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	<updated>2026-04-09T17:28:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wound&amp;diff=114351</id>
		<title>v0.31 Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wound&amp;diff=114351"/>
		<updated>2010-05-22T23:02:14Z</updated>

		<summary type="html">&lt;p&gt;Mad Fencer: /* Broken Skulls? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lasting Injuries ==&lt;br /&gt;
&lt;br /&gt;
One of my dwarfs has injuries to her left arm and lower leg. These are listed in her personality section as &amp;quot;tiny curving scars&amp;quot; rather than dents or bruises as would be the case for combat injuries. Scarring causes permanent injuries? Needs corroboration.--[[User:Nimblewright|Nimblewright]] 09:54, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:After checking around this applies to all my dwarves that have scars. Scarred areas are listed in the personality section, and remain permanently brown or yellow - i.e. minor/inhibited.--[[User:Nimblewright|Nimblewright]] 09:54, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Function Loss ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;From the description above, the new cyan &amp;quot;Function loss&amp;quot; appears to be paralyzation or numbness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I've had about fifteen dwarves wrestling an ettin for about a month now, and the only things that turn cyan are internal organs (pancreas, kidney, lung). No limb or appendage has turned cyan that I've seen. I suspect that it is used for things that would not be, say, bruised or broken, but otherwise damaged. --[[User:Zombiejustice|Zombiejustice]] 18:40, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:After another week and some dogs joining in, the eyes went cyan, too. So it's not just /internal/ organs, but I think my earlier conclusion is still sound. --[[User:Zombiejustice|Zombiejustice]] 21:55, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Post Traumatic Stress ==&lt;br /&gt;
&lt;br /&gt;
I've only found limited references to what I think is a bug: after one of my military dwarves was brain-damaged during a goblin ambush (and after the goblins were dead or long-gone) she kept spamming &amp;quot;Urist McMacedwarf cancels rest: interrupted by goblin mace man&amp;quot;. Although sporting a whole range of grievous wounds, she would ''not'' be carried to a hospital bed as the rest of the wounded, since she apparently retained consciousness albeit a strange dementia wherein she kept thinking goblins were still all around her. I thought this a bit comical at first, and after all, suffering brain damage could now be liable for myriad of behavioral quirks but when the spam messages -- about 5 per second -- went into the 1,000 range, and the dwarf kept sitting there, not having eaten or drank for over a month, I began getting concerned (especially when this eventually led to the game crashing, I assume from congestion of the spam messages). Recently, however, I had the same thing happen to a dwarf who had ''not'' suffered any brain or head injury, and yet the same thing's happening with her, leading me to believe it's a bug. The only solutions offered on the Bay12 forums involve deconstructing the bed of or killing the said dwarf on the pretense that he/she is underground, in one's fortress, specifically in the hospital. My wounded hospital dwarves have never spammed these messages (and why would they -- they're already resting) and both these instances occurred with dwarves still outside. I cannot have my squads kill them and see no way of ending the stream of messages. Any ideas? --[[User:Bronzebeard|Bronzebeard]] 12:45, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Good news: I've found a way to fix this bug! Apparently, the confused (or bugged, as the case may be) dwarves have to sustain another injury to snap them out of it. With a heavy heart, I built a menacing spike right under the troubled dwarf and connected it to a lever nearby, and had it pulled. To my disappointment, as I wanted to at least afford her a quick death, it only wounded her. I was going to have it pulled again before I discovered the spam messages had stopped and, despite the dire injuries, she was no longer trying to rest but attend a combat drill, but nonetheless, a dwarf nearby headed toward her to carry her off to a hospital bed. Problem solved, evidently. --[[User:Bronzebeard|Bronzebeard]] 02:59, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken Skulls? ==&lt;br /&gt;
&lt;br /&gt;
I've been controlling creatures in the Arena, and something strange happened.  I was wandering around with nothing but a maul, trashing goblins because I could, and I hit a goblin in the head.  It said that it broke its skull, so I moved on to another creature, and didn't notice that it started following me.  Focusing on the actual threats, I killed everything else, and then it killed me by stabbing me in the lung.  Has this happened to anyone else?--[[User:Mad Fencer|Mad Fencer]] 23:02, 22 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mad Fencer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wealth&amp;diff=39085</id>
		<title>40d:Wealth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wealth&amp;diff=39085"/>
		<updated>2009-08-27T22:18:16Z</updated>

		<summary type="html">&lt;p&gt;Mad Fencer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your fortress's total '''Created Wealth''' is visible on the {{k|z}} - [[status]] screen once you have a [[bookkeeper]] with at least novice [[appraiser]] [[skill]] (though your bookkeeper still needs to do quite a bit of work to achieve and maintain exact figures). All objects with any value (including mined-out areas, [[bridge]]s, engravings and every kind of created good) will be included in the total. [[Artifacts]] are usually one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily [[decoration|decorated]] can easily be worth thrice the value of your fortress in the early years.&lt;br /&gt;
&lt;br /&gt;
Items made off-site are not counted in your total fortress wealth.  Their value is listed under &amp;quot;imports.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
While [[prepared meal]]s can be quite valuable and it's to a much lesser extent possible to amass wealth from booze, unless forbidden, these items tend to get consumed by your gluttonous dwarves at an alarming rate, reducing your wealth. Among other factors, the value of a meal makes it more desirable, too. This loss is to be expected, and on the plus side quality food does provide a source of [[thought|happy thoughts]].&lt;br /&gt;
&lt;br /&gt;
Wealth influences or triggers various game features, such as [[goblin]] [[siege]]s, the arrival of [[noble]]s and megabeasts, the number, and probably time of arrival, of [[immigration|immigrants]].&lt;br /&gt;
&lt;br /&gt;
== Building fortress wealth==&lt;br /&gt;
&lt;br /&gt;
Good ways to building wealth include:&lt;br /&gt;
&lt;br /&gt;
* Checking for promising [[stone layers]] when selecting your [[location]].&lt;br /&gt;
* Searching for and using valuable [[metal]]s (e.g. gold, aluminium, or platinum) early on&lt;br /&gt;
* Choosing proficient dwarves on [[Your_first_fortress#Skills|embark]]; experienced dwarves work faster, and make higher quality goods.&lt;br /&gt;
* Using more valuable, but still abundant stone (e.g. [[obsidian]] or [[flux]]) for &amp;quot;everyday items&amp;quot;&lt;br /&gt;
* Smoothing and detailing walls&lt;br /&gt;
* Check [[item value]] for clues on what items are valuable and how processing boosts wealth&lt;br /&gt;
* Build a [[steel]] [[armor]] industry&lt;br /&gt;
* [[Encrust]]ing/decorating objects with highly skilled craftdwarves&lt;br /&gt;
* decorating specifically ''imported'' objects and goblin loot; those will be substracted from the import figure and added to their respective division of your created wealth&lt;br /&gt;
* Assisting dwarves in strange moods, especially leaving high value gems, giant cave spider silk, and adamantine/aluminum/platinum for decorations nearby&lt;br /&gt;
&lt;br /&gt;
==NOTE==&lt;br /&gt;
* It is possible (through[[Cheating]]) to have your wealth go high enough to loop back to an extremely low number (-2 billion or so) because it simply hit the highest value the variable could go and passed it.&lt;/div&gt;</summary>
		<author><name>Mad Fencer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wealth&amp;diff=39083</id>
		<title>40d:Wealth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wealth&amp;diff=39083"/>
		<updated>2009-08-26T23:53:01Z</updated>

		<summary type="html">&lt;p&gt;Mad Fencer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your fortress's total '''Created Wealth''' is visible on the {{k|z}} - [[status]] screen once you have a [[bookkeeper]] with at least novice [[appraiser]] [[skill]] (though your bookkeeper still needs to do quite a bit of work to achieve and maintain exact figures). All objects with any value (including mined-out areas, [[bridge]]s, engravings and every kind of created good) will be included in the total. [[Artifacts]] are usually one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily [[decoration|decorated]] can easily be worth thrice the value of your fortress in the early years.&lt;br /&gt;
&lt;br /&gt;
Items made off-site are not counted in your total fortress wealth.  Their value is listed under &amp;quot;imports.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
While [[prepared meal]]s can be quite valuable and it's to a much lesser extent possible to amass wealth from booze, unless forbidden, these items tend to get consumed by your gluttonous dwarves at an alarming rate, reducing your wealth. Among other factors, the value of a meal makes it more desirable, too. This loss is to be expected, and on the plus side quality food does provide a source of [[thought|happy thoughts]].&lt;br /&gt;
&lt;br /&gt;
Wealth influences or triggers various game features, such as [[goblin]] [[siege]]s, the arrival of [[noble]]s and megabeasts, the number, and probably time of arrival, of [[immigration|immigrants]].&lt;br /&gt;
&lt;br /&gt;
== Building fortress wealth==&lt;br /&gt;
&lt;br /&gt;
Good ways to building wealth include:&lt;br /&gt;
&lt;br /&gt;
* Checking for promising [[stone layers]] when selecting your [[location]].&lt;br /&gt;
* Searching for and using valuable [[metal]]s (e.g. gold, aluminium, or platinum) early on&lt;br /&gt;
* Choosing proficient dwarves on [[Your_first_fortress#Skills|embark]]; experienced dwarves work faster, and make higher quality goods.&lt;br /&gt;
* Using more valuable, but still abundant stone (e.g. [[obsidian]] or [[flux]]) for &amp;quot;everyday items&amp;quot;&lt;br /&gt;
* Smoothing and detailing walls&lt;br /&gt;
* Check [[item value]] for clues on what items are valuable and how processing boosts wealth&lt;br /&gt;
* Build a [[steel]] [[armor]] industry&lt;br /&gt;
* [[Encrust]]ing/decorating objects with highly skilled craftdwarves&lt;br /&gt;
* decorating specifically ''imported'' objects and goblin loot; those will be substracted from the import figure and added to their respective division of your created wealth&lt;br /&gt;
* Assisting dwarves in strange moods, especially leaving high value gems, giant cave spider silk, and adamantine/aluminum/platinum for decorations nearby&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* It is possible for your wealth to suddenly go massively negative... but this is nearly impossible to do without extensive [[cheating]].&lt;/div&gt;</summary>
		<author><name>Mad Fencer</name></author>
	</entry>
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