDT)&lt;br /&gt;
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:::I have invasions on, although any attackers have died rather quickly.--[[User:Eurytus|Eurytus]] 21:48, 2 April 2008 (EST)&lt;br /&gt;
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::::Hey look! invaders! I closed the gates and lowered the bridge, but my framerate didn't drop. In fact, just as the invaders got there my framerate went back up from a puzzlingly low 40 back up to a regular 90.--[[User:Eurytus|Eurytus]] 22:19, 2 April 2008 (EST)&lt;br /&gt;
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::::I've tested it again with a couple more waves of goblins, and I've come to the conclusion that the preceding immense slowdown is while the goblins are on the map but not in view. This makes me think that either hidden units contribute to lag more, or the difficult terrain in my area causes their pathfinding to temporarily &amp;quot;freak out.&amp;quot;--[[User:Eurytus|Eurytus]] 1:03, 3 April 2008 (EST)&lt;br /&gt;
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:::::Well, it would seem obvious that invaders have glitches that have direct effects on framerates... just not well defined effects :-/  The &amp;quot;not in view&amp;quot; part seems true enough since the 'mischief-makers' are always invisible until discovered, and my forts generally have been rather far from invasion points. Looks like this is gonna be on hold for the page until someone does some '''extensive''' testing. --[[User:N9103|Edward]] 04:04, 4 April 2008 (EDT)&lt;br /&gt;
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::::::I'll be happy to start testing it as soon as I start establishing some more long-term fortresses.--[[User:Eurytus|Eurytus]] 11:23, 4 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[User_talk:Squirrelloid#Animals_try_to_path_through_tightly_closed_doors|Squirrelloid]]'s done some tests that end up proving the same point, but with animals instead of thieves/snatchers. Both of those groups use flawed pathfinding that doesn't properly account for created obstacles that are passable under certain conditions that aren't true at the time of the pathfind. (Doors being forbidden, or bridges raised for the thieves, and doors being designated as pet forbidden for the animals.) I still say that failed pathfinds cause 90% of framerate loss. --[[User:N9103|Edward]] 06:24, 1 May 2008 (EDT)&lt;br /&gt;
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:I've uploaded a zip of my errorlog.txt that encompasses a decent, but not overly long amount of time. The unzipped file is 22MB! Thankfully, text compresses very well, and the zip is only 387K. &amp;lt;99% of the file is failed mischief from either goblins or kobolds. [http://dffd.wimbli.com/file.php?id=167] --[[User:N9103|Edward]] 02:29, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: At some point the article on Maximizing Framerate should include a section that deals with player actions that can have an impact.  Things like connecting a large open pipe system to a running water source, mass-designating stone for dumping, and closing off your fortress should all be listed as cons.  I'm doing some research right now into the benefits of intelligent [[traffic area]] designations as well.  For example, rooms larger than 11x11 with only two doors should have a high-traffic line linking the two doors, and two low-traffic &amp;quot;curbs&amp;quot; on either edge, to prevent the Dijkstra half of A* from spending extra cycles looking in dumb places. --[[User:Jurph|Jurph]] 18:01, 8 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dual Screens ==&lt;br /&gt;
&lt;br /&gt;
I just put a second monitor on my computer, partly so I could fullscreen DF with the wiki in another screen. However, running DF in fullscreen make sit take up one screen like normal, and the other goes black. Ckciking the black monitor causes DF to stretch across the monitors. Since there is info here about running DF in one monitor to save CPU cycles, I was wondering is anyone could help. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Ilmmad|Ilmmad]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I don't understand what you're saying. Dwarf Fortress does not do that on my computer. Operating system, perhaps?&amp;lt;br&amp;gt;By the way, sign your comments using &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;. --[[User:GreyMario|GreyMario]] 17:24, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When you enter fullscreen mode with most graphics apis (such as OpenGL) you will take full control, which is why the other screen goes black. Your best bet is to run in windowed mode with the window size set to your resolution. --[[User:Shades|Shades]] 18:01, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I had this same thought; and did some measurement - on Windows with the &amp;quot;windows standard&amp;quot; theme and default fonts, the room needed for the chrome is 27 pixels vertical, 8 pixels horizontal. [[User:Random832|Random832]] 10:31, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== temperature ==&lt;br /&gt;
&lt;br /&gt;
From the article &amp;quot;&amp;quot; You're well-advised to stick with &amp;quot;warm&amp;quot; or &amp;quot;hot&amp;quot; fortress sites if you turn temperature off and your source of water is a stream.&amp;quot;&amp;quot;  ---  I cannot understand that. --[[User:Catpaw|Catpaw]] 08:29, 16 September 2008 (EDT)&lt;br /&gt;
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:If you turn temperature off, and you start on a cold location with a stream, the stream will be frozen and never thaw.[[User:DaBing|DaBing]]&lt;br /&gt;
&lt;br /&gt;
So wait, it says some &amp;quot;rather nice lava warming effects&amp;quot; are turned off, but what are these exactly? Can I still dump stone in lava? What stops working? [[User:Ar-Pharazon|Ar-Pharazon]] 17:09, 18 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:You can still dump stone in lava, it just won't melt as there is no heat transfer. --[[User:Elvang|Elvang]] 21:00, 18 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== New 40d# releases and the Acceleration program ==&lt;br /&gt;
&lt;br /&gt;
So I'm sure most of you are aware of the new 40d releases (I think it's on 40d7) that toady has been putting out that incorporate better handling of OpenGL. In so far as I understand, he is combining the acceleration program into Dwarf Fortress, so they come 'packaged' together right out of the box. Also, the thread that the wiki is linking to ( http://www.bay12games.com/forum/index.php?topic=27262.0 ) is stated to be obsolete and sends the user to the 40d# thread ( http://www.bay12games.com/forum/index.php?topic=27262.0 ). I think we should update/remove/replace the 'acceleration program' portion of this article to point users to the new 40d# releases, unless we want to wait until Toady releases something final before changing anything? If do decide to change it, we might want to make people aware that there WAS an acceleration program, but it has been superseded by the new 40d# releases. Thoughts? --[[User:Sinergistic|Sinergistic]] 00:24, 6 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Small Worlds ==&lt;br /&gt;
&lt;br /&gt;
I noticed mention of small worlds.  I have no doubt that they probably reduce lag, but I will argue the creation time issue.  My experience so far has been that &amp;quot;pocket&amp;quot; and &amp;quot;smaller&amp;quot; sized worlds take longer to gen than &amp;quot;Small&amp;quot; and &amp;quot;Medium,&amp;quot; because of the shear volume of rejected attempts in the initial creation stage.  My experience is entirely with 40d and 40d9. [[User:Burlingk|Burlingk]] 01:42, 10 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30811</id>
		<title>40d Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=30811"/>
		<updated>2009-04-08T18:00:44Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* Disconnection */ - User gameplay actions that can have an impact on pathfinding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Effect on # of dwarves, framerate calculations ==&lt;br /&gt;
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I'm not sure how important the number of dwarves is on the framerate. I was getting about 12 to 15 with 22 dwarves, and this has fallen to 9 with 97 dwarves. I think it is more bad pathing, like animals being caught behind doors that causes more problems than the number of units themselves. The addition of 80 goblins had an impact of 1 fps as well... although again, they probably weren't having any trouble path finding to no where. --Gotthard 13:53, 3 December 2007 (EST)&lt;br /&gt;
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:I typically see a substantial drop in framerate when new immigrants come, and afterward the game's never as fast or responsive. However, I also demand a higher framerate (not less than 40, to avoid annoying interface lagging/jerkiness) than many people seem prepared to tolerate, so our findings aren't inconsistent. You just have more load already and so don't notice a given amount of additional usage as much. [[User:Fedor|Fedor]] 05:39, 7 December 2007 (EST)&lt;br /&gt;
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::If this is the case, then I doubt there is a linear relationship associated with the FPS values. The G_FPS might also impact this. Typically, 10-12 more dwarves lowered my FPS by 1 at max, and I have 6 masons making blocks for my castle, and 18 dwarves running around permanently putting them up. I would guess that the FPS drops off fast to begin with, so it takes a lot to go down from 10-9 fps compared to 40-39 fps. --Gotthard 08:35, 7 December 2007 (EST)&lt;br /&gt;
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:::Yes, this is expected. Framerate changes aren't linear and here's why: Let us imagine that a given computer can process 10,000 game things per second. A framerate of 100 means that the game requires only 100 calculations per update, and therefore can update 100 times/second. A framerate of 1 means the game has to perform 10,000 calculations per update. To drop from 40 to 39 FPS, the game must require ~6 more calculations per update. To drop from 10 to 9 FPS, the game must require ~111 more calculations per update. [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
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::Wow, I can't stand things if FPS falls under ~80! Though, running a 2.1Ghz Dual Core and 512M 8600GeForce probably has some bearing on it. Personally, I run my G_FPS at only 10, and FPS_CAP at 200. I haven't gotten to economy sized populations yet with these settings (mostly on purpose cause I also keep my POP_CAP to only 10 until I've gotten the majority of the fortress dug out and a good stock of food and bedrooms, etc. The extra dwarves end up just getting in the way any other time I've tried my play-style. With this setup, I usually average around 150 FPS. Also, I've noticed a difference in FPS if I have the map section open, either single or double pane, moreso when there are a large number of creatures on the map. Simply closing (tabbing) the map got me an increase from ~125 to ~140. Should be worth 2-3 frames at the low FPS levels you guys are talking about. I'm also curious if the FPS counter itself has a significant effect on frames... --[[User:n9103|n9103]] 11:40, 17 Dec 2007 (PST)&lt;br /&gt;
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:::Dude... you are runnning the game displaying at 10 FPS even though it's 80~200 FPS (IE: Should be pretty damn jerky), and never got an economy sized population. Of course you have a good FPS. Hell, mine was sticking at 100 with 10 dwarves and I just have a ~2 year old straight out of the box PC. [[User:Milskidasith|Milskidasith]] 22:18, 11 November 2008 (EST)&lt;br /&gt;
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== Weather and Trees ==&lt;br /&gt;
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Is it just me, or with weather turned trees will not grow back. Most saplings have withered and died. The landscape is littered with them. I'm in a Mirthful area, so it's not alignment. I haven't been able to get any trees since I deforested the entire area, and yes, it has been over three years. I'm playing 33d. [[User:Klada|Klada]] 19:50, 5 December 2007 (EST)&lt;br /&gt;
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:Well I've been playing map for 6 years now, and I've had weather on the entire time, tons of trees have grown back. I've not deforested the ENTIRE area, but from what I understand trees grow back at a proportional rate to the amount of area there was to grow, so it should be better. I think saplings randomly die, perhaps moreso with traffic on them but... I don't have an explanation. --Gotthard 19:23, 6 December 2007 (EST)&lt;br /&gt;
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::&amp;quot;Is it just me, or with weather turned trees will not grow back.&amp;quot; Turned on or turned off? Logically, if weather were turned off, trees shouldn't grow to maturity. --[[User:n9103|n9103]] 11:29, 17 Dec 2007 (PST)&lt;br /&gt;
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:::Trees grow back just fine with weather turned off. I don't know why sometimes most or all the saplings die, but it's not turning weather off that causes it. --[[User:BurnedToast|BurnedToast]] 00:00, 4 January 2008 (EST)&lt;br /&gt;
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::::N9103, logic has no place here. Begone! --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
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:::::HA! Tell that to Flingify() ^.^  Most things in DF do get a logical implementation... notable exceptions exist of course, but generally speaking, things follow commonsense. ... So Nya! --[[User:N9103|Edward]] 05:55, 22 March 2008 (EDT)&lt;br /&gt;
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:Is any part of the area you embarked at evil? If so, are they the areas that the trees could grow in? (i.e. a mirthful mountain next to haunted woods) If you're beyond doubt sure that that's not the case, then going on what else has been investigated, I see one of two things: Complete deforestation *stops* tree growth, including saplings; Or, you've got some kind of bug that hasn't been documented yet. --[[User:N9103|Edward]] 19:05, 2 April 2008 (EDT)&lt;br /&gt;
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== Economy ==&lt;br /&gt;
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Can we confirm/disprove the effect of the economy on framerate? --[[User:DDouble|DDouble]] 02:42, 13 December 2007 (EST)&lt;br /&gt;
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:Not sure what you mean exactly. The economy makes several changes, any of which might potentially impact speed. Can you give more detail on what specifically might potentially be causing a slowdown (or speed boost)? Is there a discussion on the forum that you have in mind? [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
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::I'm pretty sure he's talking about the init setting and turning it off. The 'potentially' part you mentioned is what he wanted clarification on. Does turning the setting off before the economy activates improve pre-economy performance? There might indeed be people out there that are willing to lose one of the cooler features for a much improved framerate. A good question is does turning that setting off prevent you from ever gaining an economy (when you decide to turn the option back on) should you pass the point where it should have activated? --[[User:n9103|n9103]] 11:27, 17 Dec 2007 (PST)&lt;br /&gt;
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== One Way Stairs ==&lt;br /&gt;
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&amp;quot;Use ...multiple one-way stairways to connect any two spots where lots of dwarves will want to be&amp;quot;&lt;br /&gt;
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How do you make a one way stair? I tried searching here, and on the forum, but didn't find it. [[User:Calculus|Calculus]]&lt;br /&gt;
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:I mean to use paired up and down staircases instead of up/down ones. This suggestion is now removed because I'm not sure it actually makes a difference (it's safer for your dwarves, but I don't see a difference in game speed) [[User:Fedor|Fedor]] 14:50, 2 January 2008 (EST)&lt;br /&gt;
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::How is a single-floor staircase (down+up) any safer than using a multiple-floor staircase (down+down/up+up)?&lt;br /&gt;
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::Or for that matter, how is it different than making all your staircases down/up (minus bottom level of course)? --[[User:N9103|Edward]] 22:40, 3 January 2008 (EST)&lt;br /&gt;
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:::If a dwarf falls down a multi-level up/down staircase, he may die or be badly injured.[[User:Fedor|Fedor]] 22:52, 3 January 2008 (EST)&lt;br /&gt;
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::::What would cause a dwarf to fall down stairs aside from combat?--[[User:Maximus|Maximus]] 01:59, 4 January 2008 (EST)&lt;br /&gt;
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:::::Haven't a clue. I just know that several people have reported their dwarves getting killed or maimed that way.[[User:Fedor|Fedor]] 15:17, 5 January 2008 (EST)&lt;br /&gt;
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::::I used to use the up/down staircases for a central mineshaft until I had multiple dwarves become maimed/die when fighting on the stairs. I now use a spiral staircase design instead. I don't think anything BUT combat makes them fall, but if they charge a goblin snatcher and miss, there's no promise they won't end up 15 levels down missing all their limbs. --Gotthard 11:08, 7 January 2008 (EST)&lt;br /&gt;
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:::::How about using floor hatches every level? -- Digger&lt;br /&gt;
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::::::Those cause annoying blinkage. --[[User:Silfir|Silfir]] 07:17, 5 November 2008 (EST)&lt;br /&gt;
:::::::Don't use stairs at all. Use ramps, the distance to travel a ramp is only 1, compared to a stair, which is two. (ramps, step on it, your down auto; stairs, you step on it, then you step down.)&lt;br /&gt;
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== Weather and windmills ==&lt;br /&gt;
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To BurnedToast: You seem to be right that turning weather off doesn't stop windmills from working. I wasn't sure where I got that impression, but after looking it up, it was from several instances on IRC where people came in, said &amp;quot;The windmill isn't making power :(&amp;quot;, were told to &amp;quot;turn weather on&amp;quot;, went &amp;quot;Ah ha!&amp;quot;, and never said that it didn't make them start working. (After I while I started suggesting it too since nobody had reported it not working, until recently.) So, hmm. I just switched a fort that had weather to not having it, and yeah, the windmills all still work. So I built a new one - also works. Then I generated a new world with weather off, started a new fort in it, built a windmill, and it produced 20 power. Oh well. --[[User:SL|SL]] 13:24, 9 January 2008 (EST)&lt;br /&gt;
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== Multiple CPUs/Cores ==&lt;br /&gt;
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As far as I have tested, DF uses 3 threads. It seems to put all its efforts in a single one, but even so, the other two still take cpu time, so having a dual-core machine still helps even if the threads are synchronized (and it isn't such a huge difference). I assume one of the threads link the display to the game core while the other runs the input buffer. I'd have to do more testing. [[User:Soulwynd|Soulwynd]] 23:37, 17 March 2008 (EDT)&lt;br /&gt;
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== Bulging Histories ==&lt;br /&gt;
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Any chance history plays a role in framerates? I have a fairly beefy machine and was regularly getting 100FPS in my first few forts, but after about 15 forts and 30 adventure modes (I'm quite suicidal), I can't get my FPS above 35 even on initial embark and a 3x3 fortress plot. [[User:Weasello|Weasello]] 12:43, 21 March 2008 (EDT)&lt;br /&gt;
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:Well... from that data, that's likely. Personally, I play all my forts on separate worlds. --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
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:I think I have to second the idea of (small histories == higher framerates) I've been playing a lot of small and smaller worlds, and even when I pick larger than normal sites, my frames seem to stay up better than on standard worlds.  I'll test at some point just how well a Full Local map holds up in a Pocket world. --[[User:N9103|Edward]] 19:04, 2 April 2008 (EDT)&lt;br /&gt;
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== Disconnection ==&lt;br /&gt;
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I've found it '''VERY''' important, in terms of framerates, not to block all paths between your fortress and the outside world, either with raised bridges, or with forbidden doors. I'm not certain about walls, as I haven't desired &amp;quot;permanent&amp;quot; blocking, but temporary, to prevent thives and the like. Infact, pathfinding errors from those I desire to keep out are exactly what crashes the framerate.&amp;lt;br&amp;gt;&lt;br /&gt;
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I'm talking about '''50% loss''', and that's just to start. If you continue to block the pathfinding, It's possible to have it completely crawl to a stop, as in 0-1 FPS!&amp;lt;br&amp;gt;&lt;br /&gt;
It's a shame that such a primitive defense results in such a catastrophic failure of the pathing system. :(&amp;lt;br&amp;gt;&lt;br /&gt;
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As I didn't see it mentioned anywhere, I'm adding it here, and will eventually add it to the main article if no one else feels like pretty-ing it up for display.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:N9103|Edward]] 17:42, 29 March 2008 (EDT)&lt;br /&gt;
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:That's happening for you? I've been setting up an elaborate set of bridges and floodgates that serves as the only entrance to my fortress, and have closed my dwarves off inside on numerable occasions and it caused little more than make them cancel tasks that required them to leave the fortress.--[[User:Eurytus|Eurytus]] 15:57, 2 April 2008 (EST)&lt;br /&gt;
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::Have you turned off invasions as well? I used to do that when I played with invasions off to develop my management abilities. I did it now in three different worlds (smaller) and have had it happen every time. The framerate loss began as soon as a goblin/kobold tried to do mischief and pull a lever, as determined in the error log. I would assume that thieves/snatchers would likely cause similar frame-crashes, but that much isn't verified on my part. --[[User:N9103|Edward]] 04:04, 4 April 2008 (EDT)&lt;br /&gt;
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:::I have invasions on, although any attackers have died rather quickly.--[[User:Eurytus|Eurytus]] 21:48, 2 April 2008 (EST)&lt;br /&gt;
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::::Hey look! invaders! I closed the gates and lowered the bridge, but my framerate didn't drop. In fact, just as the invaders got there my framerate went back up from a puzzlingly low 40 back up to a regular 90.--[[User:Eurytus|Eurytus]] 22:19, 2 April 2008 (EST)&lt;br /&gt;
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::::I've tested it again with a couple more waves of goblins, and I've come to the conclusion that the preceding immense slowdown is while the goblins are on the map but not in view. This makes me think that either hidden units contribute to lag more, or the difficult terrain in my area causes their pathfinding to temporarily &amp;quot;freak out.&amp;quot;--[[User:Eurytus|Eurytus]] 1:03, 3 April 2008 (EST)&lt;br /&gt;
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:::::Well, it would seem obvious that invaders have glitches that have direct effects on framerates... just not well defined effects :-/  The &amp;quot;not in view&amp;quot; part seems true enough since the 'mischief-makers' are always invisible until discovered, and my forts generally have been rather far from invasion points. Looks like this is gonna be on hold for the page until someone does some '''extensive''' testing. --[[User:N9103|Edward]] 04:04, 4 April 2008 (EDT)&lt;br /&gt;
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::::::I'll be happy to start testing it as soon as I start establishing some more long-term fortresses.--[[User:Eurytus|Eurytus]] 11:23, 4 April 2008 (EST)&lt;br /&gt;
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:[[User_talk:Squirrelloid#Animals_try_to_path_through_tightly_closed_doors|Squirrelloid]]'s done some tests that end up proving the same point, but with animals instead of thieves/snatchers. Both of those groups use flawed pathfinding that doesn't properly account for created obstacles that are passable under certain conditions that aren't true at the time of the pathfind. (Doors being forbidden, or bridges raised for the thieves, and doors being designated as pet forbidden for the animals.) I still say that failed pathfinds cause 90% of framerate loss. --[[User:N9103|Edward]] 06:24, 1 May 2008 (EDT)&lt;br /&gt;
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:I've uploaded a zip of my errorlog.txt that encompasses a decent, but not overly long amount of time. The unzipped file is 22MB! Thankfully, text compresses very well, and the zip is only 387K. &amp;lt;99% of the file is failed mischief from either goblins or kobolds. [http://dffd.wimbli.com/file.php?id=167] --[[User:N9103|Edward]] 02:29, 11 May 2008 (EDT)&lt;br /&gt;
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: At some point the article on Maximizing Framerate should include a section that deals with player actions that can have an impact.  Things like connecting a large open pipe system to a running water source, mass-designating stone for dumping, and closing off your fortress should all be listed as cons.  I'm doing some research right now into the benefits of intelligent traffic area designations as well.  For example, rooms larger than 11x11 with only two doors should have a high-traffic line linking the two doors, and two low-traffic &amp;quot;curbs&amp;quot; on either edge, to prevent the Dijkstra half of A* from spending extra cycles looking in dumb places.&lt;br /&gt;
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== Dual Screens ==&lt;br /&gt;
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I just put a second monitor on my computer, partly so I could fullscreen DF with the wiki in another screen. However, running DF in fullscreen make sit take up one screen like normal, and the other goes black. Ckciking the black monitor causes DF to stretch across the monitors. Since there is info here about running DF in one monitor to save CPU cycles, I was wondering is anyone could help. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Ilmmad|Ilmmad]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:I don't understand what you're saying. Dwarf Fortress does not do that on my computer. Operating system, perhaps?&amp;lt;br&amp;gt;By the way, sign your comments using &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;. --[[User:GreyMario|GreyMario]] 17:24, 22 April 2008 (EDT)&lt;br /&gt;
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:When you enter fullscreen mode with most graphics apis (such as OpenGL) you will take full control, which is why the other screen goes black. Your best bet is to run in windowed mode with the window size set to your resolution. --[[User:Shades|Shades]] 18:01, 22 April 2008 (EDT)&lt;br /&gt;
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::I had this same thought; and did some measurement - on Windows with the &amp;quot;windows standard&amp;quot; theme and default fonts, the room needed for the chrome is 27 pixels vertical, 8 pixels horizontal. [[User:Random832|Random832]] 10:31, 14 October 2008 (EDT)&lt;br /&gt;
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== temperature ==&lt;br /&gt;
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From the article &amp;quot;&amp;quot; You're well-advised to stick with &amp;quot;warm&amp;quot; or &amp;quot;hot&amp;quot; fortress sites if you turn temperature off and your source of water is a stream.&amp;quot;&amp;quot;  ---  I cannot understand that. --[[User:Catpaw|Catpaw]] 08:29, 16 September 2008 (EDT)&lt;br /&gt;
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:If you turn temperature off, and you start on a cold location with a stream, the stream will be frozen and never thaw.[[User:DaBing|DaBing]]&lt;br /&gt;
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So wait, it says some &amp;quot;rather nice lava warming effects&amp;quot; are turned off, but what are these exactly? Can I still dump stone in lava? What stops working? [[User:Ar-Pharazon|Ar-Pharazon]] 17:09, 18 February 2009 (EST)&lt;br /&gt;
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:You can still dump stone in lava, it just won't melt as there is no heat transfer. --[[User:Elvang|Elvang]] 21:00, 18 February 2009 (EST)&lt;br /&gt;
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== New 40d# releases and the Acceleration program ==&lt;br /&gt;
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So I'm sure most of you are aware of the new 40d releases (I think it's on 40d7) that toady has been putting out that incorporate better handling of OpenGL. In so far as I understand, he is combining the acceleration program into Dwarf Fortress, so they come 'packaged' together right out of the box. Also, the thread that the wiki is linking to ( http://www.bay12games.com/forum/index.php?topic=27262.0 ) is stated to be obsolete and sends the user to the 40d# thread ( http://www.bay12games.com/forum/index.php?topic=27262.0 ). I think we should update/remove/replace the 'acceleration program' portion of this article to point users to the new 40d# releases, unless we want to wait until Toady releases something final before changing anything? If do decide to change it, we might want to make people aware that there WAS an acceleration program, but it has been superseded by the new 40d# releases. Thoughts? --[[User:Sinergistic|Sinergistic]] 00:24, 6 January 2009 (EST)&lt;br /&gt;
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== Small Worlds ==&lt;br /&gt;
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I noticed mention of small worlds.  I have no doubt that they probably reduce lag, but I will argue the creation time issue.  My experience so far has been that &amp;quot;pocket&amp;quot; and &amp;quot;smaller&amp;quot; sized worlds take longer to gen than &amp;quot;Small&amp;quot; and &amp;quot;Medium,&amp;quot; because of the shear volume of rejected attempts in the initial creation stage.  My experience is entirely with 40d and 40d9. [[User:Burlingk|Burlingk]] 01:42, 10 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34635</id>
		<title>40d Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34635"/>
		<updated>2009-04-02T13:35:41Z</updated>

		<summary type="html">&lt;p&gt;Jurph: Question about taming elvish unicorn mounts during a war&lt;/p&gt;
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&lt;div&gt;== Taming ==&lt;br /&gt;
It looks like animals that killed any &amp;quot;good&amp;quot; creatures (such as elves or humans) can't be tamed (will go rampart as soon as they are released from cages).&lt;br /&gt;
I've got my whole fortress sealed off, a dragon came, after being hit by few stone traps and killing whole elven caravan, it fell into a cage trap. I tamed him (I do have a Dungeon Master) but when I tried to chain him before the entrance he started to kill dwarfs as soon as he was released from cage. I'm 100% sure it didn't kill any dwarfs (only a war dog) before falling in to a trap, and I'm certain it killed at least one elf. I'm using 27.176.38c, not modded in any way. --[[User:Tomato|Tomato]] 02:58, 3 March 2008 (EST)&lt;br /&gt;
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Just to clarify a little here, it doesnt seem that killing tame animals will trigger untamability, but if Tomato's experiences are anything to go by, watch out if other civilized entities have been slain. (I am reasonably sure that tame animals are ok, by an experimental process of de-stealthing a GCS by throwing a dog into its cave, taming it, and letting it wander around in my base for a month or so waiting for the death messages) --[[User:Kaypy|Kaypy]] 10:30, 21 May 2008 (EDT)&lt;br /&gt;
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:I have captured a unicorn that was formerly an elvish mount and it's sitting peacefully in a cage.  I am fairly sure that it did not draw any friendly blood before the cage trap got it, but when I queue up a taming job at the kennels, nothing happens.  Is the unicorn immune to taming because it served under a hostile force? --[[User:Jurph|Jurph]] 13:35, 2 April 2009 (UTC)&lt;br /&gt;
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== magma ==&lt;br /&gt;
Initial questions: will cages melt and its inhabitants be killed if magma is released onto it and the cage is non-magma-resistant?&lt;br /&gt;
:Yes, I burnt a bunch of useless donkeys and kittens this way. [[User:Dangerous Beans|Dangerous Beans]] 12:32, 1 August 2008 (EDT)&lt;br /&gt;
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== breed in cages?==&lt;br /&gt;
I've done the cages to massive herds idea, but it doesn't work. They'll give birth just fine while in the cage (and the babies *won't* be locked in the cage, btw) but I've gone three years without a birth until a couple seasons after I released them all to presumably breed again. If you ask me, the ideal herd would be contained in a pit that's had access walled off, since (I believe) pathfinding lag isn't a factor when it's a wall, not a locked door.&lt;br /&gt;
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Yea, I'm feeling a bit lazy right now, or I'd have edited this stuff into the article myself. Feel free to add it in and remove this, assuming I haven't just ended up in some weird situation where they just happen to have been pregnant for 3 years... --[[User:N9103|Edward]] 22:56, 10 January 2008 (EST)&lt;br /&gt;
: I am not exactly sure, but i think both a cow and a dog have given birth inside a cage after being in there for more than a year. So i toned down the statement in the article.--[[User:Koltom|Koltom]] 10:02, 27 February 2008 (EST)&lt;br /&gt;
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Actually, the babies born in cages thing is true, but it works this way: the baby is born in the cage but is not ''assigned'' in the cage. So when it's born, a dwarf will immediately rush to free it. (Tried this by building a cage behind forbidden doors and the baby remained in the cage.)&lt;br /&gt;
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By the way, how do you put a timestamp behind your edit? This timestamp below I have manually typed in. --[[User:ShunterAlhena]] 09:12, 11 January 2008 (EST)&lt;br /&gt;
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:use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; or the button that looks like a signature ;) --[[User:N9103|Edward]] 08:04, 11 January 2008 (EST)&lt;br /&gt;
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== STOP HIM!!! ==&lt;br /&gt;
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How am I supposed to put a captured goblin in an arena without letting the little bastard go? [[User:Patarak|Patarak]] 00:05, 25 January 2008 (EST)&lt;br /&gt;
:A lever based enter/exit door for the arena so you can lock it, His combatent will probably have to be the one to let him go in that case. Or use a pit of some kind. --[[User:Shades|Shades]] 04:01, 25 January 2008 (EST)&lt;br /&gt;
My problem more lies with transporting the goblins from an animal stockpile to my arena/pit, which simply had the goblin released from his cage. [[User:Patarak|Patarak]] 04:32, 25 January 2008 (EST)&lt;br /&gt;
:Is there a problem with building a cage using the cage the gobbo's in? As for releasing... you do know levers work on cages too, right? --[[User:N9103|Edward]] 05:37, 25 January 2008 (EST)&lt;br /&gt;
Just to clarify, I have a problem transporting the goblin, not releasing him. When I attempted to move him, the goblin was released in the animal stockpile. I'm not sure how to specify build the cage that the goblin is using, but that would probably work, yes. [[User:Patarak|Patarak]] 05:52, 25 January 2008 (EST)&lt;br /&gt;
::You would {{k|b}}uild ca{{k|j}}e (yes its j to build a cage) [[User:Jikor|Jikor]] 06:51, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
IIRC, in order to assign a creature to an existing cage, it first has to be taken out of the cage it's in and carried over to the new cage. However, the dwarf moving it in this way may suddenly realise they are carrying a dangerous 'thing' and drop it. This can be avoided by building the cage directly, which does not require taking the creature out. [[User:VengefulDonut|VengefulDonut]] 07:59, 25 January 2008 (EST)&lt;br /&gt;
:With the current (.38c) version I have noticed that transporting goblin soldiers is fine, the poor goblin just trails along and gets moved while goblin thieves will escape when tried to be moved. Perhaps it has something to do with sneaking vs not-sneaking. [[User:Yvain|Yvain]] 00:06, 10 April 2008 (EDT)&lt;br /&gt;
:I know for certian this behavior held in 0.23.130.23a. I imagine it probably hasn't changed since 0.27.169.33g. I tagged the article with 0.23.130.23a, so if someone knows better, please change it. [[User:VengefulDonut|VengefulDonut]] 08:09, 25 January 2008 (EST)&lt;br /&gt;
Whenever I build the cage, the dwarves just bring an empty one. I still haven't figured out a way to build exactly the cage the goblins are in. [[User:Patarak|Patarak]] 14:11, 25 January 2008 (EST)&lt;br /&gt;
:{{k|b}}uild menu -&amp;gt; ca{{k|j}}e [sic], then press e{{k|x}}pand list to see the indivudial cages with quality levels instead of a broader category list. Pick the one that's called &amp;quot;Goblin Cage(''materialname'')&amp;quot; and the dwarves will construct the cage with the gobbo still inside. Then link it up to a lever, station your executioner in a locked room with it, and yank the lever to start your pitfight. --[[User:TangoThree|TangoThree]] 10:23, 26 January 2008 (EST)&lt;br /&gt;
::No more reusable method? I mean, for next fight the cage has to be dismantled, then new cage built and connected to a lever. I could imagine &amp;quot;dumping&amp;quot; the goblin right onto the cage (set as cage trap?) on the arena (short pit/pond shaft right above) should work?&lt;br /&gt;
:::One method would be to {{k|b}}uild the cage on some kind of isolated platform that would force the combatant to run back across a grate or other pit trap, then pull a lever or whatever to drop them in. Puts whoever opens the cage at risk, though.&lt;br /&gt;
::::No &amp;quot;more reusable&amp;quot; method is really possible with a lever-triggered cage in the equation; opening a cage via lever is a one-time exercise, and a mechanic has to reset the lever and cage's mechanisms. If you wanted to avoid this I suppose you could have a dwarf remove the creature from its cage and dump it into the arena as outlined in the &amp;quot;injury tower&amp;quot; section, but it's probably not worth risking the creature escaping, IMO. Re-linking the cage and lever only takes a few seconds and your mechanic will re-use the mechanism anyway. [[User:Kirig Stonebeard|Kirig Stonebeard]] 23:44, 1 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE: Arenas section ==&lt;br /&gt;
&lt;br /&gt;
Is it actually possible to strip the weapons and armour off a captured creature as suggested here? --[[User:TangoThree|TangoThree]] 11:15, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yep, Check out the talk page for cages, under &amp;quot;Captured thieves&amp;quot; someone should probably integrate that info this article. --[[User:The Flying Febe|The Flying Febe]] 23:20, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sentry Animals? ==&lt;br /&gt;
&lt;br /&gt;
Can tamed creatures be used as sentries? Or would I have to have a dwarf?&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 22:43, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes. Build a chain or rope and attach a tame creature to it, and it will have a good chance of spotting any nearby thieves or other sneaking creatures. I usually set up 2-3 chained critters in alcoves along my entry halls for that purpose. --[[User:Janus|Janus]] 02:55, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can caged animals see ambushers farther away than the 8 tiles adjacent to them?  I figure they probably don't (in which case they're still plenty useful anyways), but it'd make it a lot easier to cover large areas if I don't have to put a cage every third tile. [[User:LegacyCWAL|LegacyCWAL]] 20:08, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
No. The best way is to set up some high-traffic areas, and make sure all your valuables are indoors and that any potential ambushers have to get past your security. For example;&lt;br /&gt;
:xxx&lt;br /&gt;
:xOx&lt;br /&gt;
:xxx&lt;br /&gt;
&lt;br /&gt;
If you put your roped animal in the middle they will have access to all 8 tiles around them with very little chance of an enemy bypassing it. --[[User:AlexFili|AlexFili]] 04:09, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was afraid of that. Ambushers getting into the fortress isn't a problem because I've already done what you describe (and racked up a hell of a kill count in the process =P ).  I was just hoping for a better way to help keep ambushers away from stuff like road-builders and caravans that my Corridor of Doom can't protect. --[[User:LegacyCWAL|LegacyCWAL]] 13:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animal Training Labor ==&lt;br /&gt;
&lt;br /&gt;
The article said only a dwarf with Animal Training activated will release animals. I had a dwarf releasing and caging animals with no labors active, except pump operating. Using 38c. --[[User:Strangething|Strangething]] 15:31, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't know where it says that, so I'll leave it to you to fix it. You're correct; the article is wrong. --[[User:Savok|Savok]] 15:48, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I already fixed it --[[User:Strangething|Strangething]] 20:31, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Capturing friends ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know of a way to capture friendly entities?  Elves would be awesome but I was thinking more like my own dwarves, without makind them go berserk (I'm also trying to figure out whether or not it counts as lowering population, and if not what happens if you sell them?). --[[User:MagicGuigz|MagicGuigz]] 20:00, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think that making them go to sleep on a cage trap (such as by locking them in a 1x1 room with said trap in it) will do it.[[User:LegacyCWAL|LegacyCWAL]] 20:58, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah yes probably, didn't think of that...thanks!  Maybe we should include it if it's veryfied? There's lots of fun to be had with captured dwarves and humans/elves I think. --[[User:MagicGuigz|MagicGuigz]] 21:31, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: It was pretty hard but I managed to catch one!  The trick is to dig a 3-4 z-levels hole with a hatch over it (or bridge, etc), and have a cage at the bottom.  Draft someone and make him stand there while someone pulls the lever.  2 dead dwarves (and the one in the cage gravely wounded I suspect) but it was worth it.  The 1x1 room thing didn't work, as they tended to starve before they actually fainted...or maybe I didn't wait long enough? More testing to come and then maybe I can include that in the article. --[[User:MagicGuigz|MagicGuigz]] 22:24, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: The dwarf was automatically released and helped by others...  I guess the only way to keep dwarves locked is to make them go berserk...&lt;br /&gt;
&lt;br /&gt;
== Slavery? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to sell caged entities? I once tried to sell a caged Goblin (Pedogob, I think it was) to Dwarven Merchants, and the Goblin was released from its cage when the cage was set down in the Depot. Did I do something wrong, or is it just not possible? --[[User:Nekojin|Nekojin]]&lt;br /&gt;
&lt;br /&gt;
: Bug #41 (or was it 40?).  Sometimes (not always) a dwarf will take only the cage without its content to the depot.  --[[User:MagicGuigz|MagicGuigz]] 11:02, 19 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;This can be avoided by building the cage the animal is in&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Caveat — When an animal is captured via a cage trap and then assigned to an existing cage, the dwarf moving the animal will tend to let it go. This can be avoided by building the cage the animal is in.v0.27.176.38c&lt;br /&gt;
&lt;br /&gt;
Can we get some clarification on the last sentence? [[User:SwallowedSpear|SwallowedSpear]] 18:56, 11 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:In DF, building an object can (and often does) refer to placing it as a building. EG: &amp;quot;I have 20 limonite tables for my dining hall, but I didn't build them yet&amp;quot;. Does that clear it up? [[User:VengefulDonut|VengefulDonut]] 19:18, 11 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, does it mean that if, say, a goblin gets caught in a *Lead cage*, you should &amp;quot;build&amp;quot; that same *Lead Cage* where you want it to go? [[User:SwallowedSpear|SwallowedSpear]] 19:49, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yes. --[[User:N9103|Edward]] 21:07, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Jailbreak ==&lt;br /&gt;
&lt;br /&gt;
I had caught goblins in my traps over the years. I put all the cages in a big room because I didn't know what else to do with them ... then during the second siege of my fortress I caught a GOBLIN MACE LORD!&amp;lt;br /&amp;gt;&lt;br /&gt;
I read the arena section and put him in there with a giant jaguar. Locked the door and pulled the lever.. the mace lord literally tore the giant jaguar apart and began walking in a circle inside of the room.. I don't get it.&amp;lt;br /&amp;gt;&lt;br /&gt;
I thought that he could at least try to free his captured brethren. That way an army of 7 would form and even though they were mostly thieves a simple locked rock door shouldn't be able to hold a MACE LORD and his 6 followers captive now would it? Am I the only one who thinks this would be a welcome change? --[[User:Aspgren|Aspgren]] 05:25, 7 Feb 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:Toady actually reads the suggestions in the DF forums. If you have an idea and an interest in seeing it happen, here is not the best place to put it. [[User:VengefulDonut|VengefulDonut]] 00:26, 7 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Injury Shaft ==&lt;br /&gt;
&lt;br /&gt;
Is it only me or does the instructions to build sound confusing? I'm having a hard time deciphering it. --[[User:Myroc|Myroc]] 08:05, 14 February 2009 (EST)&lt;br /&gt;
:Hopefully this will help =) [[User:LegacyCWAL|LegacyCWAL]] 12:17, 14 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Goblin-raised dwarfs ==&lt;br /&gt;
&lt;br /&gt;
So, my fort has a lot of cage traps.  I've been just chucking captured goblin invaders down through the baracks roof to give the rookies some combat experience, but last time the fort got attacked, there were some dwarfs among them.  So, now I have three captured dwarves in cages.  Unfortunately, I cannot 'pit' them into the baracks.  I have tried building cages and 'unassigning' the invader-dwarves from the cages, but nothing happens when I do so.  When I tried to use a lever to free them, someone came and dismantled the cage.  How does one free one's long-lost children so they can get a face-full of crossbow? [[User:Dogun|Dogun]] 20:56, 22 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Skill&amp;diff=2546</id>
		<title>40d Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Skill&amp;diff=2546"/>
		<updated>2009-04-01T17:35:57Z</updated>

		<summary type="html">&lt;p&gt;Jurph: /* User Notes and Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Skill Notes==&lt;br /&gt;
&lt;br /&gt;
;Miner&lt;br /&gt;
:Allows a Dwarf to strike the earth at a more rapid pace.&lt;br /&gt;
;Wood Cutter&lt;br /&gt;
;Carpenter&lt;br /&gt;
;Mason&lt;br /&gt;
;Engraver&lt;br /&gt;
;Building Designer&lt;br /&gt;
;Weaponsmith&lt;br /&gt;
;Bowyer&lt;br /&gt;
;Armorsmith&lt;br /&gt;
;Metalsmith&lt;br /&gt;
;Furnace Operator&lt;br /&gt;
;Wood Burner&lt;br /&gt;
;Metal Crafter&lt;br /&gt;
;Stone Crafter&lt;br /&gt;
;Wood Crafter&lt;br /&gt;
;Bone Carver&lt;br /&gt;
;Gem Cutter&lt;br /&gt;
;Gem Setter&lt;br /&gt;
;Mechanic&lt;br /&gt;
;Fisherdwarf&lt;br /&gt;
;Miller&lt;br /&gt;
;Thresher&lt;br /&gt;
;Grower&lt;br /&gt;
;Herbalist&lt;br /&gt;
;Brewer&lt;br /&gt;
;Cook&lt;br /&gt;
;Weaver&lt;br /&gt;
;Clothier&lt;br /&gt;
;Dyer&lt;br /&gt;
:Allows a dwarf to dye with honor.&lt;br /&gt;
;Trapper&lt;br /&gt;
;Ambusher&lt;br /&gt;
;Butcher&lt;br /&gt;
;Tanner&lt;br /&gt;
;Leatherworker&lt;br /&gt;
;Fish Dissector&lt;br /&gt;
;Animal Dissector&lt;br /&gt;
;Fish Cleaner&lt;br /&gt;
;Cheese Maker&lt;br /&gt;
;Milker&lt;br /&gt;
;Animal Trainer&lt;br /&gt;
;Animal Caretaker&lt;br /&gt;
;Soaper&lt;br /&gt;
;Lye Maker&lt;br /&gt;
;Potash Maker&lt;br /&gt;
;Glassmaker&lt;br /&gt;
;Wrestler&lt;br /&gt;
;Axedwarf&lt;br /&gt;
;Swordsdwarf&lt;br /&gt;
;Macedwarf&lt;br /&gt;
;Hammerdwarf&lt;br /&gt;
;Speardwarf&lt;br /&gt;
;Marksdwarf&lt;br /&gt;
;Shield User&lt;br /&gt;
;Armor User&lt;br /&gt;
;Siege Engineer&lt;br /&gt;
;Siege Operator&lt;br /&gt;
;Pump Operator&lt;br /&gt;
;Swimmer&lt;br /&gt;
:Gives you a small amount of hope that this dwarf will not drown.&lt;br /&gt;
;Persuader&lt;br /&gt;
;Negociator&lt;br /&gt;
:Typo in the game: ought to be &amp;quot;Negotiator.&amp;quot; ''(Note: Toady has openly noted to fixing this on his dev log.)''&lt;br /&gt;
;Liar&lt;br /&gt;
: &amp;quot;It's not a [[carp]], it's a gibbon, I swear!&amp;quot;&lt;br /&gt;
;Intimidator&lt;br /&gt;
;Judge of Intent&lt;br /&gt;
;Appraiser&lt;br /&gt;
;Organizer&lt;br /&gt;
;Record Keeper&lt;br /&gt;
;Conversationalist&lt;br /&gt;
;Comedian&lt;br /&gt;
;Flatterer&lt;br /&gt;
;Consoler&lt;br /&gt;
;Pacifier&lt;br /&gt;
&lt;br /&gt;
==Skill Ranks Notes==&lt;br /&gt;
#Not Skilled, Dabbling&lt;br /&gt;
#Novice&lt;br /&gt;
#Named, Titular&lt;br /&gt;
#Competent&lt;br /&gt;
#Proficient&lt;br /&gt;
#etc.&lt;br /&gt;
&lt;br /&gt;
:It's looking like it's the same as before for rank names. --[[User:Shades|Shades]] 05:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
===User Notes and Changes===&lt;br /&gt;
[[User:Renditelitan|Renditelitan]] 22:01, 29 October 2007 (EDT)&lt;br /&gt;
:Moved this to the talk page for discussion on what should go on the main skills page [[User:Alfador]].  I hope you don't mind.  Anyone have ideas on how to categorize the all the skills?  Also, would making the list of skills in their place in the game time frame make since? Like founding skills vs. town skills?&lt;br /&gt;
&lt;br /&gt;
::It would make sense; Proficient and below are founding skills, Dabbling and anything above Proficient are fortress skills. (Also anything Adamantine-oriented if that's still in.) And of COURSE I don't mind, I'm ecstatic that someone more skilled in wiki format than I took it upon themselves to make something more useful out of my rudimentary list! [[User:Alfador|Alfador]] 23:02, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should we put lists of activities that improve a skill for every skill, or just for the ones that aren't immediately obvious like those new noble skills? --[[User:BahamutZERO|BahamutZERO]] 16:13, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think it's important to enumerate all the activities that give skill, and it would be nice to get numbers on the skill increases for these actions as well.  It's especially important to note ALL information for what gives or doesn't give skill points for the new noble skills, but everything is useful.  Like, for a miner, do ramps and channels give mining skill?  Do floodgates?  Does a fisherdwarf get fisherdwarf skill for constructing a fishery?  If we can enumerate all possible sources of skill points for a given skill, I think we should definately do so.  --[[User:Sowelu|Sowelu]] 16:52, 30 October 2007 (EDT)&lt;br /&gt;
:One thing we might also want is a listing of what skills are USED by what job tasks. For example: whatever skill is used by the &amp;quot;Strand Extraction&amp;quot; labor, which presumably fulfills &amp;quot;Extract Metal Strands&amp;quot; manager tasks... well, presumably that's the new version of the old Adamantine skills, Adamantine Smelting having been assumed to have been unified with other smelting skill. But whatever skill that is, it can't be had from the starting screen, and so is not listed here. This will naturally require LOTS of testing on the part of all of us, since we're no longer guaranteed to even have a magma flow in a given region, much less pits and adamantine. --[[User:Alfador|Alfador]] 10:20, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I almost think that that kind of data should be made into a separate list, as well as listed under each skill's individual page.  Lets's not clutter this one up that much.  Also, anyone FOUND pits/addy yet?  I'm almost certain it's too early for that, but one never knows.--[[User:Draco18s|Draco18s]] 05:07, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: It might be useful to have a table which lists each skill's impact on speed and quality of production.  For example, an increase in Mining Skill improves both speed (tiles/tick) and quality (odds of leaving useful material behind).  Skill points in woodcutting improve speed but not quality; some of the farm-related tasks like plant processing always produce an identical amount and quality, and can be safely left to be done by dabblers with no impact on productivity.&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;Also, anyone FOUND pits/addy yet?&amp;quot; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000793&amp;amp;p=3 Yes.] --[[User:Alfador|Alfador]] 09:10, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Yes, and there's horrible things under it. Possibly also the adamantine-triggered monarch. --[[User:BahamutZERO|BahamutZERO]] 15:38, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should skills be a category?--[[User:BahamutZERO|BahamutZERO]] 19:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I made one anyway. --[[User:JT|JT]] 21:31, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====This is too specific====&lt;br /&gt;
&lt;br /&gt;
This list is specific to Fortress Mode.  It's missing some of the Adventure Mode skills, like [[Bowman]] and such, and lists the dwarven names for skills. --[[User:JT|JT]] 21:31, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== administrator ==&lt;br /&gt;
&lt;br /&gt;
Is there really such a profession? I have been trying to get a dwarf to gain this job title without luck so far. Has anyone managed to do it? [[User:VengefulDonut|VengefulDonut]] 15:22, 20 December 2007 (EST)&lt;br /&gt;
::Yes, my leader got the title Administrator briefly from raising his Organizer skill. However, he became a Clerk once his Record Keeping skill surpassed it. --[[User:Doniazade|Doniazade]] 13:54, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== military skills ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't the weapon skills be classified under their own color/military profession? A swordsdwarf is not a blue peasant, it's a colored military unit. Or is this only for un-drafted military units? It might confuse a newbie. --[[User:DDouble|DDouble]] 23:43, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trader ==&lt;br /&gt;
&lt;br /&gt;
Dwarves which have Appraise (probably others too) skill is called a Trader. It's written in purple, like administrator. --[[User:Someone-else|Someone-else]]&lt;br /&gt;
&lt;br /&gt;
The four &amp;quot;admin&amp;quot; jobs don't really have a single &amp;quot;super&amp;quot;-profession like the others. A dwarf that has those skills is called either&lt;br /&gt;
* Architect (Building Designer)&lt;br /&gt;
* Trader (Appraiser) aka the Broker&lt;br /&gt;
* Administrator (Organizer) aka the Manager&lt;br /&gt;
* Clerk (Record Keeper) aka the Bookkeeper&lt;br /&gt;
In that order (I may have Administrator and Clerk the other way around). This means that one with all 4 skills on novice, will be called an Architect. If he only had the bottom 3 skills, he'd be called a Trader. And so on. [[User:Sergius|Sergius]] 21:19, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Legendary +# ==&lt;br /&gt;
&lt;br /&gt;
I thought this was totally unnecessary, and it off-balanced the chart anyway. I left the comment about legendary past the first but got rid of it in the skill chart. If it's not displayed anyway, why bother including it?&lt;br /&gt;
&lt;br /&gt;
--[[User:Squeegy|Squeegy]]&lt;br /&gt;
&lt;br /&gt;
:There is a definite in-game difference between Legendary and Legendary+x, just as there is a difference between all other skill levels.  ''Especially'' because it isn't displayed in-game, it's critical to document here that actual maxed-out skills require 60% more experience than just &amp;quot;legendary&amp;quot;.--[[User:Maximus|Maximus]] 01:21, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well, if you find a way to even the chart, feel free to add it. I just thought it looked bad and wasn't that necessary. --[[User:Squeegy|Squeegy]]&lt;br /&gt;
&lt;br /&gt;
:::Luckily, the total number is evenly divisible by three, so, done.--[[User:Maximus|Maximus]] 11:34, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Okay, looks much better now. I liked it before because I switch weapons when my guys hit Adept Wrestler, and it's easier to look at it that way. --[[User:Squeegy|Squeegy]] 16:28, 1 November 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Calendar&amp;diff=22248</id>
		<title>40d Talk:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Calendar&amp;diff=22248"/>
		<updated>2009-03-31T18:46:14Z</updated>

		<summary type="html">&lt;p&gt;Jurph: Seasonal events - are they worth noting here?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Calendar'' isn't even a term used in DF; what makes you think it should be highlighted in '''bold''' and be the redirect for '''season'''? I'm being picky, but why would anyone -search- for calendar? I'd argue this is a meta information page (guide?) that which doesn't deserve a direct search term. (In opposition to Season being Redirected here). Thoughts? --[[User:Markavian|Markavian]] 14:48, 6 November 2007 (EST)&lt;br /&gt;
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: Not to rain molten death on your rant, but my game actually says: &amp;quot;Autumn has arrived on the calender.&amp;quot; as the season changes. So it is used in the game. But this only happens when your region also has dry and wet seasons. Not all have these, so some use the old system of reporting the seasons. This is a bit unclear, and I only figured it out after someone discussed this, and then it happend to me. So what terminoligy the game uses depends on your [edit]strike this: 'version'[/edit] type of map, such as desert or ice. --[[User:Soyweiser|Soyweiser]] 15:01, 6 November 2007 (EST)&lt;br /&gt;
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::Depend of the version? I'm not sure I really understand what that mean, but if it's not in use in the new version then it should not be done here. There is an archived wiki for the older version... --[[User:Eagle of Fire|Eagle of Fire]] 16:24, 6 November 2007 (EST)&lt;br /&gt;
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::: I meant the version of the map you are playing on. Of course I'm talking about the newest version of the game. Sorry for the confusion. But I meant the type of the map you are playing on instaid of version.  --[[User:Soyweiser|Soyweiser]] 17:18, 6 November 2007 (EST)&lt;br /&gt;
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::: &amp;quot;...has arrived on the calender&amp;quot; is used to differentiate calendar seasons from local seasonal patterns (i.e. &amp;quot;summer&amp;quot; and &amp;quot;winter&amp;quot; don't mean much in a desert, &amp;quot;wet&amp;quot; and &amp;quot;dry&amp;quot; season mean everything). It is used in the current version, and I think anyone wishing to know about the dates and months would search for &amp;quot;calendar&amp;quot;. That's what I searched for. The word &amp;quot;season&amp;quot; doesn't cover things like names of the months and length of the year. [[Season]] could have it's own article or not, but calander should stay, IMO. --[[User:Turgid Bolk|Turgid Bolk]] 16:35, 6 November 2007 (EST)&lt;br /&gt;
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:: ''Yay for molten death, and healthy discussion.'' I like the coloured table of seasons, the content of the article is good. I did not know about the &amp;quot;Autumn has arrived on the calender&amp;quot; type messages, that should definitely be added if its a fact. I suppose the question is; how would separate Calendar and Season pages differ? If they don't differ enough, then they should stay merged. I think 'farming' is the more useful topic for seasons, I would like to see a short definition of 'A season' and 'Farming seasons' on a season page, with a healthy pointer to this Calendar page for more information about the dwarven year. At least there would be a definition for 'Season' which I feel is missing from the Calendar page. --[[User:Markavian|Markavian]]&lt;br /&gt;
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== How Long is a Year? ==&lt;br /&gt;
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Time seems to pass more slowly in the new version, even with the same frame rate, so the number of frames/ticks per day must have increased.  Has anyone yet bothered to measure the duration of a day?  -[[User:EarthquakeDamage|EarthquakeDamage]] 22:41, 13 November 2007 (EST)&lt;br /&gt;
:My own personnal guess would be to blame the greatly increased pathing calculation that the game need to do now that we can span the game over several levels. Not only does the game have to make calculation for your dwarves, but if there is some kind of chasm (I have one in my current fortress) it also need to calculate their pathing and AI behavior too. Not to talk about wilderness animals. Add to that weather (which can also have to be calculated on a nonfixed area, which mean it can be greater than the last version), water flow calculation (very well made but ought to take a little weight on the CPU), etc... --[[User:Eagle of Fire|Eagle of Fire]] 23:16, 13 November 2007 (EST)&lt;br /&gt;
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:The number 100,800 is used all over the place in the game code, in various time-related uses.  I ''think'' it's the length of a month in game ticks.  Unfortunately for this idea, the number 12*100,800 does not occur at all in the game code.  It's possible, then, that 100,800 is the number of, call them tocks, that are in a game year, with an unknown ratio between ticks and tocks.  So that's not much help.  Anyway, it is suggestive that 100800 is divisible by (12*28).  Is it really possible that there are only 300 ticks in a day?  I don't think so.  More info as I discover it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:56, 19 November 2007 (EST)&lt;br /&gt;
::I had read on the forums that one day is 1200 ticks.  100800/1200 = 84 which is how many days there are in a season.  So 100800 would be the number of ticks(frames) in a season --[[User:Karlito|Karlito]] 01:07, 3 December 2007 (EST)&lt;br /&gt;
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== Current version changes ==&lt;br /&gt;
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39a and beyond has brought about quite a few changes. We should try to compile a list and update the page. Here's some off the top of my head.&lt;br /&gt;
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-Time seems to be flowing even slower now.&lt;br /&gt;
-The world doesn't stop at a fixed value anymore.&lt;br /&gt;
-Ages also are not fixed, and depend on the status of the world.&lt;br /&gt;
(Post by SirPenguin)&lt;br /&gt;
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== &amp;quot;Seasons&amp;quot; Redirect ==&lt;br /&gt;
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Season redirects here, but if you make it plural it doesn't redirect at all, maybe someone should fix that.  That may just be the way things are done, and if that's the case feel free to ignore this, but it took me a minute to find this page the first time, because when searching &amp;quot;seasons&amp;quot; to find the names of the seasons it didn't come up with anything relevant.  [EDIT]: Forgot to sign, sorry... --[[User:Timmeh|Timmeh]] 02:42, 9 December 2008 (EST)&lt;br /&gt;
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:I added the &amp;quot;seasons&amp;quot; redirect.  If anyone feels this shouldn't have been done, feel free to delete it. --[[User:Timmeh|Timmeh]] 15:05, 10 December 2008 (EST)&lt;br /&gt;
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:: I think this is fine, but we need more information about each season and what happens during it to be here. --[[User:Khimaera UK|JK]] 12:00, 14 January 2009 (EST)&lt;br /&gt;
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== Ages ==&lt;br /&gt;
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i think the ages section should get a more detailed section about known sections.&lt;br /&gt;
like age of emtiness, age of demons, age of hydras, age of myth, age of legends, age of heros, age of fairy tales and so on with a little description what in worldgen should happen to get this age name. --[[User:Rhenaya|Rhenaya]] 10:45, 7 January 2009 (EST)&lt;br /&gt;
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== Seasonal Events ==&lt;br /&gt;
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It might be worth noting on the calendar page that the four seasons each have their own special days.  Spring has either the Elven Caravan or the Elvish Army arriving; Summer has humans; Autumn has dwarves and a goblin ambush; and winter is often a great time to do yard-work because there are rarely any armies out and about.&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone_crafter&amp;diff=20935</id>
		<title>40d:Stone crafter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone_crafter&amp;diff=20935"/>
		<updated>2009-03-25T16:16:22Z</updated>

		<summary type="html">&lt;p&gt;Jurph: &lt;/p&gt;
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&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #0ff&lt;br /&gt;
| skill      = Stone crafter&lt;br /&gt;
| speciality = Stone crafter&lt;br /&gt;
| profession = [[Craftsdwarf]]&lt;br /&gt;
| job name   = Stone crafting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* make rock short [[sword]]&lt;br /&gt;
* make rock [[craft]]s&lt;br /&gt;
* make rock [[toy]]&lt;br /&gt;
* make rock [[instrument]]&lt;br /&gt;
* make rock [[mug]]&lt;br /&gt;
| workshop   = &lt;br /&gt;
* [[Craftsdwarf's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
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'''Stone crafters''' make [[stone]] craft goods, such as short [[sword]]s from [[obsidian]] or rock [[instrument]]s, at a [[Craftsdwarf's workshop]].  On maps with [[magma]] or an [[obsidian]] layer, embarking with a Proficient stonecrafter can help you produce trade goods for your early exchanges with the [[caravan]] and also provide short swords for your military and any weapon traps you choose to build.  &lt;br /&gt;
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{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Jurph</name></author>
	</entry>
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