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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Qwertyu</id>
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	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pasture&amp;diff=147188</id>
		<title>v0.31 Talk:Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pasture&amp;diff=147188"/>
		<updated>2011-04-26T18:47:26Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: /* Feeding of pets */dwarves do feed their pets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you multiply a grazing creature's maximum SIZE by its GRAZER value, the result is almost always 60 million (yaks, muskoxen, deer, reindeer, and alpacas are slightly lower due to rounding); thus, all creatures graze at a rate proportional to their size. As such, the best livestock are the ones that grow up to the greatest size in the smallest amount of time, and the winner is the water buffalo, growing to 10,000kg within only 2 years. --[[User:Quietust|Quietust]] 19:45, 22 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Meaning of GRAZER value==&lt;br /&gt;
The actual number specified with the GRAZER token could have any number of meanings - the amount of nutrition gained from eating grass (i.e. the amount of grass removed from the tile when the animal eats), or how often the animal needs to eat (i.e. the rate at which it becomes hungry). Given that higher values equate to lower food consumption, the latter seems more likely. --[[User:Quietust|Quietust]] 19:54, 22 February 2011 (UTC)&lt;br /&gt;
:: It actually reflects the nutrition gain. Hunger rate is fixed at 1 per frame. A tile of [dense] grass is good for 1000 frames of grazing. Elephants gain 12 nutrition from every 10-frame grazing session. [http://www.bay12forums.com/smf/index.php?topic=60554.msg2154630#msg2154630 Here] --[[User:Expedition leader|Expedition leader]] 20:48, 14 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals fighting in pasture==&lt;br /&gt;
Animals that I have placed into a pasture have been wrestling and kicking, to the point where I have a maimed sheep blinking at me and a constant stream of combat reports. Mostly these combats don't result in anything, aside from the footless sheep, but I'd like to prevent it if I could. Anyone else seeing this behavior?&lt;br /&gt;
:I am seeing it as well in .21. I have one very mean goat.&lt;br /&gt;
::this is intended behaviour (it was in the dev blog), you need a bigger pasture size, or one with more grass (or both) hungry animals in crowded places get unhappy, just like dwarves do and start throwing &amp;quot;tantrums&amp;quot;&lt;br /&gt;
:::Ahhh, that explains why I suddenly got a &amp;quot;The Stray Horse (tame) has become enraged&amp;quot; message when I moved my large mammals and my poultry flock into the same pasture so they'd all be closer to the butcher shop. [[User:Gentgeen|Gentgeen]] 05:29, 13 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Removal of Grazer Tag==&lt;br /&gt;
Does anyone know of a way to edit the raws that will remove the grazer tag so an animal doesn't have to graze? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lennethare|Lennethare]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Er, just open the appropriate creature raw file in a text editor (such as Notepad), find the creature definition, locate the [GRAZER:xxx] tag, then remove it and save. If you want the changes to affect a specific world, edit the files in /data/save/regionX/raw/objects, otherwise edit the files in /raw/objects to make them apply to all subsequently generated worlds. --[[User:Quietust|Quietust]] 23:41, 14 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Underground Grazing==&lt;br /&gt;
Is it possible to feed animals underground with this update? [[Special:Contributions/97.90.179.98|97.90.179.98]] 22:42, 19 March 2011 (UTC)&lt;br /&gt;
:all caverns are full of grasslike fungi and moos, which cattle will graze without problem too--[[User:Rhenaya|Rhenaya]] 09:17, 24 March 2011 (UTC)&lt;br /&gt;
::well yes, if you have cattle in an underground pasture, your caverns will be full of moos.  I suspect you meant 'moss' in this context, though. [[Special:Contributions/194.200.65.239|194.200.65.239]] 10:26, 24 March 2011 (UTC)&lt;br /&gt;
:::you should make sound annoucnment D_D and add moos to cows though :x&lt;br /&gt;
&lt;br /&gt;
==Feeding of pets==&lt;br /&gt;
It seems pets are fed by their owners as soon as they are starving. Can anyone confirm this? My setup is a Giant beetle (Civilization Forge mod), which sits on a nestbox for months in a row. It went to starving state multiple times, before it vanished again, so I guess it must have been fed by someone. I am pretty sure it was no animal caretaker, as I should have none in my fortress. [[User:Qwertyu|Qwertyu]] 21:04, 4 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Update: The pet owner really feeds pets. I just saw him walk to his pet with a &amp;quot;give food&amp;quot; job active. Where would be the best place to put this info? Here (pets need not be pastured) or under pet? [[User:Qwertyu|Qwertyu]] 18:47, 26 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starving water buffalo ==&lt;br /&gt;
&lt;br /&gt;
I had a water buffalo starve to death for some reason, despite it being in a pasture with plenty of grass (that it appeared to be eating).  With a grazer value of sixty, it should easily be able to feed itself, no?  Any idea what might have gone wrong? [[Special:Contributions/99.251.236.39|99.251.236.39]] 01:18, 18 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap&amp;diff=145489</id>
		<title>v0.31 Talk:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap&amp;diff=145489"/>
		<updated>2011-04-10T17:05:35Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: /* Imported lye */ homemade lye&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Is Soap needed? ==&lt;br /&gt;
&lt;br /&gt;
More specifically what happens if your hospital zone has no soap?&lt;br /&gt;
:Wounded dwarves won't be cleaned, which (probably) leads to an infection which is very bad. --[[Special:Contributions/dUMBELLS|dUMBELLS]] 05:31, 14 April 2010 (UTC)&lt;br /&gt;
::Actually they will be cleaned but only with water. It probably is more likely they will get an infection without soap. --[[Special:Contributions/202.124.123.107|202.124.123.107]] 03:01, 12 May 2010 (UTC)&lt;br /&gt;
:::Yeah, this happened to me, where I had a legendary mason who was injured in a cave-in, and was all patched up and casted at the hospital, but went from faint to pale and then died while resting. The announcement said he died from infection. I decided to try making soap after that one.&lt;br /&gt;
&lt;br /&gt;
==Soap Quality Question==&lt;br /&gt;
&lt;br /&gt;
Does soap have quality modifiers (like food and statues) or not (like coke and cut gems)? That is to say, do I need to pay attention to the skill levels of my soapmakers?&lt;br /&gt;
&lt;br /&gt;
Well soap is a type of bar, so like other bars, it shouldn't have a quality level. [[Special:Contributions/94.9.171.251|94.9.171.251]] 22:40, 26 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Buckets? ==&lt;br /&gt;
My dwarves put lye in buckets, but the soaper cancels, asking for lye bearing '''barrel'''.&lt;br /&gt;
&lt;br /&gt;
Will they fill the lye in barrels when i have 5? or 10? --[[Special:Contributions/92.202.121.225|92.202.121.225]] 00:02, 10 April 2010 (UTC)&lt;br /&gt;
:They'll do it once there's an empty (or lye-containing) barrel sitting in a Food stockpile which accepts lye, though it may take a while before a dwarf takes the initiative to actually '''do''' it. A single barrel should be able to hold up to 100 units of lye, assuming it hasn't changed since 40d. --[[User:Quietust|Quietust]] 00:06, 10 April 2010 (UTC)&lt;br /&gt;
::I think I've discovered a bit of a bug in regards to this.  Dwarves use buckets to clean patients and provide water to wounded &amp;amp; prisoners... but this doesn't use up the entire bucket of water, leaving you with a bucket containing &amp;quot;stagnant water [x]&amp;quot;.  Lye-makers don't care that the bucket has water in it, so they go ahead and put lye into it, giving you a bucket with both water and lye.  Then, said bucket sits in your ashery.  Why?  Dwarves who want to empty out the lye see the water and forget it, while dwarves who want to use up the water see the lye and forget that.  It might've been fixed after .31.04 (what I'm playing with right now). --[[User:DeMatt|DeMatt]] 21:52, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I'm running .12 and have the same problem.  [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:37, 3 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: And again in .14 an .15 (though I hadn't figured out how the buckets were getting filled). What's worse, you can't dump the liquid any more than you can dump blood or ichor out of a barrel. --[[User:Romeofalling|Romeofalling]] 07:24, 4 October 2010 (UTC)&lt;br /&gt;
::::Still an issue in .16; I'm attempting to get around this by designating a burrow containing an ash stockpile, an empty barrel stockpile, and an empty bucket stockpile, in addition to the ashery, wood furnace, and carpenter's shop.  We'll see how this works. [[User:Ademrudin|Ademrudin]] 04:52, 3 November 2010 (UTC)&lt;br /&gt;
:::::Note: I believe this is fixed in .18 [[User:Ademrudin|Ademrudin]] 19:08, 8 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Response to the note up there: no, its not fixed, i run the .18, and i have tons of bucket with both (lye and water) sitting in my lye workshop. :/&lt;br /&gt;
&lt;br /&gt;
::::::Right, same with me.. Eventually used the Manager option and spammed Barrels, Ash, and Buckets until it worked.  Lots (20-30) of errors about no lye-bearing barrels even while waiting for the Manager option.  Seems bugged to me.  I think there should be a note on this page, if someone can find a citation in the DF Forums.  [[Special:Contributions/71.181.41.95|71.181.41.95]]&lt;br /&gt;
&lt;br /&gt;
:A straight-forward fix for this problem is simply purchasing the finished barrels of lye from the embark and the caravan menus. [[Special:Contributions/71.181.41.95|71.181.41.95]] 01:20, 18 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pets ==&lt;br /&gt;
&lt;br /&gt;
I have several pets (cats and racoons seen so far) carrying around bars of soap in their mouths. I am not sure if it is their &amp;quot;cleaning&amp;quot; task or if it is something else. [[User:Matakuka|Matakuka]] 13:04, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==how much soap is used==&lt;br /&gt;
After using some soap does it get used up?&lt;br /&gt;
&lt;br /&gt;
==Still bugged?==&lt;br /&gt;
I'm having no problems with soap in my fortress, I've got soap, I've got dorfs and pets, but no error message spam.  I am getting an unable to reach area clean self error, but I'm pretty sure that's cause I need another well or ten, since there's only two tiles that can access my current well.&lt;br /&gt;
&lt;br /&gt;
As far as the lye bucket/barrel issue, I usually use magma forges, so I prefer not to burn wood anyways(not an elf or anything, just would rather use the results of my clearcutting for furniture and cages etc), I just embark with 10 to 25 lye, and request it each time from the caravan, and I've never needed to make any. I'm not even sure of all the steps actually.&lt;br /&gt;
&lt;br /&gt;
I'm using the latest release.--[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
: The &amp;quot;Urist cancels Clean Self: Area Inaccessible&amp;quot; ''is'' the error message spam currently associated with soap. [[User:Niveras|Niveras]] 01:27, 2 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yeah, I'm noticing now, I was confused by the talk about pets carrying soap in their mouth because the mouth was the only part needing cleaned on the dwarfs generating messages. Then I saw some bloody eyeballs etc too. I have still not seen it from pets, but I'm using cages to keep FPS up so maybe I'm just missing them. Hmmm, makes me wonder if dwarfs have an aversion to washing thier mouths out with soap. I know I wouldn't want to. Great, now we need toothpaste too. Come on guys, you're dwarves that blood in your mouth, that's for next time you get thirsty, haven't you ever gone adventuring. --[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
&lt;br /&gt;
I wasn't getting these messages but I've started getting them. It's obviously associated with specific dirty areas.--[[Special:Contributions/58.122.40.118|58.122.40.118]] 13:38, 6 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Imported lye==&lt;br /&gt;
It seems that when I get traders to bring me lye they bring it in stacks of then in a barrel (i.e. lye [10]). Unfortunately the create soap job seems to use the whole stack of 10, while when I make lye myself the lye never stacks and each job only uses one unit. I just thought I'd put this somewhere in case someone cares. Also if someone wants to verify that I'm not just insane that would be nice. --[[User:Dapanman|Dapanman]] 01:07, 10 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Confirmed.  It's been doing this for me for the last 5 or so releases.  I haven't checked homemade lye yet (due to a huge lack of coal, meaning my trees go to more important things), but for imported lye the stack gets used up all at once, only to make a single unit of soap.  Also, I've only done this recently with rock nut oil, not tallow, but the first time I tried, I used tallow and got the sam results.  --[[Special:Contributions/68.232.113.106|68.232.113.106]] 12:50, 10 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: As far as I remember, homemade lye comes in one unit per stack. In any case, this works as expected. [[User:Qwertyu|Qwertyu]] 17:05, 10 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pasture&amp;diff=144606</id>
		<title>v0.31 Talk:Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pasture&amp;diff=144606"/>
		<updated>2011-04-04T21:04:25Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: feeding of pets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you multiply a grazing creature's maximum SIZE by its GRAZER value, the result is almost always 60 million (yaks, muskoxen, deer, reindeer, and alpacas are slightly lower due to rounding); thus, all creatures graze at a rate proportional to their size. As such, the best livestock are the ones that grow up to the greatest size in the smallest amount of time, and the winner is the water buffalo, growing to 10,000kg within only 2 years. --[[User:Quietust|Quietust]] 19:45, 22 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Meaning of GRAZER value==&lt;br /&gt;
The actual number specified with the GRAZER token could have any number of meanings - the amount of nutrition gained from eating grass (i.e. the amount of grass removed from the tile when the animal eats), or how often the animal needs to eat (i.e. the rate at which it becomes hungry). Given that higher values equate to lower food consumption, the latter seems more likely. --[[User:Quietust|Quietust]] 19:54, 22 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals fighting in pasture==&lt;br /&gt;
Animals that I have placed into a pasture have been wrestling and kicking, to the point where I have a maimed sheep blinking at me and a constant stream of combat reports. Mostly these combats don't result in anything, aside from the footless sheep, but I'd like to prevent it if I could. Anyone else seeing this behavior?&lt;br /&gt;
:I am seeing it as well in .21. I have one very mean goat.&lt;br /&gt;
::this is intended behaviour (it was in the dev blog), you need a bigger pasture size, or one with more grass (or both) hungry animals in crowded places get unhappy, just like dwarves do and start throwing &amp;quot;tantrums&amp;quot;&lt;br /&gt;
:::Ahhh, that explains why I suddenly got a &amp;quot;The Stray Horse (tame) has become enraged&amp;quot; message when I moved my large mammals and my poultry flock into the same pasture so they'd all be closer to the butcher shop. [[User:Gentgeen|Gentgeen]] 05:29, 13 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Removal of Grazer Tag==&lt;br /&gt;
Does anyone know of a way to edit the raws that will remove the grazer tag so an animal doesn't have to graze? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lennethare|Lennethare]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Er, just open the appropriate creature raw file in a text editor (such as Notepad), find the creature definition, locate the [GRAZER:xxx] tag, then remove it and save. If you want the changes to affect a specific world, edit the files in /data/save/regionX/raw/objects, otherwise edit the files in /raw/objects to make them apply to all subsequently generated worlds. --[[User:Quietust|Quietust]] 23:41, 14 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Underground Grazing==&lt;br /&gt;
Is it possible to feed animals underground with this update? [[Special:Contributions/97.90.179.98|97.90.179.98]] 22:42, 19 March 2011 (UTC)&lt;br /&gt;
:all caverns are full of grasslike fungi and moos, which cattle will graze without problem too--[[User:Rhenaya|Rhenaya]] 09:17, 24 March 2011 (UTC)&lt;br /&gt;
::well yes, if you have cattle in an underground pasture, your caverns will be full of moos.  I suspect you meant 'moss' in this context, though. [[Special:Contributions/194.200.65.239|194.200.65.239]] 10:26, 24 March 2011 (UTC)&lt;br /&gt;
:::you should make sound annoucnment D_D and add moos to cows though :x&lt;br /&gt;
&lt;br /&gt;
==Feeding of pets==&lt;br /&gt;
It seems pets are fed by their owners as soon as they are starving. Can anyone confirm this? My setup is a Giant beetle (Civilization Forge mod), which sits on a nestbox for months in a row. It went to starving state multiple times, before it vanished again, so I guess it must have been fed by someone. I am pretty sure it was no animal caretaker, as I should have none in my fortress. [[User:Qwertyu|Qwertyu]] 21:04, 4 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hatch_cover&amp;diff=134822</id>
		<title>v0.31 Talk:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hatch_cover&amp;diff=134822"/>
		<updated>2011-01-10T13:46:50Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: deconstructing hatch covers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Building destroyers'''&lt;br /&gt;
&lt;br /&gt;
Hatch covers seem to no longer stop building destroyers attacking from below. I just had a locked hatch cover destroyed by a Titan from the bottom of the stairway one Z-level down.&lt;br /&gt;
&lt;br /&gt;
What about attacks from above? [[Special:Contributions/98.181.12.207|98.181.12.207]]&lt;br /&gt;
&lt;br /&gt;
== Deconstructing hatch covers ==&lt;br /&gt;
&lt;br /&gt;
When you remove a hatch cover, the dwarves seem not to check if some other dwarves is standing on top. I just had a dwarf dying in my to-be-created well because of this. Should this be mentioned on the article page, or is this rather obvious come to think of it? [[User:Qwertyu|Qwertyu]] 13:46, 10 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=134821</id>
		<title>v0.31 Talk:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=134821"/>
		<updated>2011-01-10T13:43:42Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: prerequisites for cleaning?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cleaning appears to be functionally similar to the previous version so far, with a few exceptions:&lt;br /&gt;
* dwarves no longer clean adjacent tiles in addition to the tile they are standing on - only the tile they're on becomes cleaned;&lt;br /&gt;
* blood, ichor, and vomit no longer vanish on season-change, and rain only removes the liquids from the tile it hits&lt;br /&gt;
[[User:Volouscheur|Volouscheur]] 21:12, 21 April 2010 (UTC)&lt;br /&gt;
:The second part of #2 is how it's always been - even in 40d, rain would clean away any outdoor blood and vomit 1 tile at a time. --[[User:Quietust|Quietust]] 21:37, 21 April 2010 (UTC)&lt;br /&gt;
:Every time one of my dwarves has cleaned a tile, they also clean the tiles adjacent to it, including walls. --[[User:Telarin|Telarin]] 19:18, 3 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clean Self==&lt;br /&gt;
&lt;br /&gt;
Now that dwarves will clean themselves as well as the fort, we need to cover this.  Would it be better as a separate article, or as a section here (with a redirect here from {{cv:Clean self}})? --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:09, 12 May 2010 (UTC)&lt;br /&gt;
:In my opinion, it should stay in the cleaning area, as it is related to cleaning. However, it is of little value, considering Clean Self is bugged when you finally make soap for dwarves to clean themselves with. Still, yes it can be split if people want it split, but it would probably turn into a vote later on. --[[User:Hugna|Hugna]] 23:42, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleaning should be an assignable job ==&lt;br /&gt;
&lt;br /&gt;
I should be able to [d]esignate cleaning. It could work exactly like smoothing stone, and utilize a cleaning ability. Only dwarves tasked with Cleaning would perform the task. Vomit and blood could give a negative thought to encourage cleaning.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:15, 12 July 2010 (UTC)&lt;br /&gt;
:Suggestions should be posted [http://www.bay12forums.com/smf/index.php?board=5.0 where the people who can implement them can see], it's not going to be seen here, sadly. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 18:27, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleanable tiles ==&lt;br /&gt;
&lt;br /&gt;
It seems to me that dorfs won't clean soil, just rock. It doesn't seem to matter whether it's natural rock, or built rock; so building stone flooring over the top of soil (where possible) is a good way of making your dorfs keep your fortress clean.&lt;br /&gt;
&lt;br /&gt;
Anybody want to confirm this/add it to the article?&lt;br /&gt;
&lt;br /&gt;
:I've heard people say constructed walkable tiles have a higher priority for cleaning than natural ones.[[Special:Contributions/99.115.139.116|99.115.139.116]] 20:48, 27 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Grates allowing contaminants to drain ==&lt;br /&gt;
&lt;br /&gt;
They do not.  pools of blood, dust, and ichor are perfectly capable of hovering over empty space, as well as staying on empty space covered by a grate.[[Special:Contributions/99.115.139.116|99.115.139.116]] 20:51, 27 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleaning scheme ==&lt;br /&gt;
&lt;br /&gt;
In my recent fort, I built a slaughter room underground to safely dispose of invaders, grab their equipment, and clean up the resulting mess. However, while the first two parts worked (trapped invaders, trained marksdwarves, and collected reward), my dwarves never actually cleaned the room for maybe one season. I designated a meeting zone, and the dwarves idling around there immediately went to work (I should mention that I had a dedicated cleaner). So it seems to me that dwarves only clean up if they have no job and see some pollution. [[User:Qwertyu|Qwertyu]] 13:43, 10 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=134820</id>
		<title>v0.31 Talk:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=134820"/>
		<updated>2011-01-10T13:36:56Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: /* Three-way sparring match */ me, too&lt;/p&gt;
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&lt;div&gt;==This isn't funny, guys==&lt;br /&gt;
But it is [[Fun]]. How do I get them to use wooden training sword for training and metal swords for everything else? I spent months watching my swordsdwarves beating an ettin with what are essentially sticks, and when I finally get them using metal swords, one trainee sticks one in his sparring partner's stomach and twists it around! I thought they were supposed to be smart enough to switch on their own; I'm feeling pretty dumb that I can't even get them to switch on command. Help? --[[User:Zombiejustice|Zombiejustice]] 01:21, 11 April 2010 (UTC)&lt;br /&gt;
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:Pffft, ''you'' feel dumb, I can't even ''get them to spar'' in the current setup :/ Stupid drills and lessons [[User:Greep|Greep]] 01:13, 17 April 2010 (UTC)&lt;br /&gt;
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:Don't feel dumb, the military is horrendously bugged right now and some people are even having a hard time getting them to pick up something. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
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::I'm having the problem right now.  They picked stuff up fine (more or less), but this current fort, I can't even get hunters to pick up their stuff. --[[User:LegacyCWAL|LegacyCWAL]] 17:49, 22 April 2010 (UTC)&lt;br /&gt;
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:Just to annoy you a little bit, my dwarves train fine, level up quite fast, train with steel and bronze weapons and i have yet to see any injury :P I will admit though that the military screen gave me quite a bit of headache at first. --[[Special:Contributions/92.202.9.88|92.202.9.88]] 14:26, 17 April 2010 (UTC)&lt;br /&gt;
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::For my edification, are they sparring with these metal weapons, or doing individual training? --[[User:Zombiejustice|Zombiejustice]] 22:56, 17 April 2010 (UTC)&lt;br /&gt;
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::I'm with Greep; my dwarves don't spar whatsoever. I have the military screen largely figured out, I have my barracks designated for training, another for sleeping, etc. but I only see them standing around in a large group &amp;quot;Waiting for Combat Training&amp;quot; and whatnot. I never see my recruits pushing eachother around with the occasional smear of blood across the wall, like they use to (sparring, basically). Are they supposed to just stand around now and passively gain military skill, or do they move around? If so, '''HOW DO I GET THEM TO SPAR'''?! Much thanks. --[[User:Bronzebeard|Bronzebeard]] 02:58, 18 April 2010 (UTC)&lt;br /&gt;
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:::To get them to spar, assign the squad a barracks, make an alert for that squad with a schedule that calls for training, and give that squad that alert. --[[User:Zombiejustice|Zombiejustice]] 19:23, 22 April 2010 (UTC)&lt;br /&gt;
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::::I've done all that. I don't see any sparring, though, unless it's been entirely taken out of the game and replaced with &amp;quot;individual combat drills&amp;quot; and demonstrations. The latter never seem to work because, for whatever reason, the dwarves can't all be there at the same time (unless they do work without the entire squad) BUT I have noticed that one way or another, my dwarves are improving their combat skills by just standing around doing drills and demonstrations. I have to assume that sparring -- dwarves knocking each other around -- has been eliminated from the game. --[[User:Bronzebeard|Bronzebeard]] 19:29, 23 April 2010 (UTC)&lt;br /&gt;
::::: My dwarves spar sometimes. Like most of the military jobs in 0.31.03 it seems to be somewhat buggy. All I did to get them to spar originally was to assign them a firing range, a barracks (both designated as training) and set their schedule to 'Train'. Getting them to not put each other in hospital on the other hand... [[User:Bpuk|Bpuk]] 22:38, 23 April 2010 (UTC)&lt;br /&gt;
:::::I've just figured out that along with the 'C' and 'H' at the upper left corner of the screen, there is also an 'S' that pertains to sparring announcements (an 'S' I've never seen, mind you), so traditional sparring must, clearly, still be around -- I apologize. However I've, again, yet to see it. --[[Special:Contributions/76.110.216.178|76.110.216.178]] 03:10, 30 April 2010 (UTC)&lt;br /&gt;
::::::Don't worry if your dwarves are just standing around attending &amp;quot;Demonstrations&amp;quot; or &amp;quot;Individual Combat Drills&amp;quot;.  They still gain military skill.  In my current fortress, I put a few of my useless dwarves into the military, including one who already had good fighting skills, before I had forged any weapons.  By the time I supplied them with battleaxes, the one had taught the others to become competent dodgers.  Once I gave them all weapons, they just stood around doing individual drills, but they still gained skill (only novice so far).--[[User:Aegeus|Aegeus]] 01:26, 14 June 2010 (UTC)&lt;br /&gt;
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:My dwarves pick their weapons and armor as soon as I order them, too bad that they do &amp;quot;sparring&amp;quot; instead of &amp;quot;demonstrations&amp;quot; or &amp;quot;combat drills&amp;quot;. Lethal sparring. Sparring with exceptional iron short swords is deadlier than a GCS attack, even with full iron gear.&lt;br /&gt;
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::For me (in 31.11), my dwarfs &amp;quot;lightly tap&amp;quot; eachother with their weapon while sparring. Even with copper battle axe. No Dwarf was hurt until now.&lt;br /&gt;
::: ''The expedition leader hacks the recruit in the upper body with her (copper battle axe) lightly tapping the target.''  --[[Special:Contributions/94.217.127.39|94.217.127.39]] 09:33, 24 July 2010 (UTC)&lt;br /&gt;
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:I've been wanting to add a little blurb in the training section about training with hammers--there's no training hammer you can build, but you can assign wooden crossbows to hammerdwarves and, without bolts, they'll train hammer, and won't bludgeon each other to death.  I've never actually contributed to a wiki before, and don't want to commit a faux pas by improper editing...&lt;br /&gt;
::I say go for it. If there is an error in your change someone else can just pitch in and correct it.&lt;br /&gt;
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=== version 31.12 ===&lt;br /&gt;
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I would really appreciate a keystroke-by-keystroke explanation of how to set up a training schedule. I'm trying to decipher it on my own right now, and will post when I get a chance, but in the meantime....if you know, please share? [[User:Romeofalling|Romeofalling]] 22:18, 15 August 2010 (UTC)&lt;br /&gt;
:I added in some more specific directions in the introduction as well as cleaned up the language a bit. I also added the bit about the danger room. Try my directions and see if you get better results. I have consistently been able to get my squads to train using the past two versions by following those instructions. If they still won't train I will write out a more detailed synopsis.[[User:Furlion|Furlion]] 07:09, 16 August 2010 (UTC)&lt;br /&gt;
::Thanks! That was very clear and concise. Would it be possible for you to make similar clarifications about how to integrate Scheduling into these sorts of training routines? In my specific case now that I've managed to train successfully, I'm trying to figure out how to set up 3 two-dwarf squads of melee combatants so that at any given month, one is training, one is on patrol, and the third is working their civilian jobs. [[User:Romeofalling|Romeofalling]] 21:49, 16 August 2010 (UTC)&lt;br /&gt;
:::Check my user talk page today or tomorrow. I am going to write up a little tutorial similar to the one found [http://df.magmawiki.com/index.php/DF2010:Military_interface here]. See if that link gets you anymore help then check my page. Glad my write up helped you get started training!--[[User:Furlion|Furlion]] 07:03, 17 August 2010 (UTC)&lt;br /&gt;
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== Injuries? ==&lt;br /&gt;
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Have there actually been any reported sparring injuries in 0.31.12?  A single one?  Anywhere?  I suspect the part of the page that discusses injuries may be out of date, but I don't want to change it prematurely. --[[User:Greycat|Greycat]] 16:33, 28 August 2010 (UTC)&lt;br /&gt;
:Actually now that you mention it, I was letting my squad train with real weapons and no one has suffered an injury yet. Or at least, I have yet to notice one. I would say that carefully monitoring a full squad of 10 for a whole year of training and seeing if anyone has been injured would be long enough to be considered verified. --[[User:Furlion|Furlion]] 16:18, 29 August 2010 (UTC)&lt;br /&gt;
::They are only &amp;quot;lightly tapping&amp;quot; each other with exceptional steel spears and masterwork steel battleaxes now. And doing actual sparring is slow but way faster than &amp;quot;individual combat drill&amp;quot;.--[[User:Another|Another]] 14:02, 19 September 2010 (UTC)&lt;br /&gt;
::: Oh yeah, I have seen the same, just that my dorfs are training with adamantine axes. At first I was like &amp;quot;SHIT&amp;quot; when my dorfs spar, cause I don't have a armorer yet, but they only tap each other, noone got any injurys yet.--[[User:Niggy|Niggy]] 11:39, 9 October 2010 (UTC)&lt;br /&gt;
:::: As the consensus seems to be that dorfs no longer hurt each other, I'm changing the page. [[User:Calite|Calite]] 14:04, 9 October 2010 (UTC)&lt;br /&gt;
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==Danger Room==&lt;br /&gt;
There is currently a {{l|Danger_room|Danger Room}} article so I am going to remove the text and instead put a link the See Also links. --[[User:Furlion|Furlion]] 05:33, 23 November 2010 (UTC)&lt;br /&gt;
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== 31.17 training oddity ==&lt;br /&gt;
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I do not know, if this is the best place but I noticed this little thing: if you schedule you dwarves to train and order says &amp;quot;minimum 1 dwarf&amp;quot; there will never be ''more than one'' dwarf training at a time. When I changed order to &amp;quot;minimum 3 dwarf&amp;quot; two more dwarves rushed in almost immediately. I will look on Mantis for this.--[[User:SanDiego|SanDiego]] 15:44, 23 November 2010 (UTC)&lt;br /&gt;
:That is correct. Also, if you put in 10 minimum, and you only have eight, ''they won't train at all.'' So it is a minimum, and a maximum. Although, if you train less than you have (which you should, so they get breaks) the other may engage in individual combat drills when they are not active.&lt;br /&gt;
::And so, in other words, the &amp;quot;minimum&amp;quot; setting of dwarves to train is actually the exact number (?)&lt;br /&gt;
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== Three-way sparring match ==&lt;br /&gt;
I'm currently observing a three-way sparring match taking place in my fortress (df 31.18).  Never knew this was possible before; don't know if it needs to be worked into the article or what.  (It does seem like it would impact the &amp;quot;optimum squad size&amp;quot;.) &amp;amp;mdash;[[User:Chaos|Chaos]] 18:17, 24 December 2010 (UTC)&lt;br /&gt;
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One of the dwarfs left the match without terminating it for the other two, incidentally. &amp;amp;mdash;[[User:Chaos|Chaos]] 18:21, 24 December 2010 (UTC)&lt;br /&gt;
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: I can confirm that this happened in my fort as well. [[User:Qwertyu|Qwertyu]] 13:36, 10 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=59385</id>
		<title>40d Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=59385"/>
		<updated>2009-12-07T17:13:06Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: /* making a soldier kill something */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AFAIK, drafting unhappiness is more precice - ANY military skills will mitigate the &amp;quot;draft&amp;quot; thought, and ANY civilian skills will prevent grumpiness about &amp;quot;being relieved.&amp;quot; Don't have proof, though, and I can't check just ATM - can someone look at this?[[User:Thexor|Thexor]] 20:53, 4 November 2007 (EST)&lt;br /&gt;
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I checked a little.  Dabbling skills are not enough, but novice military skills are sufficient to prevent unhappiness about being drafted, while novice civilian skills prevent angst when the dwarves are relived.  Is it ok as long as they don't become peasants or recruits? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
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Tests:&lt;br /&gt;
* Novice Jeweler&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - did not complain&lt;br /&gt;
* Dabbling Butcher&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - unhappy&lt;br /&gt;
Will update again when dwarfs are no longer unhappy.  Also, it seems to me that marksdwarves need to be stationed near the barracks to practice when they are standing down - can anyone confirm this? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
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I can also add results to the tests above:&lt;br /&gt;
* Novice Marksdwarf / Novice Butcher&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - No unhappy thought&lt;br /&gt;
* Novice Butcher only&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** unenlisted - no unhappy thought&lt;br /&gt;
* Novice Axedwarf / Dabbling Planter&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - unhappy.&lt;br /&gt;
Dwarves don't need to be stationed near the barracks for sparring practice when off-duty, mine (Axedwarves and Marksdwarves) are stationed almost 5 full screens away. [[User:Matryx|Matryx]] 03:59, 5 November 2007 (EST)&lt;br /&gt;
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== Injuries while sparring ==&lt;br /&gt;
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It IS still possible to get grievous injuries while sparring. I currently have two guards resting with injuries, one maimed and one with a broken limb. Mitigating circumstances? Near-masterwork steel battleaxes and no armor. On the other hand, none of them are Strong or anything (or Tough, for that matter). Also I just checked and I have a Wrestler with a left lung and upper spine maimed too, couldn't be from anything else but sparring with the over-equipped guards, and he was wearing iron chainmail AND was Agile, Tough. I'd make the change myself but I'm too clueless about wikis and don't want to break some law of etiquette.&lt;br /&gt;
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:I wrote the paragraph before, I shall amend if with your new information --[[User:Matryx|Matryx]] 09:19, 5 November 2007 (EST)&lt;br /&gt;
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Interestingly, I've had no major injuries with wrestler sparring in 3 years.  A couple bruises, nothing more.  Only thing I can see different is that I have a massive barracks, with 3 rooms and inner doors.  When they 'spar' next to each other, there can be some minor bruising, but they gain skill when they aren't next to each other.  They do have iron bucklers and full steel chainmail which helps, but my barracks doesn't even have blood on the floor 95% of the time.  Perhaps larger barracks are the way to go, or was I just lucky? --Gotthard 12:03, 10 December 2007 (EST)&lt;br /&gt;
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:I've had many announcements of guards/soldiers suffocating to death due to sparring with a wrestler. --Esoterrik 6:27, 4/10/08&lt;br /&gt;
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::That may have been due to miners getting critical hits with their picks, I think picks still have a massive critical boost like spears do. [[User:Extar|Extar]] 23:52, 20 November 2008 (EST)&lt;br /&gt;
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:::Picks have the same crit boost as spears - see [[Weapon#Weapon_statistics]]. In fact, for military purposes, picks '''are''' spears that use the mining instead of the speardwarf skill and do 30% less damage. --[[User:Savok|Savok]] 11:13, 13 December 2008 (EST)&lt;br /&gt;
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Another report on sparring over 10 years in a single room large barracks.  I've got only two notable injuries, both nervous system, and both light grey or brown.  They were only acquired by dwarves after I started training spears, and to two of four dwarves who hadn't yet received platemail.  In addition to the large barracks I've also been using silver weapons for training and layering armor.  They're all also legendary wrestlers before any started weapons training.  --[[User:Squirrelloid|Squirrelloid]] 14:30, 13 December 2008 (EST)&lt;br /&gt;
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== Discarded equipment ==&lt;br /&gt;
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I have noticed that if I have civilians wandering around who get interrupted by wild critters, if I draft them they are fairly inclined to dump whatever they are carrying and then follow orders. If their preferences are set to have certain millitary equipment then they will disregard whatever other orders I set to go off and try to make their inventory match their orders.&lt;br /&gt;
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I don't really have a problem with any of that.&lt;br /&gt;
What I '''do''' have a problem with, is when I de-list/de-{{key|A}}ctivate them, they dump their millitary items wherever they happen to be.&lt;br /&gt;
So it means I should really only deactivate millitary types when they are close to a weapon &amp;amp; armour stockpile I guess?&lt;br /&gt;
Any other opinion/advice/observations on this issue?[[User:GarrieIrons|GarrieIrons]] 04:55, 13 February 2008 (EST)&lt;br /&gt;
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== War ==&lt;br /&gt;
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A goblin just snatched one of the babies out of my fortress....  Any way to take the war to these b@$+@rds? - [[User:Holyfool|Holyfool]] 09:22, 23 March 2008 (EST)&lt;br /&gt;
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:Not yet... that's the Army Arc, which Toady is working on right now. --[[User:Savok|Savok]] 10:31, 23 March 2008 (EDT)&lt;br /&gt;
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==Dual wield?==&lt;br /&gt;
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(note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
why then does my dwarf carry a short silver sword in each hand? [[User:Twiggie|Twiggie]] 12:00, 16 April 2008 (EDT)&lt;br /&gt;
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My dwarves set to carry 2 weapons also drop their sheild.  This does not necessarily mean that they are  dual wielding, but it is a negative to them carrying 2 weapons. --[[User:Esoterrik1|Esoterrik1]] 16:27, 5 May 2008 (EDT)&lt;br /&gt;
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==Cross-training/Reserves Program==&lt;br /&gt;
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I think it's kind of sad that we don't have a section in this part of the wiki about cross-training or making a reserves program where you use civilian levelups to get stat increases for your military dwarves.  It not only makes for better armies, it staves off unhappiness if you ever need to relieve some dwarves of duty.  These little tips are spread throughout the wiki in weird places, and I think they really ought to be consolidated here.  Going spit out a first draft of something like that in this spot so it can be discussed and edited before being added or put in its own page.&lt;br /&gt;
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Please use this space (and not some spot inside the article) to discuss and note your changes.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:ThunderClaw|ThunderClaw]] 14:38, 18 September 2008 (EDT)&lt;br /&gt;
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Nobody is commenting on it so I'm assuming people are fine with it.  Adding this into the article. --[[User:ThunderClaw|ThunderClaw]] 12:31, 22 September 2008 (EDT)&lt;br /&gt;
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&amp;quot;Internship (Bookkeeper) - Turn on Highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a Legendary Bookkeeper.&amp;quot; Can this go wrong if I don't switch the dwarf out before attaining highest precision? I have a legendary bookkeeper who attained highest precision, and now no other dwarf will take on bookkeeping jobs, despite being appointed to the job and having the office requirements met. The settings screen always reads: &amp;quot;Your bookkeeper has done enough work to attain the highest precision&amp;quot; (DF version 40d).&lt;br /&gt;
[[User:Edenicholas|Edenicholas]] 01:49, 2 October 2008 (EDT)&lt;br /&gt;
: Basically, the bookkeeper only has work if the stores change significantly enough for the precision. Unfortunately, this is not always under your direct control. *wrinkles nose* If you read through the Bookkeeper article and the associated talk pages, apparently at some point highest precision meant they worked on it frequently no matter what, but I agree that in 40d, this doesn't always seem to hold true. Ensure that you have enough stores to require frequent counting (it's what, a thousand items at least before the gain or loss of 10 or so puts you out of spec?). That's the closest I can find to actual advice for you. -[[User:Fuzzy|Fuzzy]] 07:56, 2 October 2008 (EDT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: Yeah, starting fairly recently the Bookkeeper will only do the extra work when it's needed.  You can ensure that it is always needed by keeping a Gulag active (thus producing scads of stone), and keeping Mason shops active by requisitioning lots of Blocks.  Also make sure to buy plenty from the caravans -- a full shipment of logs will wreak havoc on the stockpile books (lots of logs in, lots of crafts out).  Still, though, it might be a good idea to make a gym and set your clerk to Pump Operation on top if it.  You may end up with a Legendary Pump Operator/Adept Bookkeeper, but even by that point Bookkeeping has given the dwarf a few nice stat upgrades, and the lucky intern is now an ideal candidate for the military.  --[[User:ThunderClaw|ThunderClaw]] 10:05, 2 October 2008 (EDT)&lt;br /&gt;
:: While I don't know if it's optimized, I used to set my Bookkeeper up as one of the fortress's hunters. Between the bookkeeping operations, he was out getting archery practice on the local wildlife. And with the legendary stat increases, he was fully capable of bashing foes through the air with his crossbow alone when he ran out of bolts. He never has increased very far on his Ambusher skill though... -[[User:Fuzzy|Fuzzy]] 12:19, 2 October 2008 (EDT)&lt;br /&gt;
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The article seems to be getting a bit long in the tooth. Perhaps split &amp;quot;Reserves program&amp;quot; and &amp;quot;Army engineers&amp;quot; into a different article? --[[User:Juckto|Juckto]] 03:35, 18 October 2008 (EDT)&lt;br /&gt;
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:Agreed.  The &amp;quot;cross-training&amp;quot; advice is good for any dwarf you want to beef up (which should be all of them, not just your military).  The Corps of Engineers is an excessively elaborate way of saying you want one or more high-skill mason/building designers and mechanics in your fort.--[[User:Maximus|Maximus]] 10:36, 18 October 2008 (EDT)&lt;br /&gt;
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::I honestly wasn't sure where to put the Corps of Engineers bit.  I considered putting it in its own article or attaching it to a couple others, but ended up putting it here because in my experience having them around benefits your military more than anything else.  I haven't been around too long, so I'm not sure how people like to organize things here, so move it as it pleases you.&amp;lt;br&amp;gt;&lt;br /&gt;
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::Also, the Corps advice goes beyond just a couple high skill masons and mechanics, the way I see it.  They serve a very important niche in any fort, and it goes into a lot of detail about how to train them most efficiently.  If you see a way to shorten it, please do so by all means; I proofread it a couple times trying to figure out how to do so, but I couldn't come up with anything - more or less everything I put in there is what I feel is needed detail. --[[User:ThunderClaw|ThunderClaw]] 11:32, 18 October 2008 (EDT)&lt;br /&gt;
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:::With no real argument against splitting, it's been done. Info can now be found at [[cross-training]]. --[[User:Juckto|Juckto]] 22:20, 29 October 2008 (EDT)&lt;br /&gt;
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== smoothing near river? ==&lt;br /&gt;
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# Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to magma or a river. &lt;br /&gt;
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Why is this bad? the article on smoothing doesn't say. [[User:Random832|Random832]] 13:59, 14 October 2008 (EDT)&lt;br /&gt;
:I'd imagine it's because dwarfs aren't very smart and may either incite the local fauna, or fall in. [[User:HeWhoIsPale|HeWhoIsPale]] 15:03, 14 October 2008 (EDT)&lt;br /&gt;
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:Maybe they try to smooth the &amp;quot;wet&amp;quot; side, which would probably result in a cancellation message.--[[User:Maximus|Maximus]] 10:38, 18 October 2008 (EDT)&lt;br /&gt;
::They don't do this.  I flooded my swimming pool before it was totally smoothed and my engravers just politely ignored my designations until I had drained it for them.  The larger issue is that rivers and magma pools can all contain Bad Things (tm) like carp or magma men, which puts your dwarves at an unnessecery risk.  --[[User:ThunderClaw|ThunderClaw]] 11:35, 18 October 2008 (EDT)&lt;br /&gt;
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== Encumbrance ==&lt;br /&gt;
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This is a really impressive amount of research, and I suggest it now is large enough to deserve its own page, with a link from here. --[[User:RomeoFalling|RomeoFalling]] 19:49, 23 October 2008 (EDT)&lt;br /&gt;
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:Thanks.  A split would be fine; [[Equipment and encumbrance]], maybe?--[[User:Maximus|Maximus]] 23:31, 23 October 2008 (EDT)&lt;br /&gt;
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:: That's definitely got my vote over just &amp;quot;Encumbrance.&amp;quot; I keep forgetting what sort of page titles are valid in a wiki. --[[User:RomeoFalling|RomeoFalling]] 01:29, 24 October 2008 (EDT)&lt;br /&gt;
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:::Done.  It certainly got more elaborate than I had initially intended.  It was fun writing it, though.--[[User:Maximus|Maximus]] 02:55, 24 October 2008 (EDT)&lt;br /&gt;
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== Carrying two weapons ==&lt;br /&gt;
&lt;br /&gt;
Ok, I have a dwarf champion with legendary in all weapon types (well, that can be equipped. No whips for him.) armor, shields and wrestling. He has the highest possible listed attributes and is currently wearing legendary steel greaves and plate (I got really lucky). &lt;br /&gt;
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My question is, is there a way for me to make him carry two weapons around? Honestly, I took off his shield for the last goblin siege and he didn't get hurt at all (I think he had a bruised lower leg which healed in about one turn, it seemed). &lt;br /&gt;
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I just think he would be better off carrying two weapons around instead of his shield, but the labor menu is totally blocked off, including hunting and soldiering. Is there any way to actually get him to carry that second weapon?[[User:Milskidasith|Milskidasith]] 19:47, 8 November 2008 (EST)&lt;br /&gt;
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:{{k|m}}ilitary-{{k|w}}weapons, right arrow over to where it says #:1, hit Enter.  It's possible you'll also need to set &amp;quot;shield&amp;quot; to none.  I've never tried out double weapons before.  But given that he can get still injured, I personally wouldn't fool with it.  Especially if you go up against elite bowmen: you'll end up with a legendary pincushion that menaces with spikes of iron.--[[User:Maximus|Maximus]] 20:39, 8 November 2008 (EST)&lt;br /&gt;
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::I suppose you have a point. Last ambush he only went against one bowman (who managed to badly bruise his shield arm, the bastard!) and some macegoblins. I'll just work on that legendary shield.[[User:Milskidasith|Milskidasith]] 20:52, 8 November 2008 (EST)&lt;br /&gt;
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::: The menu Maximus is talking about is only for the number of weapons he carries with him. If a weapon gets stuck in an enemy, a dwarf carrying two weapons will be able to use the second weapon. Dwarves can carry a weapon and a shield in the same hand anyway, so I doubt you need to turn off shields. --[[User:RomeoFalling|RomeoFalling]] 21:28, 8 November 2008 (EST)&lt;br /&gt;
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:::Those who I've set to use this option I've seen holding both of their weapons in one hand, and a shield in the other. Somehow this seems to work well! --[[User:Navian|Navian]] 03:08, 9 November 2008 (EST)&lt;br /&gt;
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== Patrol Issues ==&lt;br /&gt;
&lt;br /&gt;
I've had troubles getting certain units to move as a squad. My marksdwarf squad seems to do just fine, but my four other soldiers need to be leaders of their own squads to be able to move anywhere. Otherwise, the leader of that squad runs off to die, and the others just continue using the patrol routes they had when they were in their own squads. How do I fix this?  TomMyarna&lt;br /&gt;
&lt;br /&gt;
:You need to break off the other soldiers from the squad, designating each of them into their own squads again, and then clear out each of their patrol routes. Reassign them to the dwarf you want them to follow and they should do so without many issues after that. [[User:Zykis|Zykis]] 11:09, 22 July 2009 (UTC)&lt;br /&gt;
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::I just started fooling with this recently, but it seems like even with no patrol routes ever set the members of any squad will run back and forth between home and target like a swarm of gnats without any sense, very rarely reaching either.  Unless clearing patrol routes also clears the &amp;quot;station&amp;quot;?  If an enemy is in the area every once in a while one member of the squad may get close enough to charge their cocked crossbows yelling the ''Duh! Duh! Duh!'' dorfen warcry, and nothing can stop him (including stay close to station, etc) while the rest run and back waiting for news of his death.  (Civilians, on the other hand, are more than eager to come out from unexpected spots on heights and lowlands to recover his wounded soon to be corpse, or corpse, from the feet of his attackers, pick up arrows, grab equipment, etc., stopping only within about 1/4 of a bowshot from the enemy to realize their mistake, take a few steps back if alive, then try again)  So far as I could figure, every time one gets hungry or thirsty or a leatherworker finishes an extra quiver or a waterskin or a backpack, one runs back home and some follow him and some don't.  Is it safe to say that as a rule that dorfs should ''never'' be put more than one to a squad, except in order to change settings?  [[User:Dorf and Dumb|Dorf and Dumb]] 20:57, 10 September 2009 (UTC)&lt;br /&gt;
:::I should add that since then I managed to get some squads to work by the book, and others are just as dysfunctional as the first time.  I don't understand what's going on still. [[User:Dorf and Dumb|Dorf and Dumb]] 07:05, 16 September 2009 (UTC)&lt;br /&gt;
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::::Squads are a nice mix of disfunctional and annoying currently. Once managing single soldiers is too much of hassle, I have so many soldiers it doesnt matter what they do where and when. If I got that right, squads get a major overhaul *salutes* for the next version . --[[User:Birthright|Birthright]] 15:54, 16 September 2009 (UTC)&lt;br /&gt;
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== making a soldier kill something ==&lt;br /&gt;
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an antman ran off with one of my mules.&lt;br /&gt;
oddly there doesn't seem to be an option to get soldiers to actually kill something, only to station or patrol.&lt;br /&gt;
which is of lttle use when your mule is being chased all over the mountain.&lt;br /&gt;
is there any way to make soldiers attack or are they only guards.&lt;br /&gt;
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:AFAIK by default, your dwarves will not attack wild life on their own, only defend against it. You can set the squad behaviour to &amp;quot;attack wild animals&amp;quot; to switch to berserker mode, though. [[User:Qwertyu|Qwertyu]] 17:13, 7 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Animal_caretaker&amp;diff=45025</id>
		<title>40d Talk:Animal caretaker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Animal_caretaker&amp;diff=45025"/>
		<updated>2009-05-27T14:19:44Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: &lt;/p&gt;
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&lt;div&gt;Will military dwarfs use this skill on their war dogs? All the dwarfs I have with injured war dogs are champions, so I can't turn caretaker on. [[User:HeWhoIsPale|HeWhoIsPale]] 11:12, 17 September 2008 (EDT)&lt;br /&gt;
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I want to stress, that animal caretakers level incredibly quickly. I had a dog wounded by a kobold, and assigned it to a full-time herbalist with caretaking activated. It took one or two seasons before the herbalist changed to an animal caretaker (somewhere on the &amp;quot;Great&amp;quot; level or so).[[User:Qwertyu|Qwertyu]] 14:19, 27 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18488</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18488"/>
		<updated>2009-05-07T12:17:57Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: -&amp;gt; Stop dwarves from automaticaly cleaning traps and getting killed&lt;/p&gt;
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&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
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I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
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== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
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: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
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==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
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On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
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[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
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It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
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==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
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I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
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==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
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==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
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:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
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::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
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:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
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== Crossbow Trap? ==&lt;br /&gt;
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How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
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How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
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:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
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== Trapping cave dwellers ==&lt;br /&gt;
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Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
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as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
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==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
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:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
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Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
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Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
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I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
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: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
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::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
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:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
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== Cage Trap Question ==&lt;br /&gt;
&lt;br /&gt;
I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
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:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
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== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
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This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
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:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
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== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
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Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
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== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
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its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
:Forbid the traps, at least until the siege is over.  --[[User:Smartmo|Smartmo]] 17:20, 6 May 2009 (UTC)&lt;br /&gt;
:Build the traps well outside (removing the roof and rebuilding with blocks still counts as &amp;quot;outside&amp;quot;), and forbid your dwarves to go out. [[User:Qwertyu|Qwertyu]] 12:17, 7 May 2009 (UTC)&lt;br /&gt;
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== Caged Creatures and Loot ==&lt;br /&gt;
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''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
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I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
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== weapon trap ==&lt;br /&gt;
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anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
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: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
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:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
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::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
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== Dwarven Flame Belcher ==&lt;br /&gt;
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I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
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[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
&lt;br /&gt;
It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spike Trap hit falling goblin ==&lt;br /&gt;
&lt;br /&gt;
I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
&lt;br /&gt;
Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Traps + Caravans = very bad ==&lt;br /&gt;
&lt;br /&gt;
Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
&lt;br /&gt;
Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;br /&gt;
&lt;br /&gt;
:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Caged Dwarfs not immortal ==&lt;br /&gt;
&lt;br /&gt;
So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Flux&amp;diff=38942</id>
		<title>40d Talk:Flux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Flux&amp;diff=38942"/>
		<updated>2009-03-12T17:13:56Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: -&amp;gt; Trading for flux&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Maps without flux? ==&lt;br /&gt;
&lt;br /&gt;
Where might I find flux? I've been digging quite extensive shafts but have yet to hit on any at all - instead it's all shale, granite, magnetite and mica. --[[User:Theory|Theory]] 14:53, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Before you embark, check the map screen. It will list the different stone layers available in each biome in your selected embark area. Use F1-F8 to flip through all available biomes in your embark area, noting the stone layers in each to the right. If one of the flux stones shows up in that list in one (or more) of the biomes in your embark area, you will have that flux available. You can also tell where it will be based on the stone list and the selected biome. If it lists gabbro, then chalk, then obsidian in a biome which is in the southwest corner of your embark area, you can use that to find it. Dig into the southwest corner and pay attention to the stone type you're digging in. If you're digging in gabbro, the chalk is some z-levels below; likewise, if you're digging in obsidian, the chalk will be some z-levels above.&lt;br /&gt;
&lt;br /&gt;
:If you've already embarked to an area without paying attention to that, it's very likely that you don't have any flux available; it can be rather sparse throughout the world. Still, you have a couple of options. First, you could generate another world using the same seed and find the spot you embarked to again to note the stone layers. Otherwise, you could use the Reveal.exe utility on a copy of your current world to reveal all stone layers and hunt around for some flux.&lt;br /&gt;
:EDIT: also, if you have no flux available on your map, you can always make a trade agreement with another civilization to have them bring you flux stone with their trade caravans. --[[User:Janus|Janus]] 22:37, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can somebody confirm that flux stones should be available for trade because it seems I cannot get chalk, limestone, marble etc although I can get bituminous coal, magnetite etc.[[User:GarrieIrons|GarrieIrons]] 09:53, 13 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I trade for them all the time. It does depend on the dwarven civ you trade with, though- I know one of my dwarf civs only has one kind of flux, while another has three or four. And of course, you can only get it from the dwarven caravans. --[[User:Zombiejustice|Zombiejustice]] 10:46, 13 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I've had many maps where I could trade for flux, but I just got a map with no flux in it and no flux listed in the embark screen under stone or in the dwarven caravan's trade request list. I guess steel will have to be an import in maps like that. [[User:Psion|Psion]] 07:33, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Civilisations will only bring flux if they have access to it. You can check on the world map if their cities are on Flux layers. If not, you never have access to flux.[[User:Qwertyu|Qwertyu]] 10:04, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I believe the stones you can bring on embark are also representative of what the civilization has available.  That is, if there's no flux available on the embark screen, then the traders won't have any.  Incidentally, the same would go for [[bauxite]] as well. --[[User:LegacyCWAL|LegacyCWAL]] 12:15, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've been having some trouble importing flux. The merchants are happy to bring marble blocks, but for some reason my smelters aren't giving me the option to make pig iron. Can I use blocks as a flux material, or does it have to be rough stones? I have all of the other ingredients I need so I can't think what else the problem could be. [[User:Aosher|Aosher]] 04:56, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Blocks can not be used as flux AFAIR, you need the real stones.[[User:Qwertyu|Qwertyu]] 10:04, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'm pretty sure that you are correct: you need raw stones, not blocks.  FWIW, [[modding]] can provide ways to counteract the problem of only being able to get blocks from the traders and not the raw stones. --[[User:LegacyCWAL|LegacyCWAL]] 12:15, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::If you can only trade for flux if you mod the game, then shouldn't that be noted in the article? At the moment ti's slightly misleading. [[User:Aosher|Aosher]] 05:48, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::i had the same problem; asked for chalk blocks from the caravan, traded for chalk blocks, and found myself lacking the 'make pig iron' option. fortunately, i've asked for some chalk stones (not blocks - it is possible. check the 'materials' tab, i think, when the liaison appears) from the next dwarven caravan - let's see if they're delivered :D &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:DJDevil|DJDevil]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::::also, it should be stated that blocks cant be used as flux on the flux page; anyone wanna edit it? x] &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:DJDevil|DJDevil]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::::::For the record, I do not believe that &amp;quot;this can be changed by modding&amp;quot; should be in ''any'' article except for the most dire of bugs and oversights.  Otherwise, we would have to say as much on a very, VERY large number of pages despite it being completely irrelevant to the unmodded game. --[[User:LegacyCWAL|LegacyCWAL]] 12:20, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::Seconded. You mod at your own risk. --[[User:N9103|Edward]] 12:50, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::yeah, they brought some flux stone (the caravans after i asked 'em). all 8 pieces, lol. two of each, minus dolomite. they even brought a (yes, singular) lignite block (so i'm not sure if it can be used), but it was only 5! :D&amp;lt;br&amp;gt;how do you get them to bring more? put it to the highest priority in the negotiations thing? all i asked for was chalk and some meat! :/  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
::::::I often started on maps without flux, and as far as I know, the traders never bring many stones. There are some ways to go around the problem, though. First of all, you should keep in mind that there is very little use in steel items. A fully clad platemail dwarf needs ten bars, and iron is almost as good as steel (definitely enough for &amp;quot;light infantry&amp;quot;). When starting a new fort, you can therefore try to take a lot of flux with you, as it is relatively cheap (6 points). Furthermore, you can trade with the caravan for steal items and melt them down. This is most often no problem, since you output tons of trade goods after 1-2 years. Finally, you can order steel bars and pig iron bars with highest priority, which might give less flux, but should always be a net gain. Humans can also bring pig iron bars.[[User:Qwertyu|Qwertyu]] 17:13, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flux Capacitor? ==&lt;br /&gt;
&lt;br /&gt;
So dwarves will be able to travel back in time? In a DeLorean? --[[User:AlexFili|AlexFili]] 05:59, 16 June 2008 (EDT)&lt;br /&gt;
:Yes, but you have to generate 1.21 Gigawatts with windmills and water wheels.&lt;br /&gt;
My Niggling doubt says otherwise&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Flux&amp;diff=38933</id>
		<title>40d Talk:Flux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Flux&amp;diff=38933"/>
		<updated>2009-03-05T15:04:03Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: -&amp;gt;Trading for flux&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Maps without flux? ==&lt;br /&gt;
&lt;br /&gt;
Where might I find flux? I've been digging quite extensive shafts but have yet to hit on any at all - instead it's all shale, granite, magnetite and mica. --[[User:Theory|Theory]] 14:53, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Before you embark, check the map screen. It will list the different stone layers available in each biome in your selected embark area. Use F1-F8 to flip through all available biomes in your embark area, noting the stone layers in each to the right. If one of the flux stones shows up in that list in one (or more) of the biomes in your embark area, you will have that flux available. You can also tell where it will be based on the stone list and the selected biome. If it lists gabbro, then chalk, then obsidian in a biome which is in the southwest corner of your embark area, you can use that to find it. Dig into the southwest corner and pay attention to the stone type you're digging in. If you're digging in gabbro, the chalk is some z-levels below; likewise, if you're digging in obsidian, the chalk will be some z-levels above.&lt;br /&gt;
&lt;br /&gt;
:If you've already embarked to an area without paying attention to that, it's very likely that you don't have any flux available; it can be rather sparse throughout the world. Still, you have a couple of options. First, you could generate another world using the same seed and find the spot you embarked to again to note the stone layers. Otherwise, you could use the Reveal.exe utility on a copy of your current world to reveal all stone layers and hunt around for some flux.&lt;br /&gt;
:EDIT: also, if you have no flux available on your map, you can always make a trade agreement with another civilization to have them bring you flux stone with their trade caravans. --[[User:Janus|Janus]] 22:37, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can somebody confirm that flux stones should be available for trade because it seems I cannot get chalk, limestone, marble etc although I can get bituminous coal, magnetite etc.[[User:GarrieIrons|GarrieIrons]] 09:53, 13 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I trade for them all the time. It does depend on the dwarven civ you trade with, though- I know one of my dwarf civs only has one kind of flux, while another has three or four. And of course, you can only get it from the dwarven caravans. --[[User:Zombiejustice|Zombiejustice]] 10:46, 13 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I've had many maps where I could trade for flux, but I just got a map with no flux in it and no flux listed in the embark screen under stone or in the dwarven caravan's trade request list. I guess steel will have to be an import in maps like that. [[User:Psion|Psion]] 07:33, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Civilisations will only bring flux if they have access to it. You can check on the world map if their cities are on Flux layers. If not, you never have access to flux.[[User:Qwertyu|Qwertyu]] 10:04, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've been having some trouble importing flux. The merchants are happy to bring marble blocks, but for some reason my smelters aren't giving me the option to make pig iron. Can I use blocks as a flux material, or does it have to be rough stones? I have all of the other ingredients I need so I can't think what else the problem could be. [[User:Aosher|Aosher]] 04:56, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Blocks can not be used as flux AFAIR, you need the real stones.[[User:Qwertyu|Qwertyu]] 10:04, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Flux Capacitor? ==&lt;br /&gt;
&lt;br /&gt;
So dwarves will be able to travel back in time? In a DeLorean? --[[User:AlexFili|AlexFili]] 05:59, 16 June 2008 (EDT)&lt;br /&gt;
:Yes, but you have to generate 1.21 Gigawatts with windmills and water wheels.&lt;br /&gt;
My Niggling doubt says otherwise&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Qwertyu&amp;diff=47343</id>
		<title>User talk:Qwertyu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Qwertyu&amp;diff=47343"/>
		<updated>2009-02-11T12:42:45Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: not Über, but Süper&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ich glaube Begriffe wie Über-something sind genauso wie Kindergarden einfach eingeenglischte Begriffe. Das passt schon...&lt;br /&gt;
&lt;br /&gt;
: (nur so Allgemein ins Englische zurueck) Maybe deleting &amp;quot;Über Bonus&amp;quot; was a bit harsh, admittedly. And I know and accept that the English have a strange fascination for German words with special characters, which looks a bit strange when they start to build the plural form or construct new words. The main impetus, however, came rather from the use of &amp;quot;Süper Über Bonus&amp;quot;, which was plain wrong. (hint for others: not _every_ German word has these two dots) [[User:Qwertyu|Qwertyu]] 07:42, 11 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21704</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21704"/>
		<updated>2009-02-09T13:21:45Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: I admit, I am German, and this just hurts my eyes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/forum/index.php?topic=466.0 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players find that fighting off repeated [[siege|sieges]] and keeping their people alive just isn't enough anymore. They begin to experiment with different sets of objectives, themes, and restrictions in search of more [[fun]]. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
== ASPCA ==&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of the pets somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)&lt;br /&gt;
&lt;br /&gt;
== City-States ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
== Dieting Dwarves ==&lt;br /&gt;
'''Fishing village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]: The [[Challenges#Hippy challenge|Hippy Challenge]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
== Hippy challenge ==&lt;br /&gt;
&lt;br /&gt;
Peace, man. Don't harm any plants except those you plant yourself. Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do. You can trade for plants with the elves, they understand your environmental code. Don't burn any coal, do you know what that does to the environment, man? Never cause any creature's death, so no military, and no lethal traps. You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a goblin fort or cave.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
== Fort Geneva ==&lt;br /&gt;
* Build only nonlethal (cage) traps&lt;br /&gt;
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely&lt;br /&gt;
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured&lt;br /&gt;
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
== Hermit ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off the 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf.&lt;br /&gt;
&lt;br /&gt;
== Humanlike Fortress ==&lt;br /&gt;
Pretend you're a filthy above-ground dwelling [[Human|humie]].&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
**Only hovels and farms outside the town walls.&lt;br /&gt;
*House your dwarves in small town homes &lt;br /&gt;
**5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
**upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
*House your workshops according to profession, not conveinance.&lt;br /&gt;
*Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
*Create a keep, with its own wall, barracks, treasury, etc. And house your nobles within the keep.&lt;br /&gt;
*Create a market square.&lt;br /&gt;
*Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
*No underground interconnections between different areas.&lt;br /&gt;
*For obtaining stone, metal, et.c. a mine must be built, but must have separate entrance from other buildings, can be outside the fortress, but must not have a connection within it, or vice versa.&lt;br /&gt;
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.&lt;br /&gt;
* BONUS: The fortress is built around a human town.&lt;br /&gt;
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!&lt;br /&gt;
* BONUS: All booze is kept within a town inn.&lt;br /&gt;
* BONUS: An above ground farm complete with crops and cows,mules,horses,etc.&lt;br /&gt;
* BONUS+: Modify the raws and actually use humans to make the fort. &lt;br /&gt;
* ÜBERBONUS : Make all of the fortress out of wood. And have a dragon attack it. Send us pictures!&lt;br /&gt;
&lt;br /&gt;
== Hunting Party ==&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
== Immigration and customs enforcement ==&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
== Nay, no ponderous stone doors or shining silver arcades, not while I live! ==&lt;br /&gt;
&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress using only &amp;lt;material&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Anything that can be made out of &amp;lt;material&amp;gt; will be made only from &amp;lt;material&amp;gt;. Doors, chairs, floodgates, bridges, stairs, workshops, towers, you name it.&lt;br /&gt;
&lt;br /&gt;
'''Wooden'''&lt;br /&gt;
&lt;br /&gt;
Make everything that you can out of wood. That means nothing underground, though you may excavate to make areas above-ground. Bonus points for bringing no wood at the start and/or going to a treeless area.&lt;br /&gt;
&lt;br /&gt;
'''Glass'''&lt;br /&gt;
&lt;br /&gt;
Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma or using clear and crystal glass exclusively.&lt;br /&gt;
&lt;br /&gt;
'''Soap'''&lt;br /&gt;
&lt;br /&gt;
Cleanliness is next to godliness! Soap is in the form of bars, and so can be used as a building material just like any other type of bar. Show those elven traders just how much you despise their philosophies by building your trading outpost out of stuff derived from dead trees ''and'' dead animals. Too many cats? Build with cat tallow soap.&lt;br /&gt;
&lt;br /&gt;
== Luddite ==&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, water moved for [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
== Master Of One ==&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
Alternatively,&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except that hauling may be disabled. You may not enable hauling.&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with, and only military that immigrates recruited may be military.&lt;br /&gt;
&lt;br /&gt;
== Outcast ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
== The Mad Butcher ==&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs. &amp;lt;br&amp;gt;&lt;br /&gt;
#Start with a normal build except:&lt;br /&gt;
#*One dwarf should be a dedicated butcher/leather worker&lt;br /&gt;
#*buy minimal food&lt;br /&gt;
#*bring as many puppies or kittens as possible&lt;br /&gt;
#Drop all your puppies or kittens into cages or into animal pits as soon as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
#Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&amp;lt;br&amp;gt;&lt;br /&gt;
#At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
#Set it all up so that the mad butcher cannot escape.&amp;lt;br&amp;gt;&lt;br /&gt;
#As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher. &amp;lt;br&amp;gt;&lt;br /&gt;
#See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== This. Is. SPARTAAAA! ==&lt;br /&gt;
&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills &amp;amp;ndash; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons. Do not use crossbows or traps. Kill maimed dwarves.&lt;br /&gt;
&lt;br /&gt;
You should refuse trade with caravans, instead attacking them if possible. Whenever a messenger appears promptly enter aggressive negotiations and then throw them down the well screaming &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot; at your monitor. You should forbid the use of gold and silver, etc., the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You shouldn't create chainmail or plate armour. You should only brew wine.&lt;br /&gt;
&lt;br /&gt;
Note that the above suggestions are modelled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], which was historically inaccurate. For a more &amp;quot;realistic dwarven Sparta&amp;quot;, try reading the wiki article on [http://en.wikipedia.org/wiki/Sparta#Society the real Sparta]&lt;br /&gt;
&lt;br /&gt;
== Human &amp;quot;alliance&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the [[aquifer]] and flood the town.&lt;br /&gt;
&lt;br /&gt;
== Stealth ==&lt;br /&gt;
&lt;br /&gt;
Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once your army is ready, launch a surprise attack.&lt;br /&gt;
&lt;br /&gt;
== Temple ==&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[blood]].&lt;br /&gt;
&lt;br /&gt;
== The great brewery ==&lt;br /&gt;
&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing [[Fire|‼]]&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;peasant[[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
&lt;br /&gt;
== Castle ==&lt;br /&gt;
&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
== Assassination ==&lt;br /&gt;
&lt;br /&gt;
Your group of seven has been chosen to assault a goblin fortress &amp;amp;ndash; and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.&lt;br /&gt;
&lt;br /&gt;
== Biodome ==&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
== Retirement resort ==&lt;br /&gt;
&lt;br /&gt;
Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.&lt;br /&gt;
&lt;br /&gt;
== Commune ==&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)&lt;br /&gt;
&lt;br /&gt;
== Underwater fortress ==&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all [[wall]]s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use [[magma]] instead of water!&lt;br /&gt;
* Bonus: Build it in the [[ocean]] or a non-freezing lake&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 20 z-levels tall. Which may be hard to cover in water.&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
&lt;br /&gt;
== Mountain audit/core sample ==&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
== Segregation ==&lt;br /&gt;
&lt;br /&gt;
Make two separate, working, independent fortresses. All the men go in one, all the women in the other. Married dwarves are excluded from both.&lt;br /&gt;
&lt;br /&gt;
== No singles ==&lt;br /&gt;
&lt;br /&gt;
As soon as you get a married couple with an immigration wave, kill all single dwarves. Continue to do so with all immigration waves. Try to lose no children.&lt;br /&gt;
&lt;br /&gt;
== Santa Claus ==&lt;br /&gt;
&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
== How high can you go? ==&lt;br /&gt;
&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at [[computing]].&lt;br /&gt;
&lt;br /&gt;
== Doomsday Clock ==&lt;br /&gt;
&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best.&lt;br /&gt;
&lt;br /&gt;
== Live up to your name ==&lt;br /&gt;
&lt;br /&gt;
Go with the random name chosen by the game for your fortress and group. Make a handicap/play style based on your group's name, and a personal goal based on your fortress name. For example, if your group is The Iron Fist, your military must consist only of wrestlers in iron armor. If your fortress is Prisonportals, you must capture and jail as many goblins/creatures as possible, and all doors in the prison must be made of glass.&lt;br /&gt;
&lt;br /&gt;
== Equaland ==&lt;br /&gt;
&lt;br /&gt;
Equaland: where we are all Equal, besides the Almighty Leader. Each dwarf must have their own bedroom, dining room, etc. Make a large tower in the center of your perfect land and put &amp;quot;The Leader&amp;quot; in it. Then make some kind of mechanism to kill the dwarves inside their dwelling, complete with levers so that The Leader can choose who dies next. If dwarves have one too many friends kill them, if they eat too much food kill them, etc.&lt;br /&gt;
&lt;br /&gt;
== World Domination ==&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unliveable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
Suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and elephants in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Government in Exile ==&lt;br /&gt;
All dwarves are either nobles or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
== Stay Awhile, and Listen ==&lt;br /&gt;
Create a world with a lot of large caves and make it possible to see them on the embark map. Build a Fortress near a large cave with a lot of big angry monsters in it (hopefully not too close) and loot lying around that becomes a frontier town for adventurers seeking to clear out the nearby 'dungeon'.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Train up dwarves to become parties of heroes who will descend into the dungeon for fame and fortune (or more likely severed limbs and death). Parties should only be about four or less. You can defend your fortress but luring monsters out into your siege engines is cheating. Give yourself points for large monsters killed and treasure claimed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BONUS: Only solo adventurers are allowed to enter the dungeon.&amp;lt;br&amp;gt;&lt;br /&gt;
BONUS: Only use 'Thieves' to steal loot and create traps inside the dungeon.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
== The Monolith ==&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
== Ceremonial Sacrifices ==	 &lt;br /&gt;
	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
== Noblesse requiro ==&lt;br /&gt;
&lt;br /&gt;
Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms. The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth.&lt;br /&gt;
&lt;br /&gt;
== Stranded Scout Squad ==&lt;br /&gt;
&lt;br /&gt;
The only items you can bring weapons, ammo, and armor (no picks).  The only skills you can hand out are military.  The only animals you can bring are war dogs.  See how it goes.&lt;br /&gt;
&lt;br /&gt;
== Bandit Camp ==&lt;br /&gt;
&lt;br /&gt;
* At least 3 marksdwarves.&lt;br /&gt;
* Ideally, settle on a hillside, along a canyon or a valley.&lt;br /&gt;
&lt;br /&gt;
Attack and loot every intelligent creatures who enter your territory : Goblins &amp;amp; kobolds, but also merchants, diplomats, and even migrants. You can't tell your guys to directly attack allies, but you can build traps linked to a lever (eg. a big pit under the road, with a linked pillar under the pit &amp;quot;roof&amp;quot;.) and pull them to kill groups.&lt;br /&gt;
&lt;br /&gt;
== Space Ship ==&lt;br /&gt;
&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
BONUS: Use exploding booze as ignitable fuel.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make a removable ramp for boarding.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make the water for the 2 years be on the ship using removable pumps.&lt;br /&gt;
&lt;br /&gt;
BONUS+: Make it totally self sufficient. (Make an internal system which pumps the water supply through a room every few years to muddy the floor. Plant seeds in the mud that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
&lt;br /&gt;
BONUS+: Make it all out of steel.&lt;br /&gt;
&lt;br /&gt;
[[fun|FUN]]: Let it be held by a single [[support]], ignite the [[booze]], remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Aqueducts ==&lt;br /&gt;
&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
BONUS: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
&lt;br /&gt;
== Dwarf like an Egyptian ==&lt;br /&gt;
&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
== Real Time ==&lt;br /&gt;
&lt;br /&gt;
:''Half this game is spent paused!'' - Dogfather&lt;br /&gt;
&lt;br /&gt;
* Don't use pause. Ever.&lt;br /&gt;
&lt;br /&gt;
::Comment: Every single tool in the game pauses the game. How could this challenge be possible?&lt;br /&gt;
:::Good point. Can't really get around it, but you can choose to not Pause explicitly.&lt;br /&gt;
&lt;br /&gt;
* Also: Don't save. Ever. (If you need to sleep, arrange your jobs, close the gates and let the dwarves take care of themselves)&lt;br /&gt;
&lt;br /&gt;
== Survivalist ==&lt;br /&gt;
&lt;br /&gt;
Dying is for pansies! Lets see how long you can make your fortress last...&lt;br /&gt;
*The longer the better.&lt;br /&gt;
*Your fortress must be built somewhere at least caravan reachable (wagon not needed), so hostile forces have some way to get to it.&lt;br /&gt;
&lt;br /&gt;
== Graveyard Master ==&lt;br /&gt;
Ever dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for ever dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, The door must be locked and the tomb cannot ever be entered again.&lt;br /&gt;
&lt;br /&gt;
==Skull collector==&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cow&amp;diff=36851</id>
		<title>40d Talk:Cow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cow&amp;diff=36851"/>
		<updated>2008-11-06T12:44:09Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: Breeding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Husbandry queries==&lt;br /&gt;
Is it possible to raise cattle? - I have a bull and a cow - will they eventually mate? do i have to cage them or smth? there doesnt seem to be a related workshop (except the butcher 'f course ;)) or skill ? is there an article covering this? --[[User:Koltom|Koltom]] 17:39, 8 February 2008 (EST)&lt;br /&gt;
:Yeah the cow will have some calves sooner or later.--[[User:Ikkonoishi|Ikkonoishi]] 17:46, 8 February 2008 (EST)&lt;br /&gt;
::They ''should be'' [[milk]]able at a [[farmers workshop]] but it seems it is not implemented yet. Do you really want to run a dairy farm, or a [[Dwarf Fortress:About|dwarven fortress]]?? ;) [[User:GarrieIrons|GarrieIrons]] 22:01, 8 February 2008 (EST)&lt;br /&gt;
Yes, it is not implemented yet. My question however was aimed at meat. But actually i would '''love''' to run a dairy ''inside'' a dwarven fortress ;) imagine the happy thoughts of Tobul drinking her first cup of home-made cow milk she so loves.. --[[User:Koltom|Koltom]] 12:41, 9 February 2008 (EST)&lt;br /&gt;
:I guess a related question is, does the game follow real-world herd management: 1 bull can mate with about 30 cows, or as the article currently implies do you need &amp;quot;breeding pairs&amp;quot; (which actually makes expanding a herd a quite difficult task).&lt;br /&gt;
:So far it is hard to monitor this because you don't know which is the mother cow and if you cage animals they just don't breed. And without caging them, it is difficult to keep animals from wandering over the whole map (mine seem to spend most of their time in my dining rooms though... yum yum cat tallow biscuits surrounded by the aroma of cow shit!)[[User:GarrieIrons|GarrieIrons]] 23:13, 15 February 2008 (EST)&lt;br /&gt;
::One male is enough. I had twenty cows popping calves almost simultaneously (inn a couple of days), with only one bull.&lt;br /&gt;
I bet that bulls will be milkable for few versions after milking cows will be implemented... --[[User:Someone-else|Someone-else]] 00:15, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Placing a 3x3 grid of chains/ropes and then chaining a bull in the center tile, surrounded by cows, is an excellent husbandry system. I refer to this as my Meat Harem. --[[User:RomeoFalling|RomeoFalling]] 23:17, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Is proximity important?  People have described animals getting pregnant despite being alone behind a locked door.  Alhough the rope corral system in general is probably the best way to go.--[[User:Maximus|Maximus]] 18:42, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I've never actually checked. Although I was using my lone female horse as a chained sentry on the path to my depot (seven squares from the depot), and she's given birth. I'm assuming that's from the caravan horses. *avoids making obvious jokes* --[[User:RomeoFalling|RomeoFalling]] 19:26, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I started a game with 1 female one-humped camel, and two female + 1 male two-humped camels. After 1.5 years, the two-humped camels have each given birth twice or three times, while I still have only a single one-humped camel. I guess breeding works as soon as you have a male (not necessarily yours) somewhere on the map. [[User:Qwertyu|Qwertyu]] 07:44, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to trade for a bull? The liaison screen only lets you request &amp;quot;cow&amp;quot;, so I assume this will also (randomly) include bulls?&lt;br /&gt;
I started with one female cow, and managed to trade for another. Then one of my cows gave birth (mated with a caravan bull perhaps?) - to two happy, healthy... ''female'' calves. Now I've just traded for ''another'' female cow. At the moment all I can do is keep them tied up in my paddock, and enjoy their haunting moos... --[[User:Raumkraut|Raumkraut]] 22:36, 20 June 2008 (EDT)&lt;br /&gt;
:I think it says in one of the tutorials, and I've found it to be the case, that animals selected at embark alternate gender. So, if you get two cows, one will be a bull. If you get four, two will be, and so on. --[[User:Zombiejustice|Zombiejustice]] 22:57, 20 June 2008 (EDT)&lt;br /&gt;
::Yes, but embarkation cows are '''expensive'''! I was operating under the assumption that animals alternated gender throughout the game, not just during initial selection, which from memory seemed to be the case - until that particular game! --[[User:Raumkraut|Raumkraut]] 19:23, 21 June 2008 (EDT)&lt;br /&gt;
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== Cow ages? ==&lt;br /&gt;
&lt;br /&gt;
What's the age a calf must become to grow into a cow or bull? I've read the .txt but I can't find a [CHILD] or [BABY] token.&lt;br /&gt;
:They have the [CHILD:1] token, so I think they go straight from calves to adults when they turn 1 year old. --[[User:BahamutZERO|BahamutZERO]] 01:50, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smelting Cows? ==&lt;br /&gt;
I've heard the phrase tossed about, can you actually pop cows out of the smelter? How does that work? [[User:Rkyeun|Rkyeun]] 21:55, 4 October 2008 (EDT)&lt;br /&gt;
: I ''think'' that's only meant to be humorous, but there are a number of things you can pop out of the smelter with a bit of editing (See the [[Cheating#Make_Stone_Into_Logs|stone-to-logs cheat]] for more details). I want to say that cows, being living beings, are unsmeltable... although again, could be wrong. I'm not at a computer with DF installed at the moment. -[[User:Fuzzy|Fuzzy]] 08:56, 6 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15147</id>
		<title>40d Talk:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15147"/>
		<updated>2008-11-05T12:31:57Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: Iron import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Other=&lt;br /&gt;
===== Content from [[Getting started]] =====&lt;br /&gt;
The goal of this page is to explain in detail, and for newbies, how to:&lt;br /&gt;
#Generate a world (possibly from a seed)(probably will link to article(s) on the topic)&lt;br /&gt;
#Pick a fortress location&lt;br /&gt;
#Name your fortress and starting group&lt;br /&gt;
#Buy skills and items, for the biome type picked in #2 (probably will give the newbie build from the [[starting builds]] page)&lt;br /&gt;
#Play the first month or two of the game, for the biome type picked in #2&lt;br /&gt;
I don't know how to write an article that does this, but I do know that this is what this article should be.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]] 11:19, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'd like to avoid having an overabundance of tutorial articles again.  It sounds to me like all of the above would fit into [[Your first fortress]] just as easily. --[[User:Peristarkawan|Peristarkawan]] 12:00, 2 November 2007 (EDT)&lt;br /&gt;
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:Should we go ahead and just #redirect it?--[[User:Draco18s|Draco18s]] 12:07, 2 November 2007 (EDT)&lt;br /&gt;
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::Done. --[[User:Peristarkawan|Peristarkawan]] 12:14, 2 November 2007 (EDT)&lt;br /&gt;
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===== Recording a Movie =====&lt;br /&gt;
I was thinking that someone could record a movie following the steps given here, as a visual aid. As DF is very structure-based it would help to visualize how the fortress is supposed to look. [[User:Memo|Memo]] 15:13, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=Choosing a location=&lt;br /&gt;
==Your surrondings==&lt;br /&gt;
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===== flux, iron, etc. =====&lt;br /&gt;
&lt;br /&gt;
Is it really necessary to recommend a sedimentary layer? You don't really need to start with iron at all, you can just let the goblins import it for you and melt their armor for an essentially infinite supply. Unless this changes at the end of Army Arc I'm not sure starting iron is needed.&lt;br /&gt;
&lt;br /&gt;
*Who said this?  Anyway, goblins aren't that reliable, at least in the early years.  I've settled in everything but Terrifying regions and I've yet to be sieged or raided.  Kobold thieves up the wazoo but no goblins except the odd snatcher.  [[User:Corona688|Corona688]] 19:24, 30 October 2008 (EDT)&lt;br /&gt;
*Melting is a terrible way to get metal unless you have magma, that's pretty much impossible to argue.  Goblins show up at population hurdles, though, so you probably just haven't gotten big enough yet.  Regardless, iron-level equipment can be replicated with masterwork leather and bone equipment.  Iron is far from critical.  Helpful, but not critical. --[[User:ThunderClaw|ThunderClaw]] 20:23, 30 October 2008 (EDT)&lt;br /&gt;
*_IF_ you have a magma source, you can also easily strip human and dwarven caravans of all their iron/steel items if you want to. Plus order more bars. This is terrible under an economic point of view, but even a single skilled stonecrafter will turn out more wealth than you ever reasonably need, so from your second or third year on this should not be a problem. Especially since you hardly ever need iron or steel except for high quality weapons and armour. [[User:Qwertyu|Qwertyu]] 07:31, 5 November 2008 (EST)&lt;br /&gt;
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===== Have to be in contact with dwarves? =====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will want to be in contact with dwarves to get immigrants and a dwarven trading caravan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Is it even possible to settle somewhere &amp;lt;i&amp;gt;without&amp;lt;/i&amp;gt; dwarves? --[[User:Juckto|Juckto]] 18:18, 24 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nope.  Even on a volcanic island on the opposite side of the map from any dwarven mountainhome, caravans visited.  It's worth noting that the local map was all land, but still they took ships over to get to the island itself, I suppose.--[[User:Dadamh|Dadamh]] 14:49, 30 May 2008 (EDT)&lt;br /&gt;
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::Ships don't exist. &amp;lt;tt&amp;gt;&amp;quot;Boats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot; --Toady One&amp;lt;/tt&amp;gt;&lt;br /&gt;
::They don't need to, either - the caravans just bring along seven units of lava, one block of green glass, and a legendary glassmaker. Once they get to the beach, they turn a tiny patch of sand into an ocean-spanning bridge.&lt;br /&gt;
::That, or they tunnel under the ocean with an unskilled miner - he'll become legendary soon enough. --[[User:Savok|Savok]] 23:01, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Well, I sort of meant it as a joke.  Off-screen boats.  My entire tile was flat land, but they still got there somehow, so I was supposing boats over the water.--[[User:Dadamh|Dadamh]] 07:32, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Buying Skills and Items=&lt;br /&gt;
==Skills==&lt;br /&gt;
===== Skill choices =====&lt;br /&gt;
I know skill choices are largely a matter of preference, but the inclusion of a Bookkeeper, Manager, Expedition Leader, and Broker in the landing party definitely merit a mention, as well as whether or not a beginning player should throw a few skill points at improving his Broker's and Leader's key skills. Being able to talk that first dwarven caravan into throwing some extra sides of meat in could mean the difference in survival for a newer player.--[[User:Xazak|Xazak]] 19:29, 3 November 2007 (EDT)&lt;br /&gt;
:I agree with this. When I make a new Caravan, I often make a Leader-type with ONLY leader/trade related skills. Even just having the ability to SEE the values of the items (even if you have them memorized) helps aid in making a good first-year trade session. And the first-year Dwarven caravan doesn't expect a large profit. I've done large deals with them that only netted them a 10-coin profit. --[[User:Nekojin|Nekojin]] 12:45, 14 November 2007 (EST)&lt;br /&gt;
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I think good bridging points are the seasons and end of the years; To aid readability and to separate into chunks, I think a listing of 'things to accomplish by winter', 'things to accomplish by spring (your first immingants!)', that sort of thing -- To avoid having a gigantic page, it might be better to split them off into &amp;quot;your first year&amp;quot;, &amp;quot;your second year&amp;quot;, especially because the gameplay changes signifiantly when you start getting nobles and your construction focus starts to shift from mere survival into making your dwarves happy, trading, and onward to economy and such. If people are interested in taking this approach, I'd certainly help with the writing. [[User:Bhodi|Bhodi]] 13:10, 4 November 2007 (EST)&lt;br /&gt;
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Current skill list could be improved. Gem setter? Just wait for immigrant... Starting points can be spent in better ways. Mechanic/architect won't have time for architecture if he has well-planned day. Woodcutting goes up really quick. 4 points in axedwarf will give you enough active defense for everything that isn't strong enough to force you to lock all dwarves underground. Weaponsmith isn't really needed at start. Your unskilled dwarves aren't good fighters, and this 20-40% damage won't change much. Proficient in herbalism is too much. It's either only to bootstrap aboveground farming or to replace it entirely (for starting fortresses) in which case you don't need grower skill. --[[User:Someone-else|Someone-else]] 16:35, 24 April 2008 (EDT)&lt;br /&gt;
:Speaking of gem setters, they're completely worthless because it takes more time to stud 300 exceptional mugs with gems than it takes to make 300 masterwork mugs. --[[User:GreyMario|GreyMario]] 16:50, 24 April 2008 (EDT)&lt;br /&gt;
::Hey now, the point of gem setting (after you've gotten a legendary one of course) isn't to stud your mugs, its to decorate those statues/thrones/tables/doors for the king or just general enjoyment of the fortress.  Its not like you need gems or gem-studded objects for trade, buying out caravans is so trivially easy without that.  And if you're going to stud a tradegood with gems, stud something with more intrinsic value than a mug - even a masterwork one isn't worth all that much. &lt;br /&gt;
::More generally on skills, i've been finding that once you get comfortable with the game you want to load up on skills that are harder to level up.  I haven't even been starting with miners my last couple games, leveling miners is pretty easy.  I often grab dwarves who can do one to two of the following: Carpentry, Building Design, Masonry, Mechanics, Weaponsmith, Armorsmith, Metalsmith.  After that, choose one of Clothier or Glassworker (and possibly grab some related profession skills).  Make sure one dwarf has leader skills (I prefer 1 in each of Negotiator/Appraiser/Judge Intent/Persuader/Consoler).  Combine these as you see fit (though I generally combo Architect/Mason and make my Mechanic my broker/trader/bookkeeper/hopefully leader).  And make sure to get a Brewer/Grower to handle your food needs (starting with a trained cook I find to be less important than a trained brewer).  Anything left I put into other possibly useful and hard to train skills - gem cutter or setter being most typical.  The real trick is suitably micromanaging the 'easy-train' necessary jobs to avoid polluting your desired mood skill before the first wave of immigrants arrive.  I've also been starting with an anvil most of the time too, and crafting my axe (and sometimes my picks, although you don't save much doing that).&lt;br /&gt;
::Which isn't to say beginners shouldn't start with some experienced miners and so forth.  But the herbalist is wholely unnecessary (I've only above ground farmed once, and that was for dye plants and 4 years in).  It would be more worthwhile to recommend they start in an area with a soil layer to make underground farming easier (and soil layers seem to be pretty common).  But the starting advice recommends so much food that the only difficulty is figuring out how to irrigate, not having the time to do so before they run out of food.  Finally, defensive skills are overrated.  You want defense?  That's what the mechanic is for.  Stonefall traps are far more reliable than a military dwarf, and won't take ages getting into position, be sleeping/eating/drinking when you need them, or take an unlucky hit and die instead of finishing the critter.  Far too much of a gamble, especially for a new player.  (Kobold thieves are easily dealt with by drafting everyone within a small radius, or just letting it run away if only one dwarf is nearby - they won't try to engage your dwarves once spotted - or by dogs for that matter).&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 01:31, 30 April 2008 (EDT)&lt;br /&gt;
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I have a concern that fisherdwarf is a suggested skill. If you are along a river or ocean, chances are any fisherdwarves will be horribly mauled by deadly carp and longnose gar. Fish are deadly enough to any dwarves getting a drink from a river without tempting fate by actually fishing. One dwarf dying along a river creates a deadly cycle of dwarves attempting to loot the body and then being killed by fish.--[[User:Quartic|quartic]] 14:19, 30 May 2008 (EDT)&lt;br /&gt;
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Of note, if your map has at least one layer of sand, it's better to spend your skill points on your miners into something else like mechanics instead of mining.  Sand digs fast even with unskilled miners and they skill up at a fast rate.  A much faster rate then any trade-skill, so it's a far more efficient setup.  Also, if you embark to any location with stone a Proficient Stonecrafter is essential for generating wealth and more importantly clearing up all the stone laying around.--[[User:Robbox|Robbox]] 20:25, 17 October 2008 (EDT)&lt;br /&gt;
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===== Dwarf with appropriate skills not necessarily the leader =====&lt;br /&gt;
I used a skill assignment similar to those recommended here and my presumptive leader with mining/judge of intent/consoler/appraiser/record-keeper/organizer was passed over for the weaponsmith/armorsmith.  He was assigned outpost leader, manager, trader, and bookkeeper despite not having a single appropriate skill.  And to really rub it it in, one of his traits is &amp;quot;never speaks out or attempts to direct activities.&amp;quot;  At least I was able to switch the jobs other than leader back to the right dwarf for the job (and I'm forcing the smith to smooth stone all day for his presumption.)  One other factor that may have been involved is that the smith is friends with 5 others and the intended boss-dwarf has but one friend and one grudge. --[[User:Danny Rathjens|Danny Rathjens]] 02:12, 7 April 2008 (EDT)&lt;br /&gt;
:I believe giving the intended leader a couple points of social skills (Negotiator/Consoler/etc) prevents this, but it could use some testing. [[User:Walliard|Walliard]] 11:43, 4 November 2008 (EST)&lt;br /&gt;
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===== Switching out Weaponsmith/Armorsmith =====&lt;br /&gt;
I was thinking, instead of switching out the weapon/armor smith for a fisher, you could switch them out for a craftsdwarf and remove 1 point from building design for fisherdwarf. --[[User:0todd0|0todd0]] 19:57, 1 September 2008 (EDT)&lt;br /&gt;
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:The weapon/armor smith is certainly the weakest in this setup, I don't take him with me also. It mostly takes quite a while until you are ready to smelter stuff, usually having quite some migrants already at the time. And even if you have an untrained dwarf. Working with metal is seldom something you need to go really fast. So I for one always take 1 military trained dwarf (marksdwarf) with me instead of the smith, to take care of the early monsters, which can otherwise be quite a pain. --[[User:Catpaw|Catpaw]] 08:56, 22 September 2008 (EDT)&lt;br /&gt;
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==Items==&lt;br /&gt;
=====Huh?=====&lt;br /&gt;
Is this still up to date? In the newest version of DF, you don't seem to spend money on skills, but rather use points from a collective pool. There doesn't seem to be enough points to even come close to creating the suggested group. I've never actually played a game (hence my consultation of the &amp;quot;first fortress&amp;quot; page), so I'm not sure if I'm just missing something, though. Any advice? --[[User:DuckAndCower|DuckAndCower]] 23:47, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Nevermind... I just realized I needed to remove items from the pool first. Maybe a note that you have to hit Tab to get to the items page would help? --[[User:DuckAndCower|DuckAndCower]] 23:52, 29 April 2008 (EDT)&lt;br /&gt;
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&lt;br /&gt;
=Beginning the Fortress=&lt;br /&gt;
==Intro==&lt;br /&gt;
===== Wall of text =====&lt;br /&gt;
I think the &amp;quot;Beginning the Fortress&amp;quot; section isn't very pleasant to read. The bullet points help a bit, but I think numbered ones (matching the &amp;quot;TOC&amp;quot; above it) would be a bit more helpful. I'd however prefer to split the steps using numbered headlines, then it'd clearly define each step and automatically be indexed at the top. Thoughts? --[[User:TwoD|TwoD]] 13:03, 2 November 2007 (EDT)&lt;br /&gt;
:That's beyond me, but anyone who can should feel free to clean it up and make it as readable as possible. --[[User:BahamutZERO|BahamutZERO]] 01:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I believe the following sentence to be much to hard to understand for its continued existence:&lt;br /&gt;
&amp;quot;Stairs can go as deep as you want in a stack if you keep making up/down stairways on top of each other. You can continue stairs from both the top and the bottom of up/down stairways, but only from the bottom of downward stairways, and only from the top of upward stairways so only use the upward stairway or downward stairway when you're not planning to ever go further that direction.&amp;quot;&lt;br /&gt;
[[User:Iluziat|Iluziat]] 02:23, 15 September 2008 (EDT)&lt;br /&gt;
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== Trading ==&lt;br /&gt;
=====Anvil=====&lt;br /&gt;
The caravan is by no means guaranteed to bring an anvil the first year. (Out of ten games started and played through first year, I think I've gotten an anvil twice.) You can request one from the liason, though. I'd edit the entry myself, but I'm not certain how to word it without totally changing that whole paragraph.--[[User:Xazak|Xazak]] 15:41, 11 November 2007 (EST)&lt;br /&gt;
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:I think that Humans always bring an anvil or two, but I may be wrong. [[User:Memo|Memo]] 17:02, 11 November 2007 (EST)&lt;br /&gt;
:: You are not correct, Memo. I've had fortresses that have gone anvil-less for 2 years before a Dwarven Caravan finally brought one (brought three, actually). Edit: The first year's caravans (Fall Dwarven, Spring Elven, and Summer Human) are largely randomized. I've seen vastly different products being brought in on all three of those, with roughly similar settlements and trade requests. --[[User:Nekojin|Nekojin]] 12:18, 14 November 2007 (EST)&lt;br /&gt;
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===== Trading vs Growing=====&lt;br /&gt;
Is it just me, or is it much easier to teach people how to trade for food than it is to farm/grow/brew? I find one dedicated stonecrafter is more than enough to purchase all the food that can be possibly thrown at you, and will likely even be legendary by the time the second trade caravan comes along. For a &amp;quot;newb strategy&amp;quot; this might be the way to go instead of trying to explain floodgates and channels right off the bat. [[User:Weasello|Weasello]] 10:50, 21 March 2008 (EDT)&lt;br /&gt;
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:Yeah, but you're forgetting something. If a trade caravan gets ambushed or if they don't sell anything to you, then you're in trouble. And of course, trading with an Elf is like trying to get blood out of a stone.&lt;br /&gt;
My recommendation is to get food three ways; &lt;br /&gt;
1) Grow Plump Helmet&lt;br /&gt;
2) Fish&lt;br /&gt;
3) Kill animals for meat.[[User:AlexFili|AlexFili]] 07:43, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Eeeeeexcept you don't know how to properly trade with the elves. As a general rule of thumb, if it once lived, don't sell it to them. Silk is fine, buy shit from the elves using the *cave spider silk sock*s you made from the dwarves' cave spider silk cloth that you bought with your *cat meat roast [40]*. --[[User:GreyMario|GreyMario]] 15:16, 30 April 2008 (EDT)&lt;br /&gt;
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:::Alternately, trade them craploads of stonecrafts.  I mean, there are two ways to clear a fortress of excess stone (stone blocks and stonecrafts), and one of them provides tradegoods, so stonecraft like mad.  You'll get nice clean hallways too.  Mechanisms would almost work, except they can't be binned.  They're also a great early trade good, but elves will complain about the weight - you can unload a couple on the elves generally though if you clear them out (supplemented by lighter things, like... stonecrafts).  Mechanisms are far better for doing things like buying metal bars and an anvil off the dwarf caravan, because they're more value/mass than those are.  &lt;br /&gt;
:::You can also unload all those Narrow Giant Spider Silk loincloths you'll start collecting on elves, just make sure to check for blood spatters - elves don't like those too much.  &lt;br /&gt;
:::--[[User:Squirrelloid|Squirrelloid]] 17:20, 30 April 2008 (EDT)&lt;br /&gt;
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===== Office not required to meet with liaison =====&lt;br /&gt;
I met him in my barracks with no office built. :) --[[User:Danny Rathjens|Danny Rathjens]] 02:00, 7 April 2008 (EDT)&lt;br /&gt;
:I confirm. When I forgot to assign office to my Exp leader, he conducted meeting with liaison at meeting hall (designated from well)--[[User:Dorten|Dorten]] 03:46, 7 April 2008 (EDT)&lt;br /&gt;
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::I also confirm, my leader's thoughts included 'was embarassed to hold a meeting in a dining room'.--[[User:Dwarven Gemologist|Gemmy]] 13:35, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Despite having built an office for him, he refused to use it while he was still an expedition leader - and received no bad thought because of it.  From a different game, after becoming mayor he does receive an embarassed thought if no office is assigned. --[[User:Squirrelloid|Squirrelloid]] 13:48, 23 April 2008 (EDT)&lt;br /&gt;
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:I fixed this in the article a week ago. [[User:Anydwarf|Anydwarf]] 15:24, 23 April 2008 (EDT)&lt;br /&gt;
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==Stockpiles==&lt;br /&gt;
===== Moving refuse stockpile inside =====&lt;br /&gt;
Section about stockpiles recommends moving all stockpiles inside as soon as possible. It's wrong thing as it creates miasma if not handled properly. Best thing that can be done is either making custom stockpiles - one for bones/shells/skulls (inside, near craftdwarf shop) and one for rest (outside, near tanner), designing special anti-miasma room for refuse or order dwarves to dump rotting things into water/magma/chasm etc.&lt;br /&gt;
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You dont understand the point - if your miasma creating stuff is usually put outside, the shit hits the fan one or another way when u have the first siege or even only ambush. Made this clearer in the article.--[[User:Koltom|Koltom]] 21:36, 23 April 2008 (EDT)&lt;br /&gt;
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Just for an example, I store my refuge and graveyard in a nearby cave/mountain/basement. I usually make the corridors a bit more winding then usual, and I put a few doors in for an air-lock effect. a 5x5 refuge pit should be enough for the first year, and 1-3 coffins in the graveyard just in case. [[User:AlexFili|AlexFili]] 07:41, 30 April 2008 (EDT)&lt;br /&gt;
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=Long Term Planning=&lt;br /&gt;
Should we add a section discussing what sort of population percentages might be assigned to various tasks once migrants start coming in? Or perhaps adding a page discussing Mid-game and Full Population fortresses and what people can do during them? --[[User:RomeoFalling|RomeoFalling]] 21:41, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sure, I'd love to compare notes.  I've got a late-game fortress right now with 164 dwarves.  50 are doing skilled work, 15 are soldiers, 17 are &amp;lt;s&amp;gt;leeches&amp;lt;/s&amp;gt; nobles and children, and the remainder (82) are hauling full-time.  Legendary dwarves of any sort can turn out so much product, you need like 3 or 4 haulers for each of them just to keep them supplied and their workshops free of clutter.&lt;br /&gt;
&lt;br /&gt;
:Of those 50 skilled dwarves, 4 are miners; 7 are woodcutters who actually spend a lot more time wood hauling; 2-3 are bone carvers or wood crafters turning out practice bolts; one's a glassmaker; 2 are fisherdwarves (they waste most of their time hauling the fish they've caught); 3 are growers who actually haven't grown anything for like three years (they turned out about 5,000 plants in the early years, and booze-roasting and trading for food has kept the fort well-fed since then); one's a brewer/cook doing the booze-roasting; one's a mechanic who made most of my trade goods in the early years (he's mostly hauling these days though); one's a blacksmith churning out nickel bins; and 14 are furnace operators (I've got 3,000 bars, half of which are copper).  Most of the hauling at this point is bringing ore to the smelters, bones and corpses to the carvers, and cramming all their output into bins.  In the previous &amp;quot;phase&amp;quot;, I had at least five dwarves doing everything they could to keep my forges clear of copper armor while I trained up an armorsmith to Legendary+5.&lt;br /&gt;
&lt;br /&gt;
:Oh, and I also have a full-time miller getting rid of all this dimple cup I grew in the first years.  Not sure why, I don't have any clothing industry to speak of.  And a few of the soldiers with nervous injuries are killing wildlife for the bone carvers to process.  I suppose I could butcher some of them but I've got too much meat and leather from the traders as it is.  One of the soldiers has 13 goblin kills, 27 elephants, and over 100 other animals.  Attaboy.&lt;br /&gt;
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:The earliest phase of the fortress centered around the farms.  After a few years I shut them down altogether and had about 40 clearing all the stone out of an enormous room near the magma pipe, then started up smelting operations.  Everybody not involved with that started hauling all the food to the new fort center.  The miners have continuously been seeking out ores and digging/widening corridors.  Everybody sleeps in a big barracks.  Bedrooms are for sissies.&lt;br /&gt;
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:A few years back I sent some soldiers out to clear the chasm of hostiles, in concert with miners sent to breach their lairs.  I've had three sieges and I think four ambushes, with few casualties.  The worst losses I've had were to failed moods and The Ogre Incident in the first year.  Been quite lucky in this fort.  Wardogs took the brunt of the last siege, though I've been replenishing them through trade and still have 58 plus 10 untrained dogs.&lt;br /&gt;
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:About a year ago I moved my depot to the back of the fortress, where the new operations are, and I finally bridged the chasm, which was visible from the surface and actually was a great natural defensive line against invaders from the south.  (The new bridge path is heavily trapped.)&lt;br /&gt;
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:I still haven't gone hunting for adamantine.  I want to train another 20 marksdwarves first.  I certainly have enough bolts for it now (about 6,000).  And plenty of exceptional steel armor... which the recruits can't carry just yet.--[[User:Maximus|Maximus]] 02:15, 26 October 2008 (EDT)&lt;br /&gt;
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=Rewrite=&lt;br /&gt;
I suggest an almost total overhaul for this article.  The major headings are good, as are the images, but it kind of stops there.  When talking about your first fortress, we should be explaining the core concepts of the game, providing links to more detailed reading, and encouraging the user to think for themselves, using examples to illustrate the concepts.  The way this is set up is a loose example that railroads the user to a specific mold that doesn't even work that well for many people.  We should refocus it onto a clear, full explanation of the interface and the considerations for getting started, then use a specific sample from a real game to show the thought process involved.  Any other suggestions? --[[User:ThunderClaw|ThunderClaw]] 17:54, 30 October 2008 (EDT)&lt;br /&gt;
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:I agree.  Our &amp;quot;newbie overview&amp;quot; material is scattered all over the place and incomplete.  The [[quickstart guide]] has a heavy focus on the interface, like I believe you're suggesting here, although it's really minimal.  Other important stuff is scattered throughout the FAQs and [[:category:guides|guides]].  Then there's also [[Indecisive's illustrated fortress mode tutorial]], which is good in its own right, though there's a lot of redundancy between it and other pages.  We need to do a lot of consolidation and streamlining of this advice.--[[User:Maximus|Maximus]] 18:46, 30 October 2008 (EDT)&lt;br /&gt;
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:Actually, in further scrutinizing this page, it's quite good; the only thing I could fault it for is that the recommended [[starting build]] is too specific, which is part of your complaint.&lt;br /&gt;
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:What interface advice do you think is missing from this page?--[[User:Maximus|Maximus]] 18:58, 30 October 2008 (EDT)&lt;br /&gt;
::All the data is there, that's not my gripe.  The gripe is that the way it's presented, you already have to know what you're looking for.  Most guides that are attempting to introduce concepts will enumerate the concepts very clearly, then list specifics after it's been explicitly described what they're dealing with.&lt;br /&gt;
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::For example: the descripion of the embark location screen.&lt;br /&gt;
# [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[Animal|wildlife]] at the center of the selection rectangle. &lt;br /&gt;
#* Look at the example picture again. Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's only true for the exact center of the local area.&lt;br /&gt;
#* You'll notice that the local area includes some trees and plants on the edges, which is often all you need. &lt;br /&gt;
#* To get more information about the non-mountain areas you can press {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} to view the different types of [[biomes]].&lt;br /&gt;
# Nearby [[civilization]]s that are capable of interacting with you. Other settlements are shown with various symbols on the regional map.&lt;br /&gt;
#* You will want to be in contact with dwarves to get [[immigrant]]s and a dwarven trading caravan. However, dwarves are, sometimes seemingly magically, everywhere - it is impossible to settle anywhere &amp;lt;i&amp;gt;without&amp;lt;/i&amp;gt; dwarves (assuming there is at least one surviving dwarf civilization).&lt;br /&gt;
#*You'll want to trade with [[human]]s and [[elves]] if possible.&lt;br /&gt;
#*[[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island and you will be attacked by Goblins some point in the game anyway. Just don't set up your first fortress right on top of a goblin fort.&lt;br /&gt;
&lt;br /&gt;
::In this example, what does Temperature actually mean?  How should I interpret the tree count?  Why do I care how many plants there are?  What is this nebulous hint about the kind of animals I'm going to run into?  Aside from what I see in the example pictures, what should I expect to see?  The answers to these are NOT obvious for newcomers to the game, but are taken for granted by veterans like us.  The biome comments are one of the biggest offenders.  I had to read this wiki for hours before I had a good handle on what the alignment and biomes added up to.&lt;br /&gt;
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::We need ''introduction'', ''enumeration'', ''explanation'', ''example'', in that order.  That is how all Prima strategy guides are written, that is how all instruction manuals are written, and that is how most academic textbooks are written, too.  It is simply the best way to present alien information, especially when you are in possession of an exhaustive list of topics (which we are, in this case).  Currently, we're extremely light on enumeration and and explanation, and too narrow-minded in the examples.  Fixing all that is likely going to require a complete rewrite. --[[User:ThunderClaw|ThunderClaw]] 01:22, 31 October 2008 (EDT)&lt;br /&gt;
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::: I suggest that if you want to &amp;quot;completely rewrite&amp;quot; a tutorial, it would be better to keep the tutorial as it is and write up a completely new one. A variety of examples is more useful than a single thoroughly edited tutorial. There are differences between a Prima Strategy Guide and a wiki. These differences should be harnessed in a way that empowers the wiki. &lt;br /&gt;
::: Here's an example that is beyond my own wiki-editing capabilities, but should give ThunderClaw what s/he's looking for without requiring a complete rewrite, or a new tutorial: create a &amp;quot;why&amp;quot; tag which, like the verify tag, allows newbies to easily ask for expansion.  This could even be a FAQ-like new category, so that we could quickly edit this tutorial in small, easily managed chunks that more users would likely contribute to. Eg,&lt;br /&gt;
[[Temperature]], amount of [[tree]]s ([[why trees]]?), amount of [[plant]]s ([[why plants]]?), and a hint at the sort of [[Animal|wildlife]] ([[why hunt]]?) at the center of the selection rectangle.&lt;br /&gt;
::: Put another way, introduction to concepts and keyboard commands should be distinct content, and a step-by-step guide should contain only enough enumeration and/or examples to cover all exceptions once. Additional exploration should be available as links. But then again, that's just my take on it, and the prize goes to the guy who actually does the deed. --[[User:RomeoFalling|RomeoFalling]] 20:38, 4 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Window&amp;diff=24037</id>
		<title>40d:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Window&amp;diff=24037"/>
		<updated>2008-10-28T12:50:02Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: looking through windows&lt;/p&gt;
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&lt;div&gt;A '''window''' is an item of [[furniture]] that can be constructed to form solid [[wall]]s surrounding a [[room]]. A window is not considered [[support]] for the purposes of preventing [[cave-ins]], but it will block the flow of [[water]]. As of version 27.176.38c, [[magma]] does not melt constructed windows, no matter what they are made of, although windows made at a [[glass furnace]] that haven't been constructed yet will still melt if they are put in magma. Windows can be made from [[glass]] at a [[glass furnace]] or from cut [[gem]]s produced at a [[jeweler's workshop]]. A glass window can be made from green, clear, or crystal glass. Alternatively, a [[gem]] window can be directly constructed from three cut gems of any type (including cut glass). If the gems used to make a gem window are of different colors, the window will flash between the different colors of the gems.&lt;br /&gt;
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It is not known how [[dwarves]] use windows{{verify}}, but you can also construct walls and [[floor]]s out of glass [[block]]s which you might assume has a similar pleasing effect for the occupant. Dwarves who have a liking for specific materials, such as glass, can be kept [[thought|happy]] by building windows and walls out of glass.&lt;br /&gt;
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Light from a window built into a cliff face will not illuminate a room and will not prevent cave adaptation.&lt;br /&gt;
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Note that dwarves can see through windows, and will run away from creatures standing on the other side of the window.&lt;br /&gt;
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{{Buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:How_to_safely_start_fortress_mode&amp;diff=44918</id>
		<title>40d:How to safely start fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:How_to_safely_start_fortress_mode&amp;diff=44918"/>
		<updated>2008-10-28T12:46:19Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: On the subject of iron&lt;/p&gt;
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&lt;div&gt;This guide was compiled by Yanlin (And the users) for the users. Basically it contains Yanlin's personal advice with the advice of others taking a higher rank.&lt;br /&gt;
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The page has not yet been completely made wiki friendly and it is a WIP.&lt;br /&gt;
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=The guide=&lt;br /&gt;
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All advice in the replies will be summed up here in user friendly bits.&lt;br /&gt;
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==Dwarf jobs and happiness==&lt;br /&gt;
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Don't try to take one of everything at the start. All jobs that will be run almost constantly can just be done by an  [[Immigration|immigrant]]. For example, start with one [[mason]] working like a madman churning out [[door]]s and such. Then when you get your first wave, start at least 4 mason [[workshop]]s and make them churn out standard [[room]]s. If you can make an apartment complex instead of a huge [[Barracks|barracks]] room, you get yourself a good [[Thought|happy bonus]]. -Yanlin&lt;br /&gt;
* Legendary dining room is all you need. It is so useful it makes rooms better than barracks merely a roleplay thing. Also, dabbling masons should work on blocks, not furniture. -Someone-else&lt;br /&gt;
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Legendary [[dining room]]s: Any room that's about 5x5, fully engraved and has maybe 4 tables and chairs will be legendary from my experience. I usually take a proficient [[engraver]] with me on the start to speed it up and it also helps if he is the only one doing the engravings. Legendary dining rooms can make dwarves forget even the most horrible things! Even death. -Yanlin&lt;br /&gt;
* Average artifact in a small plain room with crappy tables and thrones counts as legendary dining room too. -Someone-else&lt;br /&gt;
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A fort divided does not stand. Make sure your dwarves don't run around like idiots. -Yanlin&lt;br /&gt;
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[[Cave adaptation]]: I set up a simple system. There is only one exit out of my apartment complex. My apartment complex spans multiple [[Z-axis|floors]] and each one has the entire entrance in light state. How? Well light passes through [[Floor#Construction|floors]]! Go figure. This is how I do it. I [[channel[[ out the entire entrance from the top to the level I am currently building in. I [[Wall#Construction|wall]] it in on the top to prevent [[goblin]]s and other nasty stuff from jumping or firing in. I create a small &amp;quot;maintenance&amp;quot; tunnel going near the channeling area so that the channelers have access to it. It's simple really. When the channeling grinds to a halt, pave all the channeled areas with floors. I never tested [[wood]] floors. (What kind of idiot wastes wood on anything but [[bin]]s, [[bucket]]s, [[barrel]]s and [[bed]]s?) -Yanlin&lt;br /&gt;
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[[Stone]] [[stockpile]]s: NO! NOT A CHANCE! But if you set up a special workshop for churning out expensive items, set up a stockpile that accepts only that one kind of expensive rock. Setting up a small stone stockpile under your masonry workshop is a good idea though. -Yanlin&lt;br /&gt;
* If you're training siege operators, you can set up an 8x8 non-economic non-ore stone stockpile to ease the hauling load on your catapulters. -GreyMario&lt;br /&gt;
* A worthwhile alternative to stockpiling is channeling a hole above some workshops (I haven't tried directly above, but it might work), setting it as a garbage dump, and then dumping all the stone you come across. Unforbid the stone you want to use when you want to use it. It takes up only 1 square to store an arbitrarily high amount of stone, but requires more micromanagement (you don't want to pitch your obsidian into a chasm, or that rotting corpse into your workshop) and will only work for one material at a time.&lt;br /&gt;
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[[Hauling|Haulers]]: Have at least 5-10 free peasants for hauling. Usually my fortress can run on just my 7 starting dwarves. I can easily supply 60 dwarves worth of [[food]] and [[Alcohol|booze]] while the rest do the odd job here and there. -Yanlin&lt;br /&gt;
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Micromanagement: Only your core dwarves need it. The rest can just do anything they want. -Yanlin&lt;br /&gt;
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[[Fishing]]: Not worth it. Only the [[shell]]s are worth it. -Yanlin&lt;br /&gt;
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* However, fishing can give you lots and lots of fishbones, which can then be made into bone bolts that Dwarves use for practice. Very useful on maps without trees. - HisMajestyBOB&lt;br /&gt;
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[[Ambusher|Hunting]]: Worth it. But at least give your [[hunter]] some [[armor]]. -Yanlin&lt;br /&gt;
* Do not waste starting dwarf on it. This is job for immigrants. -Someone-else&lt;br /&gt;
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[[Farm plot|Farm]] size: 10x10 of [[plump helmet]]s without fertilizing will feed 500 dwarves. A 5x5 field WITH fertilizing will feed about 500 dwarves. Do the math. (Rough estimates. Untested.) -Yanlin&lt;br /&gt;
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[[Cloth]]: [[Pig tail]]s will provide you all the cloth you need and booze too. -Yanlin&lt;br /&gt;
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Buying your first [[anvil]]: Mugging. No not robbing the [[Trading|merchant]]. Making tons and tons of stone [[Goblet|mugs]]! You'd be amazed how much you can buy with a few bins worth of mugs. Each stone gives 3 mugs and a skilled mason can make enough to... Well... Buy anything you need. Remember, [[Craftsdwarf|craftsdwarves]] are GOOD! -Yanlin &lt;br /&gt;
* Mechanic is the way to go. Not only are mechanisms single items (less hauling) but also aren't useless. Prepared food is very good too, though it needs 3 dwarves working (planter, brewer and cook. Combining them into one dwarf is bad thing). Craftdwarves aren't really useful at start and are almost totally useless after that. -Someone-else&lt;br /&gt;
* Scrape up enough to buy at least 2 cheese then cook the cheese. Use the cooked cheese to buy the rest of the cheese. Cook the rest of the cheese. Buy out the rest of the caravan with the new meal. -Ikko&lt;br /&gt;
* Seconding cooking over crafting. I generally have a 5x5 plot of plump helmets, which I brew then cook, which will feed an arbitrarily high amount of dwarves and allow me to buy pretty much whatever I want. -Vaniver&lt;br /&gt;
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[[Nobles]]: Give them a huge [[bedroom]], huge [[office]] and cram it up with some decorations and [[engraving]]s. That should keep em happy for a while. -Yanlin&lt;br /&gt;
* If you happen to have artifact furniture just build one room of average size, but few beds, tables and thrones in it and make it a &amp;quot;noble room&amp;quot;. Artifact will boost its value enough for all dwarves who aren't kings unless it's made from one log, stone, bone, shell or the like. -Someone-else&lt;br /&gt;
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==Pets and food animals==&lt;br /&gt;
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[[Cat|Cats]]. DO NOT DO IT! IT IS NOT WORTH IT! -Yanlin&lt;br /&gt;
* Wrong. Having one cat will not only boost dwarves' mood (no [[vermin|rats]] and other ugly crap) but will also make your food safer. -Someone-else&lt;br /&gt;
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[[Dog|Dogs]]. DO IT! IT IS WORTH IT! -Yanlin&lt;br /&gt;
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Shamelessly kill off any newborn pets to prevent overpopulation. Especially useful on cats. -HisMajestyBOB&lt;br /&gt;
* Or put them in a [[cage]] as an [[butchering|emergency food source]]. Caged animals do not breed, block paths or waste CPU power on pathfinding. -Someone-else&lt;br /&gt;
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Dogs give a lot of bang for your buck.&lt;br /&gt;
They are a good source of [[food|meat]]. You just pay 16 bucks for them upon embark, if I remember correctly. This might be a little bit more than the price of 5 meat (which is 10 bucks) but you have to take into account that they get offspring, son that 20 dogs of the first year might turn into 30 dogs or more in the second year.&lt;br /&gt;
when you slaughter them each dog gives you 5 meat, 5 [[bones]], a [[skin|hide]] and a [[skull]]. This as well as the fact that dogs, in contrast to meat don't rot, makes it useful to buy at least some of them upon start.  -Proteus&lt;br /&gt;
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Dogs are better than cats. Dogs breed just as fast and you can have an army of wardogs slaughtering everything, not to mention they make an incredible [[thief]] defense. Simply put a meeting zone across the entrance to your fort, then you'll have all eleventy billion dogs wandering around in that meeting zone. Any thief is instantly turned into [[kobold]] kibble, and they're quite handly at dealing with smaller sieges too.&lt;br /&gt;
Also you can slaughter dogs at whim, whereas you can't slaughter an owned pet. -Hyndis&lt;br /&gt;
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==Defense==&lt;br /&gt;
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An army of peasants is a good thing if you think about it. Churn out a few [[crossbow|crossbows]] and [[ammo|bolts]]. Even copper weapons can take down most sieges you will probably get. -Yanlin&lt;br /&gt;
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[[Goblin]] babysnatchers and Kobold thieves. One dog on a [[chain]] will kill them on contact. Especially a war dog. I usually buy a few chains at the embarkment. -Yanlin&lt;br /&gt;
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Security. [[traps|Stonefall traps]] at the entrance help. After you need more than that, you probably have more than that. Make weapon traps that shoot or better yet, station [[marksdwarf|marksdwarves]] in [[fortifications]] outside your fort. Make sure to put them in a [[tower]]. -Yanlin&lt;br /&gt;
* Interim/second-line defence layout requiring minimal man-hours to assemble; mine out one long entrance tunnel, with doors and fortifications at the very end, one line of traps just inside the entrance to soften them up and another line in front of the defences to mop up whatever your marksdwarves can't kill off in time. Optionally carve fortifications out of both sides of this passage, screened by traps or even a channel, and establish a crossfire. &amp;quot;Crossbows to the left of us, crossbows to the right of us...&amp;quot; -Jake Grey&lt;br /&gt;
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You might want to bring along a rope and then wall in your fortress entrance so there is only one path. Then set a dog on the rope (Not a cat, those are more useful against vermin) beside the door to stop the sneaky sorts. -Gamerofthegame&lt;br /&gt;
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Weapon traps and marksdwarves = survival for for most -wendigo&lt;br /&gt;
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==Production and efficiency==&lt;br /&gt;
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[[Glass]]. You want [[sand]] on your map. It is awesome advice to have sand on your map. Remember. Glass is EASY to make especially if you can get a source of [[fuel]] for your forge. You can make almost everything out of glass. If you can get a [[magma glass furnace]], you win. -Yanlin&lt;br /&gt;
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[[Iron]]. You want it. If you didn't find iron, I suggest just starting over in another location or if you feel determined, buy it. But it can get costly. -Yanlin&lt;br /&gt;
* If you're being beseiged by goblins, you can melt down their armour for iron. -Tenebrais&lt;br /&gt;
* I have to agree here. If you have a magma source. Each goblin gives about 3 bars of metal when you melt down the equipment. Also, dwarven and human caravans bring maybe 10 bars or more each if you give it a high priority. Since you only need iron (/steel) for weapons and armour, you can easily survive on a map without iron ore. -Qwertyu&lt;br /&gt;
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Common [[barrel]] exploit. Each piece of meat and [[alcohol|booze]] you bring with you, will give you one free barrel. 5 of each can fit in a barrel and if you take 6 of something, you get 2 barrels. Etc. -Flok Speargrabber&lt;br /&gt;
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[[turtle|Turtles]] are AWESOME! -Flok Speargrabber&lt;br /&gt;
* Be sure to disable bones and [[shells]] in your early outdoor refuse [[stockpile]] so you don't waste turtles' awesomeness. -Someone-else&lt;br /&gt;
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Bringing a few [[seeds]] of everything along with you is wise. (I suggest bringing plenty of [[plump helmet]] and [[pig tail]] seeds.) -Flok Speargrabber&lt;br /&gt;
* The second advice is bad. Just start your [[farm plot|farm]] soon and brew what you can and you will have more seeds than need. As for bringing everything: 1 seed each is enough. [[Rock nuts]] are useless before you have food chain and plenty of bags. -Someone-else&lt;br /&gt;
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[[immigration|Immigrants]] are good for [[fishing]] that pesky [[carp]]. (Well not really. But they are good for fishing nonetheless.) -blakyoshi7&lt;br /&gt;
:If your dwarves need to go to water that contains carp, longnose gar, or other ravenous river creatures, any goon given a crossbow and stationed at least one tile away from the river can keep a fair region of river clear of animals, given a little while. Remember to turn off chasing so they don't run up to the river and get dragged in. -[[User:Heron|Heron]]&lt;br /&gt;
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Farming. The best source of food. If you don't want to &amp;quot;Cheat&amp;quot; you can just plant a big plump helmet farm. Make sure you don't cook it all though. Make sure at least some goes into booze. Booze and eating raw returns seeds. [[Cooking]] destroys them. Alternatively you can cook the booze. That creates a cheatish infinate supply of food. -Yanlin&lt;br /&gt;
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[[Wood]]. You don't really NEED a heavily forested map. Assuming you will make about 100 [[beds]] during 3 years and some barrels, [[bucket|buckets]] and [[bins]], you only need about 500 [[tree|trees]]. Might sound like not enough on a non heavily forested map right? Well wrong. Trees DO grow back. Even a lightly forested map has at least 200 trees from what I could tell. -Yanlin&lt;br /&gt;
* If you plan on doing a lot of metalsmithing on a map with no magma, or a lot of clear glass or soap, you will need a lot of wood for charcoal and ash. -Bouchart&lt;br /&gt;
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Pig tails are good to bring, as a source of booze that your dwarfs won't accidentally eat up before it's turned into it's sweet elixir of happiness. -Overdose&lt;br /&gt;
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Pigtail makes great booze. It helps keep your dwarves happy and avoid the &amp;quot;Tired of same booze&amp;quot; unhappy thought. -motorbitch&lt;br /&gt;
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You need [[cloth]] only for [[strange mood|strange moods]]. You can easily buy all the cloth you need and have your [[farmer|farmers]] do more useful work. -motorbitch&lt;br /&gt;
* Wrong. Glass industry requires many bags. -Someone-else&lt;br /&gt;
* Arguably, if you've got a use for cloth in bulk then you've probably got an export good valuable enough to buy it with and still turn a profit, though a local supply to top it up couldn't hurt. -Jake Grey&lt;br /&gt;
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Two humped camels are good for farming as they yield a lot. Consider this option to diversify your meals. Also helps if you want to avoid the booze food exploit.- motorbitch&lt;br /&gt;
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Lopped off body parts create small bones that are rather useless. (Training bolts are never really useless as you should have too many bins anyway.) -motorbitch&lt;br /&gt;
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You should only put a priority on [[Magma]] if you have the ability to make glass with it. If so, it should be one of your first things. -Gamerofthegame&lt;br /&gt;
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Have your [[carpenter]](s) craft a steady flow of beds/barrels/bins -wendigo&lt;br /&gt;
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Run a [[still]] nonstop. Get those seeds, distill that booze. -wendigo&lt;br /&gt;
* If you have many barrels filled with booze and no free ones just cook some beer biscuits. Not only they will make your dwarves happier but also will train your cook and let your brewer continue his work. Don't do this if you have no plants to brew. -Someone-else&lt;br /&gt;
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Metalworking is desirable, but not crucial. -wendigo&lt;br /&gt;
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I set every dwarf in the fortress to [[butcher]] and [[skin|tan]]. Its a very high priority job since the corpses and skins will rapidly decay, and by setting every single dwarf to be able to perform this task (skill doesn't matter, a dabbling dwarf does just as well as a legendary dwarf) there's a very high probability it will get done in time. If you have a lot of corpses to process, simply build a bunch of butcher and tanner workshops. -Hyndis&lt;br /&gt;
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If you find yourself on a map with an abundance of metal ore ''and'' coal or magma, save your wood for beds, ash and the odd strange mood and make as much as you can from metal; it's usually a lot easier to defend and safely access a vein of [[cassiterite]] or a coal seam during sieges than a whole forest. Metal bins also make trading with the elves a bit less laborious. (NB: I would strongly advise you to use up your less useful metals such as tin first, even if you're practically buried in magnetite; a sudden run on crossbow bolts could come at the very worst moment.) -Jake Grey&lt;br /&gt;
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Speaking of which, don't underestimate the usefulness of elven merchants, as the one thing they're reliable for bringing is cloth, and lots of it. Unless you forbid the use of [[pig tails]] and/or [[rope reed]] for brewing, your still and farmer's workshop will be in direct competition for the same supply, which can lead to shortfalls in one or the other. Apart from the fact that running out of cloth is infinitely preferable to running out of booze, it's also better value for money as an import. -Jake Grey&lt;br /&gt;
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===Wood is useful for:===&lt;br /&gt;
[[Beds]] - [[Bins]] - [[Barrels]] - [[spike|Spikes]] - [[Screw pump|Pump parts]] - [[Windmill|Windmills]] and [[water]] wheels&lt;br /&gt;
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-Flok Speargrabber&lt;br /&gt;
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===Stone is good for:===&lt;br /&gt;
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[[Statues]] - [[chest|Coffers]] - [[cabinet|Cabinets]] - [[Coffins]] - [[trade|Trade goods]] - [[Doors]] - [[Floodgates]] - [[chair|Chairs]] - [[table|Tables]] - [[Blocks]] for [[road|roads]] and [[floor|floors]] (More brick-y than block-y)&lt;br /&gt;
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-Flok Speargrabber&lt;br /&gt;
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===Metal is good for:===&lt;br /&gt;
[[Weapons]] - [[Armor ]] - Magma-safe stuff - Expensive statues - Noble orders, usually, unless they don't want a special metal item &lt;br /&gt;
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-Flok Speargrabber&lt;br /&gt;
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==Performance==&lt;br /&gt;
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Cats are not as bad as they used to be. Now slaughtering the newborns is easy enough and with the new partial print feature, they are not the huge FPS problem they used to be. They are also, like dogs: a good source of meat and such. -Vaftrudner&lt;br /&gt;
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Don't bother with clothes. They don't really do anything and lag your FPS because they get checked every moment. Your dwarves wont mind walking around nude and no one is going to judge them about it. (Politically it does not matter.) -motorbitch&lt;br /&gt;
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Bring a cage. Just one. You can use it to stuff your excess creatures. Mainly anything outside two cats and maybe two dogs. -Gamerofthegame&lt;br /&gt;
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==Special conditions==&lt;br /&gt;
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You could bring five picks and 300 logs if you're on a treeless map. Just don't make stuff from wood if you can make them from something else. (Stockpile = bad) -Ashery&lt;br /&gt;
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=Adding your own advice=&lt;br /&gt;
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If you wish to add your own advice, do so in a grammatically correct manner. Links are not mandatory but desired. Remember to sign it with one space, a dash and then your name.&lt;br /&gt;
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 -NameHere&lt;br /&gt;
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If you think the advice is poor, do not add it. The last thing Yanlin needs is more pruning of bad advice.&lt;br /&gt;
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==Formatting==&lt;br /&gt;
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Keep two lines of space after the advice above yours. Do not add it into the middle of the section.&lt;br /&gt;
Big advices deserve their own subcategory. But don't just sprinkle them around like an idiot.&lt;br /&gt;
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Keep 3 lines of space under your advice to the next category.&lt;br /&gt;
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All this formatting is needed so the guide does not become a hard to read wall of text.&lt;br /&gt;
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=WIP=&lt;br /&gt;
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This page still needs links to other articles. If you see a word or sentence that should be linked to a particular page, please add it. Make sure to tick the &amp;quot;This is a minor edit&amp;quot; button if you are not doing a big overhaul of the links.&lt;br /&gt;
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{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Shrub&amp;diff=45308</id>
		<title>40d Talk:Shrub</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Shrub&amp;diff=45308"/>
		<updated>2008-10-19T12:06:48Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: Shrubs in desert biome&lt;/p&gt;
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&lt;div&gt;I started a fortress on the border between a desert biome (no plants) and a mountain biome. However, there was a 5 tile wide strip of land, where occasionally shrubs would appear. After some time, I stopped harvesting them, and within a year the whole desert was covered by shrubs. AFAIr they even reappeared when harvested. Might be interesting for testing. [[User:Qwertyu|Qwertyu]] 08:06, 19 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15061</id>
		<title>40d Talk:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15061"/>
		<updated>2008-08-31T11:27:09Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: Killing GE&lt;/p&gt;
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&lt;div&gt;More dangerous than [[carp|Carp]]?  Oooh...we need a [[King of the beasts]] page just to debate the most evil of creatures.--[[User:Draco18s|Draco18s]] 12:11, 2 November 2007 (EDT)&lt;br /&gt;
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Are we sure that a giant eagle really gives 10 bones, and 10 meat? The thing must be the size of an elephant. That's more like a Roc, not an eagle.&lt;br /&gt;
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:Well, that *is* basically what a Roc is. No one said how big 'giant' is. I wouldn't be surprised if giant eagles could eventually pick up and drop dwarves. --[[User:N9103|Edward]] 02:30, 31 December 2007 (EST)&lt;br /&gt;
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::Actually, there were real Giant Eagles before but they went extinct. They had a wingspan of 2.6m to 3m, according to Wikipedia. But then again, this would be a mythological Giant Eagle, so I guess it could be any size. Oh, and checking the coding on the thing, it's size is a little under 2/3 that of an Elephant, which for a bit of guidance, is on average about 3 meters tall.[[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
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I have a couple of those GEs hovering in the middle of the map, any chance i could catch one? --[[User:Digger|Digger]] 12:09, 25 February 2008 (EST)&lt;br /&gt;
: I'd doubt it. You'd have to be pretty damn lucky to trap a flying creature in a cage on the ground. The only way you could do it would be to lure it into a corridor, as it means it won't be able to fly. [[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
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== Dangerous??? ==&lt;br /&gt;
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After this wiki page, I was really scared when at some point a zombie giant eagle occured and marched straight into my fortress. in the end, my untrained woodcutter slaughtered it and had to stay in bed for half a week due to minor injuries. The second zombie giant eagle was killed by a single skilled wrestler (very agile, so he was the first to arrive) without armour and without getting injured. Is the information on the page really correct? Or should it rather be &amp;quot;dangerous for non-military dwarves&amp;quot;? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Qwertyu|Qwertyu]] ([[User talk:Qwertyu|talk]]•[[Special:Contributions/Qwertyu|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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: more so since sending peasants as recruits into the fray and see them die is not a proof that a creature is so especially dangerous. --[[User:Koltom|Koltom]] 03:22, 10 March 2008 (EDT)&lt;br /&gt;
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:Giant Eagles are so powerful because they use swift hit-and-run attacks, darting out of the sky to attack it's target, and return back to the sky, making it very hard to fight normally. Not only would a zombie Giant Eagle be much slower (and perhaps be on the ground too, I don't know), but having one stuck inside your fortress means that it can't fly at all. [[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
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::Wait a second though. He said &amp;quot;marched straight into my fortress&amp;quot; as in not flying... as in nothing more than a plain zombie... Go figure that a walking bird that's meant to fly isn't dangerous! Personally, I doubt a flying GE would ever enter a fortress. Normal (or otherwise flying, do skel-GEs fly?) Giant Eagles are very dangerous *because* they fly. They easily avoid any dwarves that would be a danger to it, while picking off any peasant that goes outdoors. I haven't heard much talk about them since the z-level ranged attacks were fixed, (didn't use to shoot between z-levels for a bit after z's were implemented,) so perhaps the fact that they fly isn't a big problem if you've got a supply of bolts and a decent marksdwarf. But I could be wrong on both accounts, who knows? Proof is always welcome of either way! --[[User:N9103|Edward]] 05:07, 10 March 2008 (EDT)&lt;br /&gt;
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::: Well, parts of my fortress needed a roof, that's how it entered. But don't attack undead everything? So if you send your military dwarves, it should attack them instead of some poor peasants, correct? Besides, especially the Zombie GE is so slow that even my exhausted half-time fighters (They had just practiced their wrestling with a group of skeletal hoary marmots) could outcrouch it, so I cannot imagine that it would make such an incredible killer even if it spent more time flying. -- [[User:Qwertyu|Qwertyu]] 10:30, 10 March 2008 (CET)&lt;br /&gt;
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::::Oh, but you haven't seen a skeletal eagle--the time I saw it, it was horrific...I brought six dogs with me to a terrifying mountain, and I was busy digging out a fort next to the volcano nearby. Then, I saw &amp;quot;______ cancels store item in stockpile: Interrupted by Skeletal giant eagle.&amp;quot;&lt;br /&gt;
::::My god, that scared the hell out of me, and rightfully so. It SLAUGHTERED my six dogs with about what looked like one hit each (about a fourth of a second each kill) and then seemed to ''guard the wagon'' which had my supplies and about 20 more tin bars (I'd hauled about a third of them). It then came back later on to harrass the Solen building the water pumping system--which, for that matter, froze up later on.&lt;br /&gt;
::::EDIT: Yes, skeletal GEs fly.&lt;br /&gt;
::::...Man, that fort was...odd. ~ [[User:Midna|Midna]] 12:11, 23 May 2008 (EDT)&lt;br /&gt;
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:::::I had just started out in a calm area and looked on the unit list and saw a giant eagle, I couldn't stop my hunter from going after it and he was unfortunatley killed by it. Afterwards it was considered legend (I guess) and named Woodchoke. --[[User:DUMBELLS|DUMBELLS]] 15:09, 25 May 2008 (EDT)&lt;br /&gt;
:::::Ah, I remember I had a similar situation. Only replaced &amp;quot;six dogs&amp;quot; with &amp;quot;six dwarves&amp;quot;. Owch. And, in case you're wondering, the seventh dwarf didn't escape, he just got mauled by a Skeletal Mountain Goat. [[User:Plasma|Plasma]] 18:46, 12 June 2008 (EDT)&lt;br /&gt;
::::::As others have said, the thing that makes giant eagles dangerous is their flight. At least you can generally keep your dwarves away from elephants or place traps to keep them away from your dwarves. It's probably almost impossible to stop a giant eagle with a trap, and you can't even keep track of its position because civilian dwarves don't seem to be scared by it till it drops to their Z-level - if it's flying around six levels above that road you're building, none of your dwarves will sound the alarm until it swoops down out of nowhere to eviscerate a peasant. It's probably not anywhere near as tough as an elephant in melee combat (a single war dog, though mortally wounded in the process, managed to knock one out long enough for me to notice and send a dwarf to finish it off), but the psychological torment more than makes up for it - it's silent and deadly. Topping it all off is that while marksdwarves make short work of it, marksdwarves are just about the only thing that can kill it on your terms. If you don't have any, you have to just have to wait around and hope it attacks someone strong enough to take it out. [[User:Gelmax|Gelmax]] 01:48, 16 July 2008 (EDT)&lt;br /&gt;
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:When I saw a Skeletal Giant Eagle appear, due to the article I was terrified.  Needless to say, they are no where near as dangerous as they are made out to be.  2 semi-trained marksdwarves and a recruit marksdwarf were able to kill it with only one loss.  I don't think the article is doing any favors to new players by encouraging them to abandon their fortress at the sight of one. --[[User:Aristoi|Aristoi]] 15:31, 13 August 2008 (EDT)&lt;br /&gt;
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::When I encountered one in Adventure mode as a professional Hammerer i was pretty scared but I killed it in one hit!! [[User:Hoborobo|Hoborobo]] 15:38, 13 August 2008 (EDT)&lt;br /&gt;
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::BTW: Wouldn't there be an option to bring it down with just some recruits? As an idea: Two waves: One consisting of wrestling recruits (say 2-3), the other one consisting of your somewhat skilled miners, and an axe carrier (if you have one). It comes down to engage the first three dwarves, the second group should be able to tear it apart, especially due to the axe. Worked nicely with a giant bat (however, this was killed even by a lone axedwarf). [[User:Qwertyu|Qwertyu]] 07:27, 31 August 2008 (EDT)&lt;br /&gt;
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:I had a Giant Eagle (non-undead, thankfully) hanging out on the north end of the map on my current fortress (v0.28.181.40c). Fearing for my dorfs, I kept them inside for the better part of the next year after it arrived. The following summer, I forced the human caravan to arrive on the west end of the map, but their Guild Representative spawned literally twenty tiles away from the GE. The weird thing is that the GE ''fled'' from the ''unarmed, unskilled'' Guild Rep. It hasn't been seen since. [[User:Thrawn|Thrawn]] 13:58, 30 August 2008 (EDT)&lt;br /&gt;
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::Well, many of the dangerous living creatures do not attack automatically, but only sometimes. Fire imps also flee from your dwarves most of the time, but you should not count on it. [[User:Qwertyu|Qwertyu]] 07:27, 31 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29130</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29130"/>
		<updated>2008-08-26T09:20:42Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: =&amp;gt;fast recovery&lt;/p&gt;
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&lt;div&gt;==.33c bug==&lt;br /&gt;
My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
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[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
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Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
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:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;br /&gt;
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same thing is happening to me so i dont think it has... [[User:Twiggie|Twiggie]] 12:54, 7 December 2007 (EST)&lt;br /&gt;
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:Actually it has, as of 33d. You may need to download a new version. [[User:Klada|Klada]] 13:17, 7 December 2007 (EST)&lt;br /&gt;
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== Priority of [[health care]] task ==&lt;br /&gt;
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I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
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== Brown Wounds ==&lt;br /&gt;
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my legendary miner will not heal his brown wounds he must have been resting for a year now. What should I do? --[[User:Hoborobo|Hoborobo]] 06:54, 10 August 2008 (EDT)&lt;br /&gt;
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== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
::Given that they were miners and woodcutters, they would become tough before they become even [[proficient]] in their trade. As mentioned by Koltom and indeed in the article, toughness has a huge effect both on the impact of being wounded (ie tough dwarves carry on regardless) AND on the rate of healing (they get better before they make it to their bed to rest).[[User:GarrieIrons|GarrieIrons]] 07:24, 26 July 2008 (EDT)&lt;br /&gt;
: I only had this once when I started a fortress in a desert without any water resources. Maybe this is a hack to prevent dwarves from dying from thirst? [[User:Qwertyu|Qwertyu]] 05:20, 26 August 2008 (EDT)&lt;br /&gt;
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I've noticed something similar to this in .40c as well. One of my miners in a new fortress, who was at best merely 'tough' sustained a red injury to his hip which had completely disappeared a few minutes later. The only unusual thing I did was draft all seven dwarves into the army first and then make them civilians after the skeletal goat was dead. I don't think the miner had even made his way to a bed to rest before this miraculous healing.[[User:Extar|Extar]] 16:06, 25 August 2008 (EDT)&lt;br /&gt;
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== Nervous system damage ==&lt;br /&gt;
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I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
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I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
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&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
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Thoughts? --[[User:TimE|TimE]]&lt;br /&gt;
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:Seems a bit too niche to be in the article as general advice. Perhaps a generality made from that idea would be appropriate however. something like &amp;quot;dwarves with nervous injuries too severe to be a melee fighter may still be valulable as a Marksdwarf.&amp;quot; --[[User:N9103|Edward]] 03:59, 4 April 2008 (EDT)&lt;br /&gt;
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:: I think this applies to dwarves with ''any'' nervous injuries. I like the concise version though, I'll add that. --[[User:TimE|TimE]] 00:56, 3 April 2008 (EDT)&lt;br /&gt;
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== Color of Wounds ==&lt;br /&gt;
I think that lightly wounded and lopped off are too close of a color. The lopped off color should be pink, a nice bright color with eye attracting color. This way I can tell whether or not to pay attention to that individual.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:44, 15 April 2008 (EDT)&lt;br /&gt;
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:I agree with you on that, try making a topic in the forums about it. Toady might change it.--[[User:Richards|Richards]] 21:18, 15 April 2008 (EDT)&lt;br /&gt;
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== Spleen, kidney etc. ==&lt;br /&gt;
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What about spleen, liver, kidneys etc ? Do they belong to &amp;quot;guts&amp;quot; ? [[User:Timst|Timst]] 10:19, 13 July 2008 (EDT)&lt;br /&gt;
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== New version and light wounds ==&lt;br /&gt;
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The new version and its possibility for messed up temps means that all organs can now be in all states of wounded-ness. That means you can get lightly wounded hearts and guts and lungs... etc. &lt;br /&gt;
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Note that this is due to extreme frostbite, not heat. &lt;br /&gt;
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[[User:Logical2u|Logical2u]] 23:36, 19 July 2008 (EDT)&lt;br /&gt;
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== wounded but not resting ==&lt;br /&gt;
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I have a dwarf who has a yellow head wound and a red upper leg wound. In the {{k|u}} screen he shows as '''No job''', on his wound status screek ({{k|v}}{{k|w}}) he is unconscious, hungry, dehydrated and drowsy.&lt;br /&gt;
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If he is unconscious then he is not resting. I take it he is not going to trigger any health care jobs: so does this mean he is doomed?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:29, 26 July 2008 (EDT)&lt;br /&gt;
:He ended up dying. It seemed inevitable given that becoming unconscious seems to cancel resting.[[User:GarrieIrons|GarrieIrons]] 04:28, 1 August 2008 (EDT)&lt;br /&gt;
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== broken leg ==&lt;br /&gt;
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can a dwarf with a broken leg still get around to work?&lt;br /&gt;
:Unfortunately, no. Anything worse then moderately wounded causes the dwarf to go sleep it off until its healed. However, ''eventually'' it will heal up and he can go back to work. --[[User:Toloran|Toloran]] 02:32, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_bat&amp;diff=25462</id>
		<title>40d:Giant bat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_bat&amp;diff=25462"/>
		<updated>2008-08-09T10:11:29Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: some clarification on giant bats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Giant Bat|symbol=B|color=rgb(128, 128, 128)|bones=10|chunks=10|meat=10|fat=3|skulls=1|skin=Yes}}&lt;br /&gt;
&lt;br /&gt;
'''Giant bats''' live in [[cave]]s and [[chasm]]s. They are one size bigger than a [[minotaur]]. Giant bats are dangerous combatants and can easily kill unskilled adventurers and dwarves, who they will hunt occasionally.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BAT_GIANT]&lt;br /&gt;
	[NAME:giant bat:giant bats:giant bat]&lt;br /&gt;
	[TILE:'B'][COLOR:0:0:1]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[GENPOWER:3][NATURAL][PET_EXOTIC][MOUNT_EXOTIC]&lt;br /&gt;
	[PETVALUE:750]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID_FLIER:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:10]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:giant bat pup:giant bat pups]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[BIOME_SUBTERRANEAN_CHASM]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_bat&amp;diff=44150</id>
		<title>40d Talk:Giant bat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_bat&amp;diff=44150"/>
		<updated>2008-08-09T10:07:42Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: how to kill giant bats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
They also tend to run away, and only attack when threatened.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don't think this is true at all, at least in 0.27.176.38c. The giant bats my dwarves encounter are terrifying dwarf-seeking killing machines that drop from the sky and tear a dwarf to pieces before they have a chance to do anything. I've lost at least 20-30 dwarves to giant bats alone. --[[User:Katt|Katt]] 02:53, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Draft a woodchopper and a peasant, the peasant is attacked and the now axedwarf should easily tear the bat apart. (Admittedly, I have only used a woodcutter, but an additional living shield might be safer) [[User:Qwertyu|Qwertyu]] 06:07, 9 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Barrel&amp;diff=11458</id>
		<title>40d Talk:Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Barrel&amp;diff=11458"/>
		<updated>2008-06-20T09:06:36Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not sure exactly what we should have in this article. I'm taking out info on alcohol and putting that into its own article, but Mix Food might be noted on the Orders page. I'm moderately sure that I'm right about this order, but I may not have tested sufficiently - change it if you decide otherwise. --[[User:Thexor]], unsigned&lt;br /&gt;
&lt;br /&gt;
== Barrels not used for food? ==&lt;br /&gt;
&lt;br /&gt;
I have a food stockpile near my dining room, and a furniture stockpile near my crafters. The food in the food stockpile appears to be dumped on the floor, while spare barrels sit in the furniture stockpile. How can I fix this? --[[User:Shoez|Shoez]] 17:56, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If the food stockpile has been entirely filled, dwarves won't move a barrel over.  You need to clear some floor space in the food stockpile before they'll do so.  This is one of the quirks with how it handles barrels.&lt;br /&gt;
:You can try designating another food stockpile to get the ball rolling, or try dumping some food in order to make room.&lt;br /&gt;
:Addendum: Also check to see that you aren't reserving any barrels in the Stock{{k|p}}iles setting. --[[User:JT|JT]] 18:07, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It's also possible that your food is something like &amp;lt;code&amp;gt;-Minced Plump Helmet Stew [85]-&amp;lt;/code&amp;gt; and thus won't fit in a barrel.  Cooking usually causes this. --[[User:Dadamh|Dadamh]] 15:08, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Personally, I never use barrels except for alcohol and my single seed barrel. Prepared meals just don't take up that much space. That doesn't help you, though. --[[User:Savok|Savok]] 16:27, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Barrel amounts? ==&lt;br /&gt;
&lt;br /&gt;
Are there any barrel amounts, apart from 5 drinks per barrel? Would be nice to know for the extra barrels ;) --[[User:G1real|G1real]] 17:13, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just added something that is hopefully correct. [[User:Qwertyu|Qwertyu]] 05:06, 20 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Barrel&amp;diff=2236</id>
		<title>40d:Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Barrel&amp;diff=2236"/>
		<updated>2008-06-20T09:06:17Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: Added capacity of barrels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Barrels are used for storing things such as [[food]], [[seed]] bags and [[alcohol]]. They can be made out of [[wood]] or [[metal]].  Making a barrel from wood requires one log, and making a barrel from metal requires three [[bar]]s of the same type.&lt;br /&gt;
&lt;br /&gt;
A barrel is also used in the construction of a [[dyer's shop]] and an [[ashery]].&lt;br /&gt;
&lt;br /&gt;
If the &amp;quot;Mix Food&amp;quot; toggle is on (from the {{k|o}}rders menu - default is on), then dwarves will store similar food into the same barrel, resulting in &amp;quot;Plant Barrel&amp;quot;, &amp;quot;Meat Barrel&amp;quot;, etc. Turning off this toggle will force the dwarves to store food more explicitly (&amp;quot;Plump Helmet Barrel&amp;quot;, etc.), possibly demanding more barrels. Turning off &amp;quot;Mix Food&amp;quot; is primarily useful if you have [[stockpile]]s that specialize based on plant type; for instance, a [[pig tail]] stockpile near the weaver, a [[cave wheat]] stockpile near the mill, etc.&lt;br /&gt;
&lt;br /&gt;
Each barrel has a capacity of 10 items. Exceptions are [[alcohol]], where a barrel stores as much as can be squeezed in from a single plant stack, and [[seed]]s, which can be stored in bags which in turn are stored in barrels. If you have a stack of more than 10 items (typically cooked food), it will not be stored in a barrel.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38507</id>
		<title>40d Talk:Bed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38507"/>
		<updated>2008-06-18T13:59:26Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarves not using beds==&lt;br /&gt;
What are the causes of dwarves not sleeping on beds? I've made beds and rooms for my dwarves yet they just go to sleep wherever they are when they get tired. [[User:Yvain|Yvain]] 17:07, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hunters never seem to use beds.  If a dwarf can't afford a room when the economy is turned on, they'll sleep in a barracks, possibly on the floor there.  [[User:Bouchart|Bouchart]] 19:38, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks but this was a brand new fortress so no economy and it was all seven of them. And its still happening after getting first migrants. [[User:Yvain|Yvain]] 23:48, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Did you assign each dwarf to a bed? [[User:Robje|Robje]] 09:27, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You usually don't need to assign beds, they'll claim them on their own, however sometimes it will take a few sleep cycles before they do. I think it works something like this - once a dwarf has a bed, he will strongly prefer sleeping there, and will walk the extra distance to it when he gets sleepy. However, if a dwarf without a bed gets sleepy, and is a long walk from any unclaimed beds, he'll just go &amp;quot;Eh, screw it.&amp;quot; and sleep on the ground. --[[User:Erom|Erom]] 09:38, 6 March 2008 (EST)&lt;br /&gt;
:But I've seen cases where a dwarf '''with an assigned bed''' just decides to sleep in his workshop, or even occasionally in the corridor. With the corresponding negative thoughts. Is there any way to tell dwarves to properly go to bed rather than just occasionally decide to sleep on the floor? --[[User:AlexChurchill|AlexChurchill]] 06:15, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Usually that's because you don't have enough beds. Otherwise, just make sure theres lots of spare beds in the barracks. --[[User:AlexFili|AlexFili]] 07:09, 16 June 2008 (EDT)&lt;br /&gt;
:::Really? Just to be 100% sure: are you saying the amount of spare beds in barracks or bedrooms still matters, even if the dwarf in question '''has an assigned bed'''? --[[User:AlexChurchill|AlexChurchill]] 06:06, 17 June 2008 (EDT)&lt;br /&gt;
::::As far as I know, dwarves will usually seek beds with the following preference; Their own assigned bed, Unassigned bed (in bedroom), Barracks-owned bed, Beds that have been built but not assigned to any room, the floor. --[[User:AlexFili|AlexFili]] 07:02, 17 June 2008 (EDT)&lt;br /&gt;
:::::So no current explanation for why a dwarf with an assigned bed would decide to sleep in his workshop. Anyone else got any explanations for this? --[[User:AlexChurchill|AlexChurchill]] 12:35, 17 June 2008 (EDT)&lt;br /&gt;
::::::Maybe he's working overtime, or simply can't be bothered to find his bed. Maybe the bed is too far away from him? --[[User:AlexFili|AlexFili]] 05:10, 18 June 2008 (EDT)&lt;br /&gt;
::::::Was the bed in question located within another room? I think I once had the problem that my dwarves would not sleep in beds that were standing in my bookkeeper's office.[[User:Qwertyu|Qwertyu]] 09:59, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Occupied==&lt;br /&gt;
It seems that dwarves will not sleep in their bed if another creature is standing on it when he 'gets sleepy'. I just started a new fortress and had temporary beds and meeting hall in the middle of a corridor. The dogs and such were standing on the beds, so 2 of my dwarves decided to sleep on the ground (they had claimed the beds last sleep cycle, and my entire fort is less than 2 screens big). --[[User:Juckto|Juckto]] 17:42, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hospital beds? ==&lt;br /&gt;
&lt;br /&gt;
It is confirmed that dwarves use &amp;quot;hospital&amp;quot; beds in the current version?&lt;br /&gt;
&lt;br /&gt;
I've had a bed set up in an area which isn't a room, nor did I create a room defined by this bed, yet a recently-injured dwarf went to &amp;quot;rest&amp;quot; in his own, normal bed. He is being given food and water, though.&lt;br /&gt;
&lt;br /&gt;
:I'm not certain what you mean by &amp;quot;Hospital beds&amp;quot;. However, injured dwarves that require rest will use any available bed that isn't assigned to someone else. This includes their personal bed, barracks beds, and other undesignated beds, likely in that order. --[[User:N9103|Edward]] 19:38, 24 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I mean exactly what the article says: &amp;quot;Toady has stated that beds which are not in any defined room are considered hospital beds, and dwarves will recover faster when sleeping on them.&amp;quot; If dwarves recover more efficiently on these, you'd think dwarves would see them as higher-priority for resting than their own bed or a barracks bed.  -- [[User:G-Flex|G-Flex]] 21:00, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I've had dwarves with stately rooms opt for the old beds laying around in the dining room when they are injured.  I don't know about recovery time though, it was a brainpan injury.  A guy with a broken head just doesn't come back.--[[User:Dadamh|Dadamh]] 06:41, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Heads? Those can heal just fine, as long as it's not the brain proper. The aforementioned dwarf had either a broken or mangled &amp;quot;head&amp;quot;, a missing eye, and a bruised neck (which never healed due to it being technically a nervous system injury). The head got right back to normal status. [[User:G-Flex|G-Flex]] 04:33, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: We need a Chiropractor class to replace Fish Dissector. Then he can help cure spinal problems in dwarves. --[[User:AlexFili|AlexFili]] 07:04, 17 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Waterskin&amp;diff=34480</id>
		<title>40d Talk:Waterskin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Waterskin&amp;diff=34480"/>
		<updated>2008-06-15T10:59:09Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Civilians==&lt;br /&gt;
Is it possible to get civilians to carry waterskins? I think I'm about to wipe out my entire clan due to all the water being frozen, while they were activated to chase down a kobold (who they didn't manage to catch anyway) they all went and picked up waterskins then they put them down when I deactivated them... now they are dying of thirst since the brook and lakes are all frozen... :( [[User:GarrieIrons|GarrieIrons]] 07:04, 10 January 2008 (EST)&lt;br /&gt;
:I do not think it is possible. Only military dwarves can carry a waterskin. You should have planned ahead and built yourself a well or made more booze... ;) --[[User:Eagle of Fire|Eagle of Fire]] 07:35, 10 January 2008 (EST)&lt;br /&gt;
:Really what true Dwarf actually drinks water? [[User:Jikor|Jikor]] 07:52, 10 January 2008 (EST)&lt;br /&gt;
::As unbeleivable as it sound, some outposts seem to have problem producing enough booze in the first few years to allow everyone to drink true to dwarven tradition. Where is the world going, I ask you? ;) --[[User:Eagle of Fire|Eagle of Fire]] 10:25, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does quality of the leather/leatherworker affect a waterskin in any way?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Leather has no quality but the quality of the leatherwork will make it more valuable.--[[User:Ikkonoishi|Ikkonoishi]] 22:53, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Stockpile==&lt;br /&gt;
What stockpile are waterskins stored in? -- [[User:Caradhras|Caradhras]] 12:02, 25 March 2008 (EDT)&lt;br /&gt;
: I believe they are under finished goods. [[User:Tulthix|Tulthix]] 13:11, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Numbers==&lt;br /&gt;
I've just discovered, that a leatherworker creates 3 waterskins at a time from one piece of leather. Think this info should be places somewhere, but where? --[[User:Dorten|Dorten]] 07:47, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Filling up location ==&lt;br /&gt;
&lt;br /&gt;
For some reason my dwarves seem intent on walking past the entrance to a chasm to fill up their waterskin. It looks like they want to go to a nice place where the brook runs through a small forest to fill up... at least they all come down the stairs (which deposit them in the brook, in a water source zone) then walk through the trogolodytes... then get ambushed by the giant cave spider. And in true Baldric fasion, the procedure for contacting wild cave spiders seems to be, wrap yourself in poison silk and die an undignified death.&lt;br /&gt;
&lt;br /&gt;
So: is there any way of stopping my dwarves from walking toward the forest to fill up their waterskins, other than telling them to stop using waterskins?&lt;br /&gt;
&lt;br /&gt;
I have provided a grog supplied food stockpile in the barracks at the top of the area I want them to patrol, but I would prefer them to carry waterskins so they can fight off the trogolodytes while I build a wall across the brook.&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 00:45, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I am not quite sure what your problem is, but there are three things you can do, depending on your special problem. You can either build a functioning well (I think it is the preferred way of refilling water skins), or assign a drinking zone and allow the dwarfs to _only_ use this zone via the options menu. If the problem is not where the dwarves are heading, but how they get there, you can try to play around with forbidding certain areas, preferably narrow access paths (somehwere in the designations menu), which makes the pathfinding algorithm to favour alternative routes. This can, however, lead to strange behaviour (slow calculation and/or pathways), if you do want to senda dwarf to the forbidden region. [[User:Qwertyu|Qwertyu]] 06:59, 15 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_eagle&amp;diff=14770</id>
		<title>40d:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_eagle&amp;diff=14770"/>
		<updated>2008-06-02T09:01:34Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: So I just remove the &amp;quot;dangerous&amp;quot; zombie GE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Giant Eagle|symbol=E|color=rgb(128, 128, 0)|bones=10|chunks=10|meat=10|fat=3|skulls=1|skin=Yes|biome=[[Mountain]]}}&lt;br /&gt;
&lt;br /&gt;
'''Giant Eagles''' are ferocious birds nearly as strong as [[elephants]], with one major advantage--they can fly. They are usually found in savage [[mountain]] areas.&lt;br /&gt;
&lt;br /&gt;
Flight enables the giant eagle to zip out of the way of melee [[weapons]], hover out of reach, and swoop again to pick off [[dwarves]] that stray from the pack. They will, however, try and escape death by crossbow as it seems to be their one true weakness and they can be killed by a lone hunter this way. Otherwise, they will hunt down and kill dwarves without remorse, tearing at their stumpy bodies with razor-sharp beaks.&lt;br /&gt;
&lt;br /&gt;
Should your dwarves be unfortunate enough to encounter a skeletal giant eagle, abandon your fortress and start a new one far, far away. To witness its cruel devastation may scar you for life.&lt;br /&gt;
&lt;br /&gt;
[[image:45770275lq3.jpg|The horror.]]&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BIRD_EAGLE_GIANT]&lt;br /&gt;
	[NAME:giant eagle:giant eagles:giant eagle]&lt;br /&gt;
	[TILE:'E'][COLOR:6:0:0]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[GENPOWER:3][LARGE_PREDATOR][NATURAL][PET_EXOTIC][MOUNT_EXOTIC][SAVAGE]&lt;br /&gt;
	[PETVALUE:700]&lt;br /&gt;
	[PREFSTRING:coloration]&lt;br /&gt;
	[BODY:HUMANOID_ARMLESS:2WINGS:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4TOES:BEAK]&lt;br /&gt;
	[SIZE:10]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:BEAK:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:giant eagle hatchling:giant eagle hatchlings]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME_MOUNTAIN]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17958</id>
		<title>40d:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17958"/>
		<updated>2008-05-09T13:08:13Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: Removed obvious vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
'''Elves''' are intelligent [[humanoid]] [[creature]]s who live in [[forest retreat]]s. They are one of the races playable in [[Adventure Mode]]. Their retreats have no buildings, but the trees in the area are named.{{ver|0.23.130.23a}}They love nature and are ready to defend it, typically with [[bow]]s. They may invade a fortress which violates their tree-cutting limit.{{ver|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
== Elves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Elves are a [[trading]] race and send small [[caravan]]s without wagons in [[Calendar|spring]]. They usually bring [[Thread]], [[cloth]], [[rope]], various [[plants]] and [[seed]]s, and [[wood]]en items. The may also bring some [[tame]] [[animal]]s. Elves also bring a crapload of useless stuff: armor and clothes too large to wear, inferior wooden weapons, inferior booze, inferior redroot dye, bows and arrows. They are very picky about what they will accept in return: Elven traders do not like to be offered any dead animal or tree byproducts.&lt;br /&gt;
&lt;br /&gt;
Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* [[Bone]], [[shell]], [[leather]], or [[chitin]] items&lt;br /&gt;
* [[Wood]]en items, and items derived from wood, such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* Any item they normally would accept that has [[Blood|blood]] on it, for instance from a slain enemy.  [[Vomit]] may also have this effect{{verify}}.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-based products such as plump helmets, seeds, and ☼Dwarven syrup biscuits[45]☼. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. This also applies to goods in barrels. Living animals are acceptable, as long as the cage or trap is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Although [[tower-cap]]s are giant mushrooms, they are considered trees by the elves and thus are not acceptable.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Living with Elves is pretty much the same as living among [[Humans]], but they don't build houses, furniture, or anything else that uses wood. So basically, it's just like living anywhere else, but with guards.&lt;br /&gt;
&lt;br /&gt;
== Elves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Elven forest retreats are represented by yellow symbols in forests on the world map. They do not have any [[shop]]s, but they seem to have a great amount of elite marksmen to recruit. The leader and quest giver of a retreat is called the &amp;quot;druid&amp;quot;, who can be found wandering the forest floor with the other elves.&lt;br /&gt;
&lt;br /&gt;
Elven characters start with a wooden [[weapon]] and a full set of basic wooden [[armor]]. They may not wear metal armor, though they may wield metal weapons and shields if they find them. These limitations often lead to a quick death. They do have some advantages, however: they're one size larger than dwarves, which makes them hit harder and absorb more damage, but they also have a slight natural armor penalty. Their main redeeming trait is their speed, which is noticeably higher than the other playable races.&lt;br /&gt;
&lt;br /&gt;
Elves are at peace with wildlife, which means they won't be attacked by most animals (verify if most or all). In addition, they can talk to the animal-man races (such as snakemen and batmen) and even get the most excitement-seeking ones to join their party.&lt;br /&gt;
&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma-safe&amp;diff=27909</id>
		<title>40d Talk:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma-safe&amp;diff=27909"/>
		<updated>2008-04-28T08:40:40Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How much of this has been verified? [[User:Schm0|Schm0]] 06:16, 20 November 2007 (EST)&lt;br /&gt;
:I think it's all based on inference from raw files. I have been meaning to test bauxite or get someone else to do it, but haven't run into any or been very convincing [[User:VengefulDonut|VengefulDonut]] 10:22, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I haven't run into any Bauxite either, and I was on hunt for it.  After starting fortresses on 20+ map squares with Sediment layers, revealing it then exporting images of the layers to analyze...I haven't seen a single Bauxite deposit.  Makes me wonder if it's a bug, or if I'm that unlucky.  My theory is that Bauxite mechanisms won't melt under magma. --[[User:TheUbie|TheUbie]] 12:53, 20 November 2007 (EST)&lt;br /&gt;
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:::I had the same idea :)   [[User:VengefulDonut|VengefulDonut]] 16:40, 20 November 2007 (EST)&lt;br /&gt;
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::::Man I hope it's true.  Bump that number up to 35 regions with Sediment layers and no Bauxite.  Beginning to think it's a bug.  --[[User:TheUbie|TheUbie]] 04:29, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Isn't the easiest way to test this either to make some critter drop bauxite, or mod a stone you have to being the same temperature rating and see if that survives. --[[User:Shades|Shades]] 06:51, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Is it possible to order bauxite mechanisms from the caravan? --[[User:Alfador|Alfador]] 11:44, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::: Actually, the easiest way was for me to edit the raw and put bauxite in every layer in the game.  Fired up the game, created a new world, found a magma vent and bam I was in business.  The verdict?  It's magma-safe.  Both Bauxite floodgates and bauxite mechanisms resist the magma, and the bauxite rocks that I left on the floor were unharmed by the magma flow.  Bauxite: confirmed.  With the iron and steel confirmation, I would believe that anything given the melting point stat above magma's temperature is magma safe.  Now, if we can just get Toady to make magma replenish, we could make some amazing magma traps with machines made of iron/steel and bauxite!    --[[User:TheUbie|TheUbie]] 15:01, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Iron is definitly magma safe. I've repeatedly flooded goblins with magma, and only their iron equipment remained. Iron floodgates are not destroyed from magma either ( although their mechanisms are. ) Iron screw pumps can pump magma with no problem. IRON IS A OK.--[[User:GauHelldragon|GauHelldragon]] 05:21, 21 November 2007 (EST)&lt;br /&gt;
:But you can't make mechanisms out of it, which is what we're trying to do. --[[User:GreyMario|GreyMario]] 16:14, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::There's still the question of whether you can make a magma forge/furnace using a platinum bar (I doubt it).--[[User:Maximus|Maximus]] 19:11, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Raw adamantine is magma-safe.  I know we all ''knew'' that, but I've tested it.  In particular, I built mechanisms out of raw adamantine and tested them on a raw adamantine floodgate.  All the loose stone has since melted, but the gate continues to open and close just fine.  And while raw adamantine is rare and valuable, at least it's less rare than bauxite....  [[User:Doctorlucky|Doctorlucky]] 21:00, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Kinda sad when you feel more accomplishment from finding Bauxite than finding Adamantine.  --[[User:TheUbie|TheUbie]] 04:50, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: well i added a simple solition to this problem, i've added a reaction which makes bauxite from iron and fuel so you can use iron for magma safe mechanisms --[[User:Slimtim|Slimtim]] 08:01, 15 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Weird. I have lots of bauxite on my very first map with magma. The weird thing is, I don't recall whether it's in the sedimentary layer or not. And no, I haven't modded my game at all. But yeah, Bauxite is very magma-proof. There's a bunch of it sitting in a room because my dwarves are lazy. (Then again, I think storing 1500 stones takes alot of work and space.) and the magma made it into that room and all the bauxite is sitting there unconcerned.&lt;br /&gt;
&lt;br /&gt;
::I believe Bauxite isn't sedimentary because my map has only one sedimentary layer and I've found bauxite in more than one layer, iirc. Will check and confirm. --[[User:CrushU|CrushU]] 21:35, 9 January 2008 (EST)&lt;br /&gt;
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:::Checked. Bauxite is in a layer with Chert, Chert is Sedimentary, so Bauxite is as well. My bad. In any case, I still have alot of it. *shrug* --[[User:CrushU|CrushU]] 21:52, 9 January 2008 (EST)&lt;br /&gt;
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What about mechanisms made of some iron ore? Gonna check it--[[User:Dorten|Dorten]] 00:00, 16 January 2008 (EST)&lt;br /&gt;
:Woo... Only stones, which have any MELTING_POINT in MATGLOSS are bauxite, raw adamantine (knew that already) and all, which can be ignited, instead of melting... No Magnetite mechanism can stand the heat of magma... :'(&lt;br /&gt;
&lt;br /&gt;
Nickel is cheapest magma-safe material if you can't get bauxite. I bring at least one bar of it when I'm embarking at volcanic area. Easiest way to get bauxite is to bring it when embarking or to request it from caravan (both options are available only sometimes). Oh, and why has steel got higher melting point than iron? Iron should be ~1538°C. --[[User:Someone-else|Someone-else]] 09:03, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Request for Example of Use==&lt;br /&gt;
Are there any maps on the DFMA that bauxite mechanisms are used in? --[[User:Jackard|Jackard]] 02:23, 16 January 2008 (EST)&lt;br /&gt;
:Would this help?[http://mkv25.net/dfma/map-1691-echoink] It's a movie of a magma pumping system to get magma over a river. Ends up showing a REAL nasty bug as well. I believe the related fort has several maps up, both with and without the bug in effect. --[[User:N9103|Edward]] 16:19, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm a pretty new player and what I could use here is some advice on how to get my dwarves to pick specific types of stone to make mechanisms out of. My fort's in a region with magma but no apparent sources of bauxite, so I ordered some from the caravan and next year it arrived as promised. Now I've got a handful of precious bauxite boulders sitting in my vast storehouse of andesite and microcline and since it's never mattered until now what stone my dwarves worked with I'm not sure what's the best way to sort this out. Last thing I want is for it to wind up turned into useless bauxite baubles. I figure I'll shut down all my stone processing facilities, forbid every non-bauxite stockpile I can find, and then tell my mechanics to make mechanisms until the bauxite's all gone. Is there a more efficient way? [[User:Bryan Derksen|Bryan Derksen]] 06:34, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can make a bauxite-only stockpile (and forbid bauxite from all other stone stockpiles -- see {{K|q}} {{K|s}} on a stockpile) next to the mechanic workshops and distant (in terms of coordinates) from other stone-using workshops, though this isn't a guarantee. You could also lock the mechanics in with the bauxite ({{K|q}} {{K|f}} on a door), but remember to let them out before they starve. [[User:Anydwarf|Anydwarf]] 08:43, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just use the fact that stoneworkers always look for the closest stone (note: z-axis does not count!). If the mason or whatever has just eaten, he might pick a stone not too far away from the lunch room, though, so just build the bauxite pile + mechanics workshop far off where you are sure your mason will never come. [[User:Qwertyu|Qwertyu]] 04:40, 28 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Goblin&amp;diff=25910</id>
		<title>40d Talk:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Goblin&amp;diff=25910"/>
		<updated>2008-04-27T10:34:09Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Thieves &amp;amp; cage traps ====&lt;br /&gt;
Not sure that Goblin (master) thieves /can/ evade traps. I've caught a bucketful in cage traps. Didn't know what to do with them, mind... [[User:Runspotrun|Runspotrun]] 09:23, 13 November 2007 (EST)&lt;br /&gt;
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I've noticed that when i melt down Narrow Steel Equipment, all i get is Copper! can someone verify this  as a bug or intentional? -- Bullion&lt;br /&gt;
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:I would think that that would be a bug. [[User:Mindsnap|Mindsnap]] 18:42, 3 December 2007 (EST)&lt;br /&gt;
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Does adding [CURIOUSBEAST_GUZZLER] actually semi-fix sieges? I thought that it didn't. [[User:Mindsnap|Mindsnap]] 18:42, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Uh, surely this isn't a real tag?  --[[User:Geofferic|Geofferic]] 17:15, 12 December 2007 (EST)&lt;br /&gt;
::It's used on gnomes, so that they can drink your booze if they find it.  Strangely, it's also used on bears.  Mindsnap, try &amp;lt;nowiki&amp;gt;[CURIOUSBEAST]&amp;lt;/nowiki&amp;gt;.  It's not anywhere in the default raws, but it's in the program text so it may be recognised.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:38, 12 December 2007 (EST)&lt;br /&gt;
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== Snatchers / pedophiles ==&lt;br /&gt;
&lt;br /&gt;
Why not just leave it as &amp;lt;s&amp;gt;pedophiles&amp;lt;/s&amp;gt; &amp;quot;snatchers&amp;quot;?  I think it's funny.  --[[User:Peristarkawan|Peristarkawan]] 13:55, 12 December 2007 (EST)&lt;br /&gt;
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:Why not deal with it as &amp;quot;civilized&amp;quot; people? I mean have some sort of a voting with an argumented discussion on the talk page before a wiki admin say his final word. Those who reverted the change were at least stating something in the summary field. I myself don't think that this bit of humor is appropriate to this article and the user who did it again and again seems to be a vandal for me.--[[User:Another|Another]] 15:12, 12 December 2007 (EST)&lt;br /&gt;
::Whatever you do or say, pedophiles are no laughing matter. What's wrong with you [[User:Peristarkawan|Peristarkawan]]? &amp;gt;:( --[[User:Eagle of Fire|Eagle of Fire]] 15:28, 12 December 2007 (EST)&lt;br /&gt;
:::There are about 30 episodes of Family Guy that would beg to differ.  However this turns out, please stop the edit war. --[[User:Peristarkawan|Peristarkawan]] 15:51, 12 December 2007 (EST)&lt;br /&gt;
::::I'm very confident that if it continue, it will result in the ban of [[User:Billdauterive|Billdauterive]]. --[[User:Eagle of Fire|Eagle of Fire]] 15:54, 12 December 2007 (EST)&lt;br /&gt;
:I support the word &amp;quot;snatcher&amp;quot; over &amp;quot;pedophile&amp;quot;, for three reasons.  First, it's more likely to be immediately understood by all wiki readers.  Second, we're not talking same-species kiddy snatchers here - these are goblins, and goblins enslave and/or eat dwarf children.  Third, why suggest nastiness and smut (as though dwarven kids ''a la carte'' wasn't horrid enough!) in a wiki without firm grounds?  [[User:Fedor|Fedor]] 16:07, 12 December 2007 (EST)&lt;br /&gt;
::I wasn't suggesting removing the word &amp;quot;snatcher&amp;quot; at all.  You've got to agree that it seems a bit peculiar that the snatchers ''only'' target children.  Why is it that murderous carp are funny but pedophile goblins are sick?  Seems like a double standard to me.  --[[User:Peristarkawan|Peristarkawan]] 16:27, 12 December 2007 (EST)&lt;br /&gt;
:::Nothing strange at all about targetting only children.  They're easier to catch, easier for goblins (who are no great size themselves) to carry, can't resist as well, are much more tender when cooked, and can be permanently enslaved more easily.  There's just flat-out no reason to bother with any mention of pedophilia. --[[User:Fedor|Fedor]]&lt;br /&gt;
:::''Why is it that murderous carp are funny but pedophile &amp;lt;s&amp;gt;goblins&amp;lt;/s&amp;gt; are sick?'': Because it's the truth. --[[User:Eagle of Fire|Eagle of Fire]] 16:42, 12 December 2007 (EST)&lt;br /&gt;
::::Meh.  As long as it stays fantasy I don't have a problem with them.  Much.  I don't subscribe to the notion of thoughtcrime.  It's the pederasts, who act on the urge, that are the criminals.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:46, 12 December 2007 (EST)&lt;br /&gt;
:::::For the record, it's not just boys that get molested, girls do too. --Gotthard 17:52, 12 December 2007 (EST)&lt;br /&gt;
::::::Well, if I keep with the current &amp;quot;for the record&amp;quot; trend, I have to say that I would have no problem with having goblin pedophiles in game. It's a simulation afterall. Thing is, the current discussion is related to the article page, which is used in real life by humans and not dwarves. There is also no proof at all that goblin snatchers are pedophile, so not only it is a false entry but, as I said, since it's read by real life humans then the comment can also be considered offensive. Which is my case, I do find it offensive and there's no good reason to justify it. --[[User:Eagle of Fire|Eagle of Fire]] 18:10, 12 December 2007 (EST)&lt;br /&gt;
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::::::&amp;lt;br/&amp;gt;Certainly.  I know that.  Pederasty is the closest word we have, though.  Statutory rape, while applicable, is a broader term.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:46, 12 December 2007 (EST)&lt;br /&gt;
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::::::The only reason I made the distinction is that girls are far more likely to suffer long term damage from sexual abuse.  Pederasty refers only to males.  Anyway, [[User:Eagle of Fire|Eagle of Fire]] I don't think the term should be in the article unless for some reason it is in the game.  My 'for the record' comment was more off topic on the definition of the word than an attack. [[User:0x517A5D|0x517A5D]] and I seem to be on the same page anyway. --Gotthard 19:12, 12 December 2007 (EST)&lt;br /&gt;
:::::::A through search of the games strings turns up no occurances of '''pedo''', '''pede''', or '''rape'''.  '''Sex'''  occurs only in the word '''''sex'''tuplets'', and in the programming term ''RegisterClas'''sEx'''''.  For what that's worth.  I will add my personal opinion that I also think it doesn't belong in the article.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:03, 12 December 2007 (EST)&lt;br /&gt;
::::::::To be fair, 'rape' is a word in the in-game goblin language, and often appears as a surname, or civilization name. I do agree that this oughtn't be in the article, though; I suspect that children are probably taken for eating, not raping. &amp;amp;mdash;[[User:Captain Epix|Captain Epix]] 22:51, 12 December 2007 (EST)&lt;br /&gt;
:::Besides, murderous carp aren't real to life the way pedophilia is.  A large zombie fish attacking a mythological creature is a bit more abstract than the a pedophile (traditionally viewed as human) molesting a small child.  Frankly, I like the lack of swearing and general offensiveness of the wiki, it's a nice change compared to most of the internet.  Why spoil that for the ones that like it, for information that is unclear and doesn't help understanding the article? --Gotthard 17:50, 12 December 2007 (EST)&lt;br /&gt;
:A thought: assume, arguendo, that the children are stolen for such a purpose.  This implies not only rape and statutory rape, but also sex outside one's species.  (Not quite bestiality, but similar.  We don't have a word for sex with a sapient that is not of one's own species.)  And since there are many snatchers, this must be sanctioned by goblin society.  How warped they must be!  Comments?  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:54, 12 December 2007 (EST)&lt;br /&gt;
::''We don't have a word for sex with a sapient that is not of one's own species.'' Isn't that more or less what the word yiffing means? --[[User:Peristarkawan|Peristarkawan]] 19:19, 12 December 2007 (EST)&lt;br /&gt;
:::Point.  Though I think it hasn't entered the mainstream.  Another one: in the ''Ringworld'' series, there's the concept of 'rishathra', ceremonial inter-species (though all descended from homo erectus) sex for the purpose of sealing trade agreements and alliances.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:53, 12 December 2007 (EST)&lt;br /&gt;
::::Mainstream? Crossbreeding would be a scientific term. --[[User:Digger|Digger]] 12:01, 25 February 2008 (EST)&lt;br /&gt;
'''I find it surprising that such a large debate has resulted [[User_talk:Billdauterive|from the actions of an obvious vandal.]]''' --[[User:Jackard|Jackard]] 20:04, 12 December 2007 (EST)&lt;br /&gt;
:Yeah, that comment's not scoring him any points.  Although at least he appears to have stopped editing the page. --[[User:Peristarkawan|Peristarkawan]] 21:05, 12 December 2007 (EST)&lt;br /&gt;
:It's not like I like to talk about those things, but I thought it was important to have a discussion against the idea of having pedophilia added to a page when it's unneeded... Read above. --[[User:Eagle of Fire|Eagle of Fire]] 23:18, 12 December 2007 (EST)&lt;br /&gt;
::I don't believe there was a chance it ''would'' be added, discussion or no. At best it was a crude, immature attempt at humor. --[[User:Jackard|Jackard]] 06:17, 13 December 2007 (EST)&lt;br /&gt;
:::[[User:Peristarkawan|Peristarkawan]] started this discussion, and I've taken his first comment as a suggestion to consider it. It was enough for me. --[[User:Eagle of Fire|Eagle of Fire]] 22:04, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Goblin Siege ==&lt;br /&gt;
&lt;br /&gt;
it´s the year 1059 and I stillwaiting for a goblin siege. the kitnappers are comming since 2 years already...&lt;br /&gt;
&lt;br /&gt;
I have the newest verison (0.27.169.33g)&lt;br /&gt;
so what´s wrong?&lt;br /&gt;
:Are you sure goblins have access to your fortress? You should be able to see that on the embark screen. If goblins used to raid you all the time (like me) and you don't see them at all since the new version (like me), goblin sieges might be broken again... (I'm very happy to have been able to play almost two years now without invasions... I now have almost double amount of dwarves and I can trade now!) --[[User:Eagle of Fire|Eagle of Fire]] 07:47, 27 December 2007 (EST)&lt;br /&gt;
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::sorry. that waqs just a bad timing. (10 minutes later the goblins came. late but now they are here)&lt;br /&gt;
::bad luck ^^;&lt;br /&gt;
::by the way...since the first dig in the mountain I am waiting for the goblins (I have over 400 traps) and a bridge-system with fortifications...so it was a little bit boring without goblins. no matter &amp;gt;:D&lt;br /&gt;
::thank you for your help!&lt;br /&gt;
:::No problems... I've seen so many people complaining about the lack of gobling sieges since 33g that I was wondering myself if they were broken or not. They're supposed to attack you now instead of sitting on the edge of the map, can you confirm that? --[[User:Eagle of Fire|Eagle of Fire]] 08:42, 27 December 2007 (EST)&lt;br /&gt;
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::::of course they do. but they came in where no connection was (okok...it was a bridge)&lt;br /&gt;
::::so I had to dig a new way...and yes they are very agressive! I wondered why the goblin force came exacly at the beginning of 1060...coincidence?&lt;br /&gt;
:::::Depends if you're playing a game from a fortress ported from lower versions like me or not. Hard to say when you're playing an old game and didn't start the fortress on a world generated on the same version. It could be anything that Toady ajusted and you're simply over a certain limit by far and it takes a while before they raid you again... From that point on, it's only speculation unless some specific corrolations can be made. --[[User:Eagle of Fire|Eagle of Fire]] 09:17, 27 December 2007 (EST)&lt;br /&gt;
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::::::it´s an old version generated world.&lt;br /&gt;
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== add smth about timing? ==&lt;br /&gt;
&lt;br /&gt;
Goblins seem to prefer arriving with caravans. Comments? Any guesses on percentage distribution?&lt;br /&gt;
&lt;br /&gt;
:I believe there's an event chance when something like caravan appears. Once i had a goblin squad spawn along with human caravan, after a reload, @same place&amp;amp;time it didn't happen. --[[User:Digger|Digger]] 12:05, 25 February 2008 (EST)&lt;br /&gt;
::things seem to like arriving in the middle of a season. that includes caravans, thieves, ambushes, and migrants. -[[User:Chariot|Chariot]] 02:45, 1 March 2008 (EST)&lt;br /&gt;
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:::For me, goblins always show up with the elves so I dont need to worry about trading with them. --CrazyMcfobo&lt;br /&gt;
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== Protection? ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed that there are 3 ways to dispose of goblins.&lt;br /&gt;
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1. Make huge walls of cage traps to capture them and then proceed to drown them in your flooding chamber. This also prevents blood from getting on the goblins so the elves will trade for their items. (Thieves cannot be moved as they escape from cages as you take them out)&lt;br /&gt;
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2. Make a choke point at the entrance of your base and fire your ballistas! Usually around 4 should do the trick if they are close together. When they come, call in all your dwarves, and arm your ballistas. Once they enter the choke point, have them fire at will and they will be disposed of.&lt;br /&gt;
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3. Of course you can always set up zounds of stone-fall traps all over your map.&lt;br /&gt;
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&lt;br /&gt;
== Become friends with your fellow Goblin!==&lt;br /&gt;
&lt;br /&gt;
Goblins are fun to kill. I like watching them suffer as a barrage of bolts rains down upon the. Sometimes I watch them drown with a kitten in there to see if it survives. I look forward to goblins and their trolls. Oh goblins! Come to me now!&lt;br /&gt;
--[[User:CrazyMcfobo|CrazyMcfobo]] 14:42, 10 April 2008 (EDT)&lt;br /&gt;
:Is there any way to speed up the goblin ambushes?--[[User:CrazyMcfobo|CrazyMcfobo]] 18:12, 10 April 2008 (EDT)&lt;br /&gt;
::Letting the kobolds/goblins steal from you makes them come with better gear I believe, but I am not sure about whether or not they come faster. --[[User:Wafl|Wafl]] 22:30, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The goblin annoyance ==&lt;br /&gt;
&lt;br /&gt;
These forces of vile darkness are invading me more than once a year. I barely have time to clean off the battle-field before the next force arrives. This has, of course supplied me with 40+ bins of valuable goblin clothing, as well as a ridiculous amount of iron from melting down their gear. I can defeat these forces easily enough with my 50+ crossbow dwarfs raining death down upon them, but really, enough is enough. Are these attacks ever going to cease or slow down a bit? --[[User:Wafl|Wafl]] 14:28, 11 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Snatcher message ==&lt;br /&gt;
&lt;br /&gt;
When the game tells you &amp;quot;A kidnapper has made off with Baby (name)!&amp;quot; does that mean the child has been successfully taken off the map? Or just that it has been grabbed? I never noticed any other warning about the snatcher so I'm guessing it succesfully remained invisible...? The baby doesn't show up on the unit list, nor does the snatcher. [[User:Caradhras|Caradhras]] 21:47, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;made off&amp;quot; means he successfully left the map with the baby. [[User:Qwertyu|Qwertyu]] 06:34, 27 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Werewolf&amp;diff=32409</id>
		<title>40d Talk:Werewolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Werewolf&amp;diff=32409"/>
		<updated>2008-04-22T08:05:45Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've noticed a LOT of variability in how dangerous these things are.  Sometimes my woodcutters will demolish them in one hit, other times I'll get torn to pieces instead.  They universally butcher dogs from what I can tell.  Anybody else have any experience with them? --Gotthard 13:04, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: First Werewolf was taken down by 3 unskilled dwarves. Killed a dog with one attack, and wounded a dwarf (Eye gone, Brain yellow) before giving in. The second werewolf, well, I had two skilled wrestlers to attack him. However, one of them was constantly going home (Rest, Fill Waterskin, ...), so effectively I attacked it with one wrestler, which was unsuccessful, because the bitch regenerated too fast. At some point, it got the advantage and took him down.--[[User:Qwertyu|Qwertyu]] 20:40 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
== Kobold bulb around neck or risk becoming werewolf ==&lt;br /&gt;
&lt;br /&gt;
Is this true?--[[User:Richards|Richards]] 01:53, 22 April 2008 (EDT)&lt;br /&gt;
:Personally, I think it is just vandalism. At least I cannot confirm this, however, I had no kobold bulbs to check if my victim tried to put them on. [[User:Qwertyu|Qwertyu]] 04:05, 22 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Werewolf&amp;diff=29408</id>
		<title>40d:Werewolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Werewolf&amp;diff=29408"/>
		<updated>2008-04-22T08:03:23Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: Personally, I think this was just a vandal, but let's be somewhat nice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Werewolf|symbol=W|color=rgb(192, 192, 192)|&lt;br /&gt;
bones=N/A|chunks=N/A|meat=N/A|fat=N/A|skulls=N/A|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* Tundra&lt;br /&gt;
* Taiga forest &lt;br /&gt;
* Any temperate forest&lt;br /&gt;
* Temperate shrubland&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This predatory creature usually appears in single units. Cold areas seem to help these [[creatures]] out of their lairs.  They are extremely aggressive, and will home in on your fortress and run down one of your lone [[herbalist]]s or [[woodcutter]]s. A decently skilled [[wrestler]], or 2-3 unskilled recruits, can tear the clueless werewolf to pieces. However, they can regenerate even yellow wounds very fast, so you better kill them in one go.  Any dwarf who has come in contact with a werewolf must hang a single [[kobold bulb]] around his or her neck for an entire season or else risk becoming a werewolf themselves.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:WEREWOLF]&lt;br /&gt;
	[NAME:werewolf:werewolves:werewolf]&lt;br /&gt;
	[TILE:'W'][COLOR:0:0:1]&lt;br /&gt;
	[MODVALUE:4]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:25]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[LARGE_PREDATOR][EVIL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[PETVALUE:1000]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:howls]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:HUMANOID_JOINTS:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:8]&lt;br /&gt;
	[MAXAGE:100:200]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME_TUNDRA]&lt;br /&gt;
	[BIOME_FOREST_TAIGA]&lt;br /&gt;
	[BIOME_ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[BIOME_SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Animal_trap&amp;diff=24675</id>
		<title>40d Talk:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Animal_trap&amp;diff=24675"/>
		<updated>2008-04-08T09:21:49Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So dwarves can make and use animal traps WITHOUT the hunting skill? Just trapping? Does this ensure that my carpenter won't go try and wrestle elephants? --[[User:DDouble|DDouble]] 15:28, 9 November 2007 (EST)&lt;br /&gt;
:Yup.  Just activate Trapping and leave Hunting alone.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:06, 10 November 2007 (EST)&lt;br /&gt;
==Effectiveness==&lt;br /&gt;
Does this work? Does it work agains the hoary marmots that wake everyone up and stop them working?[[User:GarrieIrons|GarrieIrons]] 07:11, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ridding myself of vermin in traps ==&lt;br /&gt;
&lt;br /&gt;
I have successfully trapped three lizards, and they are all sitting in my animal storage room. I worry that my Mayor(who has a deathly fear of lizards) will come in and see them. I'd like to make them into food, but I tamed one and then it couldn't be designated for slaughter. What should I do? Melt the traps? [[User:Shoez|Shoez]] 23:00, 7 April 2008 (EDT)&lt;br /&gt;
:You can't butcher vermin, much less get material from them. --[[User:GreyMario|GreyMario]] 00:15, 8 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just wait some time. Sometimes, dwarves will come in and eat them. [[User:Qwertyu|Qwertyu]] 05:21, 8 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18434</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18434"/>
		<updated>2008-03-18T12:34:02Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fox&amp;diff=19324</id>
		<title>40d:Fox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fox&amp;diff=19324"/>
		<updated>2008-03-17T19:50:50Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Fox|symbol=f|color=rgb(128, 0, 0)|bones=2|chunks=2|meat=2|fat=1|skulls=1|skin=Yes|biome= * Forest taiga&lt;br /&gt;
* Any temperate forest}}&lt;br /&gt;
&lt;br /&gt;
Dwarves admire them for their cunning. They are weak creatures and can easily be wrestled to death even by non-wrestling dwarves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FOX]&lt;br /&gt;
 	[NAME:fox:foxes:fox]&lt;br /&gt;
 	[TILE:'f'][COLOR:4:0:0]&lt;br /&gt;
 	[LARGE_ROAMING]&lt;br /&gt;
 	[POPULATION_NUMBER:10:20]&lt;br /&gt;
 	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
 	[BENIGN]&lt;br /&gt;
 	[PETVALUE:25]&lt;br /&gt;
 	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
 	[BONECARN]&lt;br /&gt;
 	[PREFSTRING:cunning]&lt;br /&gt;
 	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[BODYGLOSS:PAW]&lt;br /&gt;
 	[SIZE:2]&lt;br /&gt;
 	[MAXAGE:10:20]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:1][CHILDNAME:fox pup:fox pups]&lt;br /&gt;
 	[FAT:1]&lt;br /&gt;
 	[DIURNAL]&lt;br /&gt;
 	[BIOME_FOREST_TAIGA]&lt;br /&gt;
 	[BIOME_ANY_TEMPERATE_FOREST]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[LAYERING:100]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Werewolf&amp;diff=29404</id>
		<title>40d:Werewolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Werewolf&amp;diff=29404"/>
		<updated>2008-03-17T19:46:26Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: Removed some wrong information and added regenerative ability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Werewolf|symbol=W|color=rgb(192, 192, 192)|&lt;br /&gt;
bones=N/A|chunks=N/A|meat=N/A|fat=N/A|skulls=N/A|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* Tundra&lt;br /&gt;
* Taiga forest &lt;br /&gt;
* Any temperate forest&lt;br /&gt;
* Temperate shrubland&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This predatory creature usually appears in single units. Cold areas seem to help these [[creatures]] out of their lairs.  They are extremely aggressive, and will hone in on your fortress and run down one of your lone [[herbalist]]s or [[woodcutter]]s. A decently skilled [[wrestler]], or 2-3 unskilled recruits, can tear the clueless werewolf to pieces. However, they can regenerate even yellow wounds very fast, so you better kill them in one go.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:WEREWOLF]&lt;br /&gt;
	[NAME:werewolf:werewolves:werewolf]&lt;br /&gt;
	[TILE:'W'][COLOR:0:0:1]&lt;br /&gt;
	[MODVALUE:4]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:25]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[LARGE_PREDATOR][EVIL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[PETVALUE:1000]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:howls]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:HUMANOID_JOINTS:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:8]&lt;br /&gt;
	[MAXAGE:100:200]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME_TUNDRA]&lt;br /&gt;
	[BIOME_FOREST_TAIGA]&lt;br /&gt;
	[BIOME_ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[BIOME_SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Werewolf&amp;diff=32406</id>
		<title>40d Talk:Werewolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Werewolf&amp;diff=32406"/>
		<updated>2008-03-17T19:41:13Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've noticed a LOT of variability in how dangerous these things are.  Sometimes my woodcutters will demolish them in one hit, other times I'll get torn to pieces instead.  They universally butcher dogs from what I can tell.  Anybody else have any experience with them? --Gotthard 13:04, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: First Werewolf was taken down by 3 unskilled dwarves. Killed a dog with one attack, and wounded a dwarf (Eye gone, Brain yellow) before giving in. The second werewolf, well, I had two skilled wrestlers to attack him. However, one of them was constantly going home (Rest, Fill Waterskin, ...), so effectively I attacked it with one wrestler, which was unsuccessful, because the bitch regenerated too fast. At some point, it got the advantage and took him down.--[[User:Qwertyu|Qwertyu]] 20:40 17 March 2008 (UTC+1)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18430</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18430"/>
		<updated>2008-03-17T19:33:46Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18428</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18428"/>
		<updated>2008-03-17T12:25:58Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Melt_item&amp;diff=31903</id>
		<title>40d:Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Melt_item&amp;diff=31903"/>
		<updated>2008-03-11T12:53:54Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: Tried to melt a dagger and it was destroyed; that's verification for you.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can '''melt''' items at a [[Smelter|smelter]] to recover some or all of the metal they are made of.&lt;br /&gt;
&lt;br /&gt;
==Choosing What to Melt==&lt;br /&gt;
You can designate metal items for melting directly from the [[Stocks]] page and the Loo{{k|k}} interface.&lt;br /&gt;
&lt;br /&gt;
You can also select metal items for melting from any interface that allows you to view the object's description screen.  Simply type {{k|m}} to mark the object for melting.&lt;br /&gt;
To bring up a individual object description screen when the object is:&lt;br /&gt;
* On the ground:  Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}.&lt;br /&gt;
* In a workshop:  Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
* Held by a dwarf:  Type {{k|v}}, highlight the dwarf, type {k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
* Inside another object:  Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.&lt;br /&gt;
* In the stocks menu:  Type {{k|z}}, hit right-direction a few times to select &amp;quot;stocks&amp;quot; and press return.  Scroll to the type of object you wish to melt, type {{k|Tab}} to show individual items (You have to have an exact number or this won't work.  See [[Bookkeeper]] for how to get this.), scroll to the specific object, and type {{k|v}} to view.&lt;br /&gt;
&lt;br /&gt;
==Melting the Items==&lt;br /&gt;
Items designated to be melted will be left alone until you queue a &amp;quot;Melt a metal object&amp;quot; job at a [[Smelter]] or its magma variant. Melting down an object requires the [[Furnace Operator]] labour.&lt;br /&gt;
&lt;br /&gt;
==Yield==&lt;br /&gt;
Melting an item is not guaranteed to return all of the metal that went into it. In the worst case, the object is simply destroyed.&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15047</id>
		<title>40d Talk:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15047"/>
		<updated>2008-03-10T09:38:04Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;More dangerous than [[carp|Carp]]?  Oooh...we need a [[King of the beasts]] page just to debate the most evil of creatures.--[[User:Draco18s|Draco18s]] 12:11, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Are we sure that a giant eagle really gives 10 bones, and 10 meat? The thing must be the size of an elephant. That's more like a Roc, not an eagle.&lt;br /&gt;
&lt;br /&gt;
:Well, that *is* basically what a Roc is. No one said how big 'giant' is. I wouldn't be surprised if giant eagles could eventually pick up and drop dwarves. --[[User:N9103|Edward]] 02:30, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a couple of those GEs hovering in the middle of the map, any chance i could catch one? --[[User:Digger|Digger]] 12:09, 25 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dangerous??? ==&lt;br /&gt;
&lt;br /&gt;
After this wiki page, I was really scared when at some point a zombie giant eagle occured and marched straight into my fortress. in the end, my untrained woodcutter slaughtered it and had to stay in bed for half a week due to minor injuries. The second zombie giant eagle was killed by a single skilled wrestler (very agile, so he was the first to arrive) without armour and without getting injured. Is the information on the page really correct? Or should it rather be &amp;quot;dangerous for non-military dwarves&amp;quot;? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Qwertyu|Qwertyu]] ([[User talk:Qwertyu|talk]]•[[Special:Contributions/Qwertyu|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: more so since sending peasants as recruits into the fray and see them die is not a proof that a creature is so especially dangerous. --[[User:Koltom|Koltom]] 03:22, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Wait a second though. He said &amp;quot;marched straight into my fortress&amp;quot; as in not flying... as in nothing more than a plain zombie... Go figure that a walking bird that's meant to fly isn't dangerous! Personally, I doubt a flying GE would ever enter a fortress. Normal (or otherwise flying, do skel-GEs fly?) Giant Eagles are very dangerous *because* they fly. They easily avoid any dwarves that would be a danger to it, while picking off any peasant that goes outdoors. I haven't heard much talk about them since the z-level ranged attacks were fixed, (didn't use to shoot between z-levels for a bit after z's were implemented,) so perhaps the fact that they fly isn't a big problem if you've got a supply of bolts and a decent marksdwarf. But I could be wrong on both accounts, who knows? Proof is always welcome of either way! --[[User:N9103|Edward]] 05:07, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Well, parts of my fortress needed a roof, that's how it entered. But don't attack undead everything? So if you send your military dwarves, it should attack them instead of some poor peasants, correct? Besides, especially the Zombie GE is so slow that even my exhausted half-time fighters (They had just practiced their wrestling with a group of skeletal hoary marmots) could outcrouch it, so I cannot imagine that it would make such an incredible killer even if it spent more time flying. -- [[User:Qwertyu|Qwertyu]] 10:30, 10 March 2008 (CET)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15044</id>
		<title>40d Talk:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15044"/>
		<updated>2008-03-09T11:39:31Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: Giant eagles dangerous?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;More dangerous than [[carp|Carp]]?  Oooh...we need a [[King of the beasts]] page just to debate the most evil of creatures.--[[User:Draco18s|Draco18s]] 12:11, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Are we sure that a giant eagle really gives 10 bones, and 10 meat? The thing must be the size of an elephant. That's more like a Roc, not an eagle.&lt;br /&gt;
&lt;br /&gt;
:Well, that *is* basically what a Roc is. No one said how big 'giant' is. I wouldn't be surprised if giant eagles could eventually pick up and drop dwarves. --[[User:N9103|Edward]] 02:30, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a couple of those GEs hovering in the middle of the map, any chance i could catch one? --[[User:Digger|Digger]] 12:09, 25 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dangerous??? ==&lt;br /&gt;
&lt;br /&gt;
After this wiki page, I was really scared when at some point a zombie giant eagle occured and marched straight into my fortress. in the end, my untrained woodcutter slaughtered it and had to stay in bed for half a week due to minor injuries. The second zombie giant eagle was killed by a single skilled wrestler (very agile, so he was the first to arrive) without armour and without getting injured. Is the information on the page really correct? Or should it rather be &amp;quot;dangerous for non-military dwarves&amp;quot;?&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=38836</id>
		<title>40d Talk:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=38836"/>
		<updated>2008-03-09T11:34:29Z</updated>

		<summary type="html">&lt;p&gt;Qwertyu: Fighting undead for character traits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One question: I had two dwarves that were not always occupied hunt small zombies and skeletons (hoary marmots, mountain goat and such). Apart from getting really good at wrestling, they both seemed to gain &amp;quot;Is used to tragedy&amp;quot; as a character trait. Can anyone confirm that? -- [[User:qwertyu|qwertyu]] 12:34, 9 March 2008 (CET)&lt;/div&gt;</summary>
		<author><name>Qwertyu</name></author>
	</entry>
</feed>