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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maska</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-19T06:34:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dragon&amp;diff=151692</id>
		<title>v0.31:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dragon&amp;diff=151692"/>
		<updated>2011-07-24T19:24:07Z</updated>

		<summary type="html">&lt;p&gt;Maska: /* Dragon Size */ Added units for the value.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:47, 2 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=110&lt;br /&gt;
|meat=139&lt;br /&gt;
|fat=65&lt;br /&gt;
|lung=18&lt;br /&gt;
|heart=4&lt;br /&gt;
|intestine=27&lt;br /&gt;
|liver=9&lt;br /&gt;
|tripe=9&lt;br /&gt;
|sweetbread=4&lt;br /&gt;
|spleen=4&lt;br /&gt;
|kidney=8&lt;br /&gt;
|brain=?&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are gigantic fire-breathing [[:Megabeast|Megabeasts]], eventually becoming the largest beings in the world. Cannot fly. Immune to fire and magma (and is not harmed by being immersed in it). Breathes out a jet of &amp;quot;dragonfire&amp;quot;, which can still injure things that are immune to normal fire, such as the {{L|Bronze colossus}} (dragonfire is, however, a blockable attack if its victim is using a shield). Some creatures are immune to dragonfire {{verify}}. &lt;br /&gt;
&lt;br /&gt;
==Dragon Size==&lt;br /&gt;
&lt;br /&gt;
Dragons can grow to be the largest creatures in the game, eventually reaching their adult size of 25,000,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; after 1000 years.  As a hatchling, dragons are quite tiny, at exactly 1/10th an adult dwarf's size, but they grow very rapidly, at roughly 25,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; per year. Dragons reach dwarf size shortly after its second birthday, are more than double a dwarf at about year 5, and add another dwarf in size roughly every two years after that.  &lt;br /&gt;
&lt;br /&gt;
*At 23 years, a dragon is the size of a [[giant cheetah]].&lt;br /&gt;
*At 80 years, a dragon is the size of an adolescent [[Roc]].&lt;br /&gt;
*At 200 years, a dragon is the size of an adult [[elephant]].&lt;br /&gt;
*At 320 years, a dragon is the size of a [[Hydra]].&lt;br /&gt;
*At 800 years, a dragon is the size of a [[Bronze Colossus]] or an adult [[Roc]].&lt;br /&gt;
*Thereafter, a dragon is the largest being alive.&lt;br /&gt;
&lt;br /&gt;
==Defense Strategies==&lt;br /&gt;
&lt;br /&gt;
Dragonfire can be blocked if the victim is using a shield, and it often will be.  Dragons are also massively powerful in melee combat, so they can be hard to take down without a good military.  Possibly the best defense is to use piercing weapons like crossbows and especially spears and hope you get lucky and hit a vital organ which can bring it down immediately. An alternative is quickly building one or multiple cage traps which will probably cage the dragon making it harmless.&lt;br /&gt;
&lt;br /&gt;
==Domestication==&lt;br /&gt;
&lt;br /&gt;
Dragons can be captured in cage traps and made as pets if you're lucky enough to catch one.  You need a {{L|dungeon master}} to tame a Dragon, but if you can do it, you'll have a massively valuable pet that can lay {{L|egg}}s. Dragons can also be trained as war or hunting animals at the {{L|kennel}}. You may have to watch out, though, as a Dragon can seriously damage a fortress with one blast of ill-timed dragonfire.  See {{L|fire}} for details.&lt;br /&gt;
&lt;br /&gt;
==Irregularities, Bugs, and Future Plans==&lt;br /&gt;
Dragons have been observed to occasionally wear some armour (breastplates, greaves, leggings and boots). This armor is specified as &amp;quot;Large [metal][armor type]&amp;quot; and gives the dragon the same protection as any other species might get from it.&lt;br /&gt;
&lt;br /&gt;
Toady has mentioned that he plans to eventually extend the random creature generator of the game to create different species and varieties of dragon within certain constraints, calling it &amp;quot;Half-Random&amp;quot;, with ideas for variants including just about anything dragons have been given in literature, such as acidic blood, while maintaining a basic draconic structure.&amp;lt;sup&amp;gt;([http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311])&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the [[Consolidated Development: Arcs, core-items, bloats, Reqs and Powergoals#Power Goals|old power goals]] referenced stealing dragon eggs as part of an adventure mode quest.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Iron&amp;diff=151543</id>
		<title>v0.31:Iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Iron&amp;diff=151543"/>
		<updated>2011-07-20T11:44:15Z</updated>

		<summary type="html">&lt;p&gt;Maska: Making pig iron requires coal too.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:30, 6 January 2011 (UTC)}}{{Metal|name=Iron|color=0:7:1&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Hematite}}&lt;br /&gt;
* {{L|Limonite}}&lt;br /&gt;
* {{L|Magnetite}}&lt;br /&gt;
|uses=&lt;br /&gt;
* Make {{L|pig iron}} at {{L|smelter}}&lt;br /&gt;
* Make {{L|steel}} at {{L|smelter}}&lt;br /&gt;
* {{L|weapon|Melee Weapons}}&lt;br /&gt;
* {{L|Crossbow}}s&lt;br /&gt;
* {{L|Bolt}}s&lt;br /&gt;
* {{L|Pick}}s&lt;br /&gt;
* {{L|Armor}}&lt;br /&gt;
* {{L|Anvil}}s&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|properties=&lt;br /&gt;
&amp;lt;!--* {{L|Magma}} safe--&amp;gt;&lt;br /&gt;
* {{L|Material value}} 10&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Iron''' is an important resource for a fortress, as an often-plentiful&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; material that can be used to make just about anything necessary, from weapons to {{L|furniture}} to {{L|trade good|trade goods}}.  Iron is also a necessary ingredient in the production of {{L|steel}}, the best non-spoiler metal in the game for {{L|weapon}}s and {{L|armor}}. If you are unable to produce enough steel in your fort, then the next best metal for military purposes is iron.&lt;br /&gt;
&lt;br /&gt;
The three ores of iron, which are {{L|Hematite}}, {{L|Magnetite}}, and {{L|Limonite}}, can only be found in {{L|sedimentary}} layers, with the exception of {{L|hematite}}, which can occasionally be found in {{L|igneous extrusive}} layers.&lt;br /&gt;
&lt;br /&gt;
1. In v31.19, Toady reworked world generation for the caravan arc, and metals became extremely scarce.  This was fixed in 31.21.&lt;br /&gt;
&lt;br /&gt;
Iron may be combined with other materials at a {{L|smelter}}. Note that coal is used as a part of the reaction, the smelter still requiring something to fuel it.&lt;br /&gt;
&lt;br /&gt;
* {{L|Pig iron}} = Iron + {{L|Flux}} + {{L|Coal}}&lt;br /&gt;
* {{L|Steel}} = Iron + {{L|Pig iron}} + {{L|Flux}} + {{L|Coal}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:D_init.txt&amp;diff=151038</id>
		<title>v0.31 Talk:D init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:D_init.txt&amp;diff=151038"/>
		<updated>2011-07-04T15:51:49Z</updated>

		<summary type="html">&lt;p&gt;Maska: /* Population Cap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How does the BABY_CHILD_CAP work exactly? There is a fixed number, but also a percentage. A percentage of what exactly? And how will it affect the total numbers of baby's and children? - [[User:Amras|Amras]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
FROM D_INIT.TXT! TEXT ABOVE SETTING! [[Special:Contributions/213.134.175.225|213.134.175.225]] 13:19, 22 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Population Cap  ==&lt;br /&gt;
[POPULATION_CAP:X] value seems to have no effect on maximum number of dwarves or migrant waves.&lt;br /&gt;
Possible bug?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
God damn it, that better not be the case, since apparently my computer can't handle 190 dwarves in the same fort and keeps crashing when I get a few too many. The pop cap I'm hoping will prevent this from occurring. [[Special:Contributions/107.9.22.199|107.9.22.199]] 05:47, 4 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have been annoyed by this too. Got over 20 new dwarfs after setting the cap to 50ish, great. There are some bug reports about this: http://bay12games.com/dwarves/mantisbt/view.php?id=2922 --[[User:Maska|Maska]] 15:51, 4 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10591</id>
		<title>40d Talk:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10591"/>
		<updated>2009-08-15T11:24:51Z</updated>

		<summary type="html">&lt;p&gt;Maska: /* Selecting the quality of furniture */&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;
:: I'm also looking at this.  Though, mostly in respect to royal quality rooms.  I've built a room above-ground entirely out of obsidian blocks and masterful clear glass windows... assuming every obsidian tile is therefore worth 15 (164 ground tiles, 42 wall), and every window is worth 1500 (there are 16 of these), the room should be worth 27090, with no other objects.  Added two giant spider silk bags to get the value to 30150, and it is still grand.  I'll play around with this some more, as I'm baffled as to how this isn't yet royal quality. -[[User:Belathus|Belathus]] 17:26, 1 May 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;
::::::I know it's a bit late for this, but: to be honest, I wouldn't bother. Your Mayor will probably get booted out of office sooner or later, at which point he'll need his hauler bedroom back, and for the effort of finding, deassigning, and reassigning that room you might as well just dig out one more than you need and have done with it. The redundancy doesn't really cost you anything. [[User:Aosher|Aosher]] 19:35, 14 April 2009 (UTC)&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;
== Metal Floor over Engraving? ==&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;br /&gt;
&lt;br /&gt;
== Room Quality and Nobles ==&lt;br /&gt;
&lt;br /&gt;
It should be noted that assigning a normal (legendary) dwarf to a high quality room can make nobles '''very''' unhappy that somebody else got a room as good as (or better than) they did. For example, when I temporarily assigned a Royal bedroom (containing several dozen bags) to one of my siege operators, my King and Queen were &amp;quot;utterly traumatized by a lesser's pretentious sleeping arrangements lately&amp;quot; and my Duchess was &amp;quot;enraged&amp;quot;. --[[User:Quietust|Quietust]] 03:24, 10 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Selecting the quality of furniture ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to select the exact quality of furniture that i place in a room? I want to place a certain bed (+larch bed+ or somthing), but whenever i say &amp;quot;place a bed&amp;quot; here, they always put a crappy bed there. Help ''please''. --[[User:Frandude|Frandude]] 20:42, 14 August 2009 (UTC)&lt;br /&gt;
:Any and all methods of doing such a thing require forbidding all the other beds of the given material (excluding the one you want to place, of course). You can detail the beds via encrusting them, and if you take note of the quality of the details on the bed you want to place, you should be able to pick it out from the others (objects of the same type but with different quality details show up as seperate on lists) - but to do that, you'll probably have to forbid all the other beds anyway. COnsidering that as long as you don't have a furniture stockpile the beds are only going to be stacked in one or two places anyway, forbidding them shouldn't be too hard (especially if you use hotkeys). If you don't know how to forbid items inside a building, use &amp;quot;t&amp;quot; to access them. --[[User:3|3]] 21:43, 14 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Press {{K|x}} to expand all and select the One piece of furniture you want. This info is located in the very same menu as the selection of the furniture item. --[[User:Maska|Maska]] 23:02, 14 August 2009 (UTC)&lt;br /&gt;
::Hmmm, now where's the best spot to put that little tidbit of information? I didn't think about it before, but some people might not get what it means by Expand when building beds, etc. Any ideas on where that could fit in? Room page? Furniture page? Or where? It just seems like a necessary thing to mention. [[User:Shardok|Shardok]] 23:52, 14 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I would say [[Building]], as it's all about the stuff you {{K|b}}uild. We could have a chapter about the actual process: selecting desired items(distance, quality), hauling, building, profit.&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10589</id>
		<title>40d Talk:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10589"/>
		<updated>2009-08-14T23:03:22Z</updated>

		<summary type="html">&lt;p&gt;Maska: /* Selecting the quality of furniture */ That &amp;quot;No&amp;quot; was a bit misleading&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;
:: I'm also looking at this.  Though, mostly in respect to royal quality rooms.  I've built a room above-ground entirely out of obsidian blocks and masterful clear glass windows... assuming every obsidian tile is therefore worth 15 (164 ground tiles, 42 wall), and every window is worth 1500 (there are 16 of these), the room should be worth 27090, with no other objects.  Added two giant spider silk bags to get the value to 30150, and it is still grand.  I'll play around with this some more, as I'm baffled as to how this isn't yet royal quality. -[[User:Belathus|Belathus]] 17:26, 1 May 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;
::::::I know it's a bit late for this, but: to be honest, I wouldn't bother. Your Mayor will probably get booted out of office sooner or later, at which point he'll need his hauler bedroom back, and for the effort of finding, deassigning, and reassigning that room you might as well just dig out one more than you need and have done with it. The redundancy doesn't really cost you anything. [[User:Aosher|Aosher]] 19:35, 14 April 2009 (UTC)&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;
== Metal Floor over Engraving? ==&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;br /&gt;
&lt;br /&gt;
== Room Quality and Nobles ==&lt;br /&gt;
&lt;br /&gt;
It should be noted that assigning a normal (legendary) dwarf to a high quality room can make nobles '''very''' unhappy that somebody else got a room as good as (or better than) they did. For example, when I temporarily assigned a Royal bedroom (containing several dozen bags) to one of my siege operators, my King and Queen were &amp;quot;utterly traumatized by a lesser's pretentious sleeping arrangements lately&amp;quot; and my Duchess was &amp;quot;enraged&amp;quot;. --[[User:Quietust|Quietust]] 03:24, 10 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Selecting the quality of furniture ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to select the exact quality of furniture that i place in a room? I want to place a certain bed (+larch bed+ or somthing), but whenever i say &amp;quot;place a bed&amp;quot; here, they always put a crappy bed there. Help ''please''. --[[User:Frandude|Frandude]] 20:42, 14 August 2009 (UTC)&lt;br /&gt;
:Any and all methods of doing such a thing require forbidding all the other beds of the given material (excluding the one you want to place, of course). You can detail the beds via encrusting them, and if you take note of the quality of the details on the bed you want to place, you should be able to pick it out from the others (objects of the same type but with different quality details show up as seperate on lists) - but to do that, you'll probably have to forbid all the other beds anyway. COnsidering that as long as you don't have a furniture stockpile the beds are only going to be stacked in one or two places anyway, forbidding them shouldn't be too hard (especially if you use hotkeys). If you don't know how to forbid items inside a building, use &amp;quot;t&amp;quot; to access them. --[[User:3|3]] 21:43, 14 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Press {{K|x}} to expand all and select the One piece of furniture you want. This info is located in the very same menu as the selection of the furniture item. --[[User:Maska|Maska]] 23:02, 14 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10588</id>
		<title>40d Talk:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Room&amp;diff=10588"/>
		<updated>2009-08-14T23:02:24Z</updated>

		<summary type="html">&lt;p&gt;Maska: /* Selecting the quality of furniture */ How to select the item you want.&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;
:: I'm also looking at this.  Though, mostly in respect to royal quality rooms.  I've built a room above-ground entirely out of obsidian blocks and masterful clear glass windows... assuming every obsidian tile is therefore worth 15 (164 ground tiles, 42 wall), and every window is worth 1500 (there are 16 of these), the room should be worth 27090, with no other objects.  Added two giant spider silk bags to get the value to 30150, and it is still grand.  I'll play around with this some more, as I'm baffled as to how this isn't yet royal quality. -[[User:Belathus|Belathus]] 17:26, 1 May 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;
::::::I know it's a bit late for this, but: to be honest, I wouldn't bother. Your Mayor will probably get booted out of office sooner or later, at which point he'll need his hauler bedroom back, and for the effort of finding, deassigning, and reassigning that room you might as well just dig out one more than you need and have done with it. The redundancy doesn't really cost you anything. [[User:Aosher|Aosher]] 19:35, 14 April 2009 (UTC)&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;
== Metal Floor over Engraving? ==&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;br /&gt;
&lt;br /&gt;
== Room Quality and Nobles ==&lt;br /&gt;
&lt;br /&gt;
It should be noted that assigning a normal (legendary) dwarf to a high quality room can make nobles '''very''' unhappy that somebody else got a room as good as (or better than) they did. For example, when I temporarily assigned a Royal bedroom (containing several dozen bags) to one of my siege operators, my King and Queen were &amp;quot;utterly traumatized by a lesser's pretentious sleeping arrangements lately&amp;quot; and my Duchess was &amp;quot;enraged&amp;quot;. --[[User:Quietust|Quietust]] 03:24, 10 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Selecting the quality of furniture ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to select the exact quality of furniture that i place in a room? I want to place a certain bed (+larch bed+ or somthing), but whenever i say &amp;quot;place a bed&amp;quot; here, they always put a crappy bed there. Help ''please''. --[[User:Frandude|Frandude]] 20:42, 14 August 2009 (UTC)&lt;br /&gt;
:Any and all methods of doing such a thing require forbidding all the other beds of the given material (excluding the one you want to place, of course). You can detail the beds via encrusting them, and if you take note of the quality of the details on the bed you want to place, you should be able to pick it out from the others (objects of the same type but with different quality details show up as seperate on lists) - but to do that, you'll probably have to forbid all the other beds anyway. COnsidering that as long as you don't have a furniture stockpile the beds are only going to be stacked in one or two places anyway, forbidding them shouldn't be too hard (especially if you use hotkeys). If you don't know how to forbid items inside a building, use &amp;quot;t&amp;quot; to access them. --[[User:3|3]] 21:43, 14 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;strong&amp;gt;No.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Press {{K|x}} to expand all and select the One piece of furniture you want. This info is located in the very same menu as the selection of the furniture item. --[[User:Maska|Maska]] 23:02, 14 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33911</id>
		<title>User:Maska</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33911"/>
		<updated>2009-07-21T20:24:03Z</updated>

		<summary type="html">&lt;p&gt;Maska: No longer occupied with the Finnish defence forces!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maska is now a Recruit.&lt;br /&gt;
&amp;lt;br /&amp;gt;Maska has become a Pioneer.&lt;br /&gt;
&amp;lt;br /&amp;gt;Maska is now more experienced. x2&lt;br /&gt;
&amp;lt;br /&amp;gt;Maska has become a Drunk.&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33910</id>
		<title>User:Maska</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33910"/>
		<updated>2008-12-26T17:06:55Z</updated>

		<summary type="html">&lt;p&gt;Maska: &amp;lt;&amp;lt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maska is now a Recruit.&lt;br /&gt;
&amp;lt;br /&amp;gt;Maska has become a Pioneer.&lt;br /&gt;
&amp;lt;br /&amp;gt;Maska is now more experienced. x2&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33909</id>
		<title>User:Maska</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33909"/>
		<updated>2008-10-20T07:42:06Z</updated>

		<summary type="html">&lt;p&gt;Maska: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maska is now a Recruit.&lt;br /&gt;
&amp;lt;br /&amp;gt;Maska has become a Pioneer.&lt;br /&gt;
&amp;lt;br /&amp;gt;Maska is now more experienced.&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33908</id>
		<title>User:Maska</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33908"/>
		<updated>2008-08-23T09:52:56Z</updated>

		<summary type="html">&lt;p&gt;Maska: Blah.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maska is now a Recruit.&lt;br /&gt;
&amp;lt;br /&amp;gt;Maska has become a Pioneer.&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33907</id>
		<title>User:Maska</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33907"/>
		<updated>2008-08-23T09:52:16Z</updated>

		<summary type="html">&lt;p&gt;Maska: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maska is now a Recruit.&lt;br /&gt;
Maska has become a Pioneer.&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33906</id>
		<title>User:Maska</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33906"/>
		<updated>2008-07-07T03:54:25Z</updated>

		<summary type="html">&lt;p&gt;Maska: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maska is now a Recruit.&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33905</id>
		<title>User:Maska</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33905"/>
		<updated>2008-02-25T18:07:52Z</updated>

		<summary type="html">&lt;p&gt;Maska: Fail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maska cancels playing Dwarf Fortress, interrupted by Beer. (30x)&lt;br /&gt;
&lt;br /&gt;
Maska has been struck down&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33904</id>
		<title>User:Maska</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33904"/>
		<updated>2008-02-25T18:06:05Z</updated>

		<summary type="html">&lt;p&gt;Maska: No time.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maska cancels playing Dwarf Fortress, interrupted by Beer. (30x)&lt;br /&gt;
Maska has been struck down&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:Creatures&amp;diff=13711</id>
		<title>Category talk:Creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:Creatures&amp;diff=13711"/>
		<updated>2008-01-31T13:21:52Z</updated>

		<summary type="html">&lt;p&gt;Maska: Signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should the animals category go into this? Also, should the link on the front page link to this category rather than a plain &amp;quot;creatures&amp;quot; page? --[[User:BahamutZERO|BahamutZERO]] 15:46, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== *men and categories ==&lt;br /&gt;
&lt;br /&gt;
Should we consider batmen, leechmen and such as humanoid or should we create a category for hostile beasts? (What would it be called?)&lt;br /&gt;
&lt;br /&gt;
I was about to [[Special:Uncategorizedpages|categorize stuff]] and stopped to wonder. --[[User:Maska|Maska]] 08:21, 31 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:Creatures&amp;diff=13710</id>
		<title>Category talk:Creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:Creatures&amp;diff=13710"/>
		<updated>2008-01-31T13:21:08Z</updated>

		<summary type="html">&lt;p&gt;Maska: *men and categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should the animals category go into this? Also, should the link on the front page link to this category rather than a plain &amp;quot;creatures&amp;quot; page? --[[User:BahamutZERO|BahamutZERO]] 15:46, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== *men and categories ==&lt;br /&gt;
&lt;br /&gt;
Should we consider batmen, leechmen and such as humanoid or should we create a category for hostile beasts? (What would it be called?)&lt;br /&gt;
&lt;br /&gt;
I was about to [[Special:Uncategorizedpages|categorize stuff]] and stopped to wonder.&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trade_Depot&amp;diff=23891</id>
		<title>Trade Depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trade_Depot&amp;diff=23891"/>
		<updated>2008-01-31T12:54:14Z</updated>

		<summary type="html">&lt;p&gt;Maska: Corrected double redirects.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Trading]]&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dungeon_master&amp;diff=15695</id>
		<title>40d:Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dungeon_master&amp;diff=15695"/>
		<updated>2008-01-30T16:28:01Z</updated>

		<summary type="html">&lt;p&gt;Maska: The requirements are already in the noble template table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| office=Office&lt;br /&gt;
| tomb=Burial Chamber&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Discover hidden site feature&lt;br /&gt;
| function=&lt;br /&gt;
* Tame exotic animals&lt;br /&gt;
}}&lt;br /&gt;
''&amp;quot;The dungeon master ponders fell beasts and treasure.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The dungeon master is a [[noble]] and, like the [[expedition leader]], is not a position that can be replaced by the player. S/he arrives as an immigrant and is not elected. The dungeon master is suspected to arrive in a fortress' first immigrant wave after reaching a population of 50 and discovering a hidden site feature. (This has been confirmed by Toady One - in [[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=002748| this thread of the bay12games forum]]. However, in the current state of the game (33g), any site feature, even non-hidden - e.g. a brook, river or open magma vent, will trigger the arrival of the Dungeon Master.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dungeon master also arrives with skills from both the metalsmith and ranger groups, this reflects how the presence of this noble allows taming of exotic animals&amp;lt;!-- and production of electrum coins {{verify}} -- I have minted electrum coins w/out a Dungeon Master in .33b and was able to tame new large animals after he arrived in .33a.  ~~~~ --&amp;gt;. These skills are:&lt;br /&gt;
*Animal trainer&lt;br /&gt;
*Animal caretaker&lt;br /&gt;
*Furnace operator&lt;br /&gt;
*Metal crafter&lt;br /&gt;
&lt;br /&gt;
Additionally, Dungeon masters have armor crafting,weapon smithing and metal smithing turned on even though they possess no base skill. &lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35964</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35964"/>
		<updated>2008-01-28T12:30:13Z</updated>

		<summary type="html">&lt;p&gt;Maska: Learning to use talk pages...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yea thanks, this is my first try at a wiki-page. sorry if it was crappy... --[[User:CombatWombat|CombatWombat]] 06:42, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Nah, there's no such thing as a crappy wiki edit, when its got content in it. Just remember to be bold, otherwise there would be nothing here. --[[User:Maska|Maska]] 07:29, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extraction from different articles ==&lt;br /&gt;
&lt;br /&gt;
All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --[[User:Maska|Maska]] 08:29, 27 January 2008 (EST)&lt;br /&gt;
:Looking good, is there a 'your first caravan'-type tutorial anywhere we could link to? Something with advice on the sort of goods to prepare and what to buy for the first winter, with new players in mind. I'll try and find one somewhere. --[[User:TangoThree|TangoThree]] 09:07, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Done, linked to the trade section in the new player guide. --[[User:TangoThree|TangoThree]] 09:11, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Haulers? ==&lt;br /&gt;
In my experience the &amp;quot;bring item to depot&amp;quot; tasks were performed by any dwarf, even without any hauling labors enabled. Can also be my imagination. I cannot check it for now, so, anyone, please verify.--[[User:Dorten|Dorten]] 23:49, 27 January 2008 (EST)&lt;br /&gt;
:That's correct, as many times my pure crafters will stop crafting to haul goods to the depot, despite having only one or two production labors enabled. --[[User:N9103|Edward]] 03:41, 28 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35963</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35963"/>
		<updated>2008-01-28T12:29:10Z</updated>

		<summary type="html">&lt;p&gt;Maska: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yea thanks, this is my first try at a wiki-page. sorry if it was crappy... --[[User:CombatWombat|CombatWombat]] 06:42, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extraction from different articles ==&lt;br /&gt;
&lt;br /&gt;
All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --[[User:Maska|Maska]] 08:29, 27 January 2008 (EST)&lt;br /&gt;
:Looking good, is there a 'your first caravan'-type tutorial anywhere we could link to? Something with advice on the sort of goods to prepare and what to buy for the first winter, with new players in mind. I'll try and find one somewhere. --[[User:TangoThree|TangoThree]] 09:07, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Done, linked to the trade section in the new player guide. --[[User:TangoThree|TangoThree]] 09:11, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Haulers? ==&lt;br /&gt;
In my experience the &amp;quot;bring item to depot&amp;quot; tasks were performed by any dwarf, even without any hauling labors enabled. Can also be my imagination. I cannot check it for now, so, anyone, please verify.--[[User:Dorten|Dorten]] 23:49, 27 January 2008 (EST)&lt;br /&gt;
:That's correct, as many times my pure crafters will stop crafting to haul goods to the depot, despite having only one or two production labors enabled. --[[User:N9103|Edward]] 03:41, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Nah, there's no such thing as a crappy wiki edit, when its got content in it. Just remember to be bold, otherwise there would be nothing here. --[[User:Maska|Maska]] 07:29, 28 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5808</id>
		<title>40d:Human</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5808"/>
		<updated>2008-01-27T14:26:33Z</updated>

		<summary type="html">&lt;p&gt;Maska: /* Humans in Fortress Mode */  Info to trading, caravan.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Humans''' are intelligent [[humanoid]] [[creatures]] that live in cities on the plains. They are a one of the races playable in [[Adventure Mode]]. Their buildings are made entirely of [[wood]], and usually include several houses and [[shop]]s, and a tavern. They are primarily interested in trade, and generally send large [[caravan]]s in [[Calendar|summer]]. They will [[siege]] any fortress that lets harm come to their caravans.{{ver|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
== Humans in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
{{old|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
The first human [[caravan]] will arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have wagons, which are slow but carry lots of goods. Humans may also send a [[Liaison|representative]], and having more skilled trading nobles will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans.&lt;br /&gt;
&lt;br /&gt;
If enough humans are killed while visiting your area, their civilization will invade and try very hard to obliterate your fortress. This can be viewed as either something to avoid, or a chance to test your network of fortress defenses. This can be especially tricky if a human noble has been to your fortress. All traps that she observed while walking inside will be essentially inactive for any invading humans.&lt;br /&gt;
&lt;br /&gt;
If you succeed in defeating a human siege, they may send a diplomat to make an offer of peace, which you can accept or reject.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Creating a settlement underneath a human town confers a number advantages. The human [[soldier]]s and [[guard]]s, in the process of protecting their town, also protect your fortress. In addition, all the objects present in the town are assumed to be your property, which provides your fortress with a huge starting value boost. You may also [[reclaim]] the items present inside the various buildings, giving you a nice early cache of weapons, trade objects and [[furniture]]. Finally, the wood from the buildings may be acquired by deconstructing them, or [[cave-ins|undermining]] the structure.&lt;br /&gt;
&lt;br /&gt;
== Humans in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Human towns usually have many different shops. They typically have swordsmen and plenty of [[Drunk|drunks]] to recruit. The leader and quest giver of a city is called the mayor, who can generally be found in the tavern in the center of town.&lt;br /&gt;
&lt;br /&gt;
Humans characters are, in every way, the middle road between dwarves and elves. Their starting equipment is [[metal]], but the type of metal depends on how advanced that particular Human civilization is. Humans might have [[copper]], [[bronze]], or [[iron]] equipment. Humans may start with skill in any [[weapon]] (as opposed to the more limited lists that [[elves]] and [[dwarves]] use). Humans lack the special damage resistance of [[dwarves]] and the raw speed of [[elves]], but they are one size category larger than [[dwarves]]. This makes them hit harder and absorb more damage (though it may not make up for their lack of damage resistance). Another downside for humans is that they have a life expectancy of 60-120 years, which is a lot shorter than dwarves and especially elves, but this is unlikely to affect anyone except a serious [[Fortress Mode]] addict.&lt;br /&gt;
&lt;br /&gt;
They may buy both [[armor]] and weapons at human towns, and may scavenge dwarven weapons from abandoned fortresses. Masterpiece armor is extremely rare in human [[shop]]s, but exceptional equipment is common, and temples contain abundant loot, so a human adventurer can easily pick up a set of exceptional gear.&lt;br /&gt;
&lt;br /&gt;
== Playing as Humans in Fortress Mode ==&lt;br /&gt;
To start a &amp;quot;Human fort&amp;quot; (or, alternately, an Elven retreat or Goblin tower) one need only add the tag [CIV_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should only do this after having already generated a world, otherwise you may encounter bugs. It's also advisable to only have one race playable at a time by removing the [CIV_CONTROLLABLE] tag from all but the race you wish to play, for similar reasons.&lt;br /&gt;
&lt;br /&gt;
Gameplay adapts remarkably well, as if Toady intended us to do this, although there are a few bugs mostly relating to traders from certain races not arriving at your fort. The Elves can carry with them many different pets upon embarking, and the races will start with the appropriate food and plants (for example, humans have prickle berries instead of plump helmets by default).&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35821</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35821"/>
		<updated>2008-01-27T14:24:16Z</updated>

		<summary type="html">&lt;p&gt;Maska: /* Trade depot */  Removed duplicate main article reference.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trading in Dwarf Fortress first occurs in the first autumn of building your fort, with the arrival of the dwarven [[caravan]]. Trading is a good way to acquire resources not neccesarily available in the local area. It also makes it possible to embark with fewer items, e.g. [[food]], [[wood]] and an [[anvil]]/[[Metal|metal bars]] can be traded for local goods. New players can look [[Your_first_fortress#Trading|here]] for advice on trading with your first caravan.&lt;br /&gt;
== Trade depot ==&lt;br /&gt;
{{main|Trade depot}}&lt;br /&gt;
In order to trade, a trade depot must exist and be accessible. All following actions are accessed there via the {{key|q}}-menu.&lt;br /&gt;
=== Hauling goods ===&lt;br /&gt;
When a caravan arrives, it is time to move local goods ready for trade. Selecting items in the categorized view will mark them [PENDING] and they will be moved to the depot by a dwarf with the appropriate hauling skill. When ready for trade, an item is marked [TRADE]. The depot can be emptied in the same manner.&lt;br /&gt;
=== Requesting a trader ===&lt;br /&gt;
When a trader is needed at the depot and only the [[Outpost_broker|broker]] may trade, if not busy, he or she will come to the depot and wait for trading to begin. It is advised to deactivate all labors from the broker during trading. However, eating drinking and sleeping are always at a higher priority than trading.&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In the trading view, merchants' goods are displayed on the left and player's on the right. Items from each side are selected for trade with {{key|enter}} and then traded with {{key|t}}.&lt;br /&gt;
&lt;br /&gt;
There are two factors to concider in making a balanced trade: weight and [[item value]]. Caravans have weight limits and the allowed additional weight is shown in the bottom right corner. The merchants must also profit from the deal. The amount of profit depends on the broker skill of the trader. It is strongly advised to use an allocated broker to do the transaction with the merchants. Having one person being a broker means that only he gains experience in [[social skills]] from successfull trades, thus being able to negotiate more favorable deals in the future.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[Caravan]]''&lt;br /&gt;
&lt;br /&gt;
The merchant races are [[Dwarf|dwarves]], [[Human|humans]] and [[Elf|elves]], each of which send a caravan once a year in normal circumstances. Dwarves and humans also send a [[liaison]] with whom the local broker has a meeting. Import and export requests are made, adjusting the prices for the next year. Desired items become more valuable.&lt;br /&gt;
=== Dwarves ===&lt;br /&gt;
Dwarves arrive every year in the [[Calendar|fall]], typically bringing [[food]], [[alcohol|booze]], [[leather]] and miscellaneous supplies.  They are the only caravan that can bring [[steel]] in any form, either as equipment, crafts or unworked metal bars.  Unlike other races, the dwarven civilization will never attack even if their traders don't make it home.&lt;br /&gt;
=== Humans ===&lt;br /&gt;
The first human caravan will arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have wagons, which are slow and wide but carry lots of goods. The width causes high demands for depot accessibility. There must be a path at least three tiles wide from the edge of the map where humans enter. If the caravan must take a very long path to reach the depot, this is reduced from the time to trade. If the time is up while they are still moving, they will turn back and leave.&lt;br /&gt;
&lt;br /&gt;
Humans may also send a Representative, and having more skilled trading nobles will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans. The Representative will set up [[Trade agreement]]s with your trading noble, which lets you order the goods you want the next caravan to bring. Humans value weapons, and will usually negotiate to pay more for them in their trade agreements.&lt;br /&gt;
=== Elves ===&lt;br /&gt;
Elves send small caravans in [[Calendar|spring]], loaded with [[cloth]], [[rope]], various [[plants]], and [[wood]]en items. The may also bring some [[tame]] [[animal]]s. They are very picky about what they will accept in return.&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any dead animal or tree byproducts. Forbidden items include{{ver|0.23.130.23a}}:&lt;br /&gt;
&lt;br /&gt;
* [[Bone]], [[shell]], [[leather]], or [[chitin]] items&lt;br /&gt;
* [[Wood]]en items, and items derived from wood, such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* Any item they normally would accept that has [[Blood|blood]] on it, for instance from a slain enemy.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the cage or trap is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Although [[tower-cap]]s are giant mushrooms, they are considered trees by the elves.&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17944</id>
		<title>40d:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17944"/>
		<updated>2008-01-27T14:19:20Z</updated>

		<summary type="html">&lt;p&gt;Maska: /* Elves in Fortress Mode */  Moving information to caravan and trading.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
'''Elves''' are intelligent [[humanoid]] [[creature]]s who live in [[forest retreat]]s. They are a one of the races playable in [[Adventure Mode]]. Their retreats have no buildings, but the trees in the area are named.{{ver|0.23.130.23a}}They love nature and are ready to defend it, typically with [[bow]]s. They may invade a fortress which violates their tree-cutting limit.{{ver|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
== Elves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Elves are a [[trading]] race and send small [[caravan]]s in [[Calendar|spring]]. They are very picky about what they will accept in return: Elven traders do not like to be offered any dead animal or tree byproducts.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Living with Elves is pretty much the same as living among Humans, but they don't build houses, furniture, or anything else that uses wood. So basically, it's just like living anywhere else, but with guards.&lt;br /&gt;
&lt;br /&gt;
== Elves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Elven forest retreats are represented by yellow symbols in forests on the world map. They do not have any [[shop]]s, but they seem to have a great amount of elite marksmen to recruit. The leader and quest giver of a retreat is called the &amp;quot;druid&amp;quot;, who can be found wandering the forest floor with the other elves.&lt;br /&gt;
&lt;br /&gt;
Elven characters start with a wooden [[weapon]] and a full set of basic wooden [[armor]]. They may not wear metal armor, though they may wield metal weapons and shields if they find them. These limitations often lead to a quick death. They do have some advantages, however: they're one size larger than dwarves, which makes them hit harder and absorb more damage, but they also have a slight natural armor penalty. Their main redeeming trait is their speed, which is noticeably higher than the other playable races.&lt;br /&gt;
&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7364</id>
		<title>40d:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7364"/>
		<updated>2008-01-27T14:17:16Z</updated>

		<summary type="html">&lt;p&gt;Maska: Moving information to caravan and trading.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Dwarf.jpg|100px|thumb|An engraving of a dwarf]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarves''' are intelligent [[humanoid]] [[creatures]] that live in fortresses carved from [[mountain]]s. They are the featured [[race]] of [[Dwarf Fortress mode|Fortress Mode]], and also a one of the races playable in [[Adventure Mode]]. They are mainly interested in acquiring wealth and rare [[metal]]s, especially [[adamantine]]. They are [[alcohol]] dependant, and work slowly if deprived of it for long. Their most hated enemies are the [[goblin]]s.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Dwarves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarves are a [[trading]] race and will send a [[caravan]] every year in the [[Calendar|fall]]. [[Immigrant|Immigrants]] will be attracted to your fortress as your wealth grows, and arrive every spring.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
You cannot start your fortress where another fortress exists.&lt;br /&gt;
&lt;br /&gt;
== Dwarves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarven mountainhomes and outposts do not have any [[shop]]s, but usually have a variety of fighters to recruit. Outposts have or quest giver{{verify}}, but the monarch of each civilization will give quests at their capital city.&lt;br /&gt;
&lt;br /&gt;
Dwarven characters always start with [[iron]] [[weapon]]s and [[armor]], making them the best-equipped race. Unfortunately, [[human]] armor is too large for them to wear, and humans are the only race with shops, so all armor upgrades will have to come from looting dwarven fortresses. Most human weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
Dwarves have the highest natural armor of the adventuring races, at +1, but are one [[size]] smaller than [[Elf|elves]] and humans, so they cause less damage and absorb less damage. Dwarves are the only race that sometimes enters a [[martial trance]] when beset by many foes, which gives them combat bonuses.&lt;br /&gt;
&lt;br /&gt;
== Mythology ==&lt;br /&gt;
&lt;br /&gt;
In real-life mythology, Dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stone]]s, and pass their time fabricating costly weapons and armor. They are famed [[miner]]s and [[smith]]s, although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarvish smiths created some of the greatest and most powerful items of power, which inspired the in-game [[strange mood]]s and [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
''See the [http://en.wikipedia.org/wiki/Dwarf Wikipedia article]''&lt;br /&gt;
&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Main&amp;diff=36153</id>
		<title>Template:Main</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Main&amp;diff=36153"/>
		<updated>2008-01-27T14:06:05Z</updated>

		<summary type="html">&lt;p&gt;Maska: Copied from Wikipedia, I think this will be useful as the wiki grows.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&amp;lt;div class=&amp;quot;noprint relarticle mainarticle&amp;quot;&amp;gt;''Main article{{#if:{{{2|}}}|s}}: [[{{{1}}}|{{{l1|{{{1}}}}}}]]{{#if:{{{2| }}}&lt;br /&gt;
 |{{#if:{{{3|}}}|,&amp;amp;#32;|&amp;amp;#32;and&amp;amp;#32;}}[[{{{2}}}|{{{l2|{{{2}}}}}}]]}}{{#if:{{{3|}}}&lt;br /&gt;
 |{{#if:{{{4|}}}|,&amp;amp;#32;|,&amp;amp;#32;and&amp;amp;#32;}}[[{{{3}}}|{{{l3|{{{3}}}}}}]]}}{{#if:{{{4|}}}&lt;br /&gt;
 |{{#if:{{{5|}}}|,&amp;amp;#32;|,&amp;amp;#32;and&amp;amp;#32;}}[[{{{4}}}|{{{l4|{{{4}}}}}}]]}}{{#if:{{{5|}}}&lt;br /&gt;
 |{{#if:{{{6|}}}|,&amp;amp;#32;|,&amp;amp;#32;and&amp;amp;#32;}}[[{{{5}}}|{{{l5|{{{5}}}}}}]]}}{{#if:{{{6|}}}&lt;br /&gt;
 |{{#if:{{{7|}}}|,&amp;amp;#32;|,&amp;amp;#32;and&amp;amp;#32;}}[[{{{6}}}|{{{l6|{{{6}}}}}}]]}}{{#if:{{{7|}}}&lt;br /&gt;
 |{{#if:{{{8|}}}|,&amp;amp;#32;|,&amp;amp;#32;and&amp;amp;#32;}}[[{{{7}}}|{{{l7|{{{7}}}}}}]]}}{{#if:{{{8|}}}&lt;br /&gt;
 |{{#if:{{{9|}}}|,&amp;amp;#32;|,&amp;amp;#32;and&amp;amp;#32;}}[[{{{8}}}|{{{l8|{{{8}}}}}}]]}}{{#if:{{{9|}}}&lt;br /&gt;
 |{{#if:{{{10|}}}|,&amp;amp;#32;|,&amp;amp;#32;and&amp;amp;#32;}}[[{{{9}}}|{{{l9|{{{9}}}}}}]]}}{{#if:{{{10|}}}&lt;br /&gt;
 |, and [[{{{10}}}|{{{l10|{{{10}}}}}}]]}}''{{#if:{{{11| }}}|&amp;amp;#32; (too many parameters in &amp;amp;#123;&amp;amp;#123;[[Template:main|main]]&amp;amp;#125;&amp;amp;#125;)}}&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35819</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35819"/>
		<updated>2008-01-27T14:00:36Z</updated>

		<summary type="html">&lt;p&gt;Maska: Thinking caravan section should be moved more to the actual article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trading in Dwarf Fortress first occurs in the first autumn of building your fort, with the arrival of the dwarven [[caravan]]. Trading is a good way to acquire resources not neccesarily available in the local area. It also makes it possible to embark with fewer items, e.g. [[food]], [[wood]] and an [[anvil]]/[[Metal|metal bars]] can be traded for local goods.&lt;br /&gt;
&lt;br /&gt;
== Trade depot ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[Trade depot]]''&lt;br /&gt;
&lt;br /&gt;
{{main|Trade depot}}&lt;br /&gt;
In order to trade, a trade depot must exist and be accessible. All following actions are accessed there via the {{key|q}}-menu.&lt;br /&gt;
=== Hauling goods ===&lt;br /&gt;
When a caravan arrives, it is time to move local goods ready for trade. Selecting items in the categorized view will mark them [PENDING] and they will be moved to the depot by a dwarf with the appropriate hauling skill. When ready for trade, an item is marked [TRADE]. The depot can be emptied in the same manner.&lt;br /&gt;
=== Requesting a trader ===&lt;br /&gt;
When a trader is needed at the depot and only the [[Outpost_broker|broker]] may trade, if not busy, he or she will come to the depot and wait for trading to begin. It is advised to deactivate all labors from the broker during trading. However, eating drinking and sleeping are always at a higher priority than trading.&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In the trading view, merchants' goods are displayed on the left and player's on the right. Items from each side are selected for trade with {{key|enter}} and then traded with {{key|t}}.&lt;br /&gt;
&lt;br /&gt;
There are two factors to concider in making a balanced trade: weight and [[item value]]. Caravans have weight limits and the allowed additional weight is shown in the bottom right corner. The merchants must also profit from the deal. The amount of profit depends on the broker skill of the trader. It is strongly advised to use an allocated broker to do the transaction with the merchants. Having one person being a broker means that only he gains experience in [[social skills]] from successfull trades, thus being able to negotiate more favorable deals in the future.&lt;br /&gt;
== Caravans ==&lt;br /&gt;
&lt;br /&gt;
''Main article: [[Caravan]]''&lt;br /&gt;
&lt;br /&gt;
The merchant races are [[Dwarf|dwarves]], [[Human|humans]] and [[Elf|elves]], each of which send a caravan once a year in normal circumstances. Dwarves and humans also send a [[liaison]] with whom the local broker has a meeting. Import and export requests are made, adjusting the prices for the next year. Desired items become more valuable.&lt;br /&gt;
=== Dwarves ===&lt;br /&gt;
Dwarves arrive every year in the [[Calendar|fall]], typically bringing [[food]], [[alcohol|booze]], [[leather]] and miscellaneous supplies.  They are the only caravan that can bring [[steel]] in any form, either as equipment, crafts or unworked metal bars.  Unlike other races, the dwarven civilization will never attack even if their traders don't make it home.&lt;br /&gt;
=== Humans ===&lt;br /&gt;
The first human caravan will arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have wagons, which are slow and wide but carry lots of goods. The width causes high demands for depot accessibility. There must be a path at least three tiles wide from the edge of the map where humans enter. If the caravan must take a very long path to reach the depot, this is reduced from the time to trade. If the time is up while they are still moving, they will turn back and leave.&lt;br /&gt;
&lt;br /&gt;
Humans may also send a Representative, and having more skilled trading nobles will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans. The Representative will set up [[Trade agreement]]s with your trading noble, which lets you order the goods you want the next caravan to bring. Humans value weapons, and will usually negotiate to pay more for them in their trade agreements.&lt;br /&gt;
=== Elves ===&lt;br /&gt;
Elves send small caravans in [[Calendar|spring]], loaded with [[cloth]], [[rope]], various [[plants]], and [[wood]]en items. The may also bring some [[tame]] [[animal]]s. They are very picky about what they will accept in return.&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any dead animal or tree byproducts. Forbidden items include{{ver|0.23.130.23a}}:&lt;br /&gt;
&lt;br /&gt;
* [[Bone]], [[shell]], [[leather]], or [[chitin]] items&lt;br /&gt;
* [[Wood]]en items, and items derived from wood, such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* Any item they normally would accept that has [[Blood|blood]] on it, for instance from a slain enemy.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the cage or trap is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Although [[tower-cap]]s are giant mushrooms, they are considered trees by the elves.&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35818</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35818"/>
		<updated>2008-01-27T13:51:07Z</updated>

		<summary type="html">&lt;p&gt;Maska: Wikified and merged paragrafs from other articles.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trading in Dwarf Fortress first occurs in the first autumn of building your fort, with the arrival of the dwarven [[caravan]]. Trading is a good way to acquire resources not neccesarily available in the local area. It also makes it possible to embark with fewer items, e.g. [[food]], [[wood]] and an [[anvil]]/[[Metal|metal bars]] can be traded for local goods.&lt;br /&gt;
&lt;br /&gt;
== [[Trade depot]] ==&lt;br /&gt;
In order to trade, a trade depot must exist and be accessible. All following actions are accessed there via the {{key|q}}-menu.&lt;br /&gt;
=== Hauling goods ===&lt;br /&gt;
When a caravan arrives, it is time to move local goods ready for trade. Selecting items in the categorized view will mark them [PENDING] and they will be moved to the depot by a dwarf with the appropriate hauling skill. When ready for trade, an item is marked [TRADE]. The depot can be emptied in the same manner.&lt;br /&gt;
=== Requesting a trader ===&lt;br /&gt;
When a trader is needed at the depot and only the [[Outpost_broker|broker]] may trade, if not busy, he or she will come to the depot and wait for trading to begin. It is advised to deactivate all labors from the broker during trading. However, eating drinking and sleeping are always at a higher priority than trading.&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In the trading view, merchants' goods are displayed on the left and player's on the right. Items from each side are selected for trade with {{key|enter}} and then traded with {{key|t}}.&lt;br /&gt;
&lt;br /&gt;
There are two factors to concider in making a balanced trade: weight and [[item value]]. Caravans have weight limits and the allowed additional weight is shown in the bottom right corner. The merchants must also profit from the deal. The amount of profit depends on the broker skill of the trader. It is strongly advised to use an allocated broker to do the transaction with the merchants. Having one person being a broker means that only he gains experience in [[social skills]] from successfull trades, thus being able to negotiate more favorable deals in the future.&lt;br /&gt;
== Caravans ==&lt;br /&gt;
The merchant races are [[Dwarf|dwarves]], [[Human|humans]] and [[Elf|elves]], each of which send a caravan once a year in normal circumstances. Dwarves and humans also send a [[liaison]] with whom the local broker has a meeting. Import and export requests are made, adjusting the prices for the next year. Desired items become more valuable.&lt;br /&gt;
=== Dwarves ===&lt;br /&gt;
Dwarves arrive every year in the [[Calendar|fall]], typically bringing [[food]], [[alcohol|booze]], [[leather]] and miscellaneous supplies.  They are the only caravan that can bring [[steel]] in any form, either as equipment, crafts or unworked metal bars.  Unlike other races, the dwarven civilization will never attack even if their traders don't make it home.&lt;br /&gt;
=== Humans ===&lt;br /&gt;
The first human caravan will arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have wagons, which are slow and wide but carry lots of goods. The width causes high demands for depot accessibility. There must be a path at least three tiles wide from the edge of the map where humans enter. If the caravan must take a very long path to reach the depot, this is reduced from the time to trade. If the time is up while they are still moving, they will turn back and leave.&lt;br /&gt;
&lt;br /&gt;
Humans may also send a Representative, and having more skilled trading nobles will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans. The Representative will set up [[Trade agreement]]s with your trading noble, which lets you order the goods you want the next caravan to bring. Humans value weapons, and will usually negotiate to pay more for them in their trade agreements.&lt;br /&gt;
=== Elves ===&lt;br /&gt;
Elves send small caravans in [[Calendar|spring]], loaded with [[cloth]], [[rope]], various [[plants]], and [[wood]]en items. The may also bring some [[tame]] [[animal]]s. They are very picky about what they will accept in return.&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any dead animal or tree byproducts. Forbidden items include{{ver|0.23.130.23a}}:&lt;br /&gt;
&lt;br /&gt;
* [[Bone]], [[shell]], [[leather]], or [[chitin]] items&lt;br /&gt;
* [[Wood]]en items, and items derived from wood, such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* Any item they normally would accept that has [[Blood|blood]] on it, for instance from a slain enemy.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the cage or trap is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Although [[tower-cap]]s are giant mushrooms, they are considered trees by the elves.&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35955</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35955"/>
		<updated>2008-01-27T13:29:28Z</updated>

		<summary type="html">&lt;p&gt;Maska: Sig&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extraction from different articles ==&lt;br /&gt;
&lt;br /&gt;
All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --[[User:Maska|Maska]] 08:29, 27 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35954</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35954"/>
		<updated>2008-01-27T13:29:00Z</updated>

		<summary type="html">&lt;p&gt;Maska: Extraction from different articles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extraction from different articles ==&lt;br /&gt;
&lt;br /&gt;
All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences.&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35953</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35953"/>
		<updated>2008-01-27T11:51:30Z</updated>

		<summary type="html">&lt;p&gt;Maska: New page: This needs wikification with some amounts of rewriting. I will give it a go. --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Craftsdwarf%27s_workshop&amp;diff=18748</id>
		<title>40d:Craftsdwarf's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Craftsdwarf%27s_workshop&amp;diff=18748"/>
		<updated>2008-01-08T22:24:17Z</updated>

		<summary type="html">&lt;p&gt;Maska: Deleted many links to craft (redirects back here.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Craftsdwarf's Workshop|key=r|job=Craftsworking&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=No Special Profession&lt;br /&gt;
|use=&lt;br /&gt;
* [[Bone]]&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
* [[Cloth|Plant fibre cloth]]&lt;br /&gt;
* [[Shell]]&lt;br /&gt;
* [[Silk]]&lt;br /&gt;
* [[Skull]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
* Rock crafts&lt;br /&gt;
* Wood crafts&lt;br /&gt;
* Rock short [[sword]]s&lt;br /&gt;
* Wood [[bolt]]s&lt;br /&gt;
* Bone [[bolt]]s&lt;br /&gt;
* Bone [[decoration]]s&lt;br /&gt;
* Shell [[decoration]]s&lt;br /&gt;
* [[Totem]]s&lt;br /&gt;
* Plant fiber cloth crafts&lt;br /&gt;
* Silk crafts&lt;br /&gt;
* Shell crafts&lt;br /&gt;
* Bone crafts&lt;br /&gt;
* Leather crafts&lt;br /&gt;
* Bone [[armor]]&lt;br /&gt;
* Shell [[armor]]&lt;br /&gt;
* [[Adamantine]] strands&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Craftsdwarf's workshop''' is a [[workshop]] for any dwarves who can make [[stone]], [[bone]] or [[shell]] crafts. It can also be used to make a few things that aren't strictly crafts, such as shell [[armor]] and bone crossbow bolts.&lt;br /&gt;
&lt;br /&gt;
Craftsworking includes several different skills:&lt;br /&gt;
*[[Bone carving]]&lt;br /&gt;
*[[Stonecrafting]]&lt;br /&gt;
*[[Woodcrafting]]&lt;br /&gt;
*[[Metalcrafting]]{{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Uses for crafts==&lt;br /&gt;
===Armor===&lt;br /&gt;
Bone and shell, like any other material other than metal used to create [[armor]], has 50% of the standard protection of iron. While poor in protection value, it is still a good start for protecting your dwarves before you get a metalsmithing operation going. It is not very usefull in the first few years since you aren't likely to be attacked by anything too powerfull but is still a preferable option over leather armor since while bearing the same protection value, leather can be used for more usefull purposes such as [[bags]] or leather [[clothing]].&lt;br /&gt;
&lt;br /&gt;
Making bone and shell armor can be an effective way to meet certain nobles' mandates if metal armor production is difficult.&lt;br /&gt;
&lt;br /&gt;
===Bolts===&lt;br /&gt;
Bone and wood [[bolts]] for crossbows can be made at a Craftdwarf's workshop; bone bolts can be made for next to nothing and when the dwarf reaches the top experience levels, bone bolts approach damage levels like that of metal ones&amp;lt;sup&amp;gt;{{verify}}&amp;lt;/sup&amp;gt;. Also, dwarves will not use metal bolts to practice, instead preferring bone and wooden bolts.&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
General crafts, such as idols, scepters, mugs, etc. are only good as trade items. It is a good idea to include a Craftsdwarf with both Bone Carving and Stone Crafting in your beginning party, so you can start producing ammunition and getting rid of those massive piles of rocks. A few bins of well-made trade goods are usually sufficient to buy any vital supplies from the first caravan to arrive at your fortress.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
You can create [[stone]] short [[sword]]s at the craftsdwarf's workshop out of any sharp stone.  In the unmodified game, these short swords can only be made from [[obsidian]].  These have the same damage as steel, so they are extremely useful for early traps if you can find or produce obsidian.  However, they require one unit of [[wood]] in their construction, making them mostly impractical on maps with no or little forestation.&lt;br /&gt;
&lt;br /&gt;
The weapons are described as being clubs with a sharp stone edge affixed to the side.  According to [[Toady One]], the weapons are supposed to wear very quickly but this functionality has not yet been implemented.{{version|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ash&amp;diff=33958</id>
		<title>40d Talk:Ash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ash&amp;diff=33958"/>
		<updated>2008-01-05T15:22:45Z</updated>

		<summary type="html">&lt;p&gt;Maska: Signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stockpiling==&lt;br /&gt;
Not that you want to keep it much... but where do I find how to store ash in the stockpile I am setting up between my wood furnace and my ashery?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 08:45, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Stock{{key|p}}pile, Cus{{key|t}}om settings, {{key|e}}nable Bars/Block, {{key|f}}orbid Bars: Metal, Blocks, Blocks: Metal. Then toggle off coal, potash, pearlash and tallow soap, leaving ash the only allowed material.--[[User:Maska|Maska]] 10:22, 5 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ash&amp;diff=33957</id>
		<title>40d Talk:Ash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ash&amp;diff=33957"/>
		<updated>2008-01-05T15:22:21Z</updated>

		<summary type="html">&lt;p&gt;Maska: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stockpiling==&lt;br /&gt;
Not that you want to keep it much... but where do I find how to store ash in the stockpile I am setting up between my wood furnace and my ashery?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 08:45, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Stock{{key|p}}pile, Cus{{key|t}}om settings, {{key|e}}nable Bars/Block, {{key|f}}orbid Bars: Metal, Blocks, Blocks: Metal. Then toggle off coal, potash, pearlash and tallow soap, leaving ash the only allowed material.&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33903</id>
		<title>User:Maska</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Maska&amp;diff=33903"/>
		<updated>2008-01-04T12:44:10Z</updated>

		<summary type="html">&lt;p&gt;Maska: New page: I lurk.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I lurk.&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Butchering&amp;diff=30916</id>
		<title>Butchering</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Butchering&amp;diff=30916"/>
		<updated>2008-01-04T12:10:17Z</updated>

		<summary type="html">&lt;p&gt;Maska: Formatted to use the {{key| template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Butchering is performed automatically at a [[butcher's shop]] only if there is an edible carcass created somewhere on the map, whether by hunting or by specifying an animal to be butchered, using {{key|z}}, {{key|enter}} on the &amp;quot;Animals&amp;quot; tab, and then hitting {{key|b}} to mark an animal for slaughter. Their status will say &amp;quot;Ready for slaughter.&amp;quot; Animals taken as pets by someone cannot be slaughtered, which poses a problem for reducing the number of animals, or trying to get food.&lt;/div&gt;</summary>
		<author><name>Maska</name></author>
	</entry>
</feed>