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	<updated>2026-05-12T01:13:19Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=58389</id>
		<title>User:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=58389"/>
		<updated>2009-11-17T14:22:01Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: /* Industry Relationships */ it seems my graph is gone; where did it go?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
* Elderstone: http://mkv25.net/dfma/map-7419-elderstone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mac Memory Hacking ==&lt;br /&gt;
I am doing some work on [[User:Mattmoss/MacMemoryHacking|memory hacking on the Mac, OS 10.6]]. There's very little to see here of interest at this point in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Medals&amp;quot; ==&lt;br /&gt;
[[File:Dfmedal.jpg|200px|thumb|right|The coveted Dwarf Fortress medal doesn't menace with spikes of anything, but it should.]]&lt;br /&gt;
A list of possible Dwarf Fortress achievements/trophies (a la Xbox360/PS3). This is a work in progress; more to come when I have a bit of spare time. Feel free to add if you like. Difficulties are rough/approximate; feel free to discuss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
* Created wealth of $100,000.&lt;br /&gt;
* Created an artifact.&lt;br /&gt;
* Survived the First Winter.&lt;br /&gt;
* Traded with merchants.&lt;br /&gt;
* Survived a goblin ambush.&lt;br /&gt;
&lt;br /&gt;
=== Medium ===&lt;br /&gt;
* Created wealth of $1,000,000.&lt;br /&gt;
* Created five artifacts.&lt;br /&gt;
* Attracted nobles (except the King and his entourage: consort, advisor).&lt;br /&gt;
* &amp;quot;Acquired&amp;quot; merchant goods without trading.&lt;br /&gt;
* Survived a goblin siege.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
* Created wealth of $10,000,000.&lt;br /&gt;
* Created 10 artifacts, at least one worth $100,000.&lt;br /&gt;
* Attracted the King and his entourage.&lt;br /&gt;
* Killed the merchants.&lt;br /&gt;
* Survived a goblin siege without traps.&lt;br /&gt;
&lt;br /&gt;
=== Ultra-Dwarfy ===&lt;br /&gt;
* Created wealth of $100,000,000.&lt;br /&gt;
* Survived a goblin siege without traps or crossbowdwarfs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;By-Four&amp;quot; Industry Groupings ==&lt;br /&gt;
In previous forts, I tended to build industry grouped by fours according to these groups. This was developed prior to the Industry Relationships graph shown below; I still often build based on these groupings.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Food Preparation&lt;br /&gt;
| Kitchen&lt;br /&gt;
| Still&lt;br /&gt;
| Farmer's Workshop&lt;br /&gt;
| Millstone (or Quern)&lt;br /&gt;
|-&lt;br /&gt;
! Fashion Industry&lt;br /&gt;
| Loom&lt;br /&gt;
| Dyer's Shop&lt;br /&gt;
| Clothier's Shop&lt;br /&gt;
| Leatherworks&lt;br /&gt;
|-&lt;br /&gt;
! Construction Site&lt;br /&gt;
| Carpenter's Workshop&lt;br /&gt;
| Mason's Workshop&lt;br /&gt;
| Mechanic's Workshop&lt;br /&gt;
| Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
! Crafters' Corner&lt;br /&gt;
| Craftsdwarf's Workshop&lt;br /&gt;
| Jeweler's Workshop&lt;br /&gt;
| Alchemist's Laboratory&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Bowyer's Workshop&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Hot Heads&lt;br /&gt;
| Smelter&lt;br /&gt;
| Kiln&lt;br /&gt;
| Wood Furnace&lt;br /&gt;
| Glass Furnace&lt;br /&gt;
|-&lt;br /&gt;
! Stinky Alley&lt;br /&gt;
| Fishery&lt;br /&gt;
| Butcher's Shop&lt;br /&gt;
| Tanner's Shop&lt;br /&gt;
| Ashery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1. Yeah, it's a stretch to count these industries in this group, but I put them here to keep a strict &amp;quot;by-four&amp;quot; grouping, and the rest of the groupings seem pretty reasonable.&lt;br /&gt;
&lt;br /&gt;
Note that this doesn't include the Siege Workshop, Kennel, Trade Depot or Shop, the large 5x5 &amp;quot;workshops&amp;quot; (primarily because I developed this grouping based on 3x3 buildings), but these building are specialized enough to warrant special placement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Industry Relationships ==&lt;br /&gt;
I created the following diagram to show ''possible'' relationships between various industries. These relationships are not automatic, nor always necessary. For example, I doubt most people bother building an alchemist (i.e. soap-maker). Also, if you have magma furnaces, then you are unlikely to have a wood burner (or, possibly, your wood burner only needs connect to the ashery). Obviously, I've not put any of the materials/components/outputs into the graph, because I wanted to keep it simple. I assume here that you already have ideas on what you can/want to build.&lt;br /&gt;
&lt;br /&gt;
So what is the diagram for? Layout planning... For example, the kitchen can receive lots of inputs. Assuming you're making use of most of them, you'd probably want to make the kitchen central, with other workshops fanning outward, and perhaps food stockpiles above and below the kitchen. Another example: assuming you don't want an alchemist, you can take the furnace/metal type workshops and separate them into a whole different area of the fortress from the rest. A similar thing could be done with the fishery/butcher, with just some traversal of meat from those to the kitchen/food stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some of this may seem obvious from your own experiences, but I wanted to try graphing out my experiences to see if there were any non-obvious patterns. If you think there are errors in this graph, please let me know.&lt;br /&gt;
&lt;br /&gt;
NOTE: To reduce a bit of clutter, I disconnected the Alchemist's Workshop. I don't think many people bother with it (the only product being soap). However, the Alchemist's gets input from the kitchen (tallow) and the Ashery (lye) if you need one.&lt;br /&gt;
&lt;br /&gt;
[[Image:IndustryRelations.png]]&lt;br /&gt;
&lt;br /&gt;
''It seems my graph was deleted... At some point, when I have time, I'll recreate it and upload again.''&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=58388</id>
		<title>User:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=58388"/>
		<updated>2009-11-17T14:18:42Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: added link to current fortress&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
* Elderstone: http://mkv25.net/dfma/map-7419-elderstone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mac Memory Hacking ==&lt;br /&gt;
I am doing some work on [[User:Mattmoss/MacMemoryHacking|memory hacking on the Mac, OS 10.6]]. There's very little to see here of interest at this point in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Medals&amp;quot; ==&lt;br /&gt;
[[File:Dfmedal.jpg|200px|thumb|right|The coveted Dwarf Fortress medal doesn't menace with spikes of anything, but it should.]]&lt;br /&gt;
A list of possible Dwarf Fortress achievements/trophies (a la Xbox360/PS3). This is a work in progress; more to come when I have a bit of spare time. Feel free to add if you like. Difficulties are rough/approximate; feel free to discuss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
* Created wealth of $100,000.&lt;br /&gt;
* Created an artifact.&lt;br /&gt;
* Survived the First Winter.&lt;br /&gt;
* Traded with merchants.&lt;br /&gt;
* Survived a goblin ambush.&lt;br /&gt;
&lt;br /&gt;
=== Medium ===&lt;br /&gt;
* Created wealth of $1,000,000.&lt;br /&gt;
* Created five artifacts.&lt;br /&gt;
* Attracted nobles (except the King and his entourage: consort, advisor).&lt;br /&gt;
* &amp;quot;Acquired&amp;quot; merchant goods without trading.&lt;br /&gt;
* Survived a goblin siege.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
* Created wealth of $10,000,000.&lt;br /&gt;
* Created 10 artifacts, at least one worth $100,000.&lt;br /&gt;
* Attracted the King and his entourage.&lt;br /&gt;
* Killed the merchants.&lt;br /&gt;
* Survived a goblin siege without traps.&lt;br /&gt;
&lt;br /&gt;
=== Ultra-Dwarfy ===&lt;br /&gt;
* Created wealth of $100,000,000.&lt;br /&gt;
* Survived a goblin siege without traps or crossbowdwarfs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;By-Four&amp;quot; Industry Groupings ==&lt;br /&gt;
In previous forts, I tended to build industry grouped by fours according to these groups. This was developed prior to the Industry Relationships graph shown below; I still often build based on these groupings.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Food Preparation&lt;br /&gt;
| Kitchen&lt;br /&gt;
| Still&lt;br /&gt;
| Farmer's Workshop&lt;br /&gt;
| Millstone (or Quern)&lt;br /&gt;
|-&lt;br /&gt;
! Fashion Industry&lt;br /&gt;
| Loom&lt;br /&gt;
| Dyer's Shop&lt;br /&gt;
| Clothier's Shop&lt;br /&gt;
| Leatherworks&lt;br /&gt;
|-&lt;br /&gt;
! Construction Site&lt;br /&gt;
| Carpenter's Workshop&lt;br /&gt;
| Mason's Workshop&lt;br /&gt;
| Mechanic's Workshop&lt;br /&gt;
| Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
! Crafters' Corner&lt;br /&gt;
| Craftsdwarf's Workshop&lt;br /&gt;
| Jeweler's Workshop&lt;br /&gt;
| Alchemist's Laboratory&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Bowyer's Workshop&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Hot Heads&lt;br /&gt;
| Smelter&lt;br /&gt;
| Kiln&lt;br /&gt;
| Wood Furnace&lt;br /&gt;
| Glass Furnace&lt;br /&gt;
|-&lt;br /&gt;
! Stinky Alley&lt;br /&gt;
| Fishery&lt;br /&gt;
| Butcher's Shop&lt;br /&gt;
| Tanner's Shop&lt;br /&gt;
| Ashery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1. Yeah, it's a stretch to count these industries in this group, but I put them here to keep a strict &amp;quot;by-four&amp;quot; grouping, and the rest of the groupings seem pretty reasonable.&lt;br /&gt;
&lt;br /&gt;
Note that this doesn't include the Siege Workshop, Kennel, Trade Depot or Shop, the large 5x5 &amp;quot;workshops&amp;quot; (primarily because I developed this grouping based on 3x3 buildings), but these building are specialized enough to warrant special placement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Industry Relationships ==&lt;br /&gt;
I created the following diagram to show ''possible'' relationships between various industries. These relationships are not automatic, nor always necessary. For example, I doubt most people bother building an alchemist (i.e. soap-maker). Also, if you have magma furnaces, then you are unlikely to have a wood burner (or, possibly, your wood burner only needs connect to the ashery). Obviously, I've not put any of the materials/components/outputs into the graph, because I wanted to keep it simple. I assume here that you already have ideas on what you can/want to build.&lt;br /&gt;
&lt;br /&gt;
So what is the diagram for? Layout planning... For example, the kitchen can receive lots of inputs. Assuming you're making use of most of them, you'd probably want to make the kitchen central, with other workshops fanning outward, and perhaps food stockpiles above and below the kitchen. Another example: assuming you don't want an alchemist, you can take the furnace/metal type workshops and separate them into a whole different area of the fortress from the rest. A similar thing could be done with the fishery/butcher, with just some traversal of meat from those to the kitchen/food stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some of this may seem obvious from your own experiences, but I wanted to try graphing out my experiences to see if there were any non-obvious patterns. If you think there are errors in this graph, please let me know.&lt;br /&gt;
&lt;br /&gt;
NOTE: To reduce a bit of clutter, I disconnected the Alchemist's Workshop. I don't think many people bother with it (the only product being soap). However, the Alchemist's gets input from the kitchen (tallow) and the Ashery (lye) if you need one.&lt;br /&gt;
&lt;br /&gt;
[[Image:IndustryRelations.png]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss/MacMemoryHacking&amp;diff=55312</id>
		<title>User:Mattmoss/MacMemoryHacking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss/MacMemoryHacking&amp;diff=55312"/>
		<updated>2009-10-17T15:28:05Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: /* Addresses */ revised dump method, fixed addresses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Addresses==&lt;br /&gt;
The table below was taken (as a template) from  [[User:AzureLightning/Memory_research|AzureLightning's memory research]] page. I've copied it here as a work-in-progress for myself, to keep track of data, not to steal or misrepresent anything of AzureLightning's work. This is information gathering for Mac memory hacking.&lt;br /&gt;
&lt;br /&gt;
How far am I with hacking? Right now, I've just started. It'll take me a while, especially since I'm at school and doing tons of reading and other things that are far more important than DF. This page (and my main user page) will change as things progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Address&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;65%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x00799104&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cursor X Coordinate&lt;br /&gt;
| Number of cells '''EAST''' from the west side.  Value is '''-30000''' when cursor is not in use.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x00799108&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cursor Y Coordinate&lt;br /&gt;
| Number of cells '''SOUTH''' from the north side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x0079910C&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cursor Z Coordinate&lt;br /&gt;
| Number of levels '''UP''' from the bottom level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Creature Focus&lt;br /&gt;
| Indexes into the full creature list&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Dwarven Race ID&lt;br /&gt;
| Used to identify dwarves ''(Or it could just be the &amp;quot;controlling&amp;quot; civilization you are playing as.)''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 4:4&lt;br /&gt;
| vector&lt;br /&gt;
| Full Creature list&lt;br /&gt;
| List of of all creatures.  There are other vectors based upon various factors&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Map data&lt;br /&gt;
| Points to a list of addresses measuring '''Block Count X'''  long.&lt;br /&gt;
Those each reference a list of addresses measuring '''Block Count Y''' long.&lt;br /&gt;
Each of those reference a list of addresses '''Block Count Z''' long.&lt;br /&gt;
And finally, each of those addresses references a [[#Map Block|map block]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x009E4FD0&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Block Count X&lt;br /&gt;
| Number of 16x16 blocks in the X direction&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x009E4FD4&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Block Count Y&lt;br /&gt;
| Number of 16x16 blocks in the Y direction&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x009E4FD8&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Block Count Z&lt;br /&gt;
| Number of Z levels&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x009E4FDC&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cell Count X&lt;br /&gt;
| Number of cells in the X direction (Should be '''Block Count X''' * 16)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x009E4FE0&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cell Count Y&lt;br /&gt;
| Number of cells in the X direction (Should be '''Block Count Y''' * 16)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x009E4FE4&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cell Count Z&lt;br /&gt;
| Number of Z levels (Should equal the '''Block Count Z''')&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss/MacMemoryHacking&amp;diff=55273</id>
		<title>User:Mattmoss/MacMemoryHacking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss/MacMemoryHacking&amp;diff=55273"/>
		<updated>2009-10-17T04:06:45Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: /* Addresses */ found block &amp;amp; cell counts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Addresses==&lt;br /&gt;
The table below was taken (as a template) from  [[User:AzureLightning/Memory_research|AzureLightning's memory research]] page. I've copied it here as a work-in-progress for myself, to keep track of data, not to steal or misrepresent anything of AzureLightning's work. This is information gathering for Mac memory hacking.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;addresses&amp;quot; are actually offets into a single (approx. 10MiB) chunk of memory pulled from the running executable that I search rather than the whole process memory (which includes other libs and dynamically loaded crap that has nothing to do with DF). For others interested in hacking around and want to know the particular memory chunk I'm pulling...&lt;br /&gt;
&lt;br /&gt;
* Run DF. Start game, pause it.&lt;br /&gt;
* Run '''ps''' on the command-line to get DF's process ID.&lt;br /&gt;
* Run '''vmmap &amp;lt;ps&amp;gt; | grep '__DATA.*dwarfort.exe' ''' on the command-line, replacing &amp;lt;ps&amp;gt; with the number from the previous step.&lt;br /&gt;
* You should get output that looks something like this:&lt;br /&gt;
&lt;br /&gt;
 __DATA                 00799000-01247000 [ 10.7M] rw-/rwx SM=COW  dwarfort.exe&lt;br /&gt;
 __DATA                 01247000-01275000 [  184K] rw-/rwx SM=S/A  dwarfort.exe&lt;br /&gt;
&lt;br /&gt;
That 10.7M is the desired chunk of data. The two numbers before it is an address range you can use in calls to '''vm_read_overwrite''' (and supposedly '''vm_write'''). (Don't assume that those addresses are consistent; I suspect they are, but I don't know for certain.) If you know what '''vm_read_overwrite''' is, you should be ready to go. If you don't..... well, you'll just have to wait until someone comes up with the tools you like, because beyond what I've just shown you, it's now hunt, peck, code, debug, and profit time. (Okay, no profit.)&lt;br /&gt;
&lt;br /&gt;
How far am I with hacking? Right now, I've just started. It'll take me a while, especially since I'm at school and doing tons of reading and other things that are far more important than DF. This page (and my main user page) will change as things progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Address&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;65%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x00000104&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cursor X Coordinate&lt;br /&gt;
| Number of cells '''EAST''' from the west side.  Value is '''-30000''' when cursor is not in use.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x00000108&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cursor Y Coordinate&lt;br /&gt;
| Number of cells '''SOUTH''' from the north side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x0000010C&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cursor Z Coordinate&lt;br /&gt;
| Number of levels '''UP''' from the bottom level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Creature Focus&lt;br /&gt;
| Indexes into the full creature list&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Dwarven Race ID&lt;br /&gt;
| Used to identify dwarves ''(Or it could just be the &amp;quot;controlling&amp;quot; civilization you are playing as.)''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 4:4&lt;br /&gt;
| vector&lt;br /&gt;
| Full Creature list&lt;br /&gt;
| List of of all creatures.  There are other vectors based upon various factors&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Map data&lt;br /&gt;
| Points to a list of addresses measuring '''Block Count X'''  long.&lt;br /&gt;
Those each reference a list of addresses measuring '''Block Count Y''' long.&lt;br /&gt;
Each of those reference a list of addresses '''Block Count Z''' long.&lt;br /&gt;
And finally, each of those addresses references a [[#Map Block|map block]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x0024BFD0&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Block Count X&lt;br /&gt;
| Number of 16x16 blocks in the X direction&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x0024BFD4&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Block Count Y&lt;br /&gt;
| Number of 16x16 blocks in the Y direction&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x0024BFD8&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Block Count Z&lt;br /&gt;
| Number of Z levels&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x0024BFDC&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cell Count X&lt;br /&gt;
| Number of cells in the X direction (Should be '''Block Count X''' * 16)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x0024BFE0&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cell Count Y&lt;br /&gt;
| Number of cells in the X direction (Should be '''Block Count Y''' * 16)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x0024BFE4&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cell Count Z&lt;br /&gt;
| Number of Z levels (Should equal the '''Block Count Z''')&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss/MacMemoryHacking&amp;diff=55272</id>
		<title>User:Mattmoss/MacMemoryHacking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss/MacMemoryHacking&amp;diff=55272"/>
		<updated>2009-10-17T03:44:58Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: initial offsets, page explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Addresses==&lt;br /&gt;
The table below was taken (as a template) from  [[User:AzureLightning/Memory_research|AzureLightning's memory research]] page. I've copied it here as a work-in-progress for myself, to keep track of data, not to steal or misrepresent anything of AzureLightning's work. This is information gathering for Mac memory hacking.&lt;br /&gt;
&lt;br /&gt;
The offsets are small, but they are into a single (approx. 10MiB) chunk of memory pulled from the running executable that I search rather than the whole process memory (which includes other libs and dynamically loaded crap that has nothing to do with DF). For others interested in hacking around and want to know the particular memory chunk I'm pulling...&lt;br /&gt;
&lt;br /&gt;
* Run DF. Start game, pause it.&lt;br /&gt;
* Run '''ps''' on the command-line to get DF's process ID.&lt;br /&gt;
* Run '''vmmap &amp;lt;ps&amp;gt; | grep '__DATA.*dwarfort.exe' ''' on the command-line, replacing &amp;lt;ps&amp;gt; with the number from the previous step.&lt;br /&gt;
* You should get output that looks something like this:&lt;br /&gt;
&lt;br /&gt;
 __DATA                 00799000-01247000 [ 10.7M] rw-/rwx SM=COW  dwarfort.exe&lt;br /&gt;
 __DATA                 01247000-01275000 [  184K] rw-/rwx SM=S/A  dwarfort.exe&lt;br /&gt;
&lt;br /&gt;
That 10.7M is the desired chunk of data. The two numbers before it is an address range you can use in calls to '''vm_read_overwrite''' (and supposedly '''vm_write'''). (Don't assume that those addresses are consistent; I suspect they are, but I don't know for certain.) If you know what '''vm_read_overwrite''' is, you should be ready to go. If you don't..... well, you'll just have to wait until someone comes up with the tools you like, because beyond what I've just shown you, it's now hunt, peck, code, debug, and profit time. (Okay, no profit.)&lt;br /&gt;
&lt;br /&gt;
How far am I with hacking? Right now, I've just started. It'll take me a while, especially since I'm at school and doing tons of reading and other things that are far more important than DF. This page (and my main user page) will change as things progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Address&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;65%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x00000104&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cursor X Coordinate&lt;br /&gt;
| Number of cells '''EAST''' from the west side.  Value is '''-30000''' when cursor is not in use.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x00000108&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cursor Y Coordinate&lt;br /&gt;
| Number of cells '''SOUTH''' from the north side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0x0000010c&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cursor Z Coordinate&lt;br /&gt;
| Number of levels '''UP''' from the bottom level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Creature Focus&lt;br /&gt;
| Indexes into the full creature list&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Dwarven Race ID&lt;br /&gt;
| Used to identify dwarves ''(Or it could just be the &amp;quot;controlling&amp;quot; civilization you are playing as.)''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 4:4&lt;br /&gt;
| vector&lt;br /&gt;
| Full Creature list&lt;br /&gt;
| List of of all creatures.  There are other vectors based upon various factors&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Map data&lt;br /&gt;
| Points to a list of addresses measuring '''Block Count X'''  long.&lt;br /&gt;
Those each reference a list of addresses measuring '''Block Count Y''' long.&lt;br /&gt;
Each of those reference a list of addresses '''Block Count Z''' long.&lt;br /&gt;
And finally, each of those addresses references a [[#Map Block|map block]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Block Count X&lt;br /&gt;
| Number of 16x16 blocks in the X direction&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Block Count Y&lt;br /&gt;
| Number of 16x16 blocks in the Y direction&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Block Count Z&lt;br /&gt;
| Number of Z levels&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cell Count X&lt;br /&gt;
| Number of cells in the X direction (Should be '''Block Count X''' * 16)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cell Count Y&lt;br /&gt;
| Number of cells in the X direction (Should be '''Block Count Y''' * 16)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Cell Count Z&lt;br /&gt;
| Number of Z levels (Should equal the '''Block Count Z''')&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=55271</id>
		<title>User:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=55271"/>
		<updated>2009-10-17T03:27:21Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mac Memory Hacking ==&lt;br /&gt;
I am doing some work on [[User:Mattmoss/MacMemoryHacking|memory hacking on the Mac, OS 10.6]]. There's very little to see here of interest at this point in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Medals&amp;quot; ==&lt;br /&gt;
[[File:Dfmedal.jpg|200px|thumb|right|The coveted Dwarf Fortress medal doesn't menace with spikes of anything, but it should.]]&lt;br /&gt;
A list of possible Dwarf Fortress achievements/trophies (a la Xbox360/PS3). This is a work in progress; more to come when I have a bit of spare time. Feel free to add if you like. Difficulties are rough/approximate; feel free to discuss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
* Created wealth of $100,000.&lt;br /&gt;
* Created an artifact.&lt;br /&gt;
* Survived the First Winter.&lt;br /&gt;
* Traded with merchants.&lt;br /&gt;
* Survived a goblin ambush.&lt;br /&gt;
&lt;br /&gt;
=== Medium ===&lt;br /&gt;
* Created wealth of $1,000,000.&lt;br /&gt;
* Created five artifacts.&lt;br /&gt;
* Attracted nobles (except the King and his entourage: consort, advisor).&lt;br /&gt;
* &amp;quot;Acquired&amp;quot; merchant goods without trading.&lt;br /&gt;
* Survived a goblin siege.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
* Created wealth of $10,000,000.&lt;br /&gt;
* Created 10 artifacts, at least one worth $100,000.&lt;br /&gt;
* Attracted the King and his entourage.&lt;br /&gt;
* Killed the merchants.&lt;br /&gt;
* Survived a goblin siege without traps.&lt;br /&gt;
&lt;br /&gt;
=== Ultra-Dwarfy ===&lt;br /&gt;
* Created wealth of $100,000,000.&lt;br /&gt;
* Survived a goblin siege without traps or crossbowdwarfs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;By-Four&amp;quot; Industry Groupings ==&lt;br /&gt;
In previous forts, I tended to build industry grouped by fours according to these groups. This was developed prior to the Industry Relationships graph shown below; I still often build based on these groupings.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Food Preparation&lt;br /&gt;
| Kitchen&lt;br /&gt;
| Still&lt;br /&gt;
| Farmer's Workshop&lt;br /&gt;
| Millstone (or Quern)&lt;br /&gt;
|-&lt;br /&gt;
! Fashion Industry&lt;br /&gt;
| Loom&lt;br /&gt;
| Dyer's Shop&lt;br /&gt;
| Clothier's Shop&lt;br /&gt;
| Leatherworks&lt;br /&gt;
|-&lt;br /&gt;
! Construction Site&lt;br /&gt;
| Carpenter's Workshop&lt;br /&gt;
| Mason's Workshop&lt;br /&gt;
| Mechanic's Workshop&lt;br /&gt;
| Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
! Crafters' Corner&lt;br /&gt;
| Craftsdwarf's Workshop&lt;br /&gt;
| Jeweler's Workshop&lt;br /&gt;
| Alchemist's Laboratory&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Bowyer's Workshop&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Hot Heads&lt;br /&gt;
| Smelter&lt;br /&gt;
| Kiln&lt;br /&gt;
| Wood Furnace&lt;br /&gt;
| Glass Furnace&lt;br /&gt;
|-&lt;br /&gt;
! Stinky Alley&lt;br /&gt;
| Fishery&lt;br /&gt;
| Butcher's Shop&lt;br /&gt;
| Tanner's Shop&lt;br /&gt;
| Ashery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1. Yeah, it's a stretch to count these industries in this group, but I put them here to keep a strict &amp;quot;by-four&amp;quot; grouping, and the rest of the groupings seem pretty reasonable.&lt;br /&gt;
&lt;br /&gt;
Note that this doesn't include the Siege Workshop, Kennel, Trade Depot or Shop, the large 5x5 &amp;quot;workshops&amp;quot; (primarily because I developed this grouping based on 3x3 buildings), but these building are specialized enough to warrant special placement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Industry Relationships ==&lt;br /&gt;
I created the following diagram to show ''possible'' relationships between various industries. These relationships are not automatic, nor always necessary. For example, I doubt most people bother building an alchemist (i.e. soap-maker). Also, if you have magma furnaces, then you are unlikely to have a wood burner (or, possibly, your wood burner only needs connect to the ashery). Obviously, I've not put any of the materials/components/outputs into the graph, because I wanted to keep it simple. I assume here that you already have ideas on what you can/want to build.&lt;br /&gt;
&lt;br /&gt;
So what is the diagram for? Layout planning... For example, the kitchen can receive lots of inputs. Assuming you're making use of most of them, you'd probably want to make the kitchen central, with other workshops fanning outward, and perhaps food stockpiles above and below the kitchen. Another example: assuming you don't want an alchemist, you can take the furnace/metal type workshops and separate them into a whole different area of the fortress from the rest. A similar thing could be done with the fishery/butcher, with just some traversal of meat from those to the kitchen/food stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some of this may seem obvious from your own experiences, but I wanted to try graphing out my experiences to see if there were any non-obvious patterns. If you think there are errors in this graph, please let me know.&lt;br /&gt;
&lt;br /&gt;
NOTE: To reduce a bit of clutter, I disconnected the Alchemist's Workshop. I don't think many people bother with it (the only product being soap). However, the Alchemist's gets input from the kitchen (tallow) and the Ashery (lye) if you need one.&lt;br /&gt;
&lt;br /&gt;
[[Image:IndustryRelations.png]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss/MacMemoryHacking&amp;diff=55270</id>
		<title>User:Mattmoss/MacMemoryHacking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss/MacMemoryHacking&amp;diff=55270"/>
		<updated>2009-10-17T03:26:00Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: Created page with 'Placeholder.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder.&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37115</id>
		<title>User:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37115"/>
		<updated>2009-08-01T01:05:05Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: removed Soulburn link; other minor edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Medals&amp;quot; ==&lt;br /&gt;
[[File:Dfmedal.jpg|200px|thumb|right|The coveted Dwarf Fortress medal doesn't menace with spikes of anything, but it should.]]&lt;br /&gt;
A list of possible Dwarf Fortress achievements/trophies (a la Xbox360/PS3). This is a work in progress; more to come when I have a bit of spare time. Feel free to add if you like. Difficulties are rough/approximate; feel free to discuss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
* Created wealth of $100,000.&lt;br /&gt;
* Created an artifact.&lt;br /&gt;
* Survived the First Winter.&lt;br /&gt;
* Traded with merchants.&lt;br /&gt;
* Survived a goblin ambush.&lt;br /&gt;
&lt;br /&gt;
=== Medium ===&lt;br /&gt;
* Created wealth of $1,000,000.&lt;br /&gt;
* Created five artifacts.&lt;br /&gt;
* Attracted nobles (except the King and his entourage: consort, advisor).&lt;br /&gt;
* &amp;quot;Acquired&amp;quot; merchant goods without trading.&lt;br /&gt;
* Survived a goblin siege.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
* Created wealth of $10,000,000.&lt;br /&gt;
* Created 10 artifacts, at least one worth $100,000.&lt;br /&gt;
* Attracted the King and his entourage.&lt;br /&gt;
* Killed the merchants.&lt;br /&gt;
* Survived a goblin siege without traps.&lt;br /&gt;
&lt;br /&gt;
=== Ultra-Dwarfy ===&lt;br /&gt;
* Created wealth of $100,000,000.&lt;br /&gt;
* Survived a goblin siege without traps or crossbowdwarfs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;By-Four&amp;quot; Industry Groupings ==&lt;br /&gt;
In previous forts, I tended to build industry grouped by fours according to these groups. This was developed prior to the Industry Relationships graph shown below; I still often build based on these groupings.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Food Preparation&lt;br /&gt;
| Kitchen&lt;br /&gt;
| Still&lt;br /&gt;
| Farmer's Workshop&lt;br /&gt;
| Millstone (or Quern)&lt;br /&gt;
|-&lt;br /&gt;
! Fashion Industry&lt;br /&gt;
| Loom&lt;br /&gt;
| Dyer's Shop&lt;br /&gt;
| Clothier's Shop&lt;br /&gt;
| Leatherworks&lt;br /&gt;
|-&lt;br /&gt;
! Construction Site&lt;br /&gt;
| Carpenter's Workshop&lt;br /&gt;
| Mason's Workshop&lt;br /&gt;
| Mechanic's Workshop&lt;br /&gt;
| Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
! Crafters' Corner&lt;br /&gt;
| Craftsdwarf's Workshop&lt;br /&gt;
| Jeweler's Workshop&lt;br /&gt;
| Alchemist's Laboratory&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Bowyer's Workshop&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Hot Heads&lt;br /&gt;
| Smelter&lt;br /&gt;
| Kiln&lt;br /&gt;
| Wood Furnace&lt;br /&gt;
| Glass Furnace&lt;br /&gt;
|-&lt;br /&gt;
! Stinky Alley&lt;br /&gt;
| Fishery&lt;br /&gt;
| Butcher's Shop&lt;br /&gt;
| Tanner's Shop&lt;br /&gt;
| Ashery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1. Yeah, it's a stretch to count these industries in this group, but I put them here to keep a strict &amp;quot;by-four&amp;quot; grouping, and the rest of the groupings seem pretty reasonable.&lt;br /&gt;
&lt;br /&gt;
Note that this doesn't include the Siege Workshop, Kennel, Trade Depot or Shop, the large 5x5 &amp;quot;workshops&amp;quot; (primarily because I developed this grouping based on 3x3 buildings), but these building are specialized enough to warrant special placement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Industry Relationships ==&lt;br /&gt;
I created the following diagram to show ''possible'' relationships between various industries. These relationships are not automatic, nor always necessary. For example, I doubt most people bother building an alchemist (i.e. soap-maker). Also, if you have magma furnaces, then you are unlikely to have a wood burner (or, possibly, your wood burner only needs connect to the ashery). Obviously, I've not put any of the materials/components/outputs into the graph, because I wanted to keep it simple. I assume here that you already have ideas on what you can/want to build.&lt;br /&gt;
&lt;br /&gt;
So what is the diagram for? Layout planning... For example, the kitchen can receive lots of inputs. Assuming you're making use of most of them, you'd probably want to make the kitchen central, with other workshops fanning outward, and perhaps food stockpiles above and below the kitchen. Another example: assuming you don't want an alchemist, you can take the furnace/metal type workshops and separate them into a whole different area of the fortress from the rest. A similar thing could be done with the fishery/butcher, with just some traversal of meat from those to the kitchen/food stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some of this may seem obvious from your own experiences, but I wanted to try graphing out my experiences to see if there were any non-obvious patterns. If you think there are errors in this graph, please let me know.&lt;br /&gt;
&lt;br /&gt;
NOTE: To reduce a bit of clutter, I disconnected the Alchemist's Workshop. I don't think many people bother with it (the only product being soap). However, the Alchemist's gets input from the kitchen (tallow) and the Ashery (lye) if you need one.&lt;br /&gt;
&lt;br /&gt;
[[Image:IndustryRelations.png]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Soulburn_status_slate201.png&amp;diff=50112</id>
		<title>File:Soulburn status slate201.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Soulburn_status_slate201.png&amp;diff=50112"/>
		<updated>2009-07-23T04:27:51Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Soulburn_proposed_depot.png&amp;diff=50111</id>
		<title>File:Soulburn proposed depot.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Soulburn_proposed_depot.png&amp;diff=50111"/>
		<updated>2009-07-23T04:25:43Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Soulburn_layout_slate201.png&amp;diff=50110</id>
		<title>File:Soulburn layout slate201.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Soulburn_layout_slate201.png&amp;diff=50110"/>
		<updated>2009-07-23T04:23:16Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Soulburn_striketheearth.png&amp;diff=50109</id>
		<title>File:Soulburn striketheearth.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Soulburn_striketheearth.png&amp;diff=50109"/>
		<updated>2009-07-23T04:20:29Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37114</id>
		<title>User:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37114"/>
		<updated>2009-07-22T02:55:45Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
Building community-run fortress [[User:Mattmoss/Soulburn]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Medals&amp;quot; ==&lt;br /&gt;
[[File:Dfmedal.jpg|200px|thumb|right|The coveted Dwarf Fortress medal doesn't menace with spikes of anything, but it should.]]&lt;br /&gt;
A list of possible Dwarf Fortress achievements/trophies (a la Xbox360/PS3). This is a work in progress; more to come when I have a bit of spare time. Feel free to add if you like. Difficulties are rough/approximate; feel free to discuss.&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
* Created wealth of 100,000☼.&lt;br /&gt;
* Created an artifact.&lt;br /&gt;
* Survived the First Winter.&lt;br /&gt;
* Traded with merchants.&lt;br /&gt;
* Survived a goblin ambush.&lt;br /&gt;
&lt;br /&gt;
=== Medium ===&lt;br /&gt;
* Created wealth of 1,000,000☼.&lt;br /&gt;
* Created five artifacts.&lt;br /&gt;
* Attracted nobles (except the King and his entourage: consort, advisor).&lt;br /&gt;
* &amp;quot;Acquired&amp;quot; merchant goods without trading.&lt;br /&gt;
* Survived a goblin siege.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
* Created wealth of 10,000,000☼.&lt;br /&gt;
* Created 10 artifacts, at least one worth 100,000☼.&lt;br /&gt;
* Attracted the King and his entourage.&lt;br /&gt;
* Killed the merchants.&lt;br /&gt;
* Survived a goblin siege without traps.&lt;br /&gt;
&lt;br /&gt;
=== Ultra-Dwarfy ===&lt;br /&gt;
* Created wealth of 100,000,000☼.&lt;br /&gt;
* Survived a goblin siege without traps or crossbowdwarfs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;By-Four&amp;quot; Industry Groupings ==&lt;br /&gt;
In previous forts, I tended to build industry grouped by fours according to these groups. This was developed prior to the Industry Relationships graph shown below; I still often build based on these groupings.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Food Preparation&lt;br /&gt;
| Kitchen&lt;br /&gt;
| Still&lt;br /&gt;
| Farmer's Workshop&lt;br /&gt;
| Millstone (or Quern)&lt;br /&gt;
|-&lt;br /&gt;
! Fashion Industry&lt;br /&gt;
| Loom&lt;br /&gt;
| Dyer's Shop&lt;br /&gt;
| Clothier's Shop&lt;br /&gt;
| Leatherworks&lt;br /&gt;
|-&lt;br /&gt;
! Construction Site&lt;br /&gt;
| Carpenter's Workshop&lt;br /&gt;
| Mason's Workshop&lt;br /&gt;
| Mechanic's Workshop&lt;br /&gt;
| Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
! Crafters' Corner&lt;br /&gt;
| Craftsdwarf's Workshop&lt;br /&gt;
| Jeweler's Workshop&lt;br /&gt;
| Alchemist's Laboratory&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Bowyer's Workshop&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Hot Heads&lt;br /&gt;
| Smelter&lt;br /&gt;
| Kiln&lt;br /&gt;
| Wood Furnace&lt;br /&gt;
| Glass Furnace&lt;br /&gt;
|-&lt;br /&gt;
! Stinky Alley&lt;br /&gt;
| Fishery&lt;br /&gt;
| Butcher's Shop&lt;br /&gt;
| Tanner's Shop&lt;br /&gt;
| Ashery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1. Yeah, it's a stretch to count these industries in this group, but I put them here to keep a strict &amp;quot;by-four&amp;quot; grouping, and the rest of the groupings seem pretty reasonable.&lt;br /&gt;
&lt;br /&gt;
Note that this doesn't include the Siege Workshop, Kennel, Trade Depot or Shop, the large 5x5 &amp;quot;workshops&amp;quot; (primarily because I developed this grouping based on 3x3 buildings), but these building are specialized enough to warrant special placement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Industry Relationships ==&lt;br /&gt;
I created the following diagram to show ''possible'' relationships between various industries. These relationships are not automatic, nor always necessary. For example, I doubt most people bother building an alchemist (i.e. soap-maker). Also, if you have magma furnaces, then you are unlikely to have a wood burner (or, possibly, your wood burner only needs connect to the ashery). Obviously, I've not put any of the materials/components/outputs into the graph, because I wanted to keep it simple. I assume here that you already have ideas on what you can/want to build.&lt;br /&gt;
&lt;br /&gt;
So what is the diagram for? Layout planning... For example, the kitchen can receive lots of inputs. Assuming you're making use of most of them, you'd probably want to make the kitchen central, with other workshops fanning outward, and perhaps food stockpiles above and below the kitchen. Another example: assuming you don't want an alchemist, you can take the furnace/metal type workshops and separate them into a whole different area of the fortress from the rest. A similar thing could be done with the fishery/butcher, with just some traversal of meat from those to the kitchen/food stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some of this may seem obvious from your own experiences, but I wanted to try graphing out my experiences to see if there were any non-obvious patterns. If you think there are errors in this graph, please let me know.&lt;br /&gt;
&lt;br /&gt;
NOTE: To reduce a bit of clutter, I disconnected the Alchemist's Workshop. I don't think many people bother with it (the only product being soap). However, the Alchemist's gets input from the kitchen (tallow) and the Ashery (lye) if you need one.&lt;br /&gt;
&lt;br /&gt;
[[Image:IndustryRelations.png]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16762</id>
		<title>40d Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16762"/>
		<updated>2009-06-28T20:23:28Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Undumpable: belongings of dead dwarves==&lt;br /&gt;
Has anyone else noticed that when a dwarf dies and leaves behind all his items on the floor of your fortress, you can designate them for dumping but the dwarves never come and dump them? Is there any way to get rid of these? I also noticed dwarves never seem to dump damaged items (items that have an x in their name). ----[[User:Hyperbox|Hyperbox]] 04:29, 21 August 2008 (EST)&lt;br /&gt;
:I don't think dwarves will dump items with ownership flags, so that's why your dwarves never seem to dump damaged items.  I think they need to replace them first. In the case of death, though, my experience has been that the items get de-owned on death and the other dwarves come strip the body. If you do {{k|o}}rders &amp;amp; choose {{k|F}}orbid, there are some settings about whether items are forbidden upon death, but I think they default to mostly-permissive, so unless your settings got changed that shouldn't be affecting you, either. --[[User:Sev|Sev]] 03:41, 27 August 2008 (EDT)&lt;br /&gt;
::I'm thinking that the [[dwarven economy]] might throw another yet wrench into this system.  Since my economy started, my dwarves have refused to dump ''any'' clothing items, including narrow clothing.  I'm wondering whether it's because dwarves won't dump anything they might be able to sell.  Bless their capitalist little hearts, but it's extremely frustrating.  --[[User:Ookpik|Ookpik]] 21:42, 13 September 2008 (EDT)&lt;br /&gt;
:::I have had no trouble dumping narrow clothing after the economy kicks in -- as long as the clothing isn't already in a shop.  Once they've hauled it to the shop, it behaves as if it were &amp;quot;owned&amp;quot;. --[[User:Sev|Sev]] 19:55, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I just want to confirm that items, particularly worn out socks and shoes, can't be dumped.  So if your dwarf decides he wants a new pair and leaves his old shoes or socks lying on the ground, you are screwed.--[[User:Jpwrunyan|Jpwrunyan]] 10:59, 25 April 2009 (UTC)&lt;br /&gt;
:You can, however, hide them via {{k|k}}-{{k|h}} or {{k|d}}-{{k|b}}-{{k|h}}.  They still exist, but at least you won't have to look at them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:07, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Proposed move==&lt;br /&gt;
should this page be moved to the singluar title &amp;quot;Activity zone&amp;quot; ?&lt;br /&gt;
(unsigned/unknown [[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT))&lt;br /&gt;
&lt;br /&gt;
==Force drinking location==&lt;br /&gt;
Any advice how to get dwarves really drink where I want them?&lt;br /&gt;
I have one space water supply zone at the end of channel so the zone is above the floodgate) and then I have another 12 space zone around a little pond.. still all the dwarves run all the way to the brook for drink. (..yea yea, I know, I need booze. sorry for beeing slow)&lt;br /&gt;
--Shiona&lt;br /&gt;
:under the orders menu, along with the only farmers harvest and refuse type orders, there is an option for zones, under that submenu you can say 'prefer to drink/fish at zone' 'only drink/fish at zone' which might be what you need. Also make sure you are setting the zones to a type and not just designating them. --[[User:Shades|Shades]] 05:27, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Vertigo when filling ponds?==&lt;br /&gt;
This is not really related to zones, but I have a pond my dwarves are filling, which is three levels deep. They seem to be suffering from extreme vertigo; they keep filling a bucket, dumping it in, and then staggering away stunned and nauseous. There's vomit ''all over'' my pond now.&lt;br /&gt;
- [[User:Clockwork|Clockwork]] 19:20, 18 November 2007 (EST)&lt;br /&gt;
:That sounds like cave adjustment to me. When's the last time they've been outside before that problem arose? If dwarves spend too long underground, they'll get accustomed to it, to the point that being hit by sunlight again will give them the exact symptoms you just described. The pond has nothing to do with it, aside from the fact that they're outside while filling it. --[[User:Hesitris|Hesitris]] 22:42, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Inappropriate building?==&lt;br /&gt;
I have designated a pond inside my fort in an attempt to get some floors muddy for farming. However, I keep getting the message: so and so cancels Fill Pond: Inappropriate building. Any hints as to what I am doing wrong?&lt;br /&gt;
- [[User:Ehertlein|Ehertlein]] 07:03, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: IIRC Dwarves will only pour water into a pit; ie. an empty space. If you want to make a floor muddy, you need to mark a pond on the z-level above it. --[[User:Raumkraut|Raumkraut]] 14:41, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Garbage dump ==&lt;br /&gt;
The following sentence is self contradicting. &amp;quot;Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or pit), not onto an open space.&amp;quot; It needs correcting, one way or the other. --[[User:Aykavil|Aykavil]] 04:49, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wiki style question==&lt;br /&gt;
while reading articles in this wiki, i sometimes see keyboard keys described as being &amp;quot;pushed&amp;quot; (for example, under Construction in [[Well]]), sometimes as being &amp;quot;used&amp;quot; (link) and sometimes just Shortcut {{k|w}} (for example, [[Dump]]). can i use any of these in articles that i wish to add to the wiki? -[[User:Anachron|Anachron]]&lt;br /&gt;
:There is a lack of consistency. Fix it all! or adopt the (non)standard that already exists... the real answer is see the [[rule]]s. If it's not covered and you think it should be.... work out where it should go![[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Animal pits==&lt;br /&gt;
Is this how I am meant to keep all my herd animals in the same place (I'd prefer not to cage them, I don't know why...)? Are they gonna get hurt when I drop them down a z-level?[[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
:Now I think I have an issue that...&lt;br /&gt;
::I have a passage leading to a channel. The channel and one floor tile before it are my pit zones.&lt;br /&gt;
::Below that is a room with a s-bend corridor with several doors marked &amp;quot;Passable&amp;quot; (ie not passable to pets).&lt;br /&gt;
:It seems that my dwarves want to drop an animal into the pit. Then go downstairs, pick it up, and do it again.&lt;br /&gt;
:I am confused![[User:GarrieIrons|GarrieIrons]] 09:04, 4 July 2008 (EDT)&lt;br /&gt;
===After a night of sleep===&lt;br /&gt;
Alright. I now have an animal pit activity zone. Below it is a room with an S-bend corridor with three doors marked '''Passable''' (for dwarves only).&lt;br /&gt;
There are &amp;quot;several&amp;quot; animals in the pit.&lt;br /&gt;
My question: When I {{k|i}} on the zone, then {{k|P}}, does it show me the animals who have already been put in the pit or not? I would have thought it would be like a cage, showing all animals but putting a special character next to the ones already in the pit.[[User:GarrieIrons|GarrieIrons]] 21:01, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately there is no way to tell if an animal has been placed in a pit. So when you assign animals to a pit, it is a one-shot thing only - a dwarf will pit the animal, then there will be no indication that the animal is there the next time you look at the list. It would be nice if we could designate areas as pits, where the areas would act as 'stockpiles' or 'cages' that track which animals are in them.[[User:Pavlov|Pavlov]] 04:46, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Deadly Animal Pits==&lt;br /&gt;
I'm surprised I'm not seeing anyone talking about this, but when I saw that you could put animals in pits the first thing I thought about was filling it with snakes, lions, maybe a dragon or two, and having that be what the unlucky goblins who fall into when the get dropped down from your drawbridge trap. --[[User:DimensionWarped|DimensionWarped]] 20:31, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Adding onto that... how about making ponds and filling them with your own fish to start some kind of fish pond or something? --[[User:DimensionWarped|DimensionWarped]] 20:32, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, that makes sense! I always thought that was what ponds were for, before I figured out you could do other things with them, too. I'd be careful with the dragon pits, though. Even tame ones are very indiscriminate when breathing fire on their foes. (Currently I'm using a race that I gave dragonfirebreath. First thing that happened when zombies attacked was they lit up the zombies, the wagon and all the supplies, and the clothes their friends were wearing. I changed the race's ignite point after that.) --[[User:Navian|Navian]] 20:38, 22 November 2008 (EST)&lt;br /&gt;
==Nobles filling ponds==&lt;br /&gt;
&lt;br /&gt;
Anybody else notice that nobles fill ponds?  They ''are'' useful for something after all! --[[User:Kwieland|Kwieland]] 02:12, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Odd pond filling techniques==&lt;br /&gt;
Why is it when my little dudes try filling my pond, they leave the bucket at edge of my pond? Am I seeing this incorrectly, or when they fill a pond, they get water, bring it over to the pond, pour the water in, and leave the bucket. I don't understand how this fills the pond, or if you need multiple buckets, or if I'm doing something wrong. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 16:09, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They dumped the water out of the bucket into the pond (assuming there was a channel to dump into) and then left the bucket for the next filler to use. It can be very difficult to fill any sizable space (&amp;gt;2x2) with buckets alone, due to evaporation. Your best bet is to have multiple pond zones (each one will generate a separate filling job,) 2 buckets per zone, and turning off any bucket accepting stockpiles, in addition to making sure the nearest water source isn't a long trip. --[[User:N9103|Edward]] 22:04, 30 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Oh, I see. I figured if the dwarves didn't have anything better to do, they'd just keep the buckets with them and do the job over and over again. They drop the bucket when they're done? That's kinda ridiculous. Anyway, that's for the info. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 16:10, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Undumpable: Fallen dump-marked stone==&lt;br /&gt;
I had a bunch of stone I marked for dumping via {{k|d}}-{{k|b}}-{{k|d}}. Then, before dwarfs could take it away, my miners channeled the ground out from under the stone, causing it all to fall to the level below. Now, no matter how I unmark/remark the stone, they refuse to dump any of the stone that fell while marked for dumping. I can mark off other areas of stone; a dozen dwarfs happily swarm the area and take it away. But any of the stone that fell a level while marked for dumping are completely ignored. Bug? --[[User:Mattmoss|Mattmoss]] 23:33, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Note that the dwarfs have physical access to the stone. I didn't just dig a pit without stairs/ramps; there are no stairs/ramps, but I was digging out the stone and floor above my trade depot and main hall, so the dwarfs do have access to the area where the &amp;quot;untouchable&amp;quot; stone is. I tested to see if adding stairs suddenly made the stone accessible; it did not. --[[User:Mattmoss|Mattmoss]] 03:17, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Figured it out; not a bug. Stupidly, I forgot my purpose in digging and channeling out the area was to make the room below OUTDOORS. And the default option is for dwarfs to not collect refuse from outdoors. As soon as I enabled that option, the dwarfs started dumping the stone. --[[User:Mattmoss|Mattmoss]] 20:23, 28 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16761</id>
		<title>40d Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16761"/>
		<updated>2009-06-28T03:17:18Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: /* Undumpable: Fallen dump-marked stone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Undumpable: belongings of dead dwarves==&lt;br /&gt;
Has anyone else noticed that when a dwarf dies and leaves behind all his items on the floor of your fortress, you can designate them for dumping but the dwarves never come and dump them? Is there any way to get rid of these? I also noticed dwarves never seem to dump damaged items (items that have an x in their name). ----[[User:Hyperbox|Hyperbox]] 04:29, 21 August 2008 (EST)&lt;br /&gt;
:I don't think dwarves will dump items with ownership flags, so that's why your dwarves never seem to dump damaged items.  I think they need to replace them first. In the case of death, though, my experience has been that the items get de-owned on death and the other dwarves come strip the body. If you do {{k|o}}rders &amp;amp; choose {{k|F}}orbid, there are some settings about whether items are forbidden upon death, but I think they default to mostly-permissive, so unless your settings got changed that shouldn't be affecting you, either. --[[User:Sev|Sev]] 03:41, 27 August 2008 (EDT)&lt;br /&gt;
::I'm thinking that the [[dwarven economy]] might throw another yet wrench into this system.  Since my economy started, my dwarves have refused to dump ''any'' clothing items, including narrow clothing.  I'm wondering whether it's because dwarves won't dump anything they might be able to sell.  Bless their capitalist little hearts, but it's extremely frustrating.  --[[User:Ookpik|Ookpik]] 21:42, 13 September 2008 (EDT)&lt;br /&gt;
:::I have had no trouble dumping narrow clothing after the economy kicks in -- as long as the clothing isn't already in a shop.  Once they've hauled it to the shop, it behaves as if it were &amp;quot;owned&amp;quot;. --[[User:Sev|Sev]] 19:55, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I just want to confirm that items, particularly worn out socks and shoes, can't be dumped.  So if your dwarf decides he wants a new pair and leaves his old shoes or socks lying on the ground, you are screwed.--[[User:Jpwrunyan|Jpwrunyan]] 10:59, 25 April 2009 (UTC)&lt;br /&gt;
:You can, however, hide them via {{k|k}}-{{k|h}} or {{k|d}}-{{k|b}}-{{k|h}}.  They still exist, but at least you won't have to look at them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:07, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Proposed move==&lt;br /&gt;
should this page be moved to the singluar title &amp;quot;Activity zone&amp;quot; ?&lt;br /&gt;
(unsigned/unknown [[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT))&lt;br /&gt;
&lt;br /&gt;
==Force drinking location==&lt;br /&gt;
Any advice how to get dwarves really drink where I want them?&lt;br /&gt;
I have one space water supply zone at the end of channel so the zone is above the floodgate) and then I have another 12 space zone around a little pond.. still all the dwarves run all the way to the brook for drink. (..yea yea, I know, I need booze. sorry for beeing slow)&lt;br /&gt;
--Shiona&lt;br /&gt;
:under the orders menu, along with the only farmers harvest and refuse type orders, there is an option for zones, under that submenu you can say 'prefer to drink/fish at zone' 'only drink/fish at zone' which might be what you need. Also make sure you are setting the zones to a type and not just designating them. --[[User:Shades|Shades]] 05:27, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Vertigo when filling ponds?==&lt;br /&gt;
This is not really related to zones, but I have a pond my dwarves are filling, which is three levels deep. They seem to be suffering from extreme vertigo; they keep filling a bucket, dumping it in, and then staggering away stunned and nauseous. There's vomit ''all over'' my pond now.&lt;br /&gt;
- [[User:Clockwork|Clockwork]] 19:20, 18 November 2007 (EST)&lt;br /&gt;
:That sounds like cave adjustment to me. When's the last time they've been outside before that problem arose? If dwarves spend too long underground, they'll get accustomed to it, to the point that being hit by sunlight again will give them the exact symptoms you just described. The pond has nothing to do with it, aside from the fact that they're outside while filling it. --[[User:Hesitris|Hesitris]] 22:42, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Inappropriate building?==&lt;br /&gt;
I have designated a pond inside my fort in an attempt to get some floors muddy for farming. However, I keep getting the message: so and so cancels Fill Pond: Inappropriate building. Any hints as to what I am doing wrong?&lt;br /&gt;
- [[User:Ehertlein|Ehertlein]] 07:03, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: IIRC Dwarves will only pour water into a pit; ie. an empty space. If you want to make a floor muddy, you need to mark a pond on the z-level above it. --[[User:Raumkraut|Raumkraut]] 14:41, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Garbage dump ==&lt;br /&gt;
The following sentence is self contradicting. &amp;quot;Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or pit), not onto an open space.&amp;quot; It needs correcting, one way or the other. --[[User:Aykavil|Aykavil]] 04:49, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wiki style question==&lt;br /&gt;
while reading articles in this wiki, i sometimes see keyboard keys described as being &amp;quot;pushed&amp;quot; (for example, under Construction in [[Well]]), sometimes as being &amp;quot;used&amp;quot; (link) and sometimes just Shortcut {{k|w}} (for example, [[Dump]]). can i use any of these in articles that i wish to add to the wiki? -[[User:Anachron|Anachron]]&lt;br /&gt;
:There is a lack of consistency. Fix it all! or adopt the (non)standard that already exists... the real answer is see the [[rule]]s. If it's not covered and you think it should be.... work out where it should go![[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Animal pits==&lt;br /&gt;
Is this how I am meant to keep all my herd animals in the same place (I'd prefer not to cage them, I don't know why...)? Are they gonna get hurt when I drop them down a z-level?[[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
:Now I think I have an issue that...&lt;br /&gt;
::I have a passage leading to a channel. The channel and one floor tile before it are my pit zones.&lt;br /&gt;
::Below that is a room with a s-bend corridor with several doors marked &amp;quot;Passable&amp;quot; (ie not passable to pets).&lt;br /&gt;
:It seems that my dwarves want to drop an animal into the pit. Then go downstairs, pick it up, and do it again.&lt;br /&gt;
:I am confused![[User:GarrieIrons|GarrieIrons]] 09:04, 4 July 2008 (EDT)&lt;br /&gt;
===After a night of sleep===&lt;br /&gt;
Alright. I now have an animal pit activity zone. Below it is a room with an S-bend corridor with three doors marked '''Passable''' (for dwarves only).&lt;br /&gt;
There are &amp;quot;several&amp;quot; animals in the pit.&lt;br /&gt;
My question: When I {{k|i}} on the zone, then {{k|P}}, does it show me the animals who have already been put in the pit or not? I would have thought it would be like a cage, showing all animals but putting a special character next to the ones already in the pit.[[User:GarrieIrons|GarrieIrons]] 21:01, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately there is no way to tell if an animal has been placed in a pit. So when you assign animals to a pit, it is a one-shot thing only - a dwarf will pit the animal, then there will be no indication that the animal is there the next time you look at the list. It would be nice if we could designate areas as pits, where the areas would act as 'stockpiles' or 'cages' that track which animals are in them.[[User:Pavlov|Pavlov]] 04:46, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Deadly Animal Pits==&lt;br /&gt;
I'm surprised I'm not seeing anyone talking about this, but when I saw that you could put animals in pits the first thing I thought about was filling it with snakes, lions, maybe a dragon or two, and having that be what the unlucky goblins who fall into when the get dropped down from your drawbridge trap. --[[User:DimensionWarped|DimensionWarped]] 20:31, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Adding onto that... how about making ponds and filling them with your own fish to start some kind of fish pond or something? --[[User:DimensionWarped|DimensionWarped]] 20:32, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, that makes sense! I always thought that was what ponds were for, before I figured out you could do other things with them, too. I'd be careful with the dragon pits, though. Even tame ones are very indiscriminate when breathing fire on their foes. (Currently I'm using a race that I gave dragonfirebreath. First thing that happened when zombies attacked was they lit up the zombies, the wagon and all the supplies, and the clothes their friends were wearing. I changed the race's ignite point after that.) --[[User:Navian|Navian]] 20:38, 22 November 2008 (EST)&lt;br /&gt;
==Nobles filling ponds==&lt;br /&gt;
&lt;br /&gt;
Anybody else notice that nobles fill ponds?  They ''are'' useful for something after all! --[[User:Kwieland|Kwieland]] 02:12, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Odd pond filling techniques==&lt;br /&gt;
Why is it when my little dudes try filling my pond, they leave the bucket at edge of my pond? Am I seeing this incorrectly, or when they fill a pond, they get water, bring it over to the pond, pour the water in, and leave the bucket. I don't understand how this fills the pond, or if you need multiple buckets, or if I'm doing something wrong. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 16:09, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They dumped the water out of the bucket into the pond (assuming there was a channel to dump into) and then left the bucket for the next filler to use. It can be very difficult to fill any sizable space (&amp;gt;2x2) with buckets alone, due to evaporation. Your best bet is to have multiple pond zones (each one will generate a separate filling job,) 2 buckets per zone, and turning off any bucket accepting stockpiles, in addition to making sure the nearest water source isn't a long trip. --[[User:N9103|Edward]] 22:04, 30 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Oh, I see. I figured if the dwarves didn't have anything better to do, they'd just keep the buckets with them and do the job over and over again. They drop the bucket when they're done? That's kinda ridiculous. Anyway, that's for the info. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 16:10, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Undumpable: Fallen dump-marked stone==&lt;br /&gt;
I had a bunch of stone I marked for dumping via {{k|d}}-{{k|b}}-{{k|d}}. Then, before dwarfs could take it away, my miners channeled the ground out from under the stone, causing it all to fall to the level below. Now, no matter how I unmark/remark the stone, they refuse to dump any of the stone that fell while marked for dumping. I can mark off other areas of stone; a dozen dwarfs happily swarm the area and take it away. But any of the stone that fell a level while marked for dumping are completely ignored. Bug? --[[User:Mattmoss|Mattmoss]] 23:33, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Note that the dwarfs have physical access to the stone. I didn't just dig a pit without stairs/ramps; there are no stairs/ramps, but I was digging out the stone and floor above my trade depot and main hall, so the dwarfs do have access to the area where the &amp;quot;untouchable&amp;quot; stone is. I tested to see if adding stairs suddenly made the stone accessible; it did not. --[[User:Mattmoss|Mattmoss]] 03:17, 28 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16760</id>
		<title>40d Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16760"/>
		<updated>2009-06-27T23:33:37Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: Undumpable: Fallen dump-marked stone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Undumpable: belongings of dead dwarves==&lt;br /&gt;
Has anyone else noticed that when a dwarf dies and leaves behind all his items on the floor of your fortress, you can designate them for dumping but the dwarves never come and dump them? Is there any way to get rid of these? I also noticed dwarves never seem to dump damaged items (items that have an x in their name). ----[[User:Hyperbox|Hyperbox]] 04:29, 21 August 2008 (EST)&lt;br /&gt;
:I don't think dwarves will dump items with ownership flags, so that's why your dwarves never seem to dump damaged items.  I think they need to replace them first. In the case of death, though, my experience has been that the items get de-owned on death and the other dwarves come strip the body. If you do {{k|o}}rders &amp;amp; choose {{k|F}}orbid, there are some settings about whether items are forbidden upon death, but I think they default to mostly-permissive, so unless your settings got changed that shouldn't be affecting you, either. --[[User:Sev|Sev]] 03:41, 27 August 2008 (EDT)&lt;br /&gt;
::I'm thinking that the [[dwarven economy]] might throw another yet wrench into this system.  Since my economy started, my dwarves have refused to dump ''any'' clothing items, including narrow clothing.  I'm wondering whether it's because dwarves won't dump anything they might be able to sell.  Bless their capitalist little hearts, but it's extremely frustrating.  --[[User:Ookpik|Ookpik]] 21:42, 13 September 2008 (EDT)&lt;br /&gt;
:::I have had no trouble dumping narrow clothing after the economy kicks in -- as long as the clothing isn't already in a shop.  Once they've hauled it to the shop, it behaves as if it were &amp;quot;owned&amp;quot;. --[[User:Sev|Sev]] 19:55, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I just want to confirm that items, particularly worn out socks and shoes, can't be dumped.  So if your dwarf decides he wants a new pair and leaves his old shoes or socks lying on the ground, you are screwed.--[[User:Jpwrunyan|Jpwrunyan]] 10:59, 25 April 2009 (UTC)&lt;br /&gt;
:You can, however, hide them via {{k|k}}-{{k|h}} or {{k|d}}-{{k|b}}-{{k|h}}.  They still exist, but at least you won't have to look at them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:07, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Proposed move==&lt;br /&gt;
should this page be moved to the singluar title &amp;quot;Activity zone&amp;quot; ?&lt;br /&gt;
(unsigned/unknown [[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT))&lt;br /&gt;
&lt;br /&gt;
==Force drinking location==&lt;br /&gt;
Any advice how to get dwarves really drink where I want them?&lt;br /&gt;
I have one space water supply zone at the end of channel so the zone is above the floodgate) and then I have another 12 space zone around a little pond.. still all the dwarves run all the way to the brook for drink. (..yea yea, I know, I need booze. sorry for beeing slow)&lt;br /&gt;
--Shiona&lt;br /&gt;
:under the orders menu, along with the only farmers harvest and refuse type orders, there is an option for zones, under that submenu you can say 'prefer to drink/fish at zone' 'only drink/fish at zone' which might be what you need. Also make sure you are setting the zones to a type and not just designating them. --[[User:Shades|Shades]] 05:27, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Vertigo when filling ponds?==&lt;br /&gt;
This is not really related to zones, but I have a pond my dwarves are filling, which is three levels deep. They seem to be suffering from extreme vertigo; they keep filling a bucket, dumping it in, and then staggering away stunned and nauseous. There's vomit ''all over'' my pond now.&lt;br /&gt;
- [[User:Clockwork|Clockwork]] 19:20, 18 November 2007 (EST)&lt;br /&gt;
:That sounds like cave adjustment to me. When's the last time they've been outside before that problem arose? If dwarves spend too long underground, they'll get accustomed to it, to the point that being hit by sunlight again will give them the exact symptoms you just described. The pond has nothing to do with it, aside from the fact that they're outside while filling it. --[[User:Hesitris|Hesitris]] 22:42, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Inappropriate building?==&lt;br /&gt;
I have designated a pond inside my fort in an attempt to get some floors muddy for farming. However, I keep getting the message: so and so cancels Fill Pond: Inappropriate building. Any hints as to what I am doing wrong?&lt;br /&gt;
- [[User:Ehertlein|Ehertlein]] 07:03, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: IIRC Dwarves will only pour water into a pit; ie. an empty space. If you want to make a floor muddy, you need to mark a pond on the z-level above it. --[[User:Raumkraut|Raumkraut]] 14:41, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Garbage dump ==&lt;br /&gt;
The following sentence is self contradicting. &amp;quot;Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or pit), not onto an open space.&amp;quot; It needs correcting, one way or the other. --[[User:Aykavil|Aykavil]] 04:49, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wiki style question==&lt;br /&gt;
while reading articles in this wiki, i sometimes see keyboard keys described as being &amp;quot;pushed&amp;quot; (for example, under Construction in [[Well]]), sometimes as being &amp;quot;used&amp;quot; (link) and sometimes just Shortcut {{k|w}} (for example, [[Dump]]). can i use any of these in articles that i wish to add to the wiki? -[[User:Anachron|Anachron]]&lt;br /&gt;
:There is a lack of consistency. Fix it all! or adopt the (non)standard that already exists... the real answer is see the [[rule]]s. If it's not covered and you think it should be.... work out where it should go![[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Animal pits==&lt;br /&gt;
Is this how I am meant to keep all my herd animals in the same place (I'd prefer not to cage them, I don't know why...)? Are they gonna get hurt when I drop them down a z-level?[[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
:Now I think I have an issue that...&lt;br /&gt;
::I have a passage leading to a channel. The channel and one floor tile before it are my pit zones.&lt;br /&gt;
::Below that is a room with a s-bend corridor with several doors marked &amp;quot;Passable&amp;quot; (ie not passable to pets).&lt;br /&gt;
:It seems that my dwarves want to drop an animal into the pit. Then go downstairs, pick it up, and do it again.&lt;br /&gt;
:I am confused![[User:GarrieIrons|GarrieIrons]] 09:04, 4 July 2008 (EDT)&lt;br /&gt;
===After a night of sleep===&lt;br /&gt;
Alright. I now have an animal pit activity zone. Below it is a room with an S-bend corridor with three doors marked '''Passable''' (for dwarves only).&lt;br /&gt;
There are &amp;quot;several&amp;quot; animals in the pit.&lt;br /&gt;
My question: When I {{k|i}} on the zone, then {{k|P}}, does it show me the animals who have already been put in the pit or not? I would have thought it would be like a cage, showing all animals but putting a special character next to the ones already in the pit.[[User:GarrieIrons|GarrieIrons]] 21:01, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately there is no way to tell if an animal has been placed in a pit. So when you assign animals to a pit, it is a one-shot thing only - a dwarf will pit the animal, then there will be no indication that the animal is there the next time you look at the list. It would be nice if we could designate areas as pits, where the areas would act as 'stockpiles' or 'cages' that track which animals are in them.[[User:Pavlov|Pavlov]] 04:46, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Deadly Animal Pits==&lt;br /&gt;
I'm surprised I'm not seeing anyone talking about this, but when I saw that you could put animals in pits the first thing I thought about was filling it with snakes, lions, maybe a dragon or two, and having that be what the unlucky goblins who fall into when the get dropped down from your drawbridge trap. --[[User:DimensionWarped|DimensionWarped]] 20:31, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Adding onto that... how about making ponds and filling them with your own fish to start some kind of fish pond or something? --[[User:DimensionWarped|DimensionWarped]] 20:32, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, that makes sense! I always thought that was what ponds were for, before I figured out you could do other things with them, too. I'd be careful with the dragon pits, though. Even tame ones are very indiscriminate when breathing fire on their foes. (Currently I'm using a race that I gave dragonfirebreath. First thing that happened when zombies attacked was they lit up the zombies, the wagon and all the supplies, and the clothes their friends were wearing. I changed the race's ignite point after that.) --[[User:Navian|Navian]] 20:38, 22 November 2008 (EST)&lt;br /&gt;
==Nobles filling ponds==&lt;br /&gt;
&lt;br /&gt;
Anybody else notice that nobles fill ponds?  They ''are'' useful for something after all! --[[User:Kwieland|Kwieland]] 02:12, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Odd pond filling techniques==&lt;br /&gt;
Why is it when my little dudes try filling my pond, they leave the bucket at edge of my pond? Am I seeing this incorrectly, or when they fill a pond, they get water, bring it over to the pond, pour the water in, and leave the bucket. I don't understand how this fills the pond, or if you need multiple buckets, or if I'm doing something wrong. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 16:09, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They dumped the water out of the bucket into the pond (assuming there was a channel to dump into) and then left the bucket for the next filler to use. It can be very difficult to fill any sizable space (&amp;gt;2x2) with buckets alone, due to evaporation. Your best bet is to have multiple pond zones (each one will generate a separate filling job,) 2 buckets per zone, and turning off any bucket accepting stockpiles, in addition to making sure the nearest water source isn't a long trip. --[[User:N9103|Edward]] 22:04, 30 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Oh, I see. I figured if the dwarves didn't have anything better to do, they'd just keep the buckets with them and do the job over and over again. They drop the bucket when they're done? That's kinda ridiculous. Anyway, that's for the info. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 16:10, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Undumpable: Fallen dump-marked stone==&lt;br /&gt;
I had a bunch of stone I marked for dumping via {{k|d}}-{{k|b}}-{{k|d}}. Then, before dwarfs could take it away, my miners channeled the ground out from under the stone, causing it all to fall to the level below. Now, no matter how I unmark/remark the stone, they refuse to dump any of the stone that fell while marked for dumping. I can mark off other areas of stone; a dozen dwarfs happily swarm the area and take it away. But any of the stone that fell a level while marked for dumping are completely ignored. Bug? --[[User:Mattmoss|Mattmoss]] 23:33, 27 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37113</id>
		<title>User:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37113"/>
		<updated>2009-06-25T19:10:30Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
Currently participating in [[Bloodline:Oceanside]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Medals&amp;quot; ==&lt;br /&gt;
[[File:Dfmedal.jpg|200px|thumb|right|The coveted Dwarf Fortress medal doesn't menace with spikes of anything, but it should.]]&lt;br /&gt;
A list of possible Dwarf Fortress achievements/trophies (a la Xbox360/PS3). This is a work in progress; more to come when I have a bit of spare time. Feel free to add if you like. Difficulties are rough/approximate; feel free to discuss.&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
* Created wealth of 100,000☼.&lt;br /&gt;
* Created an artifact.&lt;br /&gt;
* Survived the First Winter.&lt;br /&gt;
* Traded with merchants.&lt;br /&gt;
* Survived a goblin ambush.&lt;br /&gt;
&lt;br /&gt;
=== Medium ===&lt;br /&gt;
* Created wealth of 1,000,000☼.&lt;br /&gt;
* Created five artifacts.&lt;br /&gt;
* Attracted nobles (except the King and his entourage: consort, advisor).&lt;br /&gt;
* &amp;quot;Acquired&amp;quot; merchant goods without trading.&lt;br /&gt;
* Survived a goblin siege.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
* Created wealth of 10,000,000☼.&lt;br /&gt;
* Created 10 artifacts, at least one worth 100,000☼.&lt;br /&gt;
* Attracted the King and his entourage.&lt;br /&gt;
* Killed the merchants.&lt;br /&gt;
* Survived a goblin siege without traps.&lt;br /&gt;
&lt;br /&gt;
=== Ultra-Dwarfy ===&lt;br /&gt;
* Created wealth of 100,000,000☼.&lt;br /&gt;
* Survived a goblin siege without traps or crossbowdwarfs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;By-Four&amp;quot; Industry Groupings ==&lt;br /&gt;
In previous forts, I tended to build industry grouped by fours according to these groups. This was developed prior to the Industry Relationships graph shown below; I still often build based on these groupings.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Food Preparation&lt;br /&gt;
| Kitchen&lt;br /&gt;
| Still&lt;br /&gt;
| Farmer's Workshop&lt;br /&gt;
| Millstone (or Quern)&lt;br /&gt;
|-&lt;br /&gt;
! Fashion Industry&lt;br /&gt;
| Loom&lt;br /&gt;
| Dyer's Shop&lt;br /&gt;
| Clothier's Shop&lt;br /&gt;
| Leatherworks&lt;br /&gt;
|-&lt;br /&gt;
! Construction Site&lt;br /&gt;
| Carpenter's Workshop&lt;br /&gt;
| Mason's Workshop&lt;br /&gt;
| Mechanic's Workshop&lt;br /&gt;
| Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
! Crafters' Corner&lt;br /&gt;
| Craftsdwarf's Workshop&lt;br /&gt;
| Jeweler's Workshop&lt;br /&gt;
| Alchemist's Laboratory&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Bowyer's Workshop&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Hot Heads&lt;br /&gt;
| Smelter&lt;br /&gt;
| Kiln&lt;br /&gt;
| Wood Furnace&lt;br /&gt;
| Glass Furnace&lt;br /&gt;
|-&lt;br /&gt;
! Stinky Alley&lt;br /&gt;
| Fishery&lt;br /&gt;
| Butcher's Shop&lt;br /&gt;
| Tanner's Shop&lt;br /&gt;
| Ashery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1. Yeah, it's a stretch to count these industries in this group, but I put them here to keep a strict &amp;quot;by-four&amp;quot; grouping, and the rest of the groupings seem pretty reasonable.&lt;br /&gt;
&lt;br /&gt;
Note that this doesn't include the Siege Workshop, Kennel, Trade Depot or Shop, the large 5x5 &amp;quot;workshops&amp;quot; (primarily because I developed this grouping based on 3x3 buildings), but these building are specialized enough to warrant special placement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Industry Relationships ==&lt;br /&gt;
I created the following diagram to show ''possible'' relationships between various industries. These relationships are not automatic, nor always necessary. For example, I doubt most people bother building an alchemist (i.e. soap-maker). Also, if you have magma furnaces, then you are unlikely to have a wood burner (or, possibly, your wood burner only needs connect to the ashery). Obviously, I've not put any of the materials/components/outputs into the graph, because I wanted to keep it simple. I assume here that you already have ideas on what you can/want to build.&lt;br /&gt;
&lt;br /&gt;
So what is the diagram for? Layout planning... For example, the kitchen can receive lots of inputs. Assuming you're making use of most of them, you'd probably want to make the kitchen central, with other workshops fanning outward, and perhaps food stockpiles above and below the kitchen. Another example: assuming you don't want an alchemist, you can take the furnace/metal type workshops and separate them into a whole different area of the fortress from the rest. A similar thing could be done with the fishery/butcher, with just some traversal of meat from those to the kitchen/food stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some of this may seem obvious from your own experiences, but I wanted to try graphing out my experiences to see if there were any non-obvious patterns. If you think there are errors in this graph, please let me know.&lt;br /&gt;
&lt;br /&gt;
NOTE: To reduce a bit of clutter, I disconnected the Alchemist's Workshop. I don't think many people bother with it (the only product being soap). However, the Alchemist's gets input from the kitchen (tallow) and the Ashery (lye) if you need one.&lt;br /&gt;
&lt;br /&gt;
[[Image:IndustryRelations.png]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37112</id>
		<title>User:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37112"/>
		<updated>2009-06-25T19:09:59Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: /* &amp;quot;Medals&amp;quot; */ added hack-job medal image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
Currently participating in [[Bloodline:Oceanside]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Medals&amp;quot; ==&lt;br /&gt;
[[File:Dfmedal.jpg|200px|thumb|right|The coveted Dwarf Fortress medal doesn't menace with spikes of anything, but it should.]]&lt;br /&gt;
A list of possible Dwarf Fortress achievements/trophies (a la Xbox360/PS3). This is a work in progress; more to come when I have a bit of spare time. Feel free to add if you like. Difficulties are rough/approximate; feel free to discuss.&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
* Created wealth of 100,000☼.&lt;br /&gt;
* Created an artifact.&lt;br /&gt;
* Survived the First Winter.&lt;br /&gt;
* Traded with merchants.&lt;br /&gt;
* Survived a goblin ambush.&lt;br /&gt;
&lt;br /&gt;
=== Medium ===&lt;br /&gt;
* Created wealth of 1,000,000☼.&lt;br /&gt;
* Created five artifacts.&lt;br /&gt;
* Attracted nobles (except the King and his entourage: consort, advisor).&lt;br /&gt;
* &amp;quot;Acquired&amp;quot; merchant goods without trading.&lt;br /&gt;
* Survived a goblin siege.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
* Created wealth of 10,000,000☼.&lt;br /&gt;
* Created 10 artifacts, at least one worth 100,000☼.&lt;br /&gt;
* Attracted the King and his entourage.&lt;br /&gt;
* Killed the merchants.&lt;br /&gt;
* Survived a goblin siege without traps.&lt;br /&gt;
&lt;br /&gt;
=== Ultra-Dwarfy ===&lt;br /&gt;
* Created wealth of 100,000,000☼.&lt;br /&gt;
* Survived a goblin siege without traps or crossbowdwarfs.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;By-Four&amp;quot; Industry Groupings ==&lt;br /&gt;
In previous forts, I tended to build industry grouped by fours according to these groups. This was developed prior to the Industry Relationships graph shown below; I still often build based on these groupings.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Food Preparation&lt;br /&gt;
| Kitchen&lt;br /&gt;
| Still&lt;br /&gt;
| Farmer's Workshop&lt;br /&gt;
| Millstone (or Quern)&lt;br /&gt;
|-&lt;br /&gt;
! Fashion Industry&lt;br /&gt;
| Loom&lt;br /&gt;
| Dyer's Shop&lt;br /&gt;
| Clothier's Shop&lt;br /&gt;
| Leatherworks&lt;br /&gt;
|-&lt;br /&gt;
! Construction Site&lt;br /&gt;
| Carpenter's Workshop&lt;br /&gt;
| Mason's Workshop&lt;br /&gt;
| Mechanic's Workshop&lt;br /&gt;
| Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
! Crafters' Corner&lt;br /&gt;
| Craftsdwarf's Workshop&lt;br /&gt;
| Jeweler's Workshop&lt;br /&gt;
| Alchemist's Laboratory&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Bowyer's Workshop&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Hot Heads&lt;br /&gt;
| Smelter&lt;br /&gt;
| Kiln&lt;br /&gt;
| Wood Furnace&lt;br /&gt;
| Glass Furnace&lt;br /&gt;
|-&lt;br /&gt;
! Stinky Alley&lt;br /&gt;
| Fishery&lt;br /&gt;
| Butcher's Shop&lt;br /&gt;
| Tanner's Shop&lt;br /&gt;
| Ashery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1. Yeah, it's a stretch to count these industries in this group, but I put them here to keep a strict &amp;quot;by-four&amp;quot; grouping, and the rest of the groupings seem pretty reasonable.&lt;br /&gt;
&lt;br /&gt;
Note that this doesn't include the Siege Workshop, Kennel, Trade Depot or Shop, the large 5x5 &amp;quot;workshops&amp;quot; (primarily because I developed this grouping based on 3x3 buildings), but these building are specialized enough to warrant special placement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Industry Relationships ==&lt;br /&gt;
I created the following diagram to show ''possible'' relationships between various industries. These relationships are not automatic, nor always necessary. For example, I doubt most people bother building an alchemist (i.e. soap-maker). Also, if you have magma furnaces, then you are unlikely to have a wood burner (or, possibly, your wood burner only needs connect to the ashery). Obviously, I've not put any of the materials/components/outputs into the graph, because I wanted to keep it simple. I assume here that you already have ideas on what you can/want to build.&lt;br /&gt;
&lt;br /&gt;
So what is the diagram for? Layout planning... For example, the kitchen can receive lots of inputs. Assuming you're making use of most of them, you'd probably want to make the kitchen central, with other workshops fanning outward, and perhaps food stockpiles above and below the kitchen. Another example: assuming you don't want an alchemist, you can take the furnace/metal type workshops and separate them into a whole different area of the fortress from the rest. A similar thing could be done with the fishery/butcher, with just some traversal of meat from those to the kitchen/food stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some of this may seem obvious from your own experiences, but I wanted to try graphing out my experiences to see if there were any non-obvious patterns. If you think there are errors in this graph, please let me know.&lt;br /&gt;
&lt;br /&gt;
NOTE: To reduce a bit of clutter, I disconnected the Alchemist's Workshop. I don't think many people bother with it (the only product being soap). However, the Alchemist's gets input from the kitchen (tallow) and the Ashery (lye) if you need one.&lt;br /&gt;
&lt;br /&gt;
[[Image:IndustryRelations.png]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dfmedal.jpg&amp;diff=49840</id>
		<title>File:Dfmedal.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dfmedal.jpg&amp;diff=49840"/>
		<updated>2009-06-25T19:06:00Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37111</id>
		<title>User:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37111"/>
		<updated>2009-06-25T18:17:45Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: More ideas for DF medals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
Currently participating in [[Bloodline:Oceanside]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Medals&amp;quot; ==&lt;br /&gt;
A list of possible Dwarf Fortress achievements/trophies (a la Xbox360/PS3). This is a work in progress; more to come when I have a bit of spare time. Feel free to add if you like. Difficulties are rough/approximate; feel free to discuss.&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
* Created wealth of 100,000☼.&lt;br /&gt;
* Created an artifact.&lt;br /&gt;
* Survived the First Winter.&lt;br /&gt;
* Traded with merchants.&lt;br /&gt;
* Survived a goblin ambush.&lt;br /&gt;
&lt;br /&gt;
=== Medium ===&lt;br /&gt;
* Created wealth of 1,000,000☼.&lt;br /&gt;
* Created five artifacts.&lt;br /&gt;
* Attracted nobles (except the King and his entourage: consort, advisor).&lt;br /&gt;
* &amp;quot;Acquired&amp;quot; merchant goods without trading.&lt;br /&gt;
* Survived a goblin siege.&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
* Created wealth of 10,000,000☼.&lt;br /&gt;
* Created 10 artifacts, at least one worth 100,000☼.&lt;br /&gt;
* Attracted the King and his entourage.&lt;br /&gt;
* Killed the merchants.&lt;br /&gt;
* Survived a goblin siege without traps.&lt;br /&gt;
&lt;br /&gt;
=== Ultra-Dwarfy ===&lt;br /&gt;
* Created wealth of 100,000,000☼.&lt;br /&gt;
* Survived a goblin siege without traps or crossbowdwarfs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;By-Four&amp;quot; Industry Groupings ==&lt;br /&gt;
In previous forts, I tended to build industry grouped by fours according to these groups. This was developed prior to the Industry Relationships graph shown below; I still often build based on these groupings.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Food Preparation&lt;br /&gt;
| Kitchen&lt;br /&gt;
| Still&lt;br /&gt;
| Farmer's Workshop&lt;br /&gt;
| Millstone (or Quern)&lt;br /&gt;
|-&lt;br /&gt;
! Fashion Industry&lt;br /&gt;
| Loom&lt;br /&gt;
| Dyer's Shop&lt;br /&gt;
| Clothier's Shop&lt;br /&gt;
| Leatherworks&lt;br /&gt;
|-&lt;br /&gt;
! Construction Site&lt;br /&gt;
| Carpenter's Workshop&lt;br /&gt;
| Mason's Workshop&lt;br /&gt;
| Mechanic's Workshop&lt;br /&gt;
| Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
! Crafters' Corner&lt;br /&gt;
| Craftsdwarf's Workshop&lt;br /&gt;
| Jeweler's Workshop&lt;br /&gt;
| Alchemist's Laboratory&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Bowyer's Workshop&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Hot Heads&lt;br /&gt;
| Smelter&lt;br /&gt;
| Kiln&lt;br /&gt;
| Wood Furnace&lt;br /&gt;
| Glass Furnace&lt;br /&gt;
|-&lt;br /&gt;
! Stinky Alley&lt;br /&gt;
| Fishery&lt;br /&gt;
| Butcher's Shop&lt;br /&gt;
| Tanner's Shop&lt;br /&gt;
| Ashery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1. Yeah, it's a stretch to count these industries in this group, but I put them here to keep a strict &amp;quot;by-four&amp;quot; grouping, and the rest of the groupings seem pretty reasonable.&lt;br /&gt;
&lt;br /&gt;
Note that this doesn't include the Siege Workshop, Kennel, Trade Depot or Shop, the large 5x5 &amp;quot;workshops&amp;quot; (primarily because I developed this grouping based on 3x3 buildings), but these building are specialized enough to warrant special placement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Industry Relationships ==&lt;br /&gt;
I created the following diagram to show ''possible'' relationships between various industries. These relationships are not automatic, nor always necessary. For example, I doubt most people bother building an alchemist (i.e. soap-maker). Also, if you have magma furnaces, then you are unlikely to have a wood burner (or, possibly, your wood burner only needs connect to the ashery). Obviously, I've not put any of the materials/components/outputs into the graph, because I wanted to keep it simple. I assume here that you already have ideas on what you can/want to build.&lt;br /&gt;
&lt;br /&gt;
So what is the diagram for? Layout planning... For example, the kitchen can receive lots of inputs. Assuming you're making use of most of them, you'd probably want to make the kitchen central, with other workshops fanning outward, and perhaps food stockpiles above and below the kitchen. Another example: assuming you don't want an alchemist, you can take the furnace/metal type workshops and separate them into a whole different area of the fortress from the rest. A similar thing could be done with the fishery/butcher, with just some traversal of meat from those to the kitchen/food stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some of this may seem obvious from your own experiences, but I wanted to try graphing out my experiences to see if there were any non-obvious patterns. If you think there are errors in this graph, please let me know.&lt;br /&gt;
&lt;br /&gt;
NOTE: To reduce a bit of clutter, I disconnected the Alchemist's Workshop. I don't think many people bother with it (the only product being soap). However, the Alchemist's gets input from the kitchen (tallow) and the Ashery (lye) if you need one.&lt;br /&gt;
&lt;br /&gt;
[[Image:IndustryRelations.png]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37109</id>
		<title>User:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37109"/>
		<updated>2009-06-24T14:58:31Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
Currently participating in [[Bloodline:Oceanside]].&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Medals&amp;quot; ==&lt;br /&gt;
A list of possible Dwarf Fortress achievements/trophies (a la Xbox360/PS3).&lt;br /&gt;
(This is currently a placeholder; more to come when I have a bit of spare time. Feel free to add if you like.)&lt;br /&gt;
&lt;br /&gt;
* Survived the First Winter.&lt;br /&gt;
* Build value of 1,000,000 dimdums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;By-Four&amp;quot; Industry Groupings ==&lt;br /&gt;
In previous forts, I tended to build industry grouped by fours according to these groups. This was developed prior to the Industry Relationships graph shown below; I still often build based on these groupings.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Food Preparation&lt;br /&gt;
| Kitchen&lt;br /&gt;
| Still&lt;br /&gt;
| Farmer's Workshop&lt;br /&gt;
| Millstone (or Quern)&lt;br /&gt;
|-&lt;br /&gt;
! Fashion Industry&lt;br /&gt;
| Loom&lt;br /&gt;
| Dyer's Shop&lt;br /&gt;
| Clothier's Shop&lt;br /&gt;
| Leatherworks&lt;br /&gt;
|-&lt;br /&gt;
! Construction Site&lt;br /&gt;
| Carpenter's Workshop&lt;br /&gt;
| Mason's Workshop&lt;br /&gt;
| Mechanic's Workshop&lt;br /&gt;
| Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
! Crafters' Corner&lt;br /&gt;
| Craftsdwarf's Workshop&lt;br /&gt;
| Jeweler's Workshop&lt;br /&gt;
| Alchemist's Laboratory&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Bowyer's Workshop&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Hot Heads&lt;br /&gt;
| Smelter&lt;br /&gt;
| Kiln&lt;br /&gt;
| Wood Furnace&lt;br /&gt;
| Glass Furnace&lt;br /&gt;
|-&lt;br /&gt;
! Stinky Alley&lt;br /&gt;
| Fishery&lt;br /&gt;
| Butcher's Shop&lt;br /&gt;
| Tanner's Shop&lt;br /&gt;
| Ashery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1. Yeah, it's a stretch to count these industries in this group, but I put them here to keep a strict &amp;quot;by-four&amp;quot; grouping, and the rest of the groupings seem pretty reasonable.&lt;br /&gt;
&lt;br /&gt;
Note that this doesn't include the Siege Workshop, Kennel, Trade Depot or Shop, the large 5x5 &amp;quot;workshops&amp;quot; (primarily because I developed this grouping based on 3x3 buildings), but these building are specialized enough to warrant special placement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Industry Relationships ==&lt;br /&gt;
I created the following diagram to show ''possible'' relationships between various industries. These relationships are not automatic, nor always necessary. For example, I doubt most people bother building an alchemist (i.e. soap-maker). Also, if you have magma furnaces, then you are unlikely to have a wood burner (or, possibly, your wood burner only needs connect to the ashery). Obviously, I've not put any of the materials/components/outputs into the graph, because I wanted to keep it simple. I assume here that you already have ideas on what you can/want to build.&lt;br /&gt;
&lt;br /&gt;
So what is the diagram for? Layout planning... For example, the kitchen can receive lots of inputs. Assuming you're making use of most of them, you'd probably want to make the kitchen central, with other workshops fanning outward, and perhaps food stockpiles above and below the kitchen. Another example: assuming you don't want an alchemist, you can take the furnace/metal type workshops and separate them into a whole different area of the fortress from the rest. A similar thing could be done with the fishery/butcher, with just some traversal of meat from those to the kitchen/food stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some of this may seem obvious from your own experiences, but I wanted to try graphing out my experiences to see if there were any non-obvious patterns. If you think there are errors in this graph, please let me know.&lt;br /&gt;
&lt;br /&gt;
NOTE: To reduce a bit of clutter, I disconnected the Alchemist's Workshop. I don't think many people bother with it (the only product being soap). However, the Alchemist's gets input from the kitchen (tallow) and the Ashery (lye) if you need one.&lt;br /&gt;
&lt;br /&gt;
[[Image:IndustryRelations.png]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:Oceanside_Year_7&amp;diff=49827</id>
		<title>Bloodline:Oceanside Year 7</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:Oceanside_Year_7&amp;diff=49827"/>
		<updated>2009-06-22T17:32:38Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: added summary from jdarksun's turn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Part of the succession game: [[Bloodline:Oceanside]]&lt;br /&gt;
&lt;br /&gt;
[http://dl.getdropbox.com/u/670006/oceanside_208.rar Save File: oceanside_208.rar]&lt;br /&gt;
&lt;br /&gt;
NOTE:  This content added here by hmxmoss, copied from [http://forums.penny-arcade.com/showpost.php?p=9809019&amp;amp;postcount=2151 jdarksun's summary post] in the PA forum thread. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
207, Early Spring. Invaders repelled.&lt;br /&gt;
&lt;br /&gt;
12th Granite, 207, Early Spring. The elves arrive to trade.&lt;br /&gt;
&lt;br /&gt;
13th Granite, 207, Early Spring. Kegetherith, a Farm Worker (bone carver) was ferrying items left outside during the last invasion when he spotted a goblin thief. Not one to let such things go, Kegetherith chased said thief down. Right into an ambush. Needless to say, he was torn to pieces.&lt;br /&gt;
&lt;br /&gt;
16th Granite, 207, Early Spring. If you have ever wondered if a dwarf or elf can run faster, the answer is the dwarf. Sigunothos, caught outside, managed to lead his pursuers into the elven caravan. There were no elf survivors. Another goblin thief was stunned by the stone fall traps near our main stairwell, and was killed by a fortress guard.&lt;br /&gt;
&lt;br /&gt;
19th Granite, 207, Early Spring. Yet another goblin thief. This one was foolish enough to try and ambush our captain of the guard. &lt;br /&gt;
&lt;br /&gt;
21st Granite, 207, Early Spring. Two more snatchers! One was torn asunder by the dwarves who uncovered it, the other we let escape.&lt;br /&gt;
&lt;br /&gt;
8th Slate, 207, Mid-Spring. 10 migrants arrive.&lt;br /&gt;
&lt;br /&gt;
25th Felsite, 207, Late Spring. Sigunothos, our cloth crafter, has gone insane. His mad quest for silk cloth is finally at an end.&lt;br /&gt;
&lt;br /&gt;
9th Hematite, 207, Early Summer. The Hammerer executed tehmarken, our Legendary Mason, for our failure to make coins. I didn't even know the Baroness Consort wanted coins.&lt;br /&gt;
&lt;br /&gt;
11th Hematite, 207, Early Summer. Human Merchants arrive. &lt;br /&gt;
&lt;br /&gt;
12th Hematite, 207, Early Summer. Goblins have come to lay ruin to our land.&lt;br /&gt;
&lt;br /&gt;
17th Hematite, 207, Early Summer. Despite his comotose state, Andrew Ryan is re-elected as Mayor.&lt;br /&gt;
&lt;br /&gt;
26th Hematite, 207, Early Summer. I was unable to fill the request of making three lay pewter items in time... and have been sentenced to one hammer strike. The wound is superficial, I shake it off immediately.&lt;br /&gt;
&lt;br /&gt;
6th Malachite, 207, Mid-Summer. The siege is broken. Our marksdwarves performed brilliantly, raining doom down upon the goblin ranks we lured close by raising and lowering the drawbridge.&lt;br /&gt;
&lt;br /&gt;
20th Malachite, 207, Mid-Summer. One of our Legendary Miners, Nilemal, took to a Mason's workshop with and started stuffing it with odds and ends. The result was a gabbro bed, that while not particularly comfy sounding, is quite the masterpiece (55200).&lt;br /&gt;
&lt;br /&gt;
4th Galena, 207, Late Summer. Sigunothos has finally died, his sorrow consuming him.&lt;br /&gt;
&lt;br /&gt;
13th Limestone, 207, Early Autumn. The dwarven caravan arrives.&lt;br /&gt;
&lt;br /&gt;
14th Limestone, 207, Early Autumn. ...a human diplomat has arrived. That's odd, I traded with the humans an entire season ago.&lt;br /&gt;
&lt;br /&gt;
16th Limestone, 207, Early Autumn. A snatcher arrives in time to be wrestled to death. Foolish thing.&lt;br /&gt;
&lt;br /&gt;
Addendum: I should have known such a cowardly creature would not come along. The goblins have ambushed, aiming for the human diplomat! He took a bolt in the leg/hip, but seems to be heading for our town. I have dispatched our army to intercept the ambush.&lt;br /&gt;
&lt;br /&gt;
17th Limestone, 207, Early Autumn. Bomrekazin, a Hauler, was shot and killed. Olonthidas, a dwarf dedicated to Construction, was shot and killed shortly thereafter.&lt;br /&gt;
&lt;br /&gt;
18th Limestone, 207, Early Autumn. Oceanside's army arrives on scene and destroys the invaders without suffering a single casualty.&lt;br /&gt;
&lt;br /&gt;
19th Limestone, 207, Early Autumn. Another ambush. A single marksdwarf, Gakizadil, drove them off. He took a light wound to the arm in defense of his home.&lt;br /&gt;
&lt;br /&gt;
5th Sandstone, 207, Mid-Autumn. A small number of rhesus macaques showed up, so I unleashed the military on them. We'll show those monkies.&lt;br /&gt;
&lt;br /&gt;
9th Timber, 207, Late Autumn. Despite the danger, 9 migrants have arrived.&lt;br /&gt;
&lt;br /&gt;
1st Moonstone, 207, Early Winter. Andrew Ryan has fully recovered!&lt;br /&gt;
&lt;br /&gt;
11th Moonstone, 207, Early Winter. An ambush! The Legendary Stone Crafter Lorbamrubal has been caught outside, by a small goblin party. A nearby wardog gave its life charging into the fray. Nearby, Ryan tore into a goblin snatcher. Though another dog was lost before our army could arrive, the remaining goblins were quickly torn apart by our Champions.&lt;br /&gt;
&lt;br /&gt;
17th Moonstone, 207, Early Winter. First the goblins, now the kobolds? They sprung from hiding near the main entrance. They struck down a peasant before the military could react, but he was the only casualty.&lt;br /&gt;
&lt;br /&gt;
1st Obsidian, 207, Late Winter. I take special pleasure in sending the military out against monkies.&lt;br /&gt;
&lt;br /&gt;
1st Granite, 208, Early Spring. Tenure up! Let's see how I did.&lt;br /&gt;
&lt;br /&gt;
== Key Achievements ==&lt;br /&gt;
&lt;br /&gt;
* Resurrected the military. Eight sworddwarves and two speardwarves complement the five marksdwarves.&lt;br /&gt;
* I almost finished the Bridge to Nowhere. Five more links should do it.&lt;br /&gt;
* I succeeded in partially draining the ocean. I didn't try it out for too long, but I'm fairly confident that it can be used to start damming up the far side of the inlet. Side effects include dry mouth and poor framerate.&lt;br /&gt;
* I started expanding the residences with some low-income housing. This should be supplemented with poor quality furniture.&lt;br /&gt;
* I made a gym and four shops.&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:Oceanside&amp;diff=47604</id>
		<title>Bloodline:Oceanside</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:Oceanside&amp;diff=47604"/>
		<updated>2009-06-22T17:25:37Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: /* Chapters */ link prep&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Oceanside'' is a Bloodline game taking place on the [http://forums.penny-arcade.com/showthread.php?t=72813 Penny Arcade forums].  The basic goal is to create an underwater city of clear glass (think Bioshock).  Accomplishing this, however, is the hard part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapters==&lt;br /&gt;
* [[Bloodline:Oceanside Year 1|Chapter I: The Diary of jdarksun (201)]]&lt;br /&gt;
* [[Bloodline:Oceanside Year 2|Chapter II: The Diary of hmxmoss (202)]]&lt;br /&gt;
* [[Bloodline:Oceanside Year 3|Chapter III: The Diary of tehmarken (203)]]&lt;br /&gt;
* [[Bloodline:Oceanside Year 4|Chapter IV: The Diary of Ekkosangen (204)]]&lt;br /&gt;
* [[Bloodline:Oceanside Year 5|Chapter V: The Diary of Lux782 (205)]]&lt;br /&gt;
* [[Bloodline:Oceanside Year 6|Chapter VI: The Diary of hmxmoss (206)]]&lt;br /&gt;
* [[Bloodline:Oceanside Year 7|Chapter VII: The Diary of jdarksun (207)]]&lt;br /&gt;
* [[Bloodline:Oceanside Year 8|Chapter VIII: The Diary of Rand Torgan (208)]]&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
[http://mkv25.net/dfma/map-5017-oceanside Maps of Oceanside] are available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Bloodline Games]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10367</id>
		<title>40d Talk:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10367"/>
		<updated>2009-05-21T18:02:58Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: bins on stockpiles interfere with &amp;quot;take from stockpile&amp;quot; setting?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Stockpile categories ===&lt;br /&gt;
'''[[Ore]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ore will be brought here. This is one of the simpler stockpiles.&lt;br /&gt;
: Is it just me, or is this incorrect? I don't see an option in the new version for ore piles. I'm at work and so cannot double-check at this time, but I'll check when I get home and if I confirm it then, I'll remove Ore from the Stockpile categories.&lt;br /&gt;
&lt;br /&gt;
You're correct. Ore is now included in the stone stockpile and there is no mining stockpile. I've made the change. -Valdemar&lt;br /&gt;
&lt;br /&gt;
Should this page be retitled &amp;quot;Stockpile&amp;quot; to keep in line with the title style rules? --[[User:BahamutZERO|BahamutZERO]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
:Done. --[[User:Peristarkawan|Peristarkawan]] 18:15, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Custom Catastrophe==&lt;br /&gt;
&lt;br /&gt;
According to the forums, and my own experiences, the &amp;quot;Custom&amp;quot; category doesn't actually work. Removing the unused stockpile and replacing it with one of the standard type, then editing it to your specifications will work. Also types can be safely changed after they're assigned. (I turned a wood stockpile to a bed stockpile with successful stocking).&lt;br /&gt;
I came across this after a great deal of kitchen rebuilding because my cook wouldn't fill the stockpiles. If someone more familiar with the wiki, and the game, could confirm this and edit the page it would be appreciated, it's something that should be out there. [[User:Scribbler|Scribbler]] 14:24, 26 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I have not had this problem, although I do need to be careful making sure that I actually adjust the cus((k|t}}om stockpile settings before placing the stockpile, and then being sure that I'm still placing a custom stockpile. This menu is one of the least-intuitive to my mind, but the settings work, AFAIK. --[[User:RomeoFalling|RomeoFalling]] 20:48, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Custom stockpiles work perfectly for me, and have for a logn time.  Maybe the original poster overlooked the &amp;quot;prepared food&amp;quot; option under the food submenu?--[[User:Maximus|Maximus]] 18:53, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::probably as simple as not allowing the 'material'/'core quality'/'total quality' options to be on. maybe even the 'metals' one if you want a metal-stuff stockpile.&amp;lt;br&amp;gt;i've had lots of trouble with it, too x]  usually done by {{k|b}}locking all, and just selecting the item on it's own. everything has to be made out of something! --[[User:DJ Devil|DJ Devil]] 13:01, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::For me, dwarves ignore custom stockpiles as long as there is an unfilled existing stockpile that accepts whatever the custom stockpile accepts.  Once that stockpile fills (and the dwarves are forced to begin using the custom pile) the custom stockpile is used normally--even if the other stockpile empties.--[[User:Zipdog|Zipdog]] 21:26, 27 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bins ==&lt;br /&gt;
&lt;br /&gt;
how do I make my bins get to the &amp;quot;right&amp;quot; stockpiles (ie i want to put stone in bins to compact it but so far my bin is sitting in a &amp;quot;finished goods&amp;quot; stockpile)[[User:GarrieIrons|GarrieIrons]] 09:40, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Raw objects generally can't be put in bins, only &amp;quot;processed&amp;quot; goods.  For instance, [[block]]s can be put in bins, but not raw stone.  The best way to get a compact stone store is to create a dump, though I haven't fiddled with that technique yet.--[[User:Maximus|Maximus]] 12:51, 4 January 2008 (EST)&lt;br /&gt;
::Stone designated for dumping (individually which is a pain no matter how you do it) can all end up on a single dump activity zone and then reclaimed, this is much more space-efficient than stone stockpiles.[[User:GarrieIrons|GarrieIrons]] 01:42, 8 July 2008 (EDT)&lt;br /&gt;
:::You can now mass designate items for dumping by selecting large amounts of stone, or any other object, really. [[User:Schm0|Schm0]] 15:46, 3 January 2009 (EST)&lt;br /&gt;
:Is my problem similar to what you mean, GarrieIrons?  I have a clothing/leather stockpile that is filled to the brink with individual items.  I want to put them in bins so that I can have more room (as there are more items to be stored) but whenever I find a way to make room in the stockpile, more non-bin items are added until it is full again.  On top of that, there is already one bin on the stockpile and no one will store anything in it. [[User:FJH|FJH]] 21:30, 17 February 2009 (EST)&lt;br /&gt;
::i had the same problem, and was just about to post it, then found an answer! :D&amp;lt;br&amp;gt;set your stockpile to accept bins/barrels/whatever (mine's a stone block stockpile way outside of my fort, from which the peasants were carting one block at a time into a free bin. now it's a bin and block stockpile (Note: DO NOT TURN OFF 'core quality', 'total quality' etc. if you do, NO bins/barrels will be accepted)), press {{k|q}}uery(?) over the stockpile, then press {{k|t}}ake from a pile. go to your finished goods stockpile (the one containing the bins/barrels), and hit {{k|Enter}}. your peasants will immediately start running over to it with bins/barrels. sorted :D&amp;lt;br&amp;gt;note: they'll take all your bins over! remember to {{k|q}} over your new stockpile, and set the maximum amount of bins/barrels with {{k|c}} (more) and {{k|v}} (fewer). mine's set to 10.&amp;lt;br&amp;gt;thinking about it... you may just be able to set your finished goods stockpile max to 10 bins/barrels, and any others will be taken somewhere else (probably not a good thing; they may get left clogging up your workspace) --[[User:DJ Devil|DJ Devil]] 12:45, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Usable/Unusable Weapons/Armour? ==&lt;br /&gt;
&lt;br /&gt;
Anyone knows exactly what this does? It seems that stockpiles set to &amp;quot;unusable&amp;quot; will only collect things that dwarfs can't possibly ever use, not even in Adventure mode (ex: big human two-handed weapons such as a halberd), but while technically things like whips and scimitars aren't unusable, dwarfs in Fortress mode will never equip them - no such option in the Military screen. Or will they use, for example, a scimitar if set to use swords? Will that use the Swordsdwarf skill? IMO it would be more useful if it included any weapon not in the Military screen. --[[User:Sergius|Sergius]] 12:44, 12 January 2008 (EST)&lt;br /&gt;
:I use this when I kill kobolds etc - all the weapons my dwarf collect of '''hostile''' creatures then go into the same bin. I can't use them, but I ''can'' drag one bin all at once to the visiting [[trading|merchant]] - ker-ching! They  sell pretty well.&lt;br /&gt;
:But I agree, it should be that any weapon dwarves cannot use should end up there.[[User:GarrieIrons|GarrieIrons]] 02:53, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== my dear cook ==&lt;br /&gt;
&lt;br /&gt;
preparing food stacks larger than *ten* - on what depends the number? my cook sometimes does it, sometimes not, both with lavish and simple meals. Is it from the stack size?  --[[User:Koltom|Koltom]] 02:36, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The biggest question here though is - what is the appropriate setting for a stockpile for cooked food?&lt;br /&gt;
:It seems to be, &amp;quot;forbid&amp;quot; everything but make sure &amp;quot;Prepared food&amp;quot; is turned on. But &amp;quot;prepared food&amp;quot; seems to be turned on as the default, and it allows even unprocessed fish etc to be placed in the stockpile. So this doesn't make much sense to me.[[User:GarrieIrons|GarrieIrons]] 05:40, 27 February 2008 (EST)&lt;br /&gt;
: well, you could use a refuse pile with only prepared meals enabled...--[[User:Koltom|Koltom]] 14:39, 29 February 2008 (EST)&lt;br /&gt;
:: to be more precise, a custom stockpile (t) with only prepared meals enabled under 'Refuse' - works and is not even called a refuse pile. Havent seen someone eat from it yet though.--[[User:Koltom|Koltom]] 22:03, 3 March 2008 (EST)&lt;br /&gt;
:I think in general, the number of prepared meals in the stack is based on the number of ingredients used. The biggest stacks of ingredients are generally quarry bush leaves, but depending on the animal, stacks of tallow can equal or exceed them. I have mini-stockpiles for quarry bush leaves and tallow adjacent to my kitchen, and if a stack smaller than 20 gets made, it generally means those mini-stockpiles are out. [[User:Darekun|Darekun]] 22:03, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stone Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Currently my dwarves are not hauling ores of iron, zinc and lignite which I have disabled for my other stone stockpiles. I have over 8000 stone in somewhat organized stockpiles since I thought my wealth would generate more slowly with everyone hauling them all around the map with the more common stones, siltstone and phyllite, creating common crafts, statues, hatch covers, flood gates, mechanisms and use in stone fall traps. I now have over 333 stockpiles. I went and mined all ores used in creating fuels and metals and it seems that the storage space I've made might not be that big enough. What's the problem?--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)&lt;br /&gt;
:Just got it, I had ignore minerals. Sorry.--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Take From Stockpile ==&lt;br /&gt;
&lt;br /&gt;
While we're adding information to this section, Can someone who has used this successfully give a more concrete example? --[[User:RomeoFalling|RomeoFalling]] 18:22, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, I gave it a shot --[[User:LegacyCWAL|LegacyCWAL]] 14:27, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Clear stone to replace with stockpile?  ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to clear the stone out of the way so I can build a stock pile for something that ISN'T stone? Got a nice big room full of workshops and nowhere to put anything because 90% of the spots are filled with stones. &lt;br /&gt;
&lt;br /&gt;
(Is it just me, or do the dwarves sometimes seem ''really'' dumb? I set up a paved road of about 10 sections from the top exit of the fortress to the edge of the map for caravans. I set up stone stockpiles next to every other segment of the road both so they didn't have to walk so far to do it and to clear some of the stone out... They started at the farthest away road segment, and will go all the way to the other end of the road, down three flights of stairs, all the way to an otherwise empty room to pick up a piece of stone to go all the way back to use it on the road, rather than use the nearby and completely full stockpiles. ) --[[User:Azaram|Azaram]] 05:24, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[Stone management]].  As for the road, when constructing a building, it shows you how distant the materials are, but only &amp;quot;as the crow flies&amp;quot;.  If the nearest stone is one z-level away and you unwittingly select it, they'll walk however long a path they have to actually fetch it.  Same thing for workshops -- they'll go huge distances to get the item that's just above their heads.--[[User:Maximus|Maximus]] 12:01, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That may explain it... I set up the stockpiles after designating the road, so (after everyone dropped everything to fill the stockpiles), they went to the stone that I apparently designated when I set up the road. Would be nice if you could just tell them 'take THIS item and put it THERE'... --[[User:Azaram|Azaram]] 21:16, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::[[Dump]]ing more or less allows you to do that.--[[User:Maximus|Maximus]] 23:59, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Seems less than more. :-p I've got a leftover iron knife sitting on the remains of a two dimensional goblin in a stonefall trap... I set everything to dump, and they took everything but his body and his knife. (I sold all his crap to the elves that showed up shortly thereafter). I ended up going with the catapult version...had a peasant build three catapult parts then set it up and toss rocks across the room into a channel... he's now a siege engineer. So I had him build another and started another peasant on it, and they're happily banging away at the wall... --[[User:Azaram|Azaram]] 23:01, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Armor bin capacity==&lt;br /&gt;
&lt;br /&gt;
I have a bin in my armor stockpile that has 17 items in it, so unless something really weird is going on the statement in the article that bins in armor stockpiles can consolidate up to 10 items is probably false. Anyone know what the truth is? [[User:MJSS|MJSS]] 20:51, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It depends on the size of the items.  An armor bin can hold a lot more boots and gauntlets than it can suits of platemail.  It was speculated that 10 is the minimum number of goods a bin can hold, although I think platemail bins don't even hold that many. --[[User:Squirrelloid|Squirrelloid]] 21:02, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've long been curious about what the formula is for bin capacity.  A question for the future, I guess.--[[User:Maximus|Maximus]] 15:29, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Crafts fit in bins in especially large numbers; perhaps based on the &amp;quot;material size&amp;quot; of the item, with some default applying to things with no explicit material size? There's also the matter of bags of seeds. [[User:Darekun|Darekun]] 23:52, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Core Quality vs Total Quality ==&lt;br /&gt;
&lt;br /&gt;
What's the difference?  Does core quality refer to the quality of the item while total quality somehow takes into account its decorations?  If I have a standard quality sword menacing with masterwork spikes of bone, what total quality is that? [[User:Schwern|Schwern]] 17:49, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, and I have no idea. --[[User:GreyMario|GreyMaria]] 20:04, 31 December 2008 (EST)&lt;br /&gt;
:The formula is unknown. We wish we knew.--[[User:Zchris13|Zchris13]] 15:07, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Putting things in bins higher priority than Take From Stockpile? ==&lt;br /&gt;
&lt;br /&gt;
In most cases, ''Take From Stockpile'' works fine; however, I seem to have a situation where it does not. Stockpile A is set to accept only skull totems, zero bin maximum, and take from Stockpile B which is set to accept finished goods (incl. skull totems) and has a non-zero bin maximum. However, I find my dwarfs are moving items from A to B, when they should be moving totems from B to A.&lt;br /&gt;
&lt;br /&gt;
I've only had this problem with skull totems, but I don't think it has to do with the totems themselves, but rather because this is the only time I've been attempting to move items from a stockpile that uses bins to one that does not. Has anyone else seen this? I need to do some testing, but I think the desire to put things in bins on stockpiles overrides the desire to take things from one stockpile to another. --[[User:Mattmoss|Mattmoss]] 18:02, 21 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37108</id>
		<title>User:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37108"/>
		<updated>2009-04-21T14:46:41Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
Helped with the port to Mac OS X.&lt;br /&gt;
&lt;br /&gt;
Currently participating in [[Bloodline:Oceanside]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Medals&amp;quot; ==&lt;br /&gt;
A list of possible Dwarf Fortress achievements/trophies (a la Xbox360/PS3).&lt;br /&gt;
(This is currently a placeholder; more to come when I have a bit of spare time. Feel free to add if you like.)&lt;br /&gt;
&lt;br /&gt;
* Survived the First Winter.&lt;br /&gt;
* Build value of 1,000,000 dimdums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;By-Four&amp;quot; Industry Groupings ==&lt;br /&gt;
In previous forts, I tended to build industry grouped by fours according to these groups. This was developed prior to the Industry Relationships graph shown below; I still often build based on these groupings.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Food Preparation&lt;br /&gt;
| Kitchen&lt;br /&gt;
| Still&lt;br /&gt;
| Farmer's Workshop&lt;br /&gt;
| Millstone (or Quern)&lt;br /&gt;
|-&lt;br /&gt;
! Fashion Industry&lt;br /&gt;
| Loom&lt;br /&gt;
| Dyer's Shop&lt;br /&gt;
| Clothier's Shop&lt;br /&gt;
| Leatherworks&lt;br /&gt;
|-&lt;br /&gt;
! Construction Site&lt;br /&gt;
| Carpenter's Workshop&lt;br /&gt;
| Mason's Workshop&lt;br /&gt;
| Mechanic's Workshop&lt;br /&gt;
| Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
! Crafters' Corner&lt;br /&gt;
| Craftsdwarf's Workshop&lt;br /&gt;
| Jeweler's Workshop&lt;br /&gt;
| Alchemist's Laboratory&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Bowyer's Workshop&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Hot Heads&lt;br /&gt;
| Smelter&lt;br /&gt;
| Kiln&lt;br /&gt;
| Wood Furnace&lt;br /&gt;
| Glass Furnace&lt;br /&gt;
|-&lt;br /&gt;
! Stinky Alley&lt;br /&gt;
| Fishery&lt;br /&gt;
| Butcher's Shop&lt;br /&gt;
| Tanner's Shop&lt;br /&gt;
| Ashery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1. Yeah, it's a stretch to count these industries in this group, but I put them here to keep a strict &amp;quot;by-four&amp;quot; grouping, and the rest of the groupings seem pretty reasonable.&lt;br /&gt;
&lt;br /&gt;
Note that this doesn't include the Siege Workshop, Kennel, Trade Depot or Shop, the large 5x5 &amp;quot;workshops&amp;quot; (primarily because I developed this grouping based on 3x3 buildings), but these building are specialized enough to warrant special placement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Industry Relationships ==&lt;br /&gt;
I created the following diagram to show ''possible'' relationships between various industries. These relationships are not automatic, nor always necessary. For example, I doubt most people bother building an alchemist (i.e. soap-maker). Also, if you have magma furnaces, then you are unlikely to have a wood burner (or, possibly, your wood burner only needs connect to the ashery). Obviously, I've not put any of the materials/components/outputs into the graph, because I wanted to keep it simple. I assume here that you already have ideas on what you can/want to build.&lt;br /&gt;
&lt;br /&gt;
So what is the diagram for? Layout planning... For example, the kitchen can receive lots of inputs. Assuming you're making use of most of them, you'd probably want to make the kitchen central, with other workshops fanning outward, and perhaps food stockpiles above and below the kitchen. Another example: assuming you don't want an alchemist, you can take the furnace/metal type workshops and separate them into a whole different area of the fortress from the rest. A similar thing could be done with the fishery/butcher, with just some traversal of meat from those to the kitchen/food stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some of this may seem obvious from your own experiences, but I wanted to try graphing out my experiences to see if there were any non-obvious patterns. If you think there are errors in this graph, please let me know.&lt;br /&gt;
&lt;br /&gt;
NOTE: To reduce a bit of clutter, I disconnected the Alchemist's Workshop. I don't think many people bother with it (the only product being soap). However, the Alchemist's gets input from the kitchen (tallow) and the Ashery (lye) if you need one.&lt;br /&gt;
&lt;br /&gt;
[[Image:IndustryRelations.png]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37107</id>
		<title>User:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37107"/>
		<updated>2009-04-19T15:47:02Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: /* &amp;quot;Medals&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
Helped with the port to Mac OS X.&lt;br /&gt;
&lt;br /&gt;
Currently participating in [[Bloodline:Oceanside]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Medals&amp;quot; ==&lt;br /&gt;
A list of possible Dwarf Fortress achievements/trophies (a la Xbox360/PS3).&lt;br /&gt;
(This is currently a placeholder; more to come when I have a bit of spare time. Feel free to add if you like.)&lt;br /&gt;
&lt;br /&gt;
* Survived the First Winter.&lt;br /&gt;
* Build value of 1,000,000 dimdums.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;By-Four&amp;quot; Industry Groupings ==&lt;br /&gt;
In previous forts, I tended to build industry grouped by fours according to these groups. This was developed prior to the Industry Relationships graph shown below; I still often build based on these groupings.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Food Preparation&lt;br /&gt;
| Kitchen&lt;br /&gt;
| Still&lt;br /&gt;
| Farmer's Workshop&lt;br /&gt;
| Millstone (or Quern)&lt;br /&gt;
|-&lt;br /&gt;
! Fashion Industry&lt;br /&gt;
| Loom&lt;br /&gt;
| Dyer's Shop&lt;br /&gt;
| Clothier's Shop&lt;br /&gt;
| Leatherworks&lt;br /&gt;
|-&lt;br /&gt;
! Construction Site&lt;br /&gt;
| Carpenter's Workshop&lt;br /&gt;
| Mason's Workshop&lt;br /&gt;
| Mechanic's Workshop&lt;br /&gt;
| Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
! Crafters' Corner&lt;br /&gt;
| Craftsdwarf's Workshop&lt;br /&gt;
| Jeweler's Workshop&lt;br /&gt;
| Alchemist's Laboratory&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Bowyer's Workshop&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Hot Heads&lt;br /&gt;
| Smelter&lt;br /&gt;
| Kiln&lt;br /&gt;
| Wood Furnace&lt;br /&gt;
| Glass Furnace&lt;br /&gt;
|-&lt;br /&gt;
! Stinky Alley&lt;br /&gt;
| Fishery&lt;br /&gt;
| Butcher's Shop&lt;br /&gt;
| Tanner's Shop&lt;br /&gt;
| Ashery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1. Yeah, it's a stretch to count these industries in this group, but I put them here to keep a strict &amp;quot;by-four&amp;quot; grouping, and the rest of the groupings seem pretty reasonable.&lt;br /&gt;
&lt;br /&gt;
Note that this doesn't include the Siege Workshop, Kennel, Trade Depot or Shop, the large 5x5 &amp;quot;workshops&amp;quot; (primarily because I developed this grouping based on 3x3 buildings), but these building are specialized enough to warrant special placement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Industry Relationships ==&lt;br /&gt;
I created the following diagram to show ''possible'' relationships between various industries. These relationships are not automatic, nor always necessary. For example, I doubt most people bother building an alchemist (i.e. soap-maker). Also, if you have magma furnaces, then you are unlikely to have a wood burner (or, possibly, your wood burner only needs connect to the ashery). Obviously, I've not put any of the materials/components/outputs into the graph, because I wanted to keep it simple. I assume here that you already have ideas on what you can/want to build.&lt;br /&gt;
&lt;br /&gt;
So what is the diagram for? Layout planning... For example, the kitchen can receive lots of inputs. Assuming you're making use of most of them, you'd probably want to make the kitchen central, with other workshops fanning outward, and perhaps food stockpiles above and below the kitchen. Another example: assuming you don't want an alchemist, you can take the furnace/metal type workshops and separate them into a whole different area of the fortress from the rest. A similar thing could be done with the fishery/butcher, with just some traversal of meat from those to the kitchen/food stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some of this may seem obvious from your own experiences, but I wanted to try graphing out my experiences to see if there were any non-obvious patterns. If you think there are errors in this graph, please let me know.&lt;br /&gt;
&lt;br /&gt;
NOTE: To reduce a bit of clutter, I disconnected the Alchemist's Workshop. I don't think many people bother with it (the only product being soap). However, the Alchemist's gets input from the kitchen (tallow) and the Ashery (lye) if you need one.&lt;br /&gt;
&lt;br /&gt;
[[Image:IndustryRelations.png]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37106</id>
		<title>User:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37106"/>
		<updated>2009-04-19T15:45:56Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
Helped with the port to Mac OS X.&lt;br /&gt;
&lt;br /&gt;
Currently participating in [[Bloodline:Oceanside]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Medals&amp;quot; ==&lt;br /&gt;
A list of possible Dwarf Fortress achievements/trophies (a la Xbox360/PS3).&lt;br /&gt;
(This is currently a placeholder; more to come when I have a bit of spare time. Feel free to add if you like.)&lt;br /&gt;
&lt;br /&gt;
1. Survived the First Winter.&lt;br /&gt;
2. Build value of 1,000,000 dimdums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;By-Four&amp;quot; Industry Groupings ==&lt;br /&gt;
In previous forts, I tended to build industry grouped by fours according to these groups. This was developed prior to the Industry Relationships graph shown below; I still often build based on these groupings.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Food Preparation&lt;br /&gt;
| Kitchen&lt;br /&gt;
| Still&lt;br /&gt;
| Farmer's Workshop&lt;br /&gt;
| Millstone (or Quern)&lt;br /&gt;
|-&lt;br /&gt;
! Fashion Industry&lt;br /&gt;
| Loom&lt;br /&gt;
| Dyer's Shop&lt;br /&gt;
| Clothier's Shop&lt;br /&gt;
| Leatherworks&lt;br /&gt;
|-&lt;br /&gt;
! Construction Site&lt;br /&gt;
| Carpenter's Workshop&lt;br /&gt;
| Mason's Workshop&lt;br /&gt;
| Mechanic's Workshop&lt;br /&gt;
| Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
! Crafters' Corner&lt;br /&gt;
| Craftsdwarf's Workshop&lt;br /&gt;
| Jeweler's Workshop&lt;br /&gt;
| Alchemist's Laboratory&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Bowyer's Workshop&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Hot Heads&lt;br /&gt;
| Smelter&lt;br /&gt;
| Kiln&lt;br /&gt;
| Wood Furnace&lt;br /&gt;
| Glass Furnace&lt;br /&gt;
|-&lt;br /&gt;
! Stinky Alley&lt;br /&gt;
| Fishery&lt;br /&gt;
| Butcher's Shop&lt;br /&gt;
| Tanner's Shop&lt;br /&gt;
| Ashery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1. Yeah, it's a stretch to count these industries in this group, but I put them here to keep a strict &amp;quot;by-four&amp;quot; grouping, and the rest of the groupings seem pretty reasonable.&lt;br /&gt;
&lt;br /&gt;
Note that this doesn't include the Siege Workshop, Kennel, Trade Depot or Shop, the large 5x5 &amp;quot;workshops&amp;quot; (primarily because I developed this grouping based on 3x3 buildings), but these building are specialized enough to warrant special placement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Industry Relationships ==&lt;br /&gt;
I created the following diagram to show ''possible'' relationships between various industries. These relationships are not automatic, nor always necessary. For example, I doubt most people bother building an alchemist (i.e. soap-maker). Also, if you have magma furnaces, then you are unlikely to have a wood burner (or, possibly, your wood burner only needs connect to the ashery). Obviously, I've not put any of the materials/components/outputs into the graph, because I wanted to keep it simple. I assume here that you already have ideas on what you can/want to build.&lt;br /&gt;
&lt;br /&gt;
So what is the diagram for? Layout planning... For example, the kitchen can receive lots of inputs. Assuming you're making use of most of them, you'd probably want to make the kitchen central, with other workshops fanning outward, and perhaps food stockpiles above and below the kitchen. Another example: assuming you don't want an alchemist, you can take the furnace/metal type workshops and separate them into a whole different area of the fortress from the rest. A similar thing could be done with the fishery/butcher, with just some traversal of meat from those to the kitchen/food stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some of this may seem obvious from your own experiences, but I wanted to try graphing out my experiences to see if there were any non-obvious patterns. If you think there are errors in this graph, please let me know.&lt;br /&gt;
&lt;br /&gt;
NOTE: To reduce a bit of clutter, I disconnected the Alchemist's Workshop. I don't think many people bother with it (the only product being soap). However, the Alchemist's gets input from the kitchen (tallow) and the Ashery (lye) if you need one.&lt;br /&gt;
&lt;br /&gt;
[[Image:IndustryRelations.png]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37105</id>
		<title>User:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37105"/>
		<updated>2009-04-18T22:50:52Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: added &amp;quot;by-four&amp;quot; workshop grouping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
Helped with the port to Mac OS X.&lt;br /&gt;
&lt;br /&gt;
Currently participating in [[Bloodline:Oceanside]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;By-Four&amp;quot; Industry Groupings ==&lt;br /&gt;
In previous forts, I tended to build industry grouped by fours according to these groups. This was developed prior to the Industry Relationships graph shown below; I still often build based on these groupings.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Food Preparation&lt;br /&gt;
| Kitchen&lt;br /&gt;
| Still&lt;br /&gt;
| Farmer's Workshop&lt;br /&gt;
| Millstone (or Quern)&lt;br /&gt;
|-&lt;br /&gt;
! Fashion Industry&lt;br /&gt;
| Loom&lt;br /&gt;
| Dyer's Shop&lt;br /&gt;
| Clothier's Shop&lt;br /&gt;
| Leatherworks&lt;br /&gt;
|-&lt;br /&gt;
! Construction Site&lt;br /&gt;
| Carpenter's Workshop&lt;br /&gt;
| Mason's Workshop&lt;br /&gt;
| Mechanic's Workshop&lt;br /&gt;
| Metalsmith's Forge&lt;br /&gt;
|-&lt;br /&gt;
! Crafters' Corner&lt;br /&gt;
| Craftsdwarf's Workshop&lt;br /&gt;
| Jeweler's Workshop&lt;br /&gt;
| Alchemist's Laboratory&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Bowyer's Workshop&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Hot Heads&lt;br /&gt;
| Smelter&lt;br /&gt;
| Kiln&lt;br /&gt;
| Wood Furnace&lt;br /&gt;
| Glass Furnace&lt;br /&gt;
|-&lt;br /&gt;
! Stinky Alley&lt;br /&gt;
| Fishery&lt;br /&gt;
| Butcher's Shop&lt;br /&gt;
| Tanner's Shop&lt;br /&gt;
| Ashery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
1. Yeah, it's a stretch to count these industries in this group, but I put them here to keep a strict &amp;quot;by-four&amp;quot; grouping, and the rest of the groupings seem pretty reasonable.&lt;br /&gt;
&lt;br /&gt;
Note that this doesn't include the Siege Workshop, Kennel, Trade Depot or Shop, the large 5x5 &amp;quot;workshops&amp;quot; (primarily because I developed this grouping based on 3x3 buildings), but these building are specialized enough to warrant special placement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Industry Relationships ==&lt;br /&gt;
I created the following diagram to show ''possible'' relationships between various industries. These relationships are not automatic, nor always necessary. For example, I doubt most people bother building an alchemist (i.e. soap-maker). Also, if you have magma furnaces, then you are unlikely to have a wood burner (or, possibly, your wood burner only needs connect to the ashery). Obviously, I've not put any of the materials/components/outputs into the graph, because I wanted to keep it simple. I assume here that you already have ideas on what you can/want to build.&lt;br /&gt;
&lt;br /&gt;
So what is the diagram for? Layout planning... For example, the kitchen can receive lots of inputs. Assuming you're making use of most of them, you'd probably want to make the kitchen central, with other workshops fanning outward, and perhaps food stockpiles above and below the kitchen. Another example: assuming you don't want an alchemist, you can take the furnace/metal type workshops and separate them into a whole different area of the fortress from the rest. A similar thing could be done with the fishery/butcher, with just some traversal of meat from those to the kitchen/food stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some of this may seem obvious from your own experiences, but I wanted to try graphing out my experiences to see if there were any non-obvious patterns. If you think there are errors in this graph, please let me know.&lt;br /&gt;
&lt;br /&gt;
NOTE: To reduce a bit of clutter, I disconnected the Alchemist's Workshop. I don't think many people bother with it (the only product being soap). However, the Alchemist's gets input from the kitchen (tallow) and the Ashery (lye) if you need one.&lt;br /&gt;
&lt;br /&gt;
[[Image:IndustryRelations.png]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37104</id>
		<title>User:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Mattmoss&amp;diff=37104"/>
		<updated>2009-04-09T17:57:17Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: /* Industry Relationships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Miscellaneous ==&lt;br /&gt;
Helped with the port to Mac OS X.&lt;br /&gt;
&lt;br /&gt;
Currently participating in [[Bloodline:Oceanside]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Industry Relationships ==&lt;br /&gt;
I created the following diagram to show ''possible'' relationships between various industries. These relationships are not automatic, nor always necessary. For example, I doubt most people bother building an alchemist (i.e. soap-maker). Also, if you have magma furnaces, then you are unlikely to have a wood burner (or, possibly, your wood burner only needs connect to the ashery). Obviously, I've not put any of the materials/components/outputs into the graph, because I wanted to keep it simple. I assume here that you already have ideas on what you can/want to build.&lt;br /&gt;
&lt;br /&gt;
So what is the diagram for? Layout planning... For example, the kitchen can receive lots of inputs. Assuming you're making use of most of them, you'd probably want to make the kitchen central, with other workshops fanning outward, and perhaps food stockpiles above and below the kitchen. Another example: assuming you don't want an alchemist, you can take the furnace/metal type workshops and separate them into a whole different area of the fortress from the rest. A similar thing could be done with the fishery/butcher, with just some traversal of meat from those to the kitchen/food stockpiles.&lt;br /&gt;
&lt;br /&gt;
Some of this may seem obvious from your own experiences, but I wanted to try graphing out my experiences to see if there were any non-obvious patterns. If you think there are errors in this graph, please let me know.&lt;br /&gt;
&lt;br /&gt;
NOTE: To reduce a bit of clutter, I disconnected the Alchemist's Workshop. I don't think many people bother with it (the only product being soap). However, the Alchemist's gets input from the kitchen (tallow) and the Ashery (lye) if you need one.&lt;br /&gt;
&lt;br /&gt;
[[Image:IndustryRelations.png]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Mattmoss&amp;diff=32089</id>
		<title>User talk:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Mattmoss&amp;diff=32089"/>
		<updated>2009-04-09T17:54:47Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: /* Industry Relationship Graph */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{newbie}}&lt;br /&gt;
&lt;br /&gt;
Added after [[Bloodline:Tinbolt_Chapter_2]]. Please try to use the priview button and make as little amount of edits as possible for such short changes. --[[User:Eagle of Fire|Eagle of Fire]] 22:15, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Apologies for the multiple edits... I was proofreading and fixing minor things, and I should have done that in an external editor or using preview. I will keep in mind for future editing. --[[User:Mattmoss|Mattmoss]] 22:27, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Take it easy and don't worry, I'm sure it won't be a problem in the future. Welcome to the wiki. :) --[[User:Eagle of Fire|Eagle of Fire]] 22:48, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Industry Relationship Graph ==&lt;br /&gt;
&lt;br /&gt;
Hi. In your graph, you are missing the arrow from the weaver to the dyer, and you have left out the arrows for all the decoration jobs. And where is the arrows from the fishery to the bowyer and to the craftsdwarf coming from? [[User:VengefulDonut|VengefulDonut]] 09:33, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:There is a link between dyer and loom (i.e. weaver). I should change the names to reflect either the job or the workshop, and not a mix like I have. (Weaver/loom are essentially the same.) &lt;br /&gt;
&lt;br /&gt;
:As for decoration, I am showing in this graph links between industries, not the goods created/modified by industries, nor the specific tasks. So that is why I don't show decoration (and the same reason I don't show armor, weapons, ammo, furniture, etc... because I'm focusing on industry, not tasks nor goods). Decoration is an end task... it doesn't lead from one industry to another, as far as I know.&lt;br /&gt;
&lt;br /&gt;
:When you process raw fish at a fishery, you get fish meat and bones, correct? Those bones can be used to make crossbows and crafts. Or am I wrong in that? --[[User:Mattmoss|Mattmoss]] 10:00, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The types of fish that you can fish for are all vermin and have no bones. [[User:VengefulDonut|VengefulDonut]] 05:03, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::So should the [[Fishery]] page be edited to remove bones from the list of goods created? --[[User:Mattmoss|Mattmoss]] 05:20, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, I guess in a sense, I understand your point about decoration. But seeing as how almost any good can be decorated in several ways (bone, shell, cloth, leather, metal, etc.), that might add too many links and clutter the diagram more than I'd like. I'll try it out and see how it looks, though. --[[User:Mattmoss|Mattmoss]] 10:07, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Tried it... For my intended purposes of this graph, adding all the decoration relations turns it into one single circle of relations, which hides the relationships that the graph as shown here reveals. So I'm leaving decoration out of this, but I may create another graph that is much more complete (i.e. will also shown products/materials like stone, wood, etc) and I'll incorporate decoration into that, I think. --[[User:Mattmoss|Mattmoss]] 11:34, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If you decorate things in your fort, some of those arrows become relevant to workshop placement.  [[User:VengefulDonut|VengefulDonut]] 05:03, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Perhaps... but as I indicated, when I put in all the relations related to decoration, ''this particular graph and its layout'' became a single circle... that is to say, there was no longer a useful pattern, which means that if decoration is such a major part of your processing, then your workshop arrangement doesn't really matter. If, on the other hand, decoration has a minor impact, then this graph is useful as is. (That's not to say that other graphs may usefully display decoration, but it doesn't seem appropriate for this one.) --[[User:Mattmoss|Mattmoss]] 05:20, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Actually, that's not quite right on decoration-heavy &amp;quot;production workshop arrangement doesn't really matter&amp;quot;... but I may have to find a different technique to visualize it. --[[User:Mattmoss|Mattmoss]] 05:24, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hey. You need to make it smaller. Smoosh those big empty spaces a little bit. --[[User:Zchris13|Zchris13]] 20:40, 27 March 2009 (UTC)&lt;br /&gt;
:It's an automatic layout produced by GraphViz, so I don't have complete control over the layout... but I'll see if I can figure out something to make it more compact --[[User:Mattmoss|Mattmoss]] 20:46, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, revised graph with these changes: First, removed fishery links related to bones; Second, changed style to more controllable left-to-right progression; Third, removed links to the Alchemist (since its only output is soap, few people make one, and it's links were getting in the way... I need to play around with the source file more to make it look better with those links in place). --[[User:Mattmoss|Mattmoss]] 17:54, 9 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bloodline:Oceanside ==&lt;br /&gt;
&lt;br /&gt;
Hi. Please try to keep bloodline pages in the bloodline namespace. You can do this by prefixing the name with Bloodline:   [[User:VengefulDonut|VengefulDonut]] 21:26, 27 March 2009 (UTC)&lt;br /&gt;
:Apologies... I was following existing example. Now I know for the future. --[[User:Mattmoss|Mattmoss]] 21:44, 27 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:IndustryRelations.png&amp;diff=47652</id>
		<title>File:IndustryRelations.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:IndustryRelations.png&amp;diff=47652"/>
		<updated>2009-04-09T17:51:48Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: uploaded a new version of &amp;quot;File:IndustryRelations.png&amp;quot;: Removed fish bones link; revised to a left-to-right style.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:Oceanside_Year_6&amp;diff=48198</id>
		<title>Bloodline:Oceanside Year 6</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:Oceanside_Year_6&amp;diff=48198"/>
		<updated>2009-04-08T20:02:43Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: minor spelling/other fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Part of the succession game: [[Bloodline:Oceanside]]&lt;br /&gt;
&lt;br /&gt;
[http://dl-client.getdropbox.com/u/49293/DF/Oceanside/oceanside_207.zip Save File: oceanside_207.zip]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Prelude ==&lt;br /&gt;
''The Journal of Oceanside, as directed by hmxmoss, Ranger of Oceanside, year 206.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Four years ago, Andrew Ryan approached me with a strange look in his eye; he asked me to take lead in architecting his underwater glass fortress. While the dream of such a dwarfhome is incredible, the practicality leaves much to be desired; I took on the task, halfheartedly, and was relieved to be done with that.&lt;br /&gt;
&lt;br /&gt;
And yet... Ryan has come to me to once again lead development of his fortress. It seems rather soon for him to be coming to me again when there are so many capable dwarfs about... my last count was over ninety. Still, Ryan had that look in his eye – that unstable look – where ya just couldn't consider saying, &amp;quot;No.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-001.png]]&lt;br /&gt;
&lt;br /&gt;
Fortunately, our situation now is much better than it had been four years ago. We have a large stash of booze and an even larger stockpile of tasty roasts. A large amount of wealth in tradable goods means we won't lack when merchants show up at our door. The military could be a bit stronger and larger, and there are some job efficiency issues all around, but nothing that I can't handle given time.&lt;br /&gt;
&lt;br /&gt;
Still... I'd rather be out hunting and chopping wood. ..... I miss my dogs. ..... Why did Ryan pick me again? ..... Just for fun, I think I'll sneak some roaches into Ryan's dining room later.  &lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-002.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Granite ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An elven caravan showed up today. They're never really welcome, since they have little we want. Of course, we also have little they want, which they make a point of reminding us every five minutes. It's annoying enough that I really want to show them the sharp edge of my axe, but Ryan said that wouldn't be polite.&lt;br /&gt;
&lt;br /&gt;
Good on him, though, to trade for all the booze they had; it will keep us well supplied. The elves traded the drink, along with a few scraps of cloth and thread, for a pile of dirty goblin bloomers. They seemed very excited about that acquisition, and I could tell that the chief flower-hugging elf was itching for me to ask him the cause for their excitement. I kept my mouth shut and left the depot: I didn't want to know.&lt;br /&gt;
&lt;br /&gt;
Leaving Ryan and the elves behind, I went to look at the &amp;quot;project&amp;quot;. A large pumping platform, yet so far, only one long glass room was built. And it leaked. I asked some of the nearby working dwarfs, but they just pointed at one another. Some days, I swear, I wish I just kept my mouth shut. Or filled with ale.&lt;br /&gt;
&lt;br /&gt;
Looking over the existing room and the pumping platform, I began planning the next section to pump out. If everything went well, I hoped to pump out three new sections before the end of the year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Slate ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With a few dozen screw-pumps in place, we began evacuating water today. It takes a lot of power to make this work, but thanks to our immense wind farm, we have power to spare... for now. I've got masons running down below the pumps, laying down floor tiles and wall sections of smooth, green glass blocks. It's really amazing work... I haven't the slightest clue how it all holds together, but I suppose that's why they are masons and I'm not.&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-003.png]]&lt;br /&gt;
&lt;br /&gt;
With the pumps running and the masons slowly piecing together the glass room, I took a bit of time this week to survey and example our workforce. What I found was astounding. Of nearly 100 dwarfs, little more than one-fifth was ever doing work. There are, of course, the nobles and children who do nothing. The royal and fortress guards do little, but I don't dare get rid of them for fear of the nobles' complaints; besides, the guard would refuse to change jobs anyway.&lt;br /&gt;
&lt;br /&gt;
But there is a large contingent of dwarfs at any time that are sleeping, eating, drinking, &amp;quot;on break&amp;quot;, partying, or simply standing around searching for nose gold: twice as many as those working. When I finally tallied and looked at the overall numbers, it was no surprise to me why the glass fortress had developed as little as it had.&lt;br /&gt;
&lt;br /&gt;
This needs to be handled. This needs attention. ..... Next month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Felsite ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I took another survey of the population, finding out what tasks each dwarf has been asked to do, and how often they actually do those tasks. As with my previous survey, I found a lot of time is spent partying and going on break, but I think many of my fellow dwarfs are too specialized. They have been assigned tasks that, quite often, don't need to be done... and yet, they've not been assigned any secondary tasks.&lt;br /&gt;
&lt;br /&gt;
And so many dwarfs doing nothing but moving stuff around! Or, at least, that is what they're supposed to be doing. But since there are enough inefficiencies in the work force, there are too many haulers to things to be hauled.&lt;br /&gt;
&lt;br /&gt;
One dwarf told me he was a wood crafter. A wood crafter? He sat around all day drinking wine and snacking on quarry leaf roasts since we don't make wood crafts. Considering our need for enormous amounts of fuel, and the typical dwarven requirement for large stockpiles of barrels and bins, we need to reserve all the wood for those tasks. This guy hadn't made a single wood craft since he'd got here, and I certainly wasn't going to have him make any on my watch. I told him to go learn the art of glassmaking, since that is our need.&lt;br /&gt;
&lt;br /&gt;
There were other things wrong, too. A dwarf with gemstone experience relegated to hauling things about the fortress, while a dwarf with no skills was trying to tell the difference between a gemstone and a dumb rock. Three carpenters is (at least) one too many. Two cook's apprentices who never cook because our master cook is certifiably awesome. A bowyer who doesn't make any crossbows. And so on...  I've started some reassignments, but looking at efficiency here is a full-time project. I need a drink...&lt;br /&gt;
&lt;br /&gt;
... and I found a dozen of them partying again. That's it! After this beer... and this ale... and one more beer... I'm nailing up a sign disallowing all parties until further notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hematite ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-004.png]]&lt;br /&gt;
&lt;br /&gt;
The new glass chamber was finished early: floors down and the last wall in place. Huzzah! The builders still need to put the roof on, but that will be a piece of roast macaque biscuits compared to the main chamber. And they made it watertight this time... including the previous chamber! Now this is how things get done...&lt;br /&gt;
&lt;br /&gt;
...until today. Scouts reported several squads of goblins have been sighted and are heading towards Oceanside. Initial reports indicate approximately 40 goblins, including three or four elites and champions. I put out the call to gather everyone inside and began rousing the troops.&lt;br /&gt;
&lt;br /&gt;
I suppose I should have taken that &amp;quot;How to Command the Military&amp;quot; seminar offered several years ago, because without saying anything, they took off; they started running south along the beach for no apparent reason. After gathering my wits, I yelled out at them, &amp;quot;Your post is in here!&amp;quot; It took a while for that command to register, apparently: one too many bonks to the head without a helmet. Finally, they obeyed and started running back to the gate.&lt;br /&gt;
&lt;br /&gt;
It was still a dangerous situation, as two squads of goblins were also approaching the main entrance. I waited as long as I could before I gave the command to raise the gate, but in the end I had to hope our slow-witted champions would make in inside just before it closed. (And that the goblin hammerlord also on approach would remain outside.) The plan mostly worked: all but Tôsedcatten, one of our wrestling champions, made it inside.&lt;br /&gt;
&lt;br /&gt;
Reminded of a vulnerable access ramp, I sent the rest of the troops off to guard that breach while I put my ear to the gate and my eye to an arrow slit to discern any sign of Tôsedcatten's fate.&lt;br /&gt;
&lt;br /&gt;
'''Hammerlord''':  *snorts* Foolishh sstuntted darf... I will kkrushh you likke ttyrtul...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Tôsedcatten''': Foul puss-gob, you are no match for... *points* praise Armok, is that a starling!?!?&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hammerlord''':  *turns* Ssttarling? I sseee no ssttarlingz...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Tôsedcatten''': *runs*&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tôsedcatten would seem to be more clever than I imagined. She ran for the breach to meet up with her squad there. The goblins chased her, arrows flying, but she evaded them all. And at the breach, our military stood ground ready to defend the fort.&lt;br /&gt;
&lt;br /&gt;
The accounts I've received are confused as to what actually happened. Some say the wrestlers got excited and took the fight outside. While I'd prefer the foul gobs never see the inside of our dwarfhome, the wrestlers took the fight out of range of our spearhandlers and the crossbow. The latter eventually got involved but would have been more effective from the start if the wrestlers had stayed where I put them.&lt;br /&gt;
&lt;br /&gt;
Still, we won! The wrestlers inflicted so much damage that the gobs ran and lost the desire to fight. I saw little point in chasing them down, and I didn't want to risk the troops more than necessary. I told them to take a break and have a few ales while the rest of us began to clean up the mess. And what a mess... goblin and dwarf blood everywhere, even on some of the nice, green glass. I'll have to ask someone to get out here with a bucket and brush and clean them off or else Andrew Ryan will have a seizure.&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-005.png]]&lt;br /&gt;
&lt;br /&gt;
Interestingly, I was told that the final estimate of goblins that had approached the fortress was closer to eighty, not forty. We faced at least double our initial estimates. While the other dwarfs saw this as a good sign – that we could defend ourselves against a horde – I only began to wonder if this was just an initial test, to check our defenses. With so many goblins surviving to fight another day, it would only be a matter of time before they returned.&lt;br /&gt;
&lt;br /&gt;
Sadly, we lost two dwarfs in the fight. Ofskel, a miner, just happened to be in the wrong place at the wrong time. Tôsedcatten took out seven of the gobs in the battle on the beach, but it would appear she also took the worst of it, falling before they ran. We will remember her with honor at a feast tonight. Also of note is Tunaran, another wrestler, who singlehandedly killed eleven gobs! Maybe I'll ask jdarksun to make him a medal.&lt;br /&gt;
&lt;br /&gt;
The damned fortress guard never showed up. Pissers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Malachite ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cleanup continues on the beach and just inside the breach. Scrubbing blood, moving bodies, picking up loose clothing and other items. It'll take a while, but it will be clean again. Meanwhile, I've also got the masons back to putting on the roof I had asked for before the siege started last month.&lt;br /&gt;
&lt;br /&gt;
It would seem that some of the dwarfs have become tired of Andrew Ryan's regular &amp;quot;sweat of your brow&amp;quot; speech, and his constant yelling, &amp;quot;Work! Work! Work!&amp;quot; while he spent most of his time trading with merchants and stinkin' elves. He was voted out of office, and Endok Cattenbardum was voted in as mayor. I suspect most dwarfs just want a lower stress level around here, and Ryan's constant supervision wasn't helping.&lt;br /&gt;
&lt;br /&gt;
Personally, I didn't care one way or the other. If you work, you get booze, and whatever else you say or do is not my business. In any case, since Endok was now mayor, I took the keys to the mayor's suite from Ryan and gave them to Endok. Ryan grumbled and was none too happy. I told the miners to dig another office for Ryan, as he'd still need to deal with merchants and the various liaisons who came to visit.&lt;br /&gt;
&lt;br /&gt;
The young glassworker, Fathlar, got into a strange mood at some point and stopped talking to everyone. He grabbed a bunch of items and shut himself up in the leatherworks. A couple weeks later he finished, seeming as normal as ever, except that he had created something amazing. Kosoththak Shukarallas, he calls it: &amp;quot;Palacelock the Tall Seas&amp;quot;. It's a cow leather vest that Ryan estimates is worth $108,000!&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-006.png]]&lt;br /&gt;
&lt;br /&gt;
He handed it to me and went back to glassmaking as if nothing had happened. Truly, it is a fine vest, but it'll have to go into storage for the time being, as I have other tasks to get done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Galena ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am continuing the process of organization here at Oceanside, trying to create a balance of workers and haulers and the corresponding tasks so everyone has something to do; hopefully, when this reorg is complete, Oceanside will be an efficient machine without the stressful weardown that Ryan's order seems to impose.&lt;br /&gt;
&lt;br /&gt;
I've reduced the number of cook's apprentices and carpenters, and they and the bowyer are now part of my construction team. They will all begin learning the trades of mason, mechanic and architect. I've extended some of those tasks to other dwarfs already doing some, but not all, of them. This triple assignment, I believe, will make for efficient construction of screw-pumps and floors and walls: the primary needs for building the glass behemoth. I'm trying to draft as many construction dwarfs as I can without compromising other necessary tasks.&lt;br /&gt;
&lt;br /&gt;
I thought to cut back on wood cutters and haulers, but we really need a constant supply of wood. Since we haven't found magma in this region, we need the wood for fuel. And we need a lot of fuel: making glass, smelting ore, crafting iron armor and weapons... Not to mention the regular need for wooden bins and barrels. We'll see how things work out for a while before any further reassignments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Limestone ==&lt;br /&gt;
'''The rest of the journal is written in a different hand.'''&lt;br /&gt;
&lt;br /&gt;
''The Journal of Oceanside, as continued by Thobiden, Woodcutter of Oceanside, year 206.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Y'know... I liked hmxmoss as a friend, and he knew how to cut a tree down right quick, but when it comes to runnin' the military, he was as dumb as an obsidian block. Poor fool thot himself a fighter, but he died quicker than a carp will pull ya underriver.&lt;br /&gt;
&lt;br /&gt;
See, he was out greetin' the latest caravan, a group of dwarfs pullin' wagons full of good things. And then those greasy, filthy gobs came back... The same ones that come attacked us few months ago, plus their buds. hmxmoss was all puffed up by his win over that last siege, so he thot &amp;quot;No problem!&amp;quot; and thinks he can do it agin.&lt;br /&gt;
&lt;br /&gt;
He started off right, calls everydwarf inside. Even some of the visitin' dwarfs got inside the main gate... but there were those just standin' on it, and hmxmoss don' want to hurt their ''feelings'' or somethin'. So now he starts tryin' to defend ''both'' the main gate and that hole in the ground over near our purty glass hallway. And we didn' have the dwarfs for that... his promise to beef up the troops had nothin' to it so far. So here 'swhere it starts to go all wrong.&lt;br /&gt;
&lt;br /&gt;
The traders took off, scared by the gobs (and there were a whole lot of 'em!) – darn smart since some of their partners got caught by the gobs in an ambush. So hmxmoss finally closes the gate, but see... it didn' matter. The gobs were headin' straight for the breach – they seen it last time and knew they could get in.&lt;br /&gt;
&lt;br /&gt;
I think now hmxmoss knew his mistake... He gave me this journal for Oceanside and says to hang on to it 'til he gets back – he gonna go help with the defense. Big mistake. He thot the breach would limit the gobs and give us a huge win, but the way he done things, it worked other way 'round.&lt;br /&gt;
&lt;br /&gt;
Our champeen wrestlers got out there first and took out some gobs, but those gobs brung lots of bows this time, and our boys came crawlin' back down the hole with arrows pokin' out their chest. And our one fellow with a crossbow was no match for a half-dozen of theirs; he went down, too, 'n one of our spears.&lt;br /&gt;
&lt;br /&gt;
And so did hmxmoss. I had to stay close, to record what I saw, and the look on his face as the gobs flooded in was sad. He knew, only just before he died, how stupid he was. And so he died. While one squad of gobs run off earlier, there was no stoppin' the other two squads, and I was certain I would get killed next.&lt;br /&gt;
&lt;br /&gt;
Lucky for me, the guard heard the noise and came running up from behind, leapin' into the piles of gobs without fear. And it worked... I dunno if the gobs were just tired, or scared, or thot more dwarf guards be coming soon, but they left. I might say we won if we didn' just lose a dozen dwarfs or so, and some dogs, and hmxmoss himself. Stupid bastard...&lt;br /&gt;
&lt;br /&gt;
Seein' as how I have the journal for Oceanside, other dwarfs are now lookin' at me to make some decisions. I don' want to do it, but I suspect Ryan will choose another dwarf to lead at year end, so I do what I can for right now.&lt;br /&gt;
&lt;br /&gt;
And the first thing to do is remove that law of hmxmoss against parties. We need things to make us happier right now, as most of the dwarfs are rather upset at our losses. Some dwarfs are throwing tantrums – even Andrew Ryan, who I thot was supposed to be cool under pressure. Apparently not.&lt;br /&gt;
&lt;br /&gt;
One child even went bezerk yesterday, tryin' to stab everydwarf else with a kitchen spoon. I would have suggested givin' the kid a nice dog meat roast (freshly made!), but the guard reacted too much force and just killed the kid. Like that is supposed to make everydwarf feel better?&lt;br /&gt;
&lt;br /&gt;
''The epitath of hmxmoss'':&lt;br /&gt;
[[File:Oceanside-206-007.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sandstone ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to tryin' to clean up and fix up this place, my first act as temp actin' director was to order that breach be sealed. hmxmoss was a moron not to do it earlier.&lt;br /&gt;
&lt;br /&gt;
Some migrants came walkin' up to the fort as if this was the best place to be right now... I don' know how they could ignore the trash and bodies and bones and blood about everywhere, but they did. When they started tellin' me their work, I told them to shut up and head to the barracks. &amp;quot;Welcome! You're the army. Congratulations!&amp;quot; Seein' as our military was wiped out, we needed a new military, and these migrants were goin' to be it. Sad that there was only eight of 'em, but it a start.&lt;br /&gt;
&lt;br /&gt;
Endok, the mayor elected after the first attack by those damned gobs, threw a tantrum and attacked Andrew Ryan. Damn messed up Ryan's arm. Ryan went off to rest in his room, while Endok went to live in a cage. In jail. The guards helped him there. Endok whines a lot now, but I don' have to see him as long as I don' go down to the jail. (From what I hear, Endok punched two cows on the way to his cage, so they made his stay longer...)&lt;br /&gt;
&lt;br /&gt;
And speakin' of whiners, Godendodók has been whinin' nonstop since the last goblin attack. She threw some sort of tantrum in the statue garden a while back – I didn' see it – and hit someone. Punched the Baroness Consort in the ear, I hear. I think the Consort reacted and stuck a fork in Godendodók's chest, 'cause Godendodók isn't breathin' too well now. Now she just lies in the middle of the garden with her injuries, whinin' constantly, and so no dwarf wants to help her to bed, or give her food or water. Pathetic.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Ryan got out of bed and went walkin' about all moody, cradlin' his injured arm. Some dwarfs tried to put him back to bed, but there was some evil look 'bout his eyes and everyone backed off. Ryan went out and got various goblin and animal skulls and bones and started puttin' them together in the tannery... scrapin' images into the thing. Some dwarfs told me about his progress and how horrid it was, but I didn' see it until Ryan came runnin' to show me. &amp;quot;Maligned the Dreadful Shove&amp;quot;, he calls it: ''Tongusnir Zevuttomus''. It truly is ugly, like the bones of some demon lookin' to do... ''things''. I couldn' say anythin' ... fortunately, Ryan took it somewhere else. I don' care where, as long as I don' have to see it... and it can' see me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Timber ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Someone finally helped Godendodók, but she still is a whineydwarf. At least she's gettin' rest and drink and food, and maybe that will make her feel better. However, with good comes bad, and I hear that the child Momuz went insane. He's runnin' around the fortress babblin' like crazy... well, more so that usual for kids. It's sad, too, 'cause he just reached the age of dwarfhood... he could have been useful.&lt;br /&gt;
&lt;br /&gt;
And Endok's apparently gone mad, too. I guess bein' in a cage for so long put him over the edge. We now have no mayor until the dwarfs decide to hold another vote. I don' think cages are the best idea for prison, so I be switchin' them out for chains to hold prisoners. I think will be less cruel.&lt;br /&gt;
&lt;br /&gt;
However, since Endok already snapped, he's stayin' in the cage. Sorry, man.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, cleanup and sorting isn' done, but much of the ugly mess has been fixed. I thot now is a good time to try and get the dwarfs thinkin' agin of the glass fort and less of past deaths, so I marked off a new section of construction and told those boys to get started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Moonstone ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Baroness Consort is unhappy because Amostlaz didn' make her some Tin items she requested. I tried to 'splain to her we don' have any Tin! &amp;quot;I don' care, little dwarf!&amp;quot; ''Little?'' Geez, what crawled up her arse? Sadly, the guards have to comply and so Amostlaz is now in jail for 50 days. At least it a bit more comfortable now, so hopefully he won' go crazy.&lt;br /&gt;
&lt;br /&gt;
It seems Godendodók was feelin' a bit better today, 'cause she was out of bed and tryin' to drown her sorrows in a barrel of ale. But, of course, as things go that when the guard came along and remembered she punched the consort in the ear last month. Godendodók is now throwing tantrums chained to the wall.&lt;br /&gt;
&lt;br /&gt;
Humans came to visit, but I didn' see any merchants. Was it because we have no mayor? I don' know, but the Baron shared to me the conversation he had with their diplomat...&lt;br /&gt;
&lt;br /&gt;
'''Diplomat''': Greetings, Baron, there is much to discuss...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Baron''': Thank you for coming, we are...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Diplomat''': It's such a pleasant place you've carved out for yourselves...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Baron''': ... um, thanks, but we really should talk about...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Diplomat''': It's been an honor. Farewell!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Baron''': ... ?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don' understand humans. Why did they bother comin' by at all?&lt;br /&gt;
&lt;br /&gt;
Now, gobs... I understand them. Pillage and maim, kill and steal... So I wasn' surprised when they showed up ''agin''. Thank Armok I closed up that damn hole along the beach. After I called everyone inside, I shut the gate. While the new recruits are trainin' up nicely, they are no way ready to handle a few squads of gobbos, especially not that group that came with the bows and arrows.&lt;br /&gt;
&lt;br /&gt;
Speakin' of which, our marksdwarfs thought it might be worthwhile tryin' out that bird's nest up over the trade depot. It seems well protected (and I dunno why hmxmoss didn' use it). So I says, &amp;quot;Okay.&amp;quot; They got up there and killed a couple gobs in the first squad to come knockin' on our door. The rest of that first squad turned tail and ran.&lt;br /&gt;
&lt;br /&gt;
I called up to see if any more squads were approachin'. Those marksdwarfs peered out south and said to keep the gate closed; yeah, there were two more squads. They were approachin' slower than we thot, because they were chasin' down two dwarf kids who didn' come in as they were told. Argh... I'm gonna have to find some nice ales for those kids' folks as I tell 'em what happened.&lt;br /&gt;
&lt;br /&gt;
After a while, when those damned gobs were &amp;quot;finished&amp;quot; with the kids, they came headin' toward the gate. Our boys on the roof were ready to take aim when a flurry of arrows came flyin' at them. They didn' dodge much, expectin' the fortifications to block the shots. But there musta been some force guidin' those arrows, because they came right through the arrow slits. One dwarf immediately dead, and the other two injured badly and draggin' themselves downstairs. It wasn' a pretty sight.&lt;br /&gt;
&lt;br /&gt;
While the dwarfs went off to rest, I checked to make sure the gate was locked and told everydwarf to stay inside. This is gonna be a long siege...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Opal ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The siege continues. Yes, those damn ugly gobbos are still out there, and we still locked up inside. But we have a year or more of food and booze. We have farms, a well... we can wait them out. We don' have any wood, which means we can't make fuel for the glassworks, but seein' as we can' go out to build the glass rooms, it don' matter anyway.&lt;br /&gt;
&lt;br /&gt;
Godendodók is still flippin' out in prison, and she pulled one chain from the wall and ruined it. (Thankfully, not her own...) Endok is still caged up, which is good, 'cause he's foamin' at the mouth and yells all sorts of nasty things. I wish they just settle down some and be good dwarfs, not whiney like those stupid kobolds.&lt;br /&gt;
&lt;br /&gt;
The Baroness Consort stopped me today and demanded I have some coins made. I nodded politely and went on my way... and then fergot all about her request. I'm wantin' to put her in prison, too, just to not have to hear her stupid demands...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Obsidian ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Geez... both Endok and Godendodók died in jail and no one told me. I guess my authority 'round here is runnin' thin. Now that the dwarfs here elected Andrew Ryan as mayor once again, I guess he'll put someone in my spot at month end. Fine. I need a break from this management crap; this was really all hmxmoss fault anyway. Don' blame me...&lt;br /&gt;
&lt;br /&gt;
Ryan was happy, at least for a short while, after getting his mayor job back along with the cushy office and bedroom. Why he back to being miserable again, I don' know, and I don' care. Maybe someone told him his diseased-lookin' totem was stolen by a kob... agin, I don' care, that thing made me want to vomit anyway.&lt;br /&gt;
&lt;br /&gt;
Because the gobs are still outside and we still inside, I decided to experiment with some waterwheels and that aquifer the miners told me about. I thot it might be more efficient and better lookin' than that farm of windmills outside. After bein' put together by the carpenters, it seems to work sometimes, and sometimes not. I should have one of the mechanics look at it, 'cause I don' know what wrong with it.&lt;br /&gt;
&lt;br /&gt;
Near the end, there was little to do excep' wait for the gobbos to get bored. I asked the miners to go exploring the depths some more, while we had time... see if they can' find some nice gemstones or metals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Yes, three sieges in one year, and a military too small to handle it. They got lucky the first time and got destroyed the second time around. Only the fortress guard running up to help out at the last minute scared them off. Now, the third siege continues into the next year, as two squads sit outside preventing us from getting real work done. &lt;br /&gt;
&lt;br /&gt;
There were a lot of inefficiencies in the work force, and I tried to deal with some of those, but it could definitely stand some additional work. Also note that for some of the dwarfs, I created a custom title &amp;quot;Construction&amp;quot; -- this implies three jobs enabled: masonry, mechanics, and architecture. This helps excessive task juggling and running back and forth while constructing screw pumps especially, but the glass project in general. The mason/mechanic/architecture jobs go pretty well together.&lt;br /&gt;
&lt;br /&gt;
Here is the status of the fortress at the end of the year.&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-009.png]]&lt;br /&gt;
&lt;br /&gt;
We are loaded on booze and food, and since we have several farms with some experienced planters, we can continue to produce plenty of food/booze. There are also some cages in the NW area of the workshop section that house several puppies and calfs and stuff that we can butcher if needed. We do have an animal trainer as well (doubles as hauler, though you may need to turn off hauling when you want to train a war dog), so when those puppies grow up (do they need to be out of the cage to do so?) we can make more war dogs.&lt;br /&gt;
&lt;br /&gt;
The main problem we have is wood: we've run out. Sure, there is plenty outside, but there are also two full squads of goblins outside with some deadly accurate bowmen. They hit our three marksdwarfs at a distance, up two z-levels, ''through fortifications'', killing one and wounding the other two. So, without wood, we can't make fuel which we need for smelting, metalworks, and glassworks. Our usual refuse piles are also outside, so we're gonna get some miasma here and there, I expect.&lt;br /&gt;
&lt;br /&gt;
Yes, I got myself killed. I handled the military poorly, and ended up with several dwarfs turned into pincushions. The next player to get migrants (jdarksun?) should pick one... any one... as my replacement. Name him &amp;quot;mattmoss&amp;quot; and we'll pretend he's the brother of &amp;quot;hmxmoss&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, the last gift of hmxmoss to Oceanside, a work mostly complete (but needs a few more totems):&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-010.png]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:Oceanside_Year_6&amp;diff=48197</id>
		<title>Bloodline:Oceanside Year 6</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:Oceanside_Year_6&amp;diff=48197"/>
		<updated>2009-04-08T19:37:50Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: couple spelling fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Part of the succession game: [[Bloodline:Oceanside]]&lt;br /&gt;
&lt;br /&gt;
[http://dl-client.getdropbox.com/u/49293/DF/Oceanside/oceanside_207.zip Save File: oceanside_207.zip]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Prelude ==&lt;br /&gt;
''The Journal of Oceanside, as directed by hmxmoss, Ranger of Oceanside, year 206.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Four years ago, Andrew Ryan approached me with a strange look in his eye; he asked me to take lead in architecting his underwater glass fortress. While the dream of such a dwarfhome is incredible, the practicality leaves much to be desired; I took on the task, halfheartedly, and was relieved to be done with that.&lt;br /&gt;
&lt;br /&gt;
And yet... Ryan has come to me to once again lead development of his fortress. It seems rather soon for him to be coming to me again when there are so many capable dwarfs about... my last count was over ninety. Still, Ryan had that look in his eye – that unstable look – where ya just couldn't consider saying, &amp;quot;No.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-001.png]]&lt;br /&gt;
&lt;br /&gt;
Fortunately, our situation now is much better than it had been four years ago. We have a large stash of booze and an even larger stockpile of tasty roasts. A large amount of wealth in tradable goods means we won't lack when merchants show up at our door. The military could be a bit stronger and larger, and there are some job efficiency issues all around, but nothing that I can't handle given time.&lt;br /&gt;
&lt;br /&gt;
Still... I'd rather be out hunting and chopping wood. ..... I miss my dogs. ..... Why did Ryan pick me again? ..... Just for fun, I think I'll sneak some roaches into Ryan's dining room later.  &lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-002.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Granite ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An elven caravan showed up today. They're never really welcome, since they have little we want. Of course, we also have little they want, which they make a point of reminding us every five minutes. It's annoying enough that I really want to show them the sharp edge of my axe, but Ryan said that wouldn't be polite.&lt;br /&gt;
&lt;br /&gt;
Good on him, though, to trade for all the booze they had; it will keep us well supplied. The elves traded the drink, along with a few scraps of cloth and thread, for a pile of dirty goblin bloomers. They seemed very excited about that acquisition, and I could tell that the chief flower-hugging elf was itching for me to ask him the cause for their excitement. I kept my mouth shut and left the depot: I didn't want to know.&lt;br /&gt;
&lt;br /&gt;
Leaving Ryan and the elves behind, I went to look at the &amp;quot;project&amp;quot;. A large pumping platform, yet so far, only one long glass room was built. And it leaked. I asked some of the nearby working dwarfs, but they just pointed at one another. Some days, I swear, I wish I just kept my mouth shut. Or filled with ale.&lt;br /&gt;
&lt;br /&gt;
Looking over the existing room and the pumping platform, I began planning the next section to pump out. If everything went well, I hoped to pump out three new sections before the end of the year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Slate ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With a few dozen screw-pumps in place, we began evacuating water today. It takes a lot of power to make this work, but thanks to our immense wind farm, we have power to spare... for now. I've got masons running down below the pumps, laying down floor tiles and wall sections of smooth, green glass blocks. It's really amazing work... I haven't the slightest clue how it all holds together, but I suppose that's why they are masons and I'm not.&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-003.png]]&lt;br /&gt;
&lt;br /&gt;
With the pumps running and the masons slowly piecing together the glass room, I took a bit of time this week to survey and example our workforce. What I found was astounding. Of nearly 100 dwarfs, little more than one-fifth was ever doing work. There are, of course, the nobles and children who do nothing. The royal and fortress guards do little, but I don't dare get rid of them for fear of the nobles' complaints; besides, the guard would refuse to change jobs anyway.&lt;br /&gt;
&lt;br /&gt;
But there is a large contingent of dwarfs at any time that are sleeping, eating, drinking, &amp;quot;on break&amp;quot;, partying, or simply standing around searching for nose gold: twice as many as those working. When I finally tallied and looked at the overall numbers, it was no surprise to me why the glass fortress had developed as little as it had.&lt;br /&gt;
&lt;br /&gt;
This needs to be handled. This needs attention. ..... Next month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Felsite ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I took another survey of the population, finding out what tasks each dwarf has been asked to do, and how often they actually do those tasks. As with my previous survey, I found a lot of time is spent partying and going on break, but I think many of my fellow dwarfs are too specialized. They have been assigned tasks that, quite often, don't need to be done... and yet, they've not been assigned any secondary tasks.&lt;br /&gt;
&lt;br /&gt;
And so many dwarfs doing nothing but moving stuff around! Or, at least, that is what they're supposed to be doing. But since there are enough inefficiencies in the work force, there are too many haulers to things to be hauled.&lt;br /&gt;
&lt;br /&gt;
One dwarf told me he was a wood crafter. A wood crafter? He sat around all day drinking wine and snacking on quarry leaf roasts since we don't make wood crafts. Considering our need for enormous amounts of fuel, and the typical dwarven requirement for large stockpiles of barrels and bins, we need to reserve all the wood for those tasks. This guy hadn't made a single wood craft since he'd got here, and I certainly wasn't going to have him make any on my watch. I told him to go learn the art of glassmaking, since that is our need.&lt;br /&gt;
&lt;br /&gt;
There were other things wrong, too. A dwarf with gemstone experience relegated to hauling things about the fortress, while a dwarf with no skills was trying to tell the difference between a gemstone and a dumb rock. Three carpenters is (at least) one too many. Two cook's apprentices who never cook because our master cook is certifiably awesome. A bowyer who doesn't make any crossbows. And so on...  I've started some reassignments, but looking at efficiency here is a full-time project. I need a drink...&lt;br /&gt;
&lt;br /&gt;
... and I found a dozen of them partying again. That's it! After this beer... and this ale... and one more beer... I'm nailing up a sign disallowing all parties until further notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hematite ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-004.png]]&lt;br /&gt;
&lt;br /&gt;
The new glass chamber was finished early: floors down and the last wall in place. Huzzah! The builders still need to put the roof on, but that will be a piece of roast macaque biscuits compared to the main chamber. And they made it watertight this time... including the previous chamber! Now this is how things get done...&lt;br /&gt;
&lt;br /&gt;
...until today. Scouts reported several squads of goblins have been sighted and are heading towards Oceanside. Initial reports indicate approximately 40 goblins, including three or four elites and champions. I put out the call to gather everyone inside and began rousing the troops.&lt;br /&gt;
&lt;br /&gt;
I suppose I should have taken that &amp;quot;How to Command the Military&amp;quot; seminar offered several years ago, because without saying anything, they took off; they started running south along the beach for no apparent reason. After gathering my wits, I yelled out at them, &amp;quot;Your post is in here!&amp;quot; It took a while for that command to register, apparently: one too many bonks to the head without a helmet. Finally, they obeyed and started running back to the gate.&lt;br /&gt;
&lt;br /&gt;
It was still a dangerous situation, as two squads of goblins were also approaching the main entrance. I waited as long as I could before I gave the command to raise the gate, but in the end I had to hope our slow-witted champions would make in inside just before it closed. (And that the goblin hammerlord also on approach would remain outside.) The plan mostly worked: all but Tôsedcatten, one of our wrestling champions, made it inside.&lt;br /&gt;
&lt;br /&gt;
Reminded of a vulnerable access ramp, I sent the rest of the troops off to guard that breach while I put my ear to the gate and my eye to an arrow slit to discern any sign of Tôsedcatten's fate.&lt;br /&gt;
&lt;br /&gt;
'''Hammerlord''':  *snorts* Foolishh sstuntted darf... I will kkrushh you likke ttyrtul...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Tôsedcatten''': Foul puss-gob, you are no match for... *points* praise Armok, is that a starling!?!?&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hammerlord''':  *turns* Ssttarling? I sseee no ssttarlingz...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Tôsedcatten''': *runs*&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tôsedcatten would seem to be more clever than I imagined. She ran for the breach to meet up with her squad there. The goblins chased her, arrows flying, but she evaded them all. And at the breach, our military stood ground ready to defend the fort.&lt;br /&gt;
&lt;br /&gt;
The accounts I've received are confused as to what actually happened. Some say the wrestlers got excited and took the fight outside. While I'd prefer the foul gobs never see the inside of our dwarfhome, the wrestlers took the fight out of range of our spearhandlers and the crossbow. The latter eventually got involved but would have been more effective from the start if the wrestlers had stayed where I put them.&lt;br /&gt;
&lt;br /&gt;
Still, we won! The wrestlers inflicted so much damage that the gobs ran and lost the desire to fight. I saw little point in chasing them down, and I didn't want to risk the troops more than necessary. I told them to take a break and have a few ales while the rest of us began to clean up the mess. And what a mess... goblin and dwarf blood everywhere, even on some of the nice, green glass. I'll have to ask someone to get out here with a bucket and brush and clean them off, or else Andrew Ryan's going to have a seizure.&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-005.png]]&lt;br /&gt;
&lt;br /&gt;
Interestingly, I was told that the final estimate of goblins that had approached the fortress was closer to eighty, not forty. We faced at least double our initial estimates. While the other dwarfs saw this as a good sign – that we could defend ourselves against a horde – I only began to wonder if this was just an initial test, to check our defenses. With so many goblins surviving to fight another day, it would only be a matter of time before they returned.&lt;br /&gt;
&lt;br /&gt;
Sadly, we lost two dwarfs in the fight. Ofskel, a miner, just happened to be in the wrong place at the wrong time. Tôsedcatten took out seven of the gobs in the battle on the beach, but it would appear she also took the worst of it, falling before they ran. We will remember her with honor at a feast tonight. Also of note is Tunaran, another wrestler, who singlehandedly killed eleven gobs! Maybe I'll ask jdarksun to make him a medal.&lt;br /&gt;
&lt;br /&gt;
The damned fortress guard never showed up. Pissers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Malachite ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cleanup continues on the beach and just inside the breach. Scrubbing blood, moving bodies, picking up loose clothing and other items. It'll take a while, but it will be clean again. Meanwhile, I've also got the masons back to putting on the roof I had asked for before the siege started last month.&lt;br /&gt;
&lt;br /&gt;
It would seem that some of the dwarfs have become tired of Andrew Ryan's regular &amp;quot;sweat of your brow&amp;quot; speech, and his constant yelling, &amp;quot;Work! Work! Work!&amp;quot; while he spent most of his time trading with merchants and stinkin' elves. He was voted out of office, and Endok Cattenbardum was voted in as mayor. I suspect most dwarfs just want a lower stress level around here, and Ryan's constant supervision wasn't helping.&lt;br /&gt;
&lt;br /&gt;
Personally, I didn't care one way or the other. If you work, you get booze, and whatever else you say or do is not my business. In any case, since Endok was now mayor, I took the keys to the mayor's suite from Ryan and gave them to Endok. Ryan grumbled and was none too happy. I told the miners to dig another office for Ryan, as he'd still need to deal with merchants and the various liaisons who came to visit.&lt;br /&gt;
&lt;br /&gt;
The young glassworker, Fathlar, got into a strange mood at some point and stopped talking to everyone. He grabbed a bunch of items and shut himself up in the leatherworks. A couple weeks later he finished, seeming as normal as ever, except that he had created something amazing. Kosoththak Shukarallas, he calls it: &amp;quot;Palacelock the Tall Seas&amp;quot;. It's a cow leather vest that Ryan estimates is worth $108,000!&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-006.png]]&lt;br /&gt;
&lt;br /&gt;
He handed it to me and went back to glassmaking as if nothing had happened. Truly, it is a fine vest, but it'll have to go into storage for the time being, as I have other tasks to get done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Galena ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am continuing the process of organization here at Oceanside, trying to create a balance of workers and haulers and the corresponding tasks so everyone has something to do; hopefully, when this reorg is complete, Oceanside will be an efficient machine without the stressful weardown that Ryan's order seems to impose.&lt;br /&gt;
&lt;br /&gt;
I've reduced the number of cook's apprentices and carpenters, and they and the bowyer are now part of my construction team. They will all begin learning the trades of mason, mechanic and architect. I've extended some of those tasks to other dwarfs already doing some, but not all, of them. This triple assignment, I believe, will make for efficient construction of screw-pumps and floors and walls: the primary needs for building the glass behemoth. I'm trying to draft as many construction dwarfs as I can without compromising other necessary tasks.&lt;br /&gt;
&lt;br /&gt;
I thought to cut back on wood cutters and haulers, but we really need a constant supply of wood. Since we haven't found magma in this region, we need the wood for fuel. And we need a lot of fuel: making glass, smelting ore, crafting iron armor and weapons... Not to mention the regular need for wooden bins and barrels. We'll see how things work out for a while before any further reassignments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Limestone ==&lt;br /&gt;
'''The rest of the journal is written in a different hand.'''&lt;br /&gt;
&lt;br /&gt;
''The Journal of Oceanside, as continued by Thobiden, Woodcutter of Oceanside, year 206.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Y'know... I liked hmxmoss as a friend, and he knew how to cut a tree down right quick, but when it comes to runnin' the military, he was as dumb as an obsidian block. Poor fool thot himself a fighter, but he died quicker than a carp will pull ya underriver.&lt;br /&gt;
&lt;br /&gt;
See, he was out greetin' the latest caravan, a group of dwarfs pullin' wagons full of good things. And then those greasy, filthy gobs came back... The same ones that come attacked us few months ago, plus their buds. hmxmoss was all puffed up by his win over that last siege, so he thot &amp;quot;No problem!&amp;quot; and thinks he can do it agin.&lt;br /&gt;
&lt;br /&gt;
He started it off right, calls everydwarf inside. Even some of the visitin' dwarfs got inside the main gate... but there were those just standin' on it, and hmxmoss don' want to hurt their ''feelings'' or somethin'. So now he starts trying to defend ''both'' the main gate and that hole in the ground over near our purty glass hallway. And we didn' have the dwarfs for that... his promise to beef up the troops had nothin' to it so far. So here 'swhere it starts to go wrong.&lt;br /&gt;
&lt;br /&gt;
The traders took off, scared of the gobs (and there were a whole lot of 'em!) – darn smart since some of their partners got caught by the gobs in an ambush. So hmxmoss closed the gate, but see... it didn' matter. The gobs were headin' straight for the breach – they had seen it last time and knew they could get in.&lt;br /&gt;
&lt;br /&gt;
I think here hmxmoss realized his mistake... He handed me this journal for Oceanside and says to hang on to it 'til he gets back – he's gonna go help with the defense. Big mistake. He believed the breach would limit the gobs and give us a huge advantage, but the way he laid things out, it worked other way 'round.&lt;br /&gt;
&lt;br /&gt;
Our champeen wrestlers got out there first and took out some gobs, but they came with lots of bows this time, and our boys came crawlin' back down the hole with arrows pokin' out their chest. And our one fellow with a crossbow was no match for a half-dozen of theirs; he went down, too, as did one of our spears.&lt;br /&gt;
&lt;br /&gt;
And so did hmxmoss. I had to stay close, to record what I saw, and the look on his face as the gobs flooded in was sad. He knew, only just before he died, how stupid he was. And so he died. While one squad of gobs had run off earlier, there was no stopping the other two squads, and I was certain I would get killed next.&lt;br /&gt;
&lt;br /&gt;
Happy for me, the guard heard the noise and came running up from behind, leapin' into the piles of gobs without fear. And it worked... I dunno if the gobs were just tired, or scared, or thot more dwarf guards be coming soon, but they left. I might say we won if we didn' just lose a dozen dwarfs or so, and some dogs, and hmxmoss himself. Stupid bastard...&lt;br /&gt;
&lt;br /&gt;
Seein' as how I have the journal for Oceanside, other dwarfs are now lookin' at me to make some decisions. I don' want to do it, but I suspect Ryan will choose another dwarf to lead at year end, so I do what I can for right now.&lt;br /&gt;
&lt;br /&gt;
And the first thing to do is remove that law of hmxmoss against parties. We need things to make us happier right now, as most of the dwarfs are rather upset at our losses. Some dwarfs are throwing tantrums – even Andrew Ryan, who I thot was supposed to be cool under pressure. Apparently not.&lt;br /&gt;
&lt;br /&gt;
One child even went into a bezerk rage yesterday, tryin' to stab everydwarf else with a kitchen spoon. I would have suggested a nice dog meat roast (freshly made!), but the guard reacted too much, and just killed the kid. Like that is supposed to make everydwarf feel better?&lt;br /&gt;
&lt;br /&gt;
''The epitath of hmxmoss'':&lt;br /&gt;
[[File:Oceanside-206-007.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sandstone ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to trying to clean up and fix up this place, my first act as temp acting director was to order that breach be sealed. hmxmoss was a moron not to do it earlier.&lt;br /&gt;
&lt;br /&gt;
Some migrants came walkin' up to the fort as if this was the best place to be right now... I don' know how they could ignore the trash and bodies and bones and blood about everywhere, but they did. When they started tellin' me their work, I told them to shut up and head to the barracks. &amp;quot;Welcome! You're the army. Congratulations!&amp;quot; Seein' as our military was wiped out, we needed a new military, and these migrants were goin' to be it. Sad that there was only eight of 'em, but it a start.&lt;br /&gt;
&lt;br /&gt;
Endok, the mayor elected after the first attack by those damned gobs, threw a tantrum and attacked Andrew Ryan. Damn messed up Ryan's arm. Ryan went off to rest in his room, while Endok went to live in a cage. In jail. The guards helped him there. Endok whines a lot now, but I don' have to see him as long as I don' go down to the jail. (From what I hear, Endok punched two cows on the way to his cage, so they made his stay longer...)&lt;br /&gt;
&lt;br /&gt;
And speakin' of whiners, Godendodók has been whinin' nonstop since the last goblin attack. She threw some sort of tantrum in the statue garden a while back – I didn' see it – and hit someone. Punched the Baroness Consort in the ear, I hear. I think she reacted and stuck a fork in Godendodók's chest, 'cause Godendodók isn't breathin' too well now. Now she just lies in the middle of the garden with her injuries, whining constantly, and so no dwarf wants to helper her to a bed, or with food or water. Pathetic.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Ryan got out of bed and went about moodily, cradlin' his injured arm. Some dwarfs tried to put him back to bet, but there was some evil look 'bout his eyes, and everyone backed off. Ryan went out and got various goblin and animal skulls and bones and started puttin' them together in the tannery... scrapin' images into the thing. Some dwarfs told me about his progress and how horrid it was, but I didn' see it until Ryan came runnin' to show me. &amp;quot;Maligned the Dreadful Shove&amp;quot;, he calls it: Tongusnir Zevuttomus. It truly is ugly, like the bones of some demon lookin' to do... things. I couldn' say anythin' ... fortunately, Ryan took it somewhere else. I don' care where, as long as I don' have to see it... and it can' see me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Timber ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Someone finally helped Godendodók, but she still is a whineydwarf. At least she's gettin' rest and drink and food, and maybe that will make her feel better. However, with good comes bad, and I hear that the child Momuz went insane. He's runnin' around the fortress babbling like crazy... well, more so that usual for kids. It's sad, too, 'cause he just reached the age of dwarfhood... he could have been useful.&lt;br /&gt;
&lt;br /&gt;
And Endok's apparently gone mad, too. I guess bein' in a cage for so long put him over the edge. We now have no mayor until the dwarfs decide to hold another vote. I don' think cages are the best idea for prison, so I be switchin' them out for chains to hold prisoners. I think will be less cruel.&lt;br /&gt;
&lt;br /&gt;
However, since Endok already snapped, he's stayin' in the cage. Sorry, man.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, cleanup and sorting isn' done, but much of the ugly mess has been fixed. I thot now is a good time to try and get the dwarfs thinking agin of the glass fort and less of past deaths, so I marked off a new section of construction and told those boys to get started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Moonstone ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The baroness consort is unhappy because Amostlaz didn' make her tin items she requested. I tried to reason with her, tell her we didn' have any tin! &amp;quot;I don' care, little dwarf!&amp;quot; Little? Geez, what crawled up her arse? Sadly, the guards have to comply and so Amostlaz is now in jail for 50 days. At least it a bit more comfortable now, so hopefully he won' go crazy.&lt;br /&gt;
&lt;br /&gt;
It seems Godendodók was feelin' a bit better today, 'cause she was out of bed and tryin' to drown her sorrows in a barrel of ale. But, of course, as things go that when the guard came along and remembered she punched the consort in the ear last month. Godendodók is now throwing tantrums chained to the wall.&lt;br /&gt;
&lt;br /&gt;
Humans came to visit, but I didn' see any merchants. Was it because we still have no mayor? I don' know, but the Baron relayed to me the conversation he had with their diplomat...&lt;br /&gt;
&lt;br /&gt;
'''Diplomat''': Greetings, Baron, there is much to discuss...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Baron''': Thank you for coming, we are...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Diplomat''': It's such a pleasant place you've carved out for yourselves...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Baron''': ... um, thanks, but we really should talk about...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Diplomat''': It's been an honor. Farewell!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Baron''': ... ?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don' understand humans. Why did they bother coming by at all?&lt;br /&gt;
&lt;br /&gt;
Now, gobs... I understand them. Pillage and maim, kill and steal... So I wasn' surprised when they showed up agin. Thank Armok I closed up that damn hole along the beach. After I called everyone inside, I shut the gate. While the new recruits are trainin' up nicely, they are no way ready to handle a few squads of gobbos, especially not that group that came with the bows and arrows.&lt;br /&gt;
&lt;br /&gt;
Speakin' of which, our marksdwarfs thought it might be worthwhile tryin' out that bird's nest up over the trade depot. It seems well protected (and I dunno why hmxmoss didn' use it). So I says, &amp;quot;Okay.&amp;quot; They got up there and killed a couple gobs in the first squad to come knockin' on our door. The rest turned tail and ran.&lt;br /&gt;
&lt;br /&gt;
I called up to see if any more squads were approachin'. Those marksdwarfs peered out south and said to keep the gate closed; yeah, there were two more squads. They were approachin' slower than we thot, because they were chasin' down two dwarf kids who didn' come in as they were told. Argh... I'm gonna have to find some nice ales for those kids' folks as I tell 'em what happened.&lt;br /&gt;
&lt;br /&gt;
After a while, when those damned gobs were &amp;quot;finished&amp;quot; with the kids, they came headin' toward the gate. Our boys on the roof were ready to take aim when a flurry of arrows came flyin' at them. They didn' dodge much, expectin' the fortifications do block the shots. But there musta been some force guidin' those arrows, because they came right through the arrow slits. One dwarf immediately dead, and the other two injured badly and draggin' themselves downstairs. It wasn' a pretty sight.&lt;br /&gt;
&lt;br /&gt;
While the dwarfs went off to rest, I checked to make sure the gate was locked and told everydwarf to stay inside. This is gonna be a long siege...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Opal ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The siege continues. Yes, those damn ugly gobbos are still out there, and we still locked up inside. But we have a year or more of food and booze. We have farms, a well... we can wait them out. We don' have any wood, which means we can't make fuel for the glassworks, but seein' as we can' go out to build the glass rooms, it don' matter anyway.&lt;br /&gt;
&lt;br /&gt;
Godendodók is still flippin' out in prison, and she pulled one chain from the wall and ruined it. (Thankfully, not her own...) Endok is still caged up, which is good, 'cause he's foamin' at the mouth and yells all sorts of nasty things. I wish they just settle down some and be good dwarfs, not whiney like those stupid kobolds.&lt;br /&gt;
&lt;br /&gt;
The Baroness Consort stopped me today and demanded I have some coins made. I nodded politely and went on my way... and then fergot all about her request. I'm wantin' to put her in prison, too, just to not have to hear her stupid demands...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Obsidian ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Geez... both Endok and Godendodók passed away and no one told me. I guess my authority 'round here is runnin' thin. Now that the dwarfs here elected Andrew Ryan as mayor once again, I guess he'll put someone in my spot at month end. Fine. I need a break from this management crap; this was really all hmxmoss fault anyway. Don' blame me...&lt;br /&gt;
&lt;br /&gt;
Ryan was happy, at least for a short while, after getting his mayor job back along with the cushy office and bedroom. Why he back to being miserable again, I don' know, and I don' care. Maybe someone told him his diseased-lookin' totem was stolen by a kob... agin, I don' care, that thing made me want to vomit anyway.&lt;br /&gt;
&lt;br /&gt;
Because the gobs are still outside and we still inside, I decided to experiment with some waterwheels and that aquifer the miners told me about. I thot it might be more efficient and better lookin' than that farm of windmills outside. After bein' put together by the carpenters, it seems to work sometimes, and sometimes not. I should have one of the mechanics look at it, 'cause I don' know what wrong with it.&lt;br /&gt;
&lt;br /&gt;
Near the end, there was little to do excep' wait for the gobbos to get bored. I asked the miners to go exploring the depths some more, while we had time... see if they can' find some nice gemstones or metals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Yes, three sieges in one year, and a military too small to handle it. They got lucky the first time around, and got destroyed the second time around. Only the fortress guard running up to help out at the last minute scared them off. Now, the third siege continues into the next year, as two squads sit outside preventing us from getting real work done. &lt;br /&gt;
&lt;br /&gt;
There were a lot of inefficiencies in the work force, and I tried to deal with some of those, but it could definitely stand some additional work. Also note that for some of the dwarfs, I created a custom title &amp;quot;Construction&amp;quot; -- this implies three jobs enabled: masonry, mechanics, and architecture. This helps excessive task juggling and running back and forth while constructing screw pumps especially, but the glass project in general. The mason/mechanic/architecture jobs go pretty well together.&lt;br /&gt;
&lt;br /&gt;
Here is the status of the fortress at the end of the year.&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-009.png]]&lt;br /&gt;
&lt;br /&gt;
We are loaded on booze and food, and since we have several farms with some experienced planters, we can continue to produce plenty of food/booze. There are also some cages in the NW area of the workshop section that house several puppies and calfs and stuff that we can butcher if needed. We do have an animal trainer as well (doubles as hauler, though you may need to turn off hauling when you want to train a war dog), so when those puppies grow up (do they need to be out of the cage to do so?) we can make more war dogs.&lt;br /&gt;
&lt;br /&gt;
The main problem we have is wood: we've run out. Sure, there is plenty outside, but there are also two full squads of goblins outside with some deadly accurate bowmen. They hit our three marksdwarfs at a distance, up two z-levels, ''through fortifications'', killing one and wounding the other two. So, without wood, we can't make fuel which we need for smelting, metalworks, and glassworks. Our usual refuse piles are also outside, so we're gonna get some miasma here and there, I expect.&lt;br /&gt;
&lt;br /&gt;
Yes, I got myself killed. I handled the military poorly, and ended up with several dwarfs turned into pincushions. The next player to get migrants (jdarksun?) should pick one... any one... as my replacement. Name him &amp;quot;mattmoss&amp;quot; and we'll pretend he's the brother of &amp;quot;hmxmoss&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, the last gift of hmxmoss to Oceanside, a work mostly complete (but needs a few more totems):&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-010.png]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Mattmoss&amp;diff=32088</id>
		<title>User talk:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Mattmoss&amp;diff=32088"/>
		<updated>2009-03-29T05:24:13Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: /* Industry Relationship Graph */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{newbie}}&lt;br /&gt;
&lt;br /&gt;
Added after [[Bloodline:Tinbolt_Chapter_2]]. Please try to use the priview button and make as little amount of edits as possible for such short changes. --[[User:Eagle of Fire|Eagle of Fire]] 22:15, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Apologies for the multiple edits... I was proofreading and fixing minor things, and I should have done that in an external editor or using preview. I will keep in mind for future editing. --[[User:Mattmoss|Mattmoss]] 22:27, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Take it easy and don't worry, I'm sure it won't be a problem in the future. Welcome to the wiki. :) --[[User:Eagle of Fire|Eagle of Fire]] 22:48, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Industry Relationship Graph ==&lt;br /&gt;
&lt;br /&gt;
Hi. In your graph, you are missing the arrow from the weaver to the dyer, and you have left out the arrows for all the decoration jobs. And where is the arrows from the fishery to the bowyer and to the craftsdwarf coming from? [[User:VengefulDonut|VengefulDonut]] 09:33, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:There is a link between dyer and loom (i.e. weaver). I should change the names to reflect either the job or the workshop, and not a mix like I have. (Weaver/loom are essentially the same.) &lt;br /&gt;
&lt;br /&gt;
:As for decoration, I am showing in this graph links between industries, not the goods created/modified by industries, nor the specific tasks. So that is why I don't show decoration (and the same reason I don't show armor, weapons, ammo, furniture, etc... because I'm focusing on industry, not tasks nor goods). Decoration is an end task... it doesn't lead from one industry to another, as far as I know.&lt;br /&gt;
&lt;br /&gt;
:When you process raw fish at a fishery, you get fish meat and bones, correct? Those bones can be used to make crossbows and crafts. Or am I wrong in that? --[[User:Mattmoss|Mattmoss]] 10:00, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The types of fish that you can fish for are all vermin and have no bones. [[User:VengefulDonut|VengefulDonut]] 05:03, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::So should the [[Fishery]] page be edited to remove bones from the list of goods created? --[[User:Mattmoss|Mattmoss]] 05:20, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, I guess in a sense, I understand your point about decoration. But seeing as how almost any good can be decorated in several ways (bone, shell, cloth, leather, metal, etc.), that might add too many links and clutter the diagram more than I'd like. I'll try it out and see how it looks, though. --[[User:Mattmoss|Mattmoss]] 10:07, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Tried it... For my intended purposes of this graph, adding all the decoration relations turns it into one single circle of relations, which hides the relationships that the graph as shown here reveals. So I'm leaving decoration out of this, but I may create another graph that is much more complete (i.e. will also shown products/materials like stone, wood, etc) and I'll incorporate decoration into that, I think. --[[User:Mattmoss|Mattmoss]] 11:34, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If you decorate things in your fort, some of those arrows become relevant to workshop placement.  [[User:VengefulDonut|VengefulDonut]] 05:03, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Perhaps... but as I indicated, when I put in all the relations related to decoration, ''this particular graph and its layout'' became a single circle... that is to say, there was no longer a useful pattern, which means that if decoration is such a major part of your processing, then your workshop arrangement doesn't really matter. If, on the other hand, decoration has a minor impact, then this graph is useful as is. (That's not to say that other graphs may usefully display decoration, but it doesn't seem appropriate for this one.) --[[User:Mattmoss|Mattmoss]] 05:20, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Actually, that's not quite right on decoration-heavy &amp;quot;production workshop arrangement doesn't really matter&amp;quot;... but I may have to find a different technique to visualize it. --[[User:Mattmoss|Mattmoss]] 05:24, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hey. You need to make it smaller. Smoosh those big empty spaces a little bit. --[[User:Zchris13|Zchris13]] 20:40, 27 March 2009 (UTC)&lt;br /&gt;
:It's an automatic layout produced by GraphViz, so I don't have complete control over the layout... but I'll see if I can figure out something to make it more compact --[[User:Mattmoss|Mattmoss]] 20:46, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bloodline:Oceanside ==&lt;br /&gt;
&lt;br /&gt;
Hi. Please try to keep bloodline pages in the bloodline namespace. You can do this by prefixing the name with Bloodline:   [[User:VengefulDonut|VengefulDonut]] 21:26, 27 March 2009 (UTC)&lt;br /&gt;
:Apologies... I was following existing example. Now I know for the future. --[[User:Mattmoss|Mattmoss]] 21:44, 27 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Mattmoss&amp;diff=32087</id>
		<title>User talk:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Mattmoss&amp;diff=32087"/>
		<updated>2009-03-29T05:20:53Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: /* Industry Relationship Graph */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{newbie}}&lt;br /&gt;
&lt;br /&gt;
Added after [[Bloodline:Tinbolt_Chapter_2]]. Please try to use the priview button and make as little amount of edits as possible for such short changes. --[[User:Eagle of Fire|Eagle of Fire]] 22:15, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Apologies for the multiple edits... I was proofreading and fixing minor things, and I should have done that in an external editor or using preview. I will keep in mind for future editing. --[[User:Mattmoss|Mattmoss]] 22:27, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Take it easy and don't worry, I'm sure it won't be a problem in the future. Welcome to the wiki. :) --[[User:Eagle of Fire|Eagle of Fire]] 22:48, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Industry Relationship Graph ==&lt;br /&gt;
&lt;br /&gt;
Hi. In your graph, you are missing the arrow from the weaver to the dyer, and you have left out the arrows for all the decoration jobs. And where is the arrows from the fishery to the bowyer and to the craftsdwarf coming from? [[User:VengefulDonut|VengefulDonut]] 09:33, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:There is a link between dyer and loom (i.e. weaver). I should change the names to reflect either the job or the workshop, and not a mix like I have. (Weaver/loom are essentially the same.) &lt;br /&gt;
&lt;br /&gt;
:As for decoration, I am showing in this graph links between industries, not the goods created/modified by industries, nor the specific tasks. So that is why I don't show decoration (and the same reason I don't show armor, weapons, ammo, furniture, etc... because I'm focusing on industry, not tasks nor goods). Decoration is an end task... it doesn't lead from one industry to another, as far as I know.&lt;br /&gt;
&lt;br /&gt;
:When you process raw fish at a fishery, you get fish meat and bones, correct? Those bones can be used to make crossbows and crafts. Or am I wrong in that? --[[User:Mattmoss|Mattmoss]] 10:00, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The types of fish that you can fish for are all vermin and have no bones. [[User:VengefulDonut|VengefulDonut]] 05:03, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::So should the [[Fishery]] page be edited to remove bones from the list of goods created? --[[User:Mattmoss|Mattmoss]] 05:20, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, I guess in a sense, I understand your point about decoration. But seeing as how almost any good can be decorated in several ways (bone, shell, cloth, leather, metal, etc.), that might add too many links and clutter the diagram more than I'd like. I'll try it out and see how it looks, though. --[[User:Mattmoss|Mattmoss]] 10:07, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Tried it... For my intended purposes of this graph, adding all the decoration relations turns it into one single circle of relations, which hides the relationships that the graph as shown here reveals. So I'm leaving decoration out of this, but I may create another graph that is much more complete (i.e. will also shown products/materials like stone, wood, etc) and I'll incorporate decoration into that, I think. --[[User:Mattmoss|Mattmoss]] 11:34, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If you decorate things in your fort, some of those arrows become relevant to workshop placement.  [[User:VengefulDonut|VengefulDonut]] 05:03, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Perhaps... but as I indicated, when I put in all the relations related to decoration, ''this particular graph and its layout'' became a single circle... that is to say, there was no longer a useful pattern, which means that if decoration is such a major part of your processing, then your workshop arrangement doesn't really matter. If, on the other hand, decoration has a minor impact, then this graph is useful as is. (That's not to say that other graphs may usefully display decoration, but it doesn't seem appropriate for this one.) --[[User:Mattmoss|Mattmoss]] 05:20, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hey. You need to make it smaller. Smoosh those big empty spaces a little bit. --[[User:Zchris13|Zchris13]] 20:40, 27 March 2009 (UTC)&lt;br /&gt;
:It's an automatic layout produced by GraphViz, so I don't have complete control over the layout... but I'll see if I can figure out something to make it more compact --[[User:Mattmoss|Mattmoss]] 20:46, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bloodline:Oceanside ==&lt;br /&gt;
&lt;br /&gt;
Hi. Please try to keep bloodline pages in the bloodline namespace. You can do this by prefixing the name with Bloodline:   [[User:VengefulDonut|VengefulDonut]] 21:26, 27 March 2009 (UTC)&lt;br /&gt;
:Apologies... I was following existing example. Now I know for the future. --[[User:Mattmoss|Mattmoss]] 21:44, 27 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Mattmoss&amp;diff=32085</id>
		<title>User talk:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Mattmoss&amp;diff=32085"/>
		<updated>2009-03-27T21:44:50Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: /* Bloodline:Oceanside */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{newbie}}&lt;br /&gt;
&lt;br /&gt;
Added after [[Bloodline:Tinbolt_Chapter_2]]. Please try to use the priview button and make as little amount of edits as possible for such short changes. --[[User:Eagle of Fire|Eagle of Fire]] 22:15, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Apologies for the multiple edits... I was proofreading and fixing minor things, and I should have done that in an external editor or using preview. I will keep in mind for future editing. --[[User:Mattmoss|Mattmoss]] 22:27, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Take it easy and don't worry, I'm sure it won't be a problem in the future. Welcome to the wiki. :) --[[User:Eagle of Fire|Eagle of Fire]] 22:48, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Industry Relationship Graph ==&lt;br /&gt;
&lt;br /&gt;
Hi. In your graph, you are missing the arrow from the weaver to the dyer, and you have left out the arrows for all the decoration jobs. And where is the arrows from the fishery to the bowyer and to the craftsdwarf coming from? [[User:VengefulDonut|VengefulDonut]] 09:33, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:There is a link between dyer and loom (i.e. weaver). I should change the names to reflect either the job or the workshop, and not a mix like I have. (Weaver/loom are essentially the same.) &lt;br /&gt;
&lt;br /&gt;
:As for decoration, I am showing in this graph links between industries, not the goods created/modified by industries, nor the specific tasks. So that is why I don't show decoration (and the same reason I don't show armor, weapons, ammo, furniture, etc... because I'm focusing on industry, not tasks nor goods). Decoration is an end task... it doesn't lead from one industry to another, as far as I know.&lt;br /&gt;
&lt;br /&gt;
:When you process raw fish at a fishery, you get fish meat and bones, correct? Those bones can be used to make crossbows and crafts. Or am I wrong in that? --[[User:Mattmoss|Mattmoss]] 10:00, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Actually, I guess in a sense, I understand your point about decoration. But seeing as how almost any good can be decorated in several ways (bone, shell, cloth, leather, metal, etc.), that might add too many links and clutter the diagram more than I'd like. I'll try it out and see how it looks, though. --[[User:Mattmoss|Mattmoss]] 10:07, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Tried it... For my intended purposes of this graph, adding all the decoration relations turns it into one single circle of relations, which hides the relationships that the graph as shown here reveals. So I'm leaving decoration out of this, but I may create another graph that is much more complete (i.e. will also shown products/materials like stone, wood, etc) and I'll incorporate decoration into that, I think. --[[User:Mattmoss|Mattmoss]] 11:34, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey. You need to make it smaller. Smoosh those big empty spaces a little bit. --[[User:Zchris13|Zchris13]] 20:40, 27 March 2009 (UTC)&lt;br /&gt;
:It's an automatic layout produced by GraphViz, so I don't have complete control over the layout... but I'll see if I can figure out something to make it more compact --[[User:Mattmoss|Mattmoss]] 20:46, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bloodline:Oceanside ==&lt;br /&gt;
&lt;br /&gt;
Hi. Please try to keep bloodline pages in the bloodline namespace. You can do this by prefixing the name with Bloodline:   [[User:VengefulDonut|VengefulDonut]] 21:26, 27 March 2009 (UTC)&lt;br /&gt;
:Apologies... I was following existing example. Now I know for the future. --[[User:Mattmoss|Mattmoss]] 21:44, 27 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Mattmoss&amp;diff=32083</id>
		<title>User talk:Mattmoss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Mattmoss&amp;diff=32083"/>
		<updated>2009-03-27T20:46:24Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: /* Industry Relationship Graph */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{newbie}}&lt;br /&gt;
&lt;br /&gt;
Added after [[Bloodline:Tinbolt_Chapter_2]]. Please try to use the priview button and make as little amount of edits as possible for such short changes. --[[User:Eagle of Fire|Eagle of Fire]] 22:15, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Apologies for the multiple edits... I was proofreading and fixing minor things, and I should have done that in an external editor or using preview. I will keep in mind for future editing. --[[User:Mattmoss|Mattmoss]] 22:27, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Take it easy and don't worry, I'm sure it won't be a problem in the future. Welcome to the wiki. :) --[[User:Eagle of Fire|Eagle of Fire]] 22:48, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Industry Relationship Graph ==&lt;br /&gt;
&lt;br /&gt;
Hi. In your graph, you are missing the arrow from the weaver to the dyer, and you have left out the arrows for all the decoration jobs. And where is the arrows from the fishery to the bowyer and to the craftsdwarf coming from? [[User:VengefulDonut|VengefulDonut]] 09:33, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:There is a link between dyer and loom (i.e. weaver). I should change the names to reflect either the job or the workshop, and not a mix like I have. (Weaver/loom are essentially the same.) &lt;br /&gt;
&lt;br /&gt;
:As for decoration, I am showing in this graph links between industries, not the goods created/modified by industries, nor the specific tasks. So that is why I don't show decoration (and the same reason I don't show armor, weapons, ammo, furniture, etc... because I'm focusing on industry, not tasks nor goods). Decoration is an end task... it doesn't lead from one industry to another, as far as I know.&lt;br /&gt;
&lt;br /&gt;
:When you process raw fish at a fishery, you get fish meat and bones, correct? Those bones can be used to make crossbows and crafts. Or am I wrong in that? --[[User:Mattmoss|Mattmoss]] 10:00, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Actually, I guess in a sense, I understand your point about decoration. But seeing as how almost any good can be decorated in several ways (bone, shell, cloth, leather, metal, etc.), that might add too many links and clutter the diagram more than I'd like. I'll try it out and see how it looks, though. --[[User:Mattmoss|Mattmoss]] 10:07, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Tried it... For my intended purposes of this graph, adding all the decoration relations turns it into one single circle of relations, which hides the relationships that the graph as shown here reveals. So I'm leaving decoration out of this, but I may create another graph that is much more complete (i.e. will also shown products/materials like stone, wood, etc) and I'll incorporate decoration into that, I think. --[[User:Mattmoss|Mattmoss]] 11:34, 4 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey. You need to make it smaller. Smoosh those big empty spaces a little bit. --[[User:Zchris13|Zchris13]] 20:40, 27 March 2009 (UTC)&lt;br /&gt;
:It's an automatic layout produced by GraphViz, so I don't have complete control over the layout... but I'll see if I can figure out something to make it more compact --[[User:Mattmoss|Mattmoss]] 20:46, 27 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:Oceanside_Year_6&amp;diff=48195</id>
		<title>Bloodline:Oceanside Year 6</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:Oceanside_Year_6&amp;diff=48195"/>
		<updated>2009-03-27T20:30:49Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: added link to Oceanside page and save file&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Part of the succession game: [[Bloodline:Oceanside]]&lt;br /&gt;
&lt;br /&gt;
[http://dl-client.getdropbox.com/u/49293/DF/Oceanside/oceanside_207.zip Save File: oceanside_207.zip]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Prelude ==&lt;br /&gt;
''The Journal of Oceanside, as directed by hmxmoss, Ranger of Oceanside, year 206.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Four years ago, Andrew Ryan approached me with a strange look in his eye; he asked me to take lead in architecting his underwater glass fortress. While the dream of such a dwarfhome is incredible, the practicality leaves much to be desired; I took on the task, halfheartedly, and was relieved to be done with that.&lt;br /&gt;
&lt;br /&gt;
And yet... Ryan has come to me to once again lead development of his fortress. It seems rather soon for him to be coming to me again when there are so many capable dwarfs about... my last count was over ninety. Still, Ryan had that look in his eye – that unstable look – where ya just couldn't consider saying, &amp;quot;No.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-001.png]]&lt;br /&gt;
&lt;br /&gt;
Fortunately, our situation now is much better than it had been four years ago. We have a large stash of booze and an even larger stockpile of tasty roasts. A large amount of wealth in tradable goods means we won't lack when merchants show up at our door. The military could be a bit stronger and larger, and there are some job efficiency issues all around, but nothing that I can't handle given time.&lt;br /&gt;
&lt;br /&gt;
Still... I'd rather be out hunting and chopping wood. ..... I miss my dogs. ..... Why did Ryan pick me again? ..... Just for fun, I think I'll sneak some roaches into Ryan's dining room later.  &lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-002.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Granite ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An elven caravan showed up today. They're never really welcome, since they have little we want. Of course, we also have little they want, which they make a point of reminding us every five minutes. It's annoying enough that I really want to show them the sharp edge of my axe, but Ryan said that wouldn't be polite.&lt;br /&gt;
&lt;br /&gt;
Good on him, though, to trade for all the booze they had; it will keep us well supplied. The elves traded the drink, along with a few scraps of cloth and thread, for a pile of dirty goblin bloomers. They seemed very excited about that acquisition, and I could tell that the chief flower-hugging elf was itching for me to ask him the cause for their excitement. I kept my mouth shut and left the depot: I didn't want to know.&lt;br /&gt;
&lt;br /&gt;
Leaving Ryan and the elves behind, I went to look at the &amp;quot;project&amp;quot;. A large pumping platform, yet so far, only one long glass room was built. And it leaked. I asked some of the nearby working dwarfs, but they just pointed at one another. Some days, I swear, I wish I just kept my mouth shut. Or filled with ale.&lt;br /&gt;
&lt;br /&gt;
Looking over the existing room and the pumping platform, I began planning the next section to pump out. If everything went well, I hoped to pump out three new sections before the end of the year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Slate ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With a few dozen screw-pumps in place, we began evacuating water today. It takes a lot of power to make this work, but thanks to our immense wind farm, we have power to spare... for now. I've got masons running down below the pumps, laying down floor tiles and wall sections of smooth, green glass blocks. It's really amazing work... I haven't the slightest clue how it all holds together, but I suppose that's why they are masons and I'm not.&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-003.png]]&lt;br /&gt;
&lt;br /&gt;
With the pumps running and the masons slowly piecing together the glass room, I took a bit of time this week to survey and example our workforce. What I found was astounding. Of nearly 100 dwarfs, little more than one-fifth was ever doing work. There are, of course, the nobles and children who do nothing. The royal and fortress guards do little, but I don't dare get rid of them for fear of the nobles' complaints; besides, the guard would refuse to change jobs anyway.&lt;br /&gt;
&lt;br /&gt;
But there is a large contingent of dwarfs at any time that are sleeping, eating, drinking, &amp;quot;on break&amp;quot;, partying, or simple standing around searching for nose gold: twice as many as those working. When I finally tallied and looked at the overall numbers, it was no surprise to me why the glass fortress had developed as little as it had.&lt;br /&gt;
&lt;br /&gt;
This needs to be handled. This needs attention. ..... Next month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Felsite ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I took another survey of the population, finding out what tasks each dwarf has been asked to do, and how often they actually do those tasks. As with my previous survey, I found a lot of time is spent partying and going on break, but I think many of my fellow dwarfs are too specialized. They have been assigned tasks that, quite often, don't need to be done... and yet, they've not been assigned any secondary tasks.&lt;br /&gt;
&lt;br /&gt;
And so many dwarfs doing nothing but moving stuff around! Or, at least, that is what they're supposed to be doing. But since there are enough inefficiencies in the work force, there are too many haulers to things to be hauled.&lt;br /&gt;
&lt;br /&gt;
One dwarf told me he was a wood crafter. A wood crafter? He sat around all day drinking wine and snacking on quarry leaf roasts since we don't make wood crafts. Considering our need for enormous amounts of fuel, and the typical dwarven requirement for large stockpiles of barrels and bins, we need to reserve all the wood for those tasks. This guy hadn't made a single wood craft since he'd got here, and I certainly wasn't going to have him make any on my watch. I told him to go learn the art of glassmaking, since that is our need.&lt;br /&gt;
&lt;br /&gt;
There were other things wrong, too. A dwarf with gemstone experience relegated to hauling things about the fortress, while a dwarf with no skills was trying to tell the difference between a gemstone and a dumb rock. Three carpenters is (at least) one too many. Two cook's apprentices who never cook because our master cook is certifiably awesome. A bowyer who doesn't make any crossbows. And so on...  I've started some reassignments, but looking at efficiency here is a full-time project. I need a drink...&lt;br /&gt;
&lt;br /&gt;
... and I found a dozen of them partying again. That's it! After this beer... and this ale... and one more beer... I'm nailing up a sign disallowing all parties until further notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hematite ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-004.png]]&lt;br /&gt;
&lt;br /&gt;
The new glass chamber was finished early: floors down and the last wall in place. Huzzah! The builders still need to put the roof on, but that will be a piece of roast macaque biscuits compared to the main chamber. And they made it watertight this time... including the previous chamber! Now this is how things get done...&lt;br /&gt;
&lt;br /&gt;
...until today. Scouts reported several squads of goblins have been sighted and are heading towards Oceanside. Initial reports indicate approximately 40 goblins, including three or four elites and champions. I put out the call to gather everyone inside and began rousing the troops.&lt;br /&gt;
&lt;br /&gt;
I suppose I should have taken that &amp;quot;How to Command the Military&amp;quot; seminary offered several years ago, because without saying anything, they took off; they started running south along the beach for no apparent reason. After gathering my wits, I yelled out at them, &amp;quot;Your post is in here!&amp;quot; It took a while for that command to register, apparently: one too many bonks to the head without a helmet. Finally, they obeyed and started running back to the gate.&lt;br /&gt;
&lt;br /&gt;
It was still a dangerous situation, as two squads of goblins were also approaching the main entrance. I waited as long as I could before I gave the command to raise the gate, but in the end I had to hope our slow-witted champions would make in inside just before it closed. (And that the goblin hammerlord also on approach would remain outside.) The plan mostly worked: all but Tôsedcatten, one of our wrestling champions, made it inside.&lt;br /&gt;
&lt;br /&gt;
Reminded of a vulnerable access ramp, I sent the rest of the troops off to guard that breach while I put my ear to the gate and my eye to an arrow slit to discern any sign of Tôsedcatten's fate.&lt;br /&gt;
&lt;br /&gt;
'''Hammerlord''':  *snorts* Foolishh sstuntted darf... I will kkrushh you likke ttyrtul...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Tôsedcatten''': Foul puss-gob, you are no match for... *points* praise Armok, is that a starling!?!?&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hammerlord''':  *turns* Ssttarling? I sseee no ssttarlingz...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Tôsedcatten''': *runs*&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tôsedcatten would seem to be more clever than I imagined. She ran for the breach to meet up with her squad there. The goblins chased her, arrows flying, but she evaded them all. And at the breach, our military stood ground ready to defend the fort.&lt;br /&gt;
&lt;br /&gt;
The accounts I've received are confused as to what actually happened. Some say the wrestlers got excited and took the fight outside. While I'd prefer the foul gobs never see the inside of our dwarfhome, the wrestlers took the fight out of range of our spearhandlers and the crossbow. The latter eventually got involved but would have been more effective from the start if the wrestlers had stayed where I put them.&lt;br /&gt;
&lt;br /&gt;
Still, we won! The wrestlers inflicted so much damage that the gobs ran and lost the desire to fight. I saw little point in chasing them down, and I didn't want to risk the troops more than necessary. I told them to take a break and have a few ales while the rest of us began to clean up the mess. And what a mess... goblin and dwarf blood everywhere, even on some of the nice, green glass. I'll have to ask someone to get out here with a bucket and brush and clean them off, or else Andrew Ryan's going to have a seizure.&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-005.png]]&lt;br /&gt;
&lt;br /&gt;
Interestingly, I was told that the final estimate of goblins that had approached the fortress was closer to eighty, not forty. We faced at least double our initial estimates. While the other dwarfs saw this as a good sign – that we could defend ourselves against a horde – I only began to wonder if this was just an initial test, to check our defenses. With so many goblins surviving to fight another day, it would only be a matter of time before they returned.&lt;br /&gt;
&lt;br /&gt;
Sadly, we lost two dwarfs in the fight. Ofskel, a miner, just happened to be in the wrong place at the wrong time. Tôsedcatten took out seven of the gobs in the battle on the beach, but it would appear she also took the worst of it, falling before they ran. We will remember her with honor at a feast tonight. Also of note is Tunaran, another wrestler, who singlehandedly killed eleven gobs! Maybe I'll ask jdarksun to make him a medal.&lt;br /&gt;
&lt;br /&gt;
The damned fortress guard never showed up. Pissers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Malachite ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cleanup continues on the beach and just inside the breach. Scrubbing blood, moving bodies, picking up loose clothing and other items. It'll take a while, but it will be clean again. Meanwhile, I've also got the masons back to putting on the roof I had asked for before the siege started last month.&lt;br /&gt;
&lt;br /&gt;
It would seem that some of the dwarfs have become tired of Andrew Ryan's regular &amp;quot;sweat of your brow&amp;quot; speech, and his constant yelling, &amp;quot;Work! Work! Work!&amp;quot; while he spent most of his time trading with merchants and stinkin' elves. He was voted out of office, and Endok Cattenbardum was voted in as mayor. I suspect most dwarfs just want a lower stress level around here, and Ryan's constant supervision wasn't helping.&lt;br /&gt;
&lt;br /&gt;
Personally, I didn't care one way or the other. If you work, you get booze, and whatever else you say or do is not my business. In any case, since Endok was now mayor, I took the keys to the mayor's suite from Ryan and gave them to Endok. Ryan grumbled and was none too happy. I told the miners to dig another office for Ryan, as he'd still need to deal with merchants and the various liaisons who came to visit.&lt;br /&gt;
&lt;br /&gt;
The young glassworker, Fathlar, got into a strange mood at some point and stopped talking to everyone. He grabbed a bunch of items and shut himself up in the leatherworks. A couple weeks later he finished, seeming as normal as ever, except that he had created something amazing. Kosoththak Shukarallas, he calls it: &amp;quot;Palacelock the Tall Seas&amp;quot;. It's a cow leather vest that Ryan estimates is worth $108,000!&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-006.png]]&lt;br /&gt;
&lt;br /&gt;
He handed it to me and went back to glassmaking as if nothing had happened. Truly, it is a fine vest, but it'll have to go into storage for the time being, as I have other tasks to get done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Galena ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am continuing the process of organization here at Oceanside, trying to create a balance of workers and haulers and the corresponding tasks so everyone has something to do; hopefully, when this reorg is complete, Oceanside will be an efficient machine without the stressful weardown that Ryan's order seems to impose.&lt;br /&gt;
&lt;br /&gt;
I've reduced the number of cook's apprentices and carpenters, and they and the bowyer are now part of my construction team. They will all begin learning the trades of mason, mechanic and architect. I've extended some of those tasks to other dwarfs already doing some, but not all, of them. This triple assignment, I believe, will make for efficient construction of screw-pumps and floors and walls: the primary needs for building the glass behemoth. I'm trying to draft as many construction dwarfs as I can without compromising other necessary tasks.&lt;br /&gt;
&lt;br /&gt;
I thought to cut back on wood cutters and haulers, but we really need a constant supply of wood. Since we haven't found magma in this region, we need the wood for fuel. And we need a lot of fuel: making glass, smelting ore, crafting iron armor and weapons... Not to mention the regular need for wooden bins and barrels. We'll see how things work out for a while before any further reassignments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Limestone ==&lt;br /&gt;
'''The rest of the journal is written in a different hand.'''&lt;br /&gt;
&lt;br /&gt;
''The Journal of Oceanside, as continued by Thobiden, Woodcutter of Oceanside, year 206.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Y'know... I liked hmxmoss as a friend, and he knew how to cut a tree down right quick, but when it comes to runnin' the military, he was as dumb as an obsidian block. Poor fool thot himself a fighter, but he died quicker than a carp will pull ya underriver.&lt;br /&gt;
&lt;br /&gt;
See, he was out greetin' the latest caravan, a group of dwarfs pullin' wagons full of good things. And then those greasy, filthy gobs came back... The same ones that come attacked us few months ago, plus their buds. hmxmoss was all puffed up by his win over that last siege, so he thot &amp;quot;No problem!&amp;quot; and thinks he can do it agin.&lt;br /&gt;
&lt;br /&gt;
He started it off right, calls everydwarf inside. Even some of the visitin' dwarfs got inside the main gate... but there were those just standin' on it, and hmxmoss don' want to hurt their ''feelings'' or somethin'. So now he starts trying to defend ''both'' the main gate and that hole in the ground over near our purty glass hallway. And we didn' have the dwarfs for that... his promise to beef up the troops had nothin' to it so far. So here 'swhere it starts to go wrong.&lt;br /&gt;
&lt;br /&gt;
The traders took off, scared of the gobs (and there were a whole lot of 'em!) – darn smart since some of their partners got caught by the gobs in an ambush. So hmxmoss closed the gate, but see... it didn' matter. The gobs were headin' straight for the breach – they had seen it last time and knew they could get in.&lt;br /&gt;
&lt;br /&gt;
I think here hmxmoss realized his mistake... He handed me this journal for Oceanside and says to hang on to it 'til he gets back – he's gonna go help with the defense. Big mistake. He believed the breach would limit the gobs and give us a huge advantage, but the way he laid things out, it worked other way 'round.&lt;br /&gt;
&lt;br /&gt;
Our champeen wrestlers got out there first and took out some gobs, but they came with lots of bows this time, and our boys came crawlin' back down the hole with arrows pokin' out their chest. And our one fellow with a crossbow was no match for a half-dozen of theirs; he went down, too, as did one of our spears.&lt;br /&gt;
&lt;br /&gt;
And so did hmxmoss. I had to stay close, to record what I saw, and the look on his face as the gobs flooded in was sad. He knew, only just before he died, how stupid he was. And so he died. While one squad of gobs had run off earlier, there was no stopping the other two squads, and I was certain I would get killed next.&lt;br /&gt;
&lt;br /&gt;
Happy for me, the guard heard the noise and came running up from behind, leapin' into the piles of gobs without fear. And it worked... I dunno if the gobs were just tired, or scared, or thot more dwarf guards be coming soon, but they left. I might say we won if we didn' just lose a dozen dwarfs or so, and some dogs, and hmxmoss himself. Stupid bastard...&lt;br /&gt;
&lt;br /&gt;
Seein' as how I have the journal for Oceanside, other dwarfs are now lookin' at me to make some decisions. I don' want to do it, but I suspect Ryan will choose another dwarf to lead at year end, so I do what I can for right now.&lt;br /&gt;
&lt;br /&gt;
And the first thing to do is remove that law of hmxmoss against parties. We need things to make us happier right now, as most of the dwarfs are rather upset at our losses. Some dwarfs are throwing tantrums – even Andrew Ryan, who I thot was supposed to be cool under pressure. Apparently not.&lt;br /&gt;
&lt;br /&gt;
One child even went into a bezerk rage yesterday, tryin' to stab everydwarf else with a kitchen spoon. I would have suggested a nice dog meat roast (freshly made!), but the guard reacted too much, and just killed the kid. Like that is supposed to make everydwarf feel better?&lt;br /&gt;
&lt;br /&gt;
''The epitath of hmxmoss'':&lt;br /&gt;
[[File:Oceanside-206-007.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sandstone ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to trying to clean up and fix up this place, my first act as temp acting director was to order that breach be sealed. hmxmoss was a moron not to do it earlier.&lt;br /&gt;
&lt;br /&gt;
Some migrants came walkin' up to the fort as if this was the best place to be right now... I don' know how they could ignore the trash and bodies and bones and blood about everywhere, but they did. When they started tellin' me their work, I told them to shut up and head to the barracks. &amp;quot;Welcome! You're the army. Congratulations!&amp;quot; Seein' as our military was wiped out, we needed a new military, and these migrants were goin' to be it. Sad that there was only eight of 'em, but it a start.&lt;br /&gt;
&lt;br /&gt;
Endok, the mayor elected after the first attack by those damned gobs, threw a tantrum and attacked Andrew Ryan. Damn messed up Ryan's arm. Ryan went off to rest in his room, while Endok went to live in a cage. In jail. The guards helped him there. Endok whines a lot now, but I don' have to see him as long as I don' go down to the jail. (From what I hear, Endok punched two cows on the way to his cage, so they made his stay longer...)&lt;br /&gt;
&lt;br /&gt;
And speakin' of whiners, Godendodók has been whinin' nonstop since the last goblin attack. She threw some sort of tantrum in the statue garden a while back – I didn' see it – and hit someone. Punched the Baroness Consort in the ear, I hear. I think she reacted and stuck a fork in Godendodók's chest, 'cause Godendodók isn't breathin' too well now. Now she just lies in the middle of the garden with her injuries, whining constantly, and so no dwarf wants to helper her to a bed, or with food or water. Pathetic.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Ryan got out of bed and went about moodily, cradlin' his injured arm. Some dwarfs tried to put him back to bet, but there was some evil look 'bout his eyes, and everyone backed off. Ryan went out and got various goblin and animal skulls and bones and started puttin' them together in the tannery... scrapin' images into the thing. Some dwarfs told me about his progress and how horrid it was, but I didn' see it until Ryan came runnin' to show me. &amp;quot;Maligned the Dreadful Shove&amp;quot;, he calls it: Tongusnir Zevuttomus. It truly is ugly, like the bones of some demon lookin' to do... things. I couldn' say anythin' ... fortunately, Ryan took it somewhere else. I don' care where, as long as I don' have to see it... and it can' see me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Timber ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Someone finally helped Godendodók, but she still is a whineydwarf. At least she's gettin' rest and drink and food, and maybe that will make her feel better. However, with good comes bad, and I hear that the child Momuz went insane. He's runnin' around the fortress babbling like crazy... well, more so that usual for kids. It's sad, too, 'cause he just reached the age of dwarfhood... he could have been useful.&lt;br /&gt;
&lt;br /&gt;
And Endok's apparently gone mad, too. I guess bein' in a cage for so long put him over the edge. We now have no mayor until the dwarfs decide to hold another vote. I don' think cages are the best idea for prison, so I be switchin' them out for chains to hold prisoners. I think will be less cruel.&lt;br /&gt;
&lt;br /&gt;
However, since Endok already snapped, he's stayin' in the cage. Sorry, man.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, cleanup and sorting isn' done, but much of the ugly mess has been fixed. I thot now is a good time to try and get the dwarfs thinking agin of the glass fort and less of past deaths, so I marked off a new section of construction and told those boys to get started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Moonstone ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The baroness consort is unhappy because Amostlaz didn' make her tin items she requested. I tried to reason with her, tell her we didn' have any tin! &amp;quot;I don' care, little dwarf!&amp;quot; Little? Geez, what crawled up her arse? Sadly, the guards have to comply and so Amostlaz is now in jail for 50 days. At least it a bit more comfortable now, so hopefully he won' go crazy.&lt;br /&gt;
&lt;br /&gt;
It seems Godendodók was feelin' a bit better today, 'cause she was out of bed and tryin' to drown her sorrows in a barrel of ale. But, of course, as things go that when the guard came along and remembered she punched the consort in the ear last month. Godendodók is now throwing tantrums chained to the wall.&lt;br /&gt;
&lt;br /&gt;
Humans came to visit, but I didn' see any merchants. Was it because we still have no mayor? I don' know, but the Baron relayed to me the conversation he had with their diplomat...&lt;br /&gt;
&lt;br /&gt;
'''Diplomat''': Greetings, Baron, there is much to discuss...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Baron''': Thank you for coming, we are...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Diplomat''': It's such a pleasant place you've carved out for yourselves...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Baron''': ... um, thanks, but we really should talk about...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Diplomat''': It's been an honor. Farewell!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Baron''': ... ?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don' understand humans. Why did they bother coming by at all?&lt;br /&gt;
&lt;br /&gt;
Now, gobs... I understand them. Pillage and maim, kill and steal... So I wasn' surprised when they showed up agin. Thank Armok I closed up that damn hole along the beach. After I called everyone inside, I shut the gate. While the new recruits are trainin' up nicely, they are no way ready to handle a few squads of gobbos, especially not that group that came with the bows and arrows.&lt;br /&gt;
&lt;br /&gt;
Speakin' of which, our marksdwarfs thought it might be worthwhile tryin' out that bird's nest up over the trade depot. It seems well protected (and I dunno why hmxmoss didn' use it). So I says, &amp;quot;Okay.&amp;quot; They got up there and killed a couple gobs in the first squad to come knockin' on our door. The rest turned tail and ran.&lt;br /&gt;
&lt;br /&gt;
I called up to see if any more squads were approachin'. Those marksdwarfs peered out south and said to keep the gate closed; yeah, there were two more squads. They were approachin' slower than we thot, because they were chasin' down two dwarf kids who didn' come in as they were told. Argh... I'm gonna have to find some nice ales for those kids' folks as I tell 'em what happened.&lt;br /&gt;
&lt;br /&gt;
After a while, when those damned gobs were &amp;quot;finished&amp;quot; with the kids, they came headin' toward the gate. Our boys on the roof were ready to take aim when a flurry of arrows came flyin' at them. They didn' dodge much, expectin' the fortifications do block the shots. But there musta been some force guidin' those arrows, because they came right through the arrow slits. One dwarf immediately dead, and the other two injured badly and draggin' themselves downstairs. It wasn' a pretty sight.&lt;br /&gt;
&lt;br /&gt;
While the dwarfs went off to rest, I checked to make sure the gate was locked and told everydwarf to stay inside. This is gonna be a long siege...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Opal ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The siege continues. Yes, those damn ugly gobbos are still out there, and we still locked up inside. But we have a year or more of food and booze. We have farms, a well... we can wait them out. We don' have any wood, which means we can't make fuel for the glassworks, but seein' as we can' go out to build the glass rooms, it don' matter anyway.&lt;br /&gt;
&lt;br /&gt;
Godendodók is still flippin' out in prison, and she pulled one chain from the wall and ruined it. (Thankfully, not her own...) Endok is still caged up, which is good, 'cause he's foamin' at the mouth and yells all sorts of nasty things. I wish they just settle down some and be good dwarfs, not whiney like those stupid kobolds.&lt;br /&gt;
&lt;br /&gt;
The Baroness Consort stopped me today and demanded I have some coins made. I nodded politely and went on my way... and then fergot all about her request. I'm wantin' to put her in prison, too, just to not have to hear her stupid demands...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Obsidian ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Geez... both Endok and Godendodók passed away and no one told me. I guess my authority 'round here is runnin' thin. Now that the dwarfs here elected Andrew Ryan as mayor once again, I guess he'll put someone in my spot at month end. Fine. I need a break from this management crap; this was really all hmxmoss fault anyway. Don' blame me...&lt;br /&gt;
&lt;br /&gt;
Ryan was happy, at least for a short while, after getting his mayor job back along with the cushy office and bedroom. Why he back to being miserable again, I don' know, and I don' care. Maybe someone told him his diseased-lookin' totem was stolen by a kob... agin, I don' care, that thing made me want to vomit anyway.&lt;br /&gt;
&lt;br /&gt;
Because the gobs are still outside and we still inside, I decided to experiment with some waterwheels and that aquifer the miners told me about. I thot it might be more efficient and better lookin' than that farm of windmills outside. After bein' put together by the carpenters, it seems to work sometimes, and sometimes not. I should have one of the mechanics look at it, 'cause I don' know what wrong with it.&lt;br /&gt;
&lt;br /&gt;
Near the end, there was little to do excep' wait for the gobbos to get bored. I asked the miners to go exploring the depths some more, while we had time... see if they can' find some nice gemstones or metals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Yes, three sieges in one year, and a military too small to handle it. They got lucky the first time around, and got destroyed the second time around. Only the fortress guard running up to help out at the last minute scared them off. Now, the third siege continues into the next year, as two squads sit outside preventing us from getting real work done. &lt;br /&gt;
&lt;br /&gt;
There were a lot of inefficiencies in the work force, and I tried to deal with some of those, but it could definitely stand some additional work. Also note that for some of the dwarfs, I created a custom title &amp;quot;Construction&amp;quot; -- this implies three jobs enabled: masonry, mechanics, and architecture. This helps excessive task juggling and running back and forth while constructing screw pumps especially, but the glass project in general. The mason/mechanic/architecture jobs go pretty well together.&lt;br /&gt;
&lt;br /&gt;
Here is the status of the fortress at the end of the year.&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-009.png]]&lt;br /&gt;
&lt;br /&gt;
We are loaded on booze and food, and since we have several farms with some experienced planters, we can continue to produce plenty of food/booze. There are also some cages in the NW area of the workshop section that house several puppies and calfs and stuff that we can butcher if needed. We do have an animal trainer as well (doubles as hauler, though you may need to turn off hauling when you want to train a war dog), so when those puppies grow up (do they need to be out of the cage to do so?) we can make more war dogs.&lt;br /&gt;
&lt;br /&gt;
The main problem we have is wood: we've run out. Sure, there is plenty outside, but there are also two full squads of goblins outside with some deadly accurate bowmen. They hit our three marksdwarfs at a distance, up two z-levels, ''through fortifications'', killing one and wounding the other two. So, without wood, we can't make fuel which we need for smelting, metalworks, and glassworks. Our usual refuse piles are also outside, so we're gonna get some miasma here and there, I expect.&lt;br /&gt;
&lt;br /&gt;
Yes, I got myself killed. I handled the military poorly, and ended up with several dwarfs turned into pincushions. The next player to get migrants (jdarksun?) should pick one... any one... as my replacement. Name him &amp;quot;mattmoss&amp;quot; and we'll pretend he's the brother of &amp;quot;hmxmoss&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, the last gift of hmxmoss to Oceanside, a work mostly complete (but needs a few more totems):&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-010.png]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:Oceanside_Year_6&amp;diff=48194</id>
		<title>Bloodline:Oceanside Year 6</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:Oceanside_Year_6&amp;diff=48194"/>
		<updated>2009-03-27T19:55:26Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: Created page with '__TOC__  == Prelude == ''The Journal of Oceanside, as directed by hmxmoss, Ranger of Oceanside, year 206.''   Four years ago, Andrew Ryan approached me with a strange look in his...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Prelude ==&lt;br /&gt;
''The Journal of Oceanside, as directed by hmxmoss, Ranger of Oceanside, year 206.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Four years ago, Andrew Ryan approached me with a strange look in his eye; he asked me to take lead in architecting his underwater glass fortress. While the dream of such a dwarfhome is incredible, the practicality leaves much to be desired; I took on the task, halfheartedly, and was relieved to be done with that.&lt;br /&gt;
&lt;br /&gt;
And yet... Ryan has come to me to once again lead development of his fortress. It seems rather soon for him to be coming to me again when there are so many capable dwarfs about... my last count was over ninety. Still, Ryan had that look in his eye – that unstable look – where ya just couldn't consider saying, &amp;quot;No.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-001.png]]&lt;br /&gt;
&lt;br /&gt;
Fortunately, our situation now is much better than it had been four years ago. We have a large stash of booze and an even larger stockpile of tasty roasts. A large amount of wealth in tradable goods means we won't lack when merchants show up at our door. The military could be a bit stronger and larger, and there are some job efficiency issues all around, but nothing that I can't handle given time.&lt;br /&gt;
&lt;br /&gt;
Still... I'd rather be out hunting and chopping wood. ..... I miss my dogs. ..... Why did Ryan pick me again? ..... Just for fun, I think I'll sneak some roaches into Ryan's dining room later.  &lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-002.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Granite ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An elven caravan showed up today. They're never really welcome, since they have little we want. Of course, we also have little they want, which they make a point of reminding us every five minutes. It's annoying enough that I really want to show them the sharp edge of my axe, but Ryan said that wouldn't be polite.&lt;br /&gt;
&lt;br /&gt;
Good on him, though, to trade for all the booze they had; it will keep us well supplied. The elves traded the drink, along with a few scraps of cloth and thread, for a pile of dirty goblin bloomers. They seemed very excited about that acquisition, and I could tell that the chief flower-hugging elf was itching for me to ask him the cause for their excitement. I kept my mouth shut and left the depot: I didn't want to know.&lt;br /&gt;
&lt;br /&gt;
Leaving Ryan and the elves behind, I went to look at the &amp;quot;project&amp;quot;. A large pumping platform, yet so far, only one long glass room was built. And it leaked. I asked some of the nearby working dwarfs, but they just pointed at one another. Some days, I swear, I wish I just kept my mouth shut. Or filled with ale.&lt;br /&gt;
&lt;br /&gt;
Looking over the existing room and the pumping platform, I began planning the next section to pump out. If everything went well, I hoped to pump out three new sections before the end of the year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Slate ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With a few dozen screw-pumps in place, we began evacuating water today. It takes a lot of power to make this work, but thanks to our immense wind farm, we have power to spare... for now. I've got masons running down below the pumps, laying down floor tiles and wall sections of smooth, green glass blocks. It's really amazing work... I haven't the slightest clue how it all holds together, but I suppose that's why they are masons and I'm not.&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-003.png]]&lt;br /&gt;
&lt;br /&gt;
With the pumps running and the masons slowly piecing together the glass room, I took a bit of time this week to survey and example our workforce. What I found was astounding. Of nearly 100 dwarfs, little more than one-fifth was ever doing work. There are, of course, the nobles and children who do nothing. The royal and fortress guards do little, but I don't dare get rid of them for fear of the nobles' complaints; besides, the guard would refuse to change jobs anyway.&lt;br /&gt;
&lt;br /&gt;
But there is a large contingent of dwarfs at any time that are sleeping, eating, drinking, &amp;quot;on break&amp;quot;, partying, or simple standing around searching for nose gold: twice as many as those working. When I finally tallied and looked at the overall numbers, it was no surprise to me why the glass fortress had developed as little as it had.&lt;br /&gt;
&lt;br /&gt;
This needs to be handled. This needs attention. ..... Next month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Felsite ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I took another survey of the population, finding out what tasks each dwarf has been asked to do, and how often they actually do those tasks. As with my previous survey, I found a lot of time is spent partying and going on break, but I think many of my fellow dwarfs are too specialized. They have been assigned tasks that, quite often, don't need to be done... and yet, they've not been assigned any secondary tasks.&lt;br /&gt;
&lt;br /&gt;
And so many dwarfs doing nothing but moving stuff around! Or, at least, that is what they're supposed to be doing. But since there are enough inefficiencies in the work force, there are too many haulers to things to be hauled.&lt;br /&gt;
&lt;br /&gt;
One dwarf told me he was a wood crafter. A wood crafter? He sat around all day drinking wine and snacking on quarry leaf roasts since we don't make wood crafts. Considering our need for enormous amounts of fuel, and the typical dwarven requirement for large stockpiles of barrels and bins, we need to reserve all the wood for those tasks. This guy hadn't made a single wood craft since he'd got here, and I certainly wasn't going to have him make any on my watch. I told him to go learn the art of glassmaking, since that is our need.&lt;br /&gt;
&lt;br /&gt;
There were other things wrong, too. A dwarf with gemstone experience relegated to hauling things about the fortress, while a dwarf with no skills was trying to tell the difference between a gemstone and a dumb rock. Three carpenters is (at least) one too many. Two cook's apprentices who never cook because our master cook is certifiably awesome. A bowyer who doesn't make any crossbows. And so on...  I've started some reassignments, but looking at efficiency here is a full-time project. I need a drink...&lt;br /&gt;
&lt;br /&gt;
... and I found a dozen of them partying again. That's it! After this beer... and this ale... and one more beer... I'm nailing up a sign disallowing all parties until further notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hematite ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-004.png]]&lt;br /&gt;
&lt;br /&gt;
The new glass chamber was finished early: floors down and the last wall in place. Huzzah! The builders still need to put the roof on, but that will be a piece of roast macaque biscuits compared to the main chamber. And they made it watertight this time... including the previous chamber! Now this is how things get done...&lt;br /&gt;
&lt;br /&gt;
...until today. Scouts reported several squads of goblins have been sighted and are heading towards Oceanside. Initial reports indicate approximately 40 goblins, including three or four elites and champions. I put out the call to gather everyone inside and began rousing the troops.&lt;br /&gt;
&lt;br /&gt;
I suppose I should have taken that &amp;quot;How to Command the Military&amp;quot; seminary offered several years ago, because without saying anything, they took off; they started running south along the beach for no apparent reason. After gathering my wits, I yelled out at them, &amp;quot;Your post is in here!&amp;quot; It took a while for that command to register, apparently: one too many bonks to the head without a helmet. Finally, they obeyed and started running back to the gate.&lt;br /&gt;
&lt;br /&gt;
It was still a dangerous situation, as two squads of goblins were also approaching the main entrance. I waited as long as I could before I gave the command to raise the gate, but in the end I had to hope our slow-witted champions would make in inside just before it closed. (And that the goblin hammerlord also on approach would remain outside.) The plan mostly worked: all but Tôsedcatten, one of our wrestling champions, made it inside.&lt;br /&gt;
&lt;br /&gt;
Reminded of a vulnerable access ramp, I sent the rest of the troops off to guard that breach while I put my ear to the gate and my eye to an arrow slit to discern any sign of Tôsedcatten's fate.&lt;br /&gt;
&lt;br /&gt;
'''Hammerlord''':  *snorts* Foolishh sstuntted darf... I will kkrushh you likke ttyrtul...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Tôsedcatten''': Foul puss-gob, you are no match for... *points* praise Armok, is that a starling!?!?&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hammerlord''':  *turns* Ssttarling? I sseee no ssttarlingz...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Tôsedcatten''': *runs*&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tôsedcatten would seem to be more clever than I imagined. She ran for the breach to meet up with her squad there. The goblins chased her, arrows flying, but she evaded them all. And at the breach, our military stood ground ready to defend the fort.&lt;br /&gt;
&lt;br /&gt;
The accounts I've received are confused as to what actually happened. Some say the wrestlers got excited and took the fight outside. While I'd prefer the foul gobs never see the inside of our dwarfhome, the wrestlers took the fight out of range of our spearhandlers and the crossbow. The latter eventually got involved but would have been more effective from the start if the wrestlers had stayed where I put them.&lt;br /&gt;
&lt;br /&gt;
Still, we won! The wrestlers inflicted so much damage that the gobs ran and lost the desire to fight. I saw little point in chasing them down, and I didn't want to risk the troops more than necessary. I told them to take a break and have a few ales while the rest of us began to clean up the mess. And what a mess... goblin and dwarf blood everywhere, even on some of the nice, green glass. I'll have to ask someone to get out here with a bucket and brush and clean them off, or else Andrew Ryan's going to have a seizure.&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-005.png]]&lt;br /&gt;
&lt;br /&gt;
Interestingly, I was told that the final estimate of goblins that had approached the fortress was closer to eighty, not forty. We faced at least double our initial estimates. While the other dwarfs saw this as a good sign – that we could defend ourselves against a horde – I only began to wonder if this was just an initial test, to check our defenses. With so many goblins surviving to fight another day, it would only be a matter of time before they returned.&lt;br /&gt;
&lt;br /&gt;
Sadly, we lost two dwarfs in the fight. Ofskel, a miner, just happened to be in the wrong place at the wrong time. Tôsedcatten took out seven of the gobs in the battle on the beach, but it would appear she also took the worst of it, falling before they ran. We will remember her with honor at a feast tonight. Also of note is Tunaran, another wrestler, who singlehandedly killed eleven gobs! Maybe I'll ask jdarksun to make him a medal.&lt;br /&gt;
&lt;br /&gt;
The damned fortress guard never showed up. Pissers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Malachite ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cleanup continues on the beach and just inside the breach. Scrubbing blood, moving bodies, picking up loose clothing and other items. It'll take a while, but it will be clean again. Meanwhile, I've also got the masons back to putting on the roof I had asked for before the siege started last month.&lt;br /&gt;
&lt;br /&gt;
It would seem that some of the dwarfs have become tired of Andrew Ryan's regular &amp;quot;sweat of your brow&amp;quot; speech, and his constant yelling, &amp;quot;Work! Work! Work!&amp;quot; while he spent most of his time trading with merchants and stinkin' elves. He was voted out of office, and Endok Cattenbardum was voted in as mayor. I suspect most dwarfs just want a lower stress level around here, and Ryan's constant supervision wasn't helping.&lt;br /&gt;
&lt;br /&gt;
Personally, I didn't care one way or the other. If you work, you get booze, and whatever else you say or do is not my business. In any case, since Endok was now mayor, I took the keys to the mayor's suite from Ryan and gave them to Endok. Ryan grumbled and was none too happy. I told the miners to dig another office for Ryan, as he'd still need to deal with merchants and the various liaisons who came to visit.&lt;br /&gt;
&lt;br /&gt;
The young glassworker, Fathlar, got into a strange mood at some point and stopped talking to everyone. He grabbed a bunch of items and shut himself up in the leatherworks. A couple weeks later he finished, seeming as normal as ever, except that he had created something amazing. Kosoththak Shukarallas, he calls it: &amp;quot;Palacelock the Tall Seas&amp;quot;. It's a cow leather vest that Ryan estimates is worth $108,000!&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-006.png]]&lt;br /&gt;
&lt;br /&gt;
He handed it to me and went back to glassmaking as if nothing had happened. Truly, it is a fine vest, but it'll have to go into storage for the time being, as I have other tasks to get done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Galena ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am continuing the process of organization here at Oceanside, trying to create a balance of workers and haulers and the corresponding tasks so everyone has something to do; hopefully, when this reorg is complete, Oceanside will be an efficient machine without the stressful weardown that Ryan's order seems to impose.&lt;br /&gt;
&lt;br /&gt;
I've reduced the number of cook's apprentices and carpenters, and they and the bowyer are now part of my construction team. They will all begin learning the trades of mason, mechanic and architect. I've extended some of those tasks to other dwarfs already doing some, but not all, of them. This triple assignment, I believe, will make for efficient construction of screw-pumps and floors and walls: the primary needs for building the glass behemoth. I'm trying to draft as many construction dwarfs as I can without compromising other necessary tasks.&lt;br /&gt;
&lt;br /&gt;
I thought to cut back on wood cutters and haulers, but we really need a constant supply of wood. Since we haven't found magma in this region, we need the wood for fuel. And we need a lot of fuel: making glass, smelting ore, crafting iron armor and weapons... Not to mention the regular need for wooden bins and barrels. We'll see how things work out for a while before any further reassignments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Limestone ==&lt;br /&gt;
'''The rest of the journal is written in a different hand.'''&lt;br /&gt;
&lt;br /&gt;
''The Journal of Oceanside, as continued by Thobiden, Woodcutter of Oceanside, year 206.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Y'know... I liked hmxmoss as a friend, and he knew how to cut a tree down right quick, but when it comes to runnin' the military, he was as dumb as an obsidian block. Poor fool thot himself a fighter, but he died quicker than a carp will pull ya underriver.&lt;br /&gt;
&lt;br /&gt;
See, he was out greetin' the latest caravan, a group of dwarfs pullin' wagons full of good things. And then those greasy, filthy gobs came back... The same ones that come attacked us few months ago, plus their buds. hmxmoss was all puffed up by his win over that last siege, so he thot &amp;quot;No problem!&amp;quot; and thinks he can do it agin.&lt;br /&gt;
&lt;br /&gt;
He started it off right, calls everydwarf inside. Even some of the visitin' dwarfs got inside the main gate... but there were those just standin' on it, and hmxmoss don' want to hurt their ''feelings'' or somethin'. So now he starts trying to defend ''both'' the main gate and that hole in the ground over near our purty glass hallway. And we didn' have the dwarfs for that... his promise to beef up the troops had nothin' to it so far. So here 'swhere it starts to go wrong.&lt;br /&gt;
&lt;br /&gt;
The traders took off, scared of the gobs (and there were a whole lot of 'em!) – darn smart since some of their partners got caught by the gobs in an ambush. So hmxmoss closed the gate, but see... it didn' matter. The gobs were headin' straight for the breach – they had seen it last time and knew they could get in.&lt;br /&gt;
&lt;br /&gt;
I think here hmxmoss realized his mistake... He handed me this journal for Oceanside and says to hang on to it 'til he gets back – he's gonna go help with the defense. Big mistake. He believed the breach would limit the gobs and give us a huge advantage, but the way he laid things out, it worked other way 'round.&lt;br /&gt;
&lt;br /&gt;
Our champeen wrestlers got out there first and took out some gobs, but they came with lots of bows this time, and our boys came crawlin' back down the hole with arrows pokin' out their chest. And our one fellow with a crossbow was no match for a half-dozen of theirs; he went down, too, as did one of our spears.&lt;br /&gt;
&lt;br /&gt;
And so did hmxmoss. I had to stay close, to record what I saw, and the look on his face as the gobs flooded in was sad. He knew, only just before he died, how stupid he was. And so he died. While one squad of gobs had run off earlier, there was no stopping the other two squads, and I was certain I would get killed next.&lt;br /&gt;
&lt;br /&gt;
Happy for me, the guard heard the noise and came running up from behind, leapin' into the piles of gobs without fear. And it worked... I dunno if the gobs were just tired, or scared, or thot more dwarf guards be coming soon, but they left. I might say we won if we didn' just lose a dozen dwarfs or so, and some dogs, and hmxmoss himself. Stupid bastard...&lt;br /&gt;
&lt;br /&gt;
Seein' as how I have the journal for Oceanside, other dwarfs are now lookin' at me to make some decisions. I don' want to do it, but I suspect Ryan will choose another dwarf to lead at year end, so I do what I can for right now.&lt;br /&gt;
&lt;br /&gt;
And the first thing to do is remove that law of hmxmoss against parties. We need things to make us happier right now, as most of the dwarfs are rather upset at our losses. Some dwarfs are throwing tantrums – even Andrew Ryan, who I thot was supposed to be cool under pressure. Apparently not.&lt;br /&gt;
&lt;br /&gt;
One child even went into a bezerk rage yesterday, tryin' to stab everydwarf else with a kitchen spoon. I would have suggested a nice dog meat roast (freshly made!), but the guard reacted too much, and just killed the kid. Like that is supposed to make everydwarf feel better?&lt;br /&gt;
&lt;br /&gt;
''The epitath of hmxmoss'':&lt;br /&gt;
[[File:Oceanside-206-007.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sandstone ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to trying to clean up and fix up this place, my first act as temp acting director was to order that breach be sealed. hmxmoss was a moron not to do it earlier.&lt;br /&gt;
&lt;br /&gt;
Some migrants came walkin' up to the fort as if this was the best place to be right now... I don' know how they could ignore the trash and bodies and bones and blood about everywhere, but they did. When they started tellin' me their work, I told them to shut up and head to the barracks. &amp;quot;Welcome! You're the army. Congratulations!&amp;quot; Seein' as our military was wiped out, we needed a new military, and these migrants were goin' to be it. Sad that there was only eight of 'em, but it a start.&lt;br /&gt;
&lt;br /&gt;
Endok, the mayor elected after the first attack by those damned gobs, threw a tantrum and attacked Andrew Ryan. Damn messed up Ryan's arm. Ryan went off to rest in his room, while Endok went to live in a cage. In jail. The guards helped him there. Endok whines a lot now, but I don' have to see him as long as I don' go down to the jail. (From what I hear, Endok punched two cows on the way to his cage, so they made his stay longer...)&lt;br /&gt;
&lt;br /&gt;
And speakin' of whiners, Godendodók has been whinin' nonstop since the last goblin attack. She threw some sort of tantrum in the statue garden a while back – I didn' see it – and hit someone. Punched the Baroness Consort in the ear, I hear. I think she reacted and stuck a fork in Godendodók's chest, 'cause Godendodók isn't breathin' too well now. Now she just lies in the middle of the garden with her injuries, whining constantly, and so no dwarf wants to helper her to a bed, or with food or water. Pathetic.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Ryan got out of bed and went about moodily, cradlin' his injured arm. Some dwarfs tried to put him back to bet, but there was some evil look 'bout his eyes, and everyone backed off. Ryan went out and got various goblin and animal skulls and bones and started puttin' them together in the tannery... scrapin' images into the thing. Some dwarfs told me about his progress and how horrid it was, but I didn' see it until Ryan came runnin' to show me. &amp;quot;Maligned the Dreadful Shove&amp;quot;, he calls it: Tongusnir Zevuttomus. It truly is ugly, like the bones of some demon lookin' to do... things. I couldn' say anythin' ... fortunately, Ryan took it somewhere else. I don' care where, as long as I don' have to see it... and it can' see me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Timber ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Someone finally helped Godendodók, but she still is a whineydwarf. At least she's gettin' rest and drink and food, and maybe that will make her feel better. However, with good comes bad, and I hear that the child Momuz went insane. He's runnin' around the fortress babbling like crazy... well, more so that usual for kids. It's sad, too, 'cause he just reached the age of dwarfhood... he could have been useful.&lt;br /&gt;
&lt;br /&gt;
And Endok's apparently gone mad, too. I guess bein' in a cage for so long put him over the edge. We now have no mayor until the dwarfs decide to hold another vote. I don' think cages are the best idea for prison, so I be switchin' them out for chains to hold prisoners. I think will be less cruel.&lt;br /&gt;
&lt;br /&gt;
However, since Endok already snapped, he's stayin' in the cage. Sorry, man.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, cleanup and sorting isn' done, but much of the ugly mess has been fixed. I thot now is a good time to try and get the dwarfs thinking agin of the glass fort and less of past deaths, so I marked off a new section of construction and told those boys to get started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Moonstone ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The baroness consort is unhappy because Amostlaz didn' make her tin items she requested. I tried to reason with her, tell her we didn' have any tin! &amp;quot;I don' care, little dwarf!&amp;quot; Little? Geez, what crawled up her arse? Sadly, the guards have to comply and so Amostlaz is now in jail for 50 days. At least it a bit more comfortable now, so hopefully he won' go crazy.&lt;br /&gt;
&lt;br /&gt;
It seems Godendodók was feelin' a bit better today, 'cause she was out of bed and tryin' to drown her sorrows in a barrel of ale. But, of course, as things go that when the guard came along and remembered she punched the consort in the ear last month. Godendodók is now throwing tantrums chained to the wall.&lt;br /&gt;
&lt;br /&gt;
Humans came to visit, but I didn' see any merchants. Was it because we still have no mayor? I don' know, but the Baron relayed to me the conversation he had with their diplomat...&lt;br /&gt;
&lt;br /&gt;
'''Diplomat''': Greetings, Baron, there is much to discuss...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Baron''': Thank you for coming, we are...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Diplomat''': It's such a pleasant place you've carved out for yourselves...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Baron''': ... um, thanks, but we really should talk about...&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Diplomat''': It's been an honor. Farewell!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Baron''': ... ?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don' understand humans. Why did they bother coming by at all?&lt;br /&gt;
&lt;br /&gt;
Now, gobs... I understand them. Pillage and maim, kill and steal... So I wasn' surprised when they showed up agin. Thank Armok I closed up that damn hole along the beach. After I called everyone inside, I shut the gate. While the new recruits are trainin' up nicely, they are no way ready to handle a few squads of gobbos, especially not that group that came with the bows and arrows.&lt;br /&gt;
&lt;br /&gt;
Speakin' of which, our marksdwarfs thought it might be worthwhile tryin' out that bird's nest up over the trade depot. It seems well protected (and I dunno why hmxmoss didn' use it). So I says, &amp;quot;Okay.&amp;quot; They got up there and killed a couple gobs in the first squad to come knockin' on our door. The rest turned tail and ran.&lt;br /&gt;
&lt;br /&gt;
I called up to see if any more squads were approachin'. Those marksdwarfs peered out south and said to keep the gate closed; yeah, there were two more squads. They were approachin' slower than we thot, because they were chasin' down two dwarf kids who didn' come in as they were told. Argh... I'm gonna have to find some nice ales for those kids' folks as I tell 'em what happened.&lt;br /&gt;
&lt;br /&gt;
After a while, when those damned gobs were &amp;quot;finished&amp;quot; with the kids, they came headin' toward the gate. Our boys on the roof were ready to take aim when a flurry of arrows came flyin' at them. They didn' dodge much, expectin' the fortifications do block the shots. But there musta been some force guidin' those arrows, because they came right through the arrow slits. One dwarf immediately dead, and the other two injured badly and draggin' themselves downstairs. It wasn' a pretty sight.&lt;br /&gt;
&lt;br /&gt;
While the dwarfs went off to rest, I checked to make sure the gate was locked and told everydwarf to stay inside. This is gonna be a long siege...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Opal ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The siege continues. Yes, those damn ugly gobbos are still out there, and we still locked up inside. But we have a year or more of food and booze. We have farms, a well... we can wait them out. We don' have any wood, which means we can't make fuel for the glassworks, but seein' as we can' go out to build the glass rooms, it don' matter anyway.&lt;br /&gt;
&lt;br /&gt;
Godendodók is still flippin' out in prison, and she pulled one chain from the wall and ruined it. (Thankfully, not her own...) Endok is still caged up, which is good, 'cause he's foamin' at the mouth and yells all sorts of nasty things. I wish they just settle down some and be good dwarfs, not whiney like those stupid kobolds.&lt;br /&gt;
&lt;br /&gt;
The Baroness Consort stopped me today and demanded I have some coins made. I nodded politely and went on my way... and then fergot all about her request. I'm wantin' to put her in prison, too, just to not have to hear her stupid demands...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Obsidian ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Geez... both Endok and Godendodók passed away and no one told me. I guess my authority 'round here is runnin' thin. Now that the dwarfs here elected Andrew Ryan as mayor once again, I guess he'll put someone in my spot at month end. Fine. I need a break from this management crap; this was really all hmxmoss fault anyway. Don' blame me...&lt;br /&gt;
&lt;br /&gt;
Ryan was happy, at least for a short while, after getting his mayor job back along with the cushy office and bedroom. Why he back to being miserable again, I don' know, and I don' care. Maybe someone told him his diseased-lookin' totem was stolen by a kob... agin, I don' care, that thing made me want to vomit anyway.&lt;br /&gt;
&lt;br /&gt;
Because the gobs are still outside and we still inside, I decided to experiment with some waterwheels and that aquifer the miners told me about. I thot it might be more efficient and better lookin' than that farm of windmills outside. After bein' put together by the carpenters, it seems to work sometimes, and sometimes not. I should have one of the mechanics look at it, 'cause I don' know what wrong with it.&lt;br /&gt;
&lt;br /&gt;
Near the end, there was little to do excep' wait for the gobbos to get bored. I asked the miners to go exploring the depths some more, while we had time... see if they can' find some nice gemstones or metals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Yes, three sieges in one year, and a military too small to handle it. They got lucky the first time around, and got destroyed the second time around. Only the fortress guard running up to help out at the last minute scared them off. Now, the third siege continues into the next year, as two squads sit outside preventing us from getting real work done. &lt;br /&gt;
&lt;br /&gt;
There were a lot of inefficiencies in the work force, and I tried to deal with some of those, but it could definitely stand some additional work. Also note that for some of the dwarfs, I created a custom title &amp;quot;Construction&amp;quot; -- this implies three jobs enabled: masonry, mechanics, and architecture. This helps excessive task juggling and running back and forth while constructing screw pumps especially, but the glass project in general. The mason/mechanic/architecture jobs go pretty well together.&lt;br /&gt;
&lt;br /&gt;
Here is the status of the fortress at the end of the year.&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-009.png]]&lt;br /&gt;
&lt;br /&gt;
We are loaded on booze and food, and since we have several farms with some experienced planters, we can continue to produce plenty of food/booze. There are also some cages in the NW area of the workshop section that house several puppies and calfs and stuff that we can butcher if needed. We do have an animal trainer as well (doubles as hauler, though you may need to turn off hauling when you want to train a war dog), so when those puppies grow up (do they need to be out of the cage to do so?) we can make more war dogs.&lt;br /&gt;
&lt;br /&gt;
The main problem we have is wood: we've run out. Sure, there is plenty outside, but there are also two full squads of goblins outside with some deadly accurate bowmen. They hit our three marksdwarfs at a distance, up two z-levels, ''through fortifications'', killing one and wounding the other two. So, without wood, we can't make fuel which we need for smelting, metalworks, and glassworks. Our usual refuse piles are also outside, so we're gonna get some miasma here and there, I expect.&lt;br /&gt;
&lt;br /&gt;
Yes, I got myself killed. I handled the military poorly, and ended up with several dwarfs turned into pincushions. The next player to get migrants (jdarksun?) should pick one... any one... as my replacement. Name him &amp;quot;mattmoss&amp;quot; and we'll pretend he's the brother of &amp;quot;hmxmoss&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, the last gift of hmxmoss to Oceanside, a work mostly complete (but needs a few more totems):&lt;br /&gt;
&lt;br /&gt;
[[File:Oceanside-206-010.png]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
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		<updated>2009-03-27T19:24:29Z</updated>

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		<updated>2009-03-27T19:24:16Z</updated>

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		<updated>2009-03-27T19:23:59Z</updated>

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		<updated>2009-03-27T19:23:48Z</updated>

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		<updated>2009-03-27T19:23:36Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Oceanside-206-003.png&amp;diff=48187</id>
		<title>File:Oceanside-206-003.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Oceanside-206-003.png&amp;diff=48187"/>
		<updated>2009-03-27T19:23:25Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Oceanside-206-002.png&amp;diff=48186</id>
		<title>File:Oceanside-206-002.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Oceanside-206-002.png&amp;diff=48186"/>
		<updated>2009-03-27T19:23:02Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Oceanside-206-001.png&amp;diff=48185</id>
		<title>File:Oceanside-206-001.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Oceanside-206-001.png&amp;diff=48185"/>
		<updated>2009-03-27T19:22:43Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:Oceanside&amp;diff=47602</id>
		<title>Bloodline:Oceanside</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:Oceanside&amp;diff=47602"/>
		<updated>2009-03-27T19:16:45Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: reorganize Oceanside main page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Oceanside'' is a Bloodline game taking place on the [http://forums.penny-arcade.com/showthread.php?t=72813 Penny Arcade forums].  The basic goal is to create an underwater city of clear glass (think Bioshock).  Accomplishing this, however, is the hard part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chapters==&lt;br /&gt;
* [[Oceanside Year 1|Chapter I: The Diary of jdarksun (201)]]&lt;br /&gt;
* [[Oceanside Year 2|Chapter II: The Diary of hmxmoss (202)]]&lt;br /&gt;
* [[Oceanside Year 3|Chapter III: The Diary of tehmarken (203)]]&lt;br /&gt;
* [[Oceanside Year 4|Chapter IV: The Diary of Ekkosangen (204)]]&lt;br /&gt;
* [[Oceanside Year 5|Chapter V: The Diary of Lux782 (205)]]&lt;br /&gt;
* [[Oceanside Year 6|Chapter VI: The Diary of hmxmoss (206)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
[http://mkv25.net/dfma/map-5017-oceanside Maps of Oceanside] are available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Bloodline Games]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:Oceanside&amp;diff=47601</id>
		<title>Bloodline:Oceanside</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:Oceanside&amp;diff=47601"/>
		<updated>2009-03-17T19:46:14Z</updated>

		<summary type="html">&lt;p&gt;Mattmoss: added link to maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Oceanside'' is a Bloodline game taking place on the [http://forums.penny-arcade.com/showthread.php?t=72813 Penny Arcade forums].  The basic goal is to create an underwater city of clear glass (think Bioshock).  Accomplishing this, however, is the hard part.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-5017-oceanside Maps of Oceanside] are available.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==jdarksun (201)==&lt;br /&gt;
[[Oceanside Year 1]]&lt;br /&gt;
&lt;br /&gt;
==hmxmoss (202)==&lt;br /&gt;
[[Oceanside Year 2]]&lt;br /&gt;
&lt;br /&gt;
==tehmarken (203)==&lt;br /&gt;
[[Oceanside Year 3]]&lt;br /&gt;
&lt;br /&gt;
==Ekkosangen (204)==&lt;br /&gt;
[[Oceanside Year 4]]&lt;br /&gt;
&lt;br /&gt;
==Lux782 (205)==&lt;br /&gt;
[[Oceanside Year 5]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Bloodline Games]]&lt;/div&gt;</summary>
		<author><name>Mattmoss</name></author>
	</entry>
</feed>