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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ripheus</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-12T20:50:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Quarry_bush&amp;diff=100653</id>
		<title>40d Talk:Quarry bush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Quarry_bush&amp;diff=100653"/>
		<updated>2010-04-28T22:29:32Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Updated the page ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I updated the page based on the archive, and added some commonsensical stuff to it. --[[User:Rockjianrock|Rockjianrock]] 10:00 (+8GMT), 03 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Don't all indoors crops grow year round? The quarry bush listing says they only grow from spring to fall. [[User:Mephisto|Mephisto]] 20:40, 3 November 2007 (EDT)&lt;br /&gt;
: Nope.  Only the plump helmet and dimple cup can be planted in winter. Yes, kind of &amp;quot;not like life&amp;quot; - something that doesn't see the sky and grows in a controlled climate would have no seasonal influence, but thats the way it works. --[[User:Shagie|Shagie]] 20:42, 3 November 2007 (EDT)&lt;br /&gt;
:: There are certain wavelengths of light that pass through dirt.  So in those cases, the season would have an effect.  (Poor argument, but it's valid.  :D ) --[[User:Chrispy|Chrispy]] 22:39, 25 March 2008 (EDT)&lt;br /&gt;
:::The funniest thing about this is that aboveground crops grow all year round!--[[User:Dorten|Dorten]] 00:14, 7 April 2008 (EDT)&lt;br /&gt;
:::I often plant these things dozens of z-layers below the surface, under meters and meters of stone.  I can't imageine *any* light on any wavelength is making it through. [[User:Ripheus|Ripheus]] 22:29, 28 April 2010 (UTC)&lt;br /&gt;
That is absolutely hilarious(but usually depends on climate, i can't grow strawberries in the winter)--[[User:Eerr|Eerr]] 14:58, 7 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cistern&amp;diff=44529</id>
		<title>40d:Cistern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cistern&amp;diff=44529"/>
		<updated>2008-08-22T08:02:24Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: /* Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is under construction&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
A cistern is a large underground tank for storing water.&lt;br /&gt;
Producing a cistern does not involve constructing a specific building, but rather by hollowing out a great underground chamber, routing [[water]] to it, and ideally capping it with a [[well]] for easy access.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
To build a cistern, carve out an empty space in your fort on a z-level below a convenient location for a well.  Depending on your needs, you may wish to make it several z-levels deep, or simply very wide, or both.  Your cistern is likely to need a series of scaffolding during construction, or you may simply choose to incorporate stone stairs into the design.  Also, it should go without saying that you'll need to [[channel]] the floor away between the z-levels of the cistern.  Finally, you need to route water to the cistern, likely by tapping into a river.  (And regulating the intake via a floodgate.)&lt;br /&gt;
&lt;br /&gt;
==Why do I need one?==&lt;br /&gt;
Water which is &amp;quot;inside&amp;quot; does not freeze in winter.  This means that your well will continue to function, providing water to your injured dwarves, and backup hydration should you run low of [[alcohol]].  Also, it has been suggested that in the future, [[brewing]] will require [[water]].  Finally, one may simply rest easier knowing that you have a ten years supply of fresh water to match your ten years pile of [[quarry bush]] leaves, and will live on even if the forces of darkness somehow block your river.&lt;br /&gt;
&lt;br /&gt;
==Customization==&lt;br /&gt;
While the basics of a cistern are very plain, one can apply a great deal of personalization to your cistern.  It can be completely cube shaped, rectangular, or circular.  You can have a floodgate or hatchcover leading to a drain, perhaps to a [[chasm]].  This will allow you to drain and maintain your cistern.  You may also want to smooth all the relevant stone, it makes it look much nicer.  Finally, you might want to use [[pressure plate]]s to automate the intake floodgate, keeping the cistern full (but not overflowing).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For detailed instructions on setting up a working well, see the [[well guide]].&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cistern&amp;diff=44528</id>
		<title>40d:Cistern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cistern&amp;diff=44528"/>
		<updated>2008-08-22T08:00:00Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is under construction&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
A cistern is a large underground tank for storing water.&lt;br /&gt;
Producing a cistern does not involve constructing a specific building, but rather by hollowing out a great underground chamber, routing [[water]] to it, and ideally capping it with a [[well]] for easy access.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
To build a cistern, carve out an empty space in your fort on a z-level below a convenient location for a well.  Depending on your needs, you may wish to make it several z-levels deep, or simply very wide, or both.  Your cistern is likely to need a series of scaffolding during construction, or you may simply choose to incorporate stone stairs into the design.&lt;br /&gt;
&lt;br /&gt;
==Why do I need one?==&lt;br /&gt;
Water which is &amp;quot;inside&amp;quot; does not freeze in winter.  This means that your well will continue to function, providing water to your injured dwarves, and backup hydration should you run low of [[alcohol]].  Also, it has been suggested that in the future, [[brewing]] will require [[water]].  Finally, one may simply rest easier knowing that you have a ten years supply of fresh water to match your ten years pile of [[quarry bush]] leaves, and will live on even if the forces of darkness somehow block your river.&lt;br /&gt;
&lt;br /&gt;
==Customization==&lt;br /&gt;
While the basics of a cistern are very plain, one can apply a great deal of personalization to your cistern.  It can be completely cube shaped, rectangular, or circular.  You can have a floodgate or hatchcover leading to a drain, perhaps to a [[chasm]].  This will allow you to drain and maintain your cistern.  You may also want to smooth all the relevant stone, it makes it look much nicer.  Finally, you might want to use [[pressure plate]]s to automate the intake floodgate, keeping the cistern full (but not overflowing).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For detailed instructions on setting up a working well, see the [[well guide]].&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cistern&amp;diff=44527</id>
		<title>40d:Cistern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cistern&amp;diff=44527"/>
		<updated>2008-08-22T07:58:32Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is under construction&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
A cistern is a large underground tank for storing water.&lt;br /&gt;
Producing a cistern does not involve constructing a specific building, but rather by hollowing out a great underground chamber, routing [[water]] to it, and ideally capping it with a [[well]] for easy access.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
To build a cistern, carve out an empty space in your fort on a z-level below a convenient location for a well.  Depending on your needs, you may wish to make it several z-levels deep, or simply very wide, or both.  Your cistern is likely to need a series of scaffolding during construction, or you may simply choose to incorporate stone stairs into the design.&lt;br /&gt;
&lt;br /&gt;
==Why do I need one?==&lt;br /&gt;
Water which is &amp;quot;inside&amp;quot; does not freeze in winter.  This means that your well will continue to function, providing water to your injured dwarves, and backup hydration should you run low of [[alcohol]].  Also, it has been suggested that in the future, [[brewing]] will require [[water]].  Finally, one may simply rest easier knowing that you have a ten years supply of fresh water to match your ten years pile of [[quarry bush]] leaves, and will live on even if the forces of darkness somehow block your river.&lt;br /&gt;
&lt;br /&gt;
==Customization==&lt;br /&gt;
While the basics of a cistern are very plain, one can apply a great deal of personalization to your cistern.  It can be completely cube shaped, rectangular, or circular.  You can have a floodgate or hatchcover leading to a drain, perhaps to a [[chasm]].  This will allow you to drain and maintain your cistern.  You may also want to smooth all the relevant stone, it makes it look much nicer.  Finally, you might want to use [[pressure plate]]s to automate the task of keeping the cistern full (but not overflowing).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For detailed instructions on setting up a working well, see the [[well guide]].&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cistern&amp;diff=44534</id>
		<title>40d Talk:Cistern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cistern&amp;diff=44534"/>
		<updated>2008-08-22T07:55:50Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ripheus's first new page.&lt;br /&gt;
&lt;br /&gt;
Formatting is a little rough, consider yourself deputized to clear it up if you've got the skillz.&lt;br /&gt;
&lt;br /&gt;
Also, upon consideration, the page is very similar to [[reservoir]], though I'm thinking they're different enough to both exist.[[User:Ripheus|Ripheus]] 03:55, 22 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cistern&amp;diff=44533</id>
		<title>40d Talk:Cistern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cistern&amp;diff=44533"/>
		<updated>2008-08-22T07:55:32Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ripheus's first new page.&lt;br /&gt;
&lt;br /&gt;
Formatting is a little rough, consider yourself deputized to clear it up if you've got the skillz.&lt;br /&gt;
&lt;br /&gt;
Also, upon consideration, the page is very similar to [[reservoir]], though I'm thinking they're different enough to both exist.&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_pressure&amp;diff=33718</id>
		<title>40d:Water pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_pressure&amp;diff=33718"/>
		<updated>2008-08-22T07:51:43Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: Added link tags to cistern&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The only pressure that Dwarf Fortress attempts to replicate is [http://en.wikipedia.org/wiki/Fluid_statics#Pressure_in_fluids_at_rest hydrostatic '''water pressure'''].&lt;br /&gt;
&lt;br /&gt;
In layman's terms, if you have a tall body of water (such as a [[lake]] or a tower you have pumped full of water) then the water at the lowest [[z-level]] is being 'squeezed' by the weight of the water above it. If it is released it will move with remarkable speed and can flow up [[stair]]s, [[ramp]]s, and over [[channel]]s. It will continue flowing until it runs out of space or it fills to a [[z-level]] equal to the source.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress does not model surface friction nor air pressure, so the water will not slow in transit nor will 'trapped air bubbles' form. Magma does not have pressure (it cannot flow up, and doesn't appear to move at greater speeds).&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
&lt;br /&gt;
It is easy to flood your fortress accidentally by not accounting for water pressure. For example:&lt;br /&gt;
* It is safe to dig out a [[cistern]] one level below a murky pool, and to channel above a few tiles of the [[cistern]] so that your dwarves can get water from it without having to go outside. &lt;br /&gt;
* It is safe to refill a murky pool with water from a pump or brook/river/etc on the same level.&lt;br /&gt;
* It is not safe to do both to the same pool! The water from the pump/brook/river/whatever will fill the pool to 7/7, and will then pressurize the water in the [[cistern]], which will then flow up out of your channels and flood your fort.&lt;br /&gt;
&lt;br /&gt;
== Mitigating dangers ==&lt;br /&gt;
&lt;br /&gt;
Hatches placed over channels prevent water pressure from spewing water up out of the channels, and still allow the tiles to be used as a water source (and possibly still for fishing too).&lt;br /&gt;
&lt;br /&gt;
Pumps can be used to eliminate pressure. If you allow water to fall two levels down into an enclosed area, and then pump it from one level above that, the water which comes out of the pump should have 0 pressure, rather than 1 pressure. You can even deliver water to the second-lowest level of your fortress safely in this manner. Of course, there is a downside - you still have to power the pumps. Due to the source water's pressure, the pump must be powered instead of dwarf-run (the tile the dwarf would stand on is filled by the pressurized water). Additionally, the power cannot be hooked up to the walkable tile of the pump, because the water will simply flow directly up it! Your vertical axles or gear assemblies should be placed above the unwalkable tile of the pump, and there must not be a channel over the walkable pump tile. (Water can only flow straight upward, not up and to the side at the same time)&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
&lt;br /&gt;
What follows here are several rules which specify how water pressure affects water's behavior. These were written to fit experimentally observed behavior as best as possible. (There used to be two models here, but the second one couldn't be reconciled with the observed results of the water-overpressure-in-river experiment, though the first also had to be extensively rewritten. The chief problem with the second one was that it was essentially &amp;quot;water pressure in a 7/7 water tile is determined by the difference in z-level between it and the highest 7/7 water tile it's connected to,&amp;quot; and that pressure wasn't something to be transmitted between tiles. This would mean an entire river overpressurized should overflow along the entire river length simultaneously. It didn't.)&lt;br /&gt;
&lt;br /&gt;
===Current best pressure model===&lt;br /&gt;
&lt;br /&gt;
Note: this may not be correct.  See [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=9] and [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=10] for info from Toady.&lt;br /&gt;
&lt;br /&gt;
# Water normally has 0 pressure.&lt;br /&gt;
# If a water source (including pumps) attempts to create water in its output tile but cannot due to it being full already, it will pressurize the output tile (it remains pressure 0, but this allows it to pressurize the tile below it and give it pressure 1).&lt;br /&gt;
# Water sources attempt to generate water in tiles adjacent to pressurized tiles. They will not generate water in tiles above pressurized tiles unless the water source has '''nowhere''' else to generate '''any''' water, and they will never generate water above the water source's z-level.&lt;br /&gt;
# The amount of water generated per tick does NOT appear to increase as the radius of the water blob increases. Water being generated on two z-levels at once has been observed to generate faster on the lower level, but it is unclear if this actually means that lower levels have more water generated, or if some other factor was at work.&lt;br /&gt;
# For water sources, seemingly random valid pressurized tiles are chosen to generate water at each tick. However, tiles closer to the source are preferred (This may or may not be due to how pressurization spreads?).&lt;br /&gt;
# The pressurization state spreads from a tile to adjacent, above, or below tiles only if both are 7/7, and only if the pressurized tile has no tiles adjacent, above, or below itself which it could generate water in.&lt;br /&gt;
# Pressure which is transmitted downward is increased by 1. 7/7 water which falls and remains 7/7 also increases in pressure {{verify}}.&lt;br /&gt;
# Pressure which is transmitted upward is decreased by 1.&lt;br /&gt;
# Tiles with 0 pressure can be considered 'pressurized' for the purpose of generating water (they have no speed bonus).&lt;br /&gt;
# Pumps do not transmit pressure. Water which comes out of pumps has 0 pressure. (Note that you must ensure that output water does not contact input water, or pressure WILL be transmitted through the connection)&lt;br /&gt;
# Water tiles which drop below 7/7 density become 0 pressure and unpressurized.&lt;br /&gt;
# Pressure makes water moves faster, with each level of pressure seemingly providing greater speed.&lt;br /&gt;
# Falling water which falls onto 7/7 water acts as a 'source' (but is destroyed when its water is re-created elsewhere).&lt;br /&gt;
&lt;br /&gt;
===Anomalies===&lt;br /&gt;
* If you drop a fixed amount of water several levels down a shaft into another room, you can end up with more water than you started with. {{version|0.27.169.33g}}&lt;br /&gt;
* Pumps can turn into seemingly infinite water generators (though they can be stopped by blocking their input with a hatch, or by disconnecting their power).{{version|0.27.169.33g}} The above model currently appears to match this behavior if pumps are considered water sources. Perhaps pumps are not removing water from their input if they are unable to put water in the output, but they still generate water elsewhere as a source? {{verify}}&lt;br /&gt;
* A &amp;quot;u-bend bug&amp;quot; has been reported, which generates infinite amounts of water due to the source of the pressure not being properly drained. {{version|0.27.176.38a}}&lt;br /&gt;
&lt;br /&gt;
===Movies of pressure experiments===&lt;br /&gt;
* [http://mkv25.net/dfma/movie-284-firstwaterpressureexperimentreproduced] - Showing that pressure is not transmitted through non-7/7 tiles.&lt;br /&gt;
* [http://mkv25.net/dfma/movie-283-grandwaterpressureexperiment] - Showing that pumps output 0-pressure water even from a high-pressure source, that water will not flow up and to the side at the same time (has to flow straight up), and a few other things&lt;br /&gt;
* [http://mkv25.net/dfma/movie-285-waterpressureinriverexperiment] - Pump turned into infinite water generator, but still provided useful information on how overpressure causes upward flooding.&lt;br /&gt;
* [http://mkv25.net/dfma/movie-288-waterpressureexperiment4] - Uses three pumps connected to different tunnel layouts to test a few of these rules: One tunnel has three accessible z-levels. The second tunnel has one accessible z level and periodic shafts up. The third has only one accessible z level with no shafts. The bottom level of all three filled first, and the shafts did not fill until the bottom was filled. The second level of the three-high tunnel did not begin filling until the first was full. They did not all fill the bottom at once, but this is believed to be due to the order in which their pumps are placed on the river.&lt;br /&gt;
&lt;br /&gt;
===Possible future experiments===&lt;br /&gt;
* Have a pump pumping water into a 3-wide tunnel with a 1-wide tunnel below it. Have another pump pumping water into a 1-wide tunnel with a 3-wide tunnel below it. Observe whether the bottom tunnel's water spreads faster in both cases or just in the smaller tunnel.&lt;br /&gt;
* From a pump, fill a cistern which is several levels lower. Shut off the pump and the higher level tiles with hatches once the whole thing is 7/7. Open other hatches above the cistern, combine water with unpressurized water, and see what happens.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cistern&amp;diff=44532</id>
		<title>40d Talk:Cistern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cistern&amp;diff=44532"/>
		<updated>2008-08-22T07:50:11Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: New page: Ripheus's first new page.  Formatting is a little rough, consider yourself deputized to clear it up if you've got the skillz.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ripheus's first new page.&lt;br /&gt;
&lt;br /&gt;
Formatting is a little rough, consider yourself deputized to clear it up if you've got the skillz.&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cistern&amp;diff=44526</id>
		<title>40d:Cistern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cistern&amp;diff=44526"/>
		<updated>2008-08-22T07:48:18Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: Undo revision 31167 by Ripheus (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is under construction&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
A cistern is a large underground tank for storing water.&lt;br /&gt;
Producing a cistern does not involve constructing a specific building, but rather by hollowing out a great underground chamber, routing [[water]] to it, and ideally capping it with a [[well]] for easy access.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
To build a cistern, carve out an empty space in your fort on a z-level below a convenient location for a well.  Depending on your needs, you may wish to make it several z-levels deep, or simply very wide, or both.  Your cistern is likely to need a series of scaffolding during construction, or you may simply choose to incorporate stone stairs into the design.&lt;br /&gt;
&lt;br /&gt;
==Why do I need one?==&lt;br /&gt;
Water which is &amp;quot;inside&amp;quot; does not freeze in winter.  This means that your well will continue to function, providing water to your injured dwarves, and backup hydration should you run low of [[alcohol]].  Also, it has been suggested that in the future, brewing will require water.  Finally, one may simply rest easier knowing that you have a ten years supply of fresh water to match your ten years pile of [[quarry bush]] leaves, and will live on even if the forces of darkness somehow block your river.&lt;br /&gt;
&lt;br /&gt;
==Customization==&lt;br /&gt;
While the basics of a cistern are very plain, one can apply a great deal of personalization to your cistern.  It can be completely cube shaped, rectangular, or circular.  You can have a floodgate or hatchcover leading to a drain, perhaps to a [[chasm]].  This will allow you to drain and maintain your cistern.  You may also want to smooth all the relevant stone, it makes it look much nicer.  Finally, you might want to use [[pressure plate]]s to automate the task of keeping the cistern full (but not overflowing).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For detailed instructions on setting up a working well, see the [[well guide]].&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cistern&amp;diff=44525</id>
		<title>40d:Cistern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cistern&amp;diff=44525"/>
		<updated>2008-08-22T07:45:15Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A cistern is a large underground tank for storing water.&lt;br /&gt;
Producing a cistern does not involve constructing a specific building, but rather by hollowing out a great underground chamber, routing [[water]] to it, and ideally capping it with a [[well]] for easy access.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
To build a cistern, carve out an empty space in your fort on a z-level below a convenient location for a well.  Depending on your needs, you may wish to make it several z-levels deep, or simply very wide, or both.  Your cistern is likely to need a series of scaffolding during construction, or you may simply choose to incorporate stone stairs into the design.&lt;br /&gt;
&lt;br /&gt;
==Why do I need one?==&lt;br /&gt;
Water which is &amp;quot;inside&amp;quot; does not freeze in winter.  This means that your well will continue to function, providing water to your injured dwarves, and backup hydration should you run low of [[alcohol]].  Also, it has been suggested that in the future, brewing will require water.  Finally, one may simply rest easier knowing that you have a ten years supply of fresh water to match your ten years pile of [[quarry bush]] leaves, and will live on even if the forces of darkness somehow block your river.&lt;br /&gt;
&lt;br /&gt;
==Customization==&lt;br /&gt;
While the basics of a cistern are very plain, one can apply a great deal of personalization to your cistern.  It can be completely cube shaped, rectangular, or circular.  You can have a floodgate or hatchcover leading to a drain, perhaps to a [[chasm]].  This will allow you to drain and maintain your cistern.  You may also want to smooth all the relevant stone, it makes it look much nicer.  Finally, you might want to use [[pressure plate]]s to automate the task of keeping the cistern full (but not overflowing).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For detailed instructions on setting up a working well, see the [[well guide]].&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cistern&amp;diff=44524</id>
		<title>40d:Cistern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cistern&amp;diff=44524"/>
		<updated>2008-08-22T07:44:34Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is under construction&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
A cistern is a large underground tank for storing water.&lt;br /&gt;
Producing a cistern does not involve constructing a specific building, but rather by hollowing out a great underground chamber, routing [[water]] to it, and ideally capping it with a [[well]] for easy access.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
To build a cistern, carve out an empty space in your fort on a z-level below a convenient location for a well.  Depending on your needs, you may wish to make it several z-levels deep, or simply very wide, or both.  Your cistern is likely to need a series of scaffolding during construction, or you may simply choose to incorporate stone stairs into the design.&lt;br /&gt;
&lt;br /&gt;
==Why do I need one?==&lt;br /&gt;
Water which is &amp;quot;inside&amp;quot; does not freeze in winter.  This means that your well will continue to function, providing water to your injured dwarves, and backup hydration should you run low of [[alcohol]].  Also, it has been suggested that in the future, brewing will require water.  Finally, one may simply rest easier knowing that you have a ten years supply of fresh water to match your ten years pile of [[quarry bush]] leaves, and will live on even if the forces of darkness somehow block your river.&lt;br /&gt;
&lt;br /&gt;
==Customization==&lt;br /&gt;
While the basics of a cistern are very plain, one can apply a great deal of personalization to your cistern.  It can be completely cube shaped, rectangular, or circular.  You can have a floodgate or hatchcover leading to a drain, perhaps to a [[chasm]].  This will allow you to drain and maintain your cistern.  You may also want to smooth all the relevant stone, it makes it look much nicer.  Finally, you might want to use [[pressure plate]]s to automate the task of keeping the cistern full (but not overflowing).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For detailed instructions on setting up a working well, see the [[well guide]].&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cistern&amp;diff=44523</id>
		<title>40d:Cistern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cistern&amp;diff=44523"/>
		<updated>2008-08-22T07:25:57Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: New page: This page is under construction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is under construction&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=1365</id>
		<title>40d:Graphics set repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Graphics_set_repository&amp;diff=1365"/>
		<updated>2008-08-09T03:12:57Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: updated version number&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for general information on [[tilesets]] or the [[List of user character sets]].''&lt;br /&gt;
&lt;br /&gt;
''Graphics sets'' are a type of [[Tilesets|tileset]] for use with Graphics Mode, which allows the game to display different tiles for creatures. Only creature tiles are supported so far. They were previously known as 'Object Tilesets'. The [[tilesets]] page has detailed instructions on how to use these.&lt;br /&gt;
&lt;br /&gt;
== 16x16 square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Dystopian Rhetoric ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DR-1b.png]][[Image:DR-2b.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://www.megaupload.com/?d=XQAWPCYT DIY version]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=62 EZ Download Pack- No Installation! (5.43MB download)] &lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=114 Updated graphics_example.txt file.]&lt;br /&gt;
|author=[[User:DR|DR]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= &lt;br /&gt;
|comments=10/12/07: Okay, so I've definitely been slacking off here. But I'm vaguely annoyed at myself for constantly failing to update this so, what the hell, here's what I've done so far. It is by no means comprehensive. Most of the new dwarf jobs are in, with a few exceptions (blacksmith [uses metalsmith], clothier [uses weaver] several farmer, mechanic and mason jobs [use the base tile for that &amp;quot;class&amp;quot;], and the architect [the trade minister or something, I think]). The military also got an overhaul. Still a lot of work to do, and I'm not happy with a bunch of the stuff did make it in. Also, I'm not updating the easy pack until I get a proper handle on this and get most of it done.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Chariot's Alternate Civ Graphics ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:red_antman_civ.PNG]]&lt;br /&gt;
|download link=[http://chariot.nickersonm.com/dwfortress/civ_graphics.zip Alternate Civ Graphics]&lt;br /&gt;
|author=[[User:Chariot|Chariot]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=DIY&lt;br /&gt;
|comments=See [[User:Chariot#Civilizations_Graphics_Set|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mike Mayday (Tocky, DR, Herrbdog etc) ===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:DFG3.jpg]]&lt;br /&gt;
|download link=[http://mayday.w.staszic.waw.pl/df.htm]&lt;br /&gt;
|author=[[User:Mikemayday|Mikemayday]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= This is a pre-packed version, currently employing 39e.&lt;br /&gt;
|comments=This is a little more than a graphics set because it is combined with a customized main tileset (with symbols edited for some objects for easier disambiguation), also employing a blend patch to allow the use of PNGs. Just follow the link, download and enjoy, no need to mess around with files. Credits go to DR, Tocky, Herrbdog, Dragon Warrior games and me (although I did much more organizing and editing than actually creating).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:PTTG16x16graph.png]]&lt;br /&gt;
|download link=[[Media:PTTG16x16graph.png|PTTG16x16graph.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Make sure to back up your Graphics folder, then convert PTTG16x16graph.png to .bmp. Then move the file into the 'example' file. Copy the txt file included on the [http://www.dwarffortresswiki.net/index.php/Image:PTTG16x16graph.png image page] and save it as graphics_example.txt.&lt;br /&gt;
|comments=I hope everybody gets how to install this. Anyway, a nice, clear image set for full-color heroes and all the civ-ing races, complete with kids and kings! Thanks to Zaratustra, I based my txt file on the one for that GS.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Sphr===&lt;br /&gt;
====Sphr's Dwarves (v0.9.2)====&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves.png]]&lt;br /&gt;
|download link=[[Media:Sphr_dwarves.png|Sphr_dwarves.png]]&lt;br /&gt;
|author=[[User:Sphr|Sphr]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=see notes on image page (Click on image).&lt;br /&gt;
|comments=Added PREIST, HIGH_PRIEST, SLAVE and PRISONER.&lt;br /&gt;
&lt;br /&gt;
Details and screen shots at [[User:Sphr/gfx_set|my gfx set page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Veryinky ===&lt;br /&gt;
==== Dystopian Qantas  (v0.94) ====&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Inkydwarves.PNG]]&lt;br /&gt;
|download link=http://rapidshare.com/files/67996522/graphics94.zip.html&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Each biome and primary race is in it's own .bmp.&lt;br /&gt;
|comments=This is a combination of the Dystopian Rhetoric and the Deep Quantas sets. The sprites are 16&amp;amp;times;16, using DQ for dwarves and elves, while DR for the rest. The dwarves hold a different tool for each job skill. It also includes nearly every new creature for version 0.32/0.33 except some fish and sharks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Dwarves.png]]&lt;br /&gt;
|download link=[[Media:Dwarves.png|Dwarves.png]]&lt;br /&gt;
|author=[[User:Veryinky|Veryinky]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation= Convert dwarves.png picture to .bmp. Download [http://rapidshare.com/files/67996522/graphics94.zip.html Dystopian Qantas (v0.94)].Move the contents of /graphics to a backup directory or file. Unzip in /graphics. Replace the existing dwarves.bmp with the just converted dwarves.bmp in /graphics/main/ &lt;br /&gt;
|comments=Here is an alternative Dwarves graphic file for this set. For each one who wants the old school DR dwarves with the new job skills.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Deon===&lt;br /&gt;
==== Haradrim (desert people) ====&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Haradrims.PNG]]&lt;br /&gt;
|download link=http://dffd.wimbli.com/file.php?id=147&lt;br /&gt;
|author=[[User:Deon|Deon]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Unzip archive to your /RAW folder. Remove human graphics from graphics_example.txt or use this tileset for new type of creature. &lt;br /&gt;
|comments=This is a tileset based on the Chariot's humans. I edited all pictures to represent desert people somewhat close to arabian type from Alladdin cartoon (nobles, traders and guards) and oriental warriors (ninja-like, with face veils to help them against sandstorms).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bane18===&lt;br /&gt;
==== Animal Pack ====&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Animal_pack.PNG]]&lt;br /&gt;
|download link=[[User:Bane18|Bane18]]&lt;br /&gt;
|author=[[User:Bane18|Bane18]]&lt;br /&gt;
|sprite=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|installation=Download all of the separate animal packs from my page, turn them into 24bmp then save them inside raw/example. Copy the text beneath the files and paste it into graphic_examples (the instructions I give on my page should be clear enough). |comments=Hopefully you will enjoy them as much as I enjoyed creating them and if you receive any problems associated with the files please let me know so that I can fix them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
===Sphr + Markavian===&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Sphr_dwarves_12_12.png]]&lt;br /&gt;
|download link=[http://www.mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.3.zip sphr_mkv_12x12_graphics_v0.3.zip] (121KB)&lt;br /&gt;
|author=[[User:Sphr|Sphr]] and [[User:Markavian|Markavian]]&lt;br /&gt;
|sprite=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|installation= This graphic tileset is available in an easy to install mod (download above) - Follow the 4 steps in the readme file.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Backup your init.txt file&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Remove any files in raw/graphics &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Copy the data/ and raw/ folder into your DF installation&amp;lt;br&amp;gt;&lt;br /&gt;
: - Overwrite any files&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Play!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
|comments=This graphics mod use a rescaled, sharpened, version of Sphr's 16&amp;amp;times;16 tileset and Markavian's solid curses tileset. Read more about the graphics at [[User:Sphr/gfx_set|Shph'r gfx set page]] and about the modified solid curses at [[User:Markavian|Markavian's user page]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square graphics sets ==&lt;br /&gt;
&lt;br /&gt;
=== Plac1d ===&lt;br /&gt;
&lt;br /&gt;
{{GraphicsSet|&lt;br /&gt;
|image=[[Image:Plac1d_640x300graphics_main.png]]&lt;br /&gt;
|download link=&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=53 Install yourself (106.3KB download)]&lt;br /&gt;
*[http://dffd.wimbli.com/file.php?id=64 EZ Download Pack- No Installation! (5.51MB download)] &lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|sprite=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|installation=[http://dffd.wimbli.com/file.php?id=53 Installation Directions](included with download)&lt;br /&gt;
|comments=''Latest version posted March 13, 2008'' [version 1.38c.3]&lt;br /&gt;
&lt;br /&gt;
[[User:Plac1d|'''Preview Pictures''']] '''of the EZ Pack.'''&lt;br /&gt;
&lt;br /&gt;
This includes all job skills and creatures types (as well as children, zombies and skeletons for each creature type) for version 0.38c.  I've included ocean animals in this set, but they don't seem to function at this time. &lt;br /&gt;
&lt;br /&gt;
Report bugs, graphical errors, and missing units in my [[User talk:Plac1d| Wiki Profile]].&lt;br /&gt;
&lt;br /&gt;
A modified set for use with square tilesets: [http://www.anikki.com/share/df/df_plac1d_square_12x12.zip Download .ZIP] (by [[Anikki]]).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17704</id>
		<title>40d Talk:Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17704"/>
		<updated>2008-05-10T16:31:22Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== A cage for every man, woman and child! ==&lt;br /&gt;
&lt;br /&gt;
One chain / restraint is needed for every 10 dwarves (but not parts thereof).&lt;br /&gt;
:I've not noticed such a rule in this version of DF. My Captain of the Guard(former sheriff) hasn't had a single unhappy thought about not having not enough restraints. Might it be, that in this version the thought is triggered, when all restraints are used up and the law enforcement doesn't have any place, where to put a criminal. [[User:Noctis|Noctis]] 01:43, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Unnecessary? ==&lt;br /&gt;
&lt;br /&gt;
Personally I never allocate the Sheriff or build a jail.  The only crimes in my fortress are violations of work orders, and I'm not going to let my hardworking crafters sit in jail because some noble had a hissyfit because we didn't build platinum chairs on a map with no platinum.  Now every time a work order expires, the noble gets an unhappy thought (so what, they live in a solid gold house), and the workers get ''happy thoughts'' for getting away with the &amp;quot;crime&amp;quot;.  [[User:Ripheus|Ripheus]] 18:43, 6 March 2008 (EST)&lt;br /&gt;
: I guess you should pray you never get a [[Hammerer]] turning up then. Or pray that any arriving Hammerer meets an unfortunate end, due to an entirely unforseeable series of bizarre accidents... -- [[User:Raumkraut|Raumkraut]] 13:46, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Actually, I've had a hammerer for years.  She never lifts a finger, just eats and wanders around.  I assume a jail must exist for the hammerer's justice jobs to be created, or something. [[User:Ripheus|Ripheus]] 20:34, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hm. I've been trying to ignore Justice, but my nobles keep going insane, with the only negative thought I can see being &amp;quot;angered that nobody could be punished&amp;quot;. This last time I hadn't even missed a mandate. They don't ''quite'' live in a solid gold house, but it's close. In my last fortress, after my third Duke arrived I started building chains; then I noticed dwarves were getting Hammered and dying for mandate failures. Which way is worse? Maybe I'll just set a low pop cap and not worry about nobles. [[User:Anydwarf|Anydwarf]] 19:49, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Possibly disregard. I spent a while narrowing down exactly when my latest noble was going insane, only to find out that it's [http://www.bay12games.com/dwarves/dev_bugs.html bug 777] and will be fixed in the next version. Now I just have to buy all the iron off the caravan. [[User:Anydwarf|Anydwarf]] 17:46, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just a minor update to clarify a few things.  I'm still playing, and still have no jails, a full cadre of nobles, and a hammerer who does nothing.  Looking at the thoughts page for my nobles, they're definitely getting (multiple) unhappy thoughts from all the work orders I'm ignoring and the punishments I'm failing to deliver.  And sometimes they dip below ecstatic for this reason, briefly.  However, they then go and eat some masterwork food and sleep on their masterwork bed, and get happy thoughts for these events, so they're soon back up to ecstatic.  If you want to ignore justice, just make sure your nobles live in the lap of luxury, and it'll balance out.  [[User:Ripheus|Ripheus]] 12:31, 10 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17701</id>
		<title>40d Talk:Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17701"/>
		<updated>2008-04-13T00:34:59Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== A cage for every man, woman and child! ==&lt;br /&gt;
&lt;br /&gt;
One chain / restraint is needed for every 10 dwarves (but not parts thereof).&lt;br /&gt;
:I've not noticed such a rule in this version of DF. My Captain of the Guard(former sheriff) hasn't had a single unhappy thought about not having not enough restraints. Might it be, that in this version the thought is triggered, when all restraints are used up and the law enforcement doesn't have any place, where to put a criminal. [[User:Noctis|Noctis]] 01:43, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Unnecessary? ==&lt;br /&gt;
&lt;br /&gt;
Personally I never allocate the Sheriff or build a jail.  The only crimes in my fortress are violations of work orders, and I'm not going to let my hardworking crafters sit in jail because some noble had a hissyfit because we didn't build platinum chairs on a map with no platinum.  Now every time a work order expires, the noble gets an unhappy thought (so what, they live in a solid gold house), and the workers get ''happy thoughts'' for getting away with the &amp;quot;crime&amp;quot;.  [[User:Ripheus|Ripheus]] 18:43, 6 March 2008 (EST)&lt;br /&gt;
: I guess you should pray you never get a [[Hammerer]] turning up then. Or pray that any arriving Hammerer meets an unfortunate end, due to an entirely unforseeable series of bizarre accidents... -- [[User:Raumkraut|Raumkraut]] 13:46, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Actually, I've had a hammerer for years.  She never lifts a finger, just eats and wanders around.  I assume a jail must exist for the hammerer's justice jobs to be created, or something. [[User:Ripheus|Ripheus]] 20:34, 12 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Irrigation&amp;diff=37054</id>
		<title>40d Talk:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Irrigation&amp;diff=37054"/>
		<updated>2008-04-06T06:57:49Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: Ice melt water generation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Irrigation is not always needed for farming. i have my plot inside on sandy clay loam and it works fine. But: would the harvest maybe be better/faster with water? will check out. --[[User:Koltom|Koltom]] 14:20, 10 February 2008 (EST)&lt;br /&gt;
: Made a few changes to clarify.--[[User:Koltom|Koltom]] 14:36, 10 February 2008 (EST)&lt;br /&gt;
:Irrigation is only needed to be able to farm on rock. Soil layers don't need irrigation before you can farm on them. --[[User:Eagle of Fire|Eagle of Fire]] 15:04, 10 February 2008 (EST)&lt;br /&gt;
The current version says you can &amp;quot;effectively&amp;quot; water an area 7x the size of the reservoir, but that doesn't seem to take into account the water that remains in the reservoir once the floodgate's opened which can lead to spots getting missed and people who're anal about this sort of stuff getting annoyed - maybe a 6x/5x figure should be used instead so we can get a depth average of 1.4-ish? --[[User:Sorenson|Sorenson]] 11 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The article indicates that &amp;quot;some natural ponds replenish themselves at the beginning of spring.&amp;quot;  My research indicates that this is the result of water thawing.  Any amount of water (x/7) becomes ice during winter (assuming your climate is cold enough).  When melting, it becomes 7/7 deep water.  [[User:Ripheus|Ripheus]] 02:57, 6 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pet&amp;diff=30137</id>
		<title>40d:Pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pet&amp;diff=30137"/>
		<updated>2008-03-25T02:59:20Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tame [[Animal]]s can be adopted as pets by dwarves.&lt;br /&gt;
On the animals screen {{K|z}}-Animals, you can mark each animal as Available/Unavailable by selecting it and pressing {{K|Enter}}.&lt;br /&gt;
Available large animals may be adopted by any dwarf, but tame vermin will only be adopted by dwarves who like that animal.&lt;br /&gt;
Unavailable animals are treated as livestock, and you can ready them for slaughter at the same screen.&lt;br /&gt;
Once an animal has been adopted as a pet, it will be given a name, and can no longer be slaughtered.&lt;br /&gt;
&lt;br /&gt;
[[Cat]]s are shown as &amp;quot;Uninterested&amp;quot;, because cats choose their owners.  &lt;br /&gt;
All cats will eventually adopt a dwarf if not slaughtered for {{Tile|+Kitten Tallow Biscuits+}}.&lt;br /&gt;
&lt;br /&gt;
[[Dog]]s can be trained at the [[kennel]].&lt;br /&gt;
Trained dogs can be assigned to specific dwarves via that dwarf's [[preference]] menu.&lt;br /&gt;
&lt;br /&gt;
[[Immigrant]]s often arrive with pet animals, even if they are livestock animals such as horses.&lt;br /&gt;
If those pets breed, the young animals won't be pets.&lt;br /&gt;
&lt;br /&gt;
===Advantages/Disadvantages===&lt;br /&gt;
* Unhappy dwarves can be &amp;quot;comforted by a pet&amp;quot; and become happier&lt;br /&gt;
* The pet will follow their owner everywhere - this means they cannot be [[cage]]d or [[chain]]ed&lt;br /&gt;
* Death of a pet makes its owner unhappy, though less so than death of a friend or family member.&lt;br /&gt;
* Dead pets should be buried in a [[coffin]], or the owner will be more upset.&lt;br /&gt;
* Pets can't be eaten unless the owner is dead (the animal keeps its name but is no longer a pet)&lt;br /&gt;
&lt;br /&gt;
===Effects on Performance===&lt;br /&gt;
Depending on the computer, having a lot of pets can make an impact on FPS.  In this user's tests, a 100 dwarf fortress with wide open hallways for easy pathing was getting about 70 FPS average, with twenty pets.  I used death hallways to kill fifteen of the pets (kept a few cats for vermin duty), and now get about 80 fps average.  This seems like a huge jump, and no other fortress changes could be found to explain it.&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pet&amp;diff=38409</id>
		<title>40d Talk:Pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pet&amp;diff=38409"/>
		<updated>2008-03-25T02:55:41Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a reliable way to remove pets?  On some of my fortresses, I wind up with 100+ pets and actually see a framerate hit because of it.  I don't really care if their owners get an unhappy thought, they'll straighten out when they drink their masterwork beer.  [[User:Ripheus|Ripheus]] 21:06, 3 March 2008 (EST)&lt;br /&gt;
:Non pet-passable door + death room might work.  (A drawbridge would probably work nicely).  Get the dorf to walk into the room (build something in there or draft them and station them there), wait for the pet, set door as tightly closed, get the dorf to leave the room, drop bridge.  +Kitten tallow biscuits+.  --[[User:Wabbiteh|Wabbiteh]] 06:21, 10 March 2008 (EDT)&lt;br /&gt;
Worked and worked well, thank you sir.  I prefer the spike trap, personally.  [[User:Ripheus|Ripheus]] 22:55, 24 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38442</id>
		<title>User talk:Ripheus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38442"/>
		<updated>2008-03-25T02:51:29Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ripheus&amp;diff=38449</id>
		<title>User:Ripheus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ripheus&amp;diff=38449"/>
		<updated>2008-03-25T02:51:03Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Ripheus is a strategy gamer who loves Dungeon Keeper and anything with complex industry.  He's liking the Dwarf Fortress a lot.&lt;br /&gt;
&lt;br /&gt;
==Questions/Comments==&lt;br /&gt;
I'll use this section to post strangenesses I've encountered that I'd like outside opinion on before I file them as bug reports or suggestions.  Feel free to edit in a comment or answer.&lt;br /&gt;
&lt;br /&gt;
*Why do my trade [[liason]]s die in my [[traps]]?  I can't very well dismantle the whole thing just for one liason, I'd be eaten by goblins for sure.&lt;br /&gt;
--This is apparently a bug in 38a. &lt;br /&gt;
&amp;lt;br&amp;gt;--Confirmed.  Updated to 38b and the liasons are now able to enter safely.&lt;br /&gt;
*Can I remove my dwarves [[pet]]s?  They're lagging me.  Not a lot, but I can't stand knowing that I could be running faster than I am.&lt;br /&gt;
--I was given some diabolical designs, but really all you need is a tunnel with two doors, both dwarf passible, but the final one pet impassible.  Draft a dwarf with a pet, send him down to the end of the tunnel, his pet will follow but stop at the impassible door.  Have a raised spike trap waiting, and pull the lever.&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35995</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35995"/>
		<updated>2008-03-25T02:49:41Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yea thanks, this is my first try at a wiki-page. sorry if it was crappy... --[[User:CombatWombat|CombatWombat]] 06:42, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Nah, there's no such thing as a crappy wiki edit, when its got content in it. Just remember to be bold, otherwise there would be nothing here. --[[User:Maska|Maska]] 07:29, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extraction from different articles ==&lt;br /&gt;
&lt;br /&gt;
All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --[[User:Maska|Maska]] 08:29, 27 January 2008 (EST)&lt;br /&gt;
:Looking good, is there a 'your first caravan'-type tutorial anywhere we could link to? Something with advice on the sort of goods to prepare and what to buy for the first winter, with new players in mind. I'll try and find one somewhere. --[[User:TangoThree|TangoThree]] 09:07, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Done, linked to the trade section in the new player guide. --[[User:TangoThree|TangoThree]] 09:11, 27 January 2008 (EST)&lt;br /&gt;
::Done++ Someone else finish merging the information from Caravans into the page. Make sure to get that awesome Elf trader image. --[[User:Ikkonoishi|Ikkonoishi]] 12:10, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Haulers? ==&lt;br /&gt;
In my experience the &amp;quot;bring item to depot&amp;quot; tasks were performed by any dwarf, even without any hauling labors enabled. Can also be my imagination. I cannot check it for now, so, anyone, please verify.--[[User:Dorten|Dorten]] 23:49, 27 January 2008 (EST)&lt;br /&gt;
:That's correct, as many times my pure crafters will stop crafting to haul goods to the depot, despite having only one or two production labors enabled. --[[User:N9103|Edward]] 03:41, 28 January 2008 (EST)&lt;br /&gt;
::Is this similar to plant gathering where even non-working nobles and children will do it, or is it limted to any regular dwarf regardless of labour? --[[User:TangoThree|TangoThree]] 19:04, 31 January 2008 (EST)&lt;br /&gt;
:::Yes, nobles and children will haul stuff to the depot. --[[User:Janus|Janus]] 00:19, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Moving goods on afterwards ==&lt;br /&gt;
&lt;br /&gt;
To get things ''out'' of the depot.... do I have to order them removed while the caravan is still around?&lt;br /&gt;
I have starving dwarves... and food going rotten in the depot![[User:GarrieIrons|GarrieIrons]] 06:36, 5 February 2008 (EST)&lt;br /&gt;
:AFAIK, no. in my experience, anything bought is treated as like it's just lying there, not being traded.&lt;br /&gt;
Well, yes and no. Once trading is finished dwarves will start bringing the bought goods in while the caravan still is there. But you cant 'order' them to per se ;) Your own stuff that wasnt sold however will remain in depot till the caravan leaves. --[[User:Koltom|Koltom]] 18:45, 13 February 2008 (EST)&lt;br /&gt;
::Unless you go back into the {{k|g}}oods menu at the Depot and unmark them for trading. --[[User:N9103|Edward]] 04:25, 14 February 2008 (EST)&lt;br /&gt;
I've a question in the same vein: I just traded for a truckload of goods, but the traders didn't even leave them in the depot! They just carried my goods out with them. Were my dwarves supposed to carry all of the goods back earlier? --[[User:Gh3yz0r|Gh3yz0r]] 14:08, 16 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Duplicate Page?==&lt;br /&gt;
The page &amp;quot;Caravan&amp;quot; has very similar information, though this &amp;quot;trading&amp;quot; page seems more complete.[Samyotix]&lt;br /&gt;
&lt;br /&gt;
== culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;everything is ruined now&amp;quot; ==&lt;br /&gt;
I just accidentally tried to trade the elves a wooden bin full of stone goods. Now ALL my stone goods, including ones not actually in that bin, are unacceptable. I ended up just seizing the rope I needed, but I'd like to know if this is a glitch, or if I just made them too angry to trade.	&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;
:It's not a glitch.  Elves refuse to trade at all after you give them even a single wood or animal product. After you do that the trade option is locked until they come back to trade next year. [[User:Hex Decimal|Hex Decimal]] 14:52, 27 February 2008 (EST)&lt;br /&gt;
:The wooden bin told the elves you hate trees. Elves don't trade with people who hate trees. Elves don't trade with people who hate animals. Don't trade dead trees or dead animal parts to elves. [[User:Rkyeun|Rkyeun]] 13:18, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Depot Access==&lt;br /&gt;
Not a single square on my map is accessible by the caravan. What should i do? --[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
EDIT: My bad. It seems that it shows every square as inaccessible if the depot is not fully constructed--[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading Margins ==&lt;br /&gt;
In regards to this submission:&lt;br /&gt;
&amp;quot;If you have a somewhat experienced broker or you already raised the traiders mood to pleased or above you can usually trade with marginal profit for them and you can also safely ignore their counteroffers, offering the same trade a second time, successfully.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You do realize that when they make a counteroffer they automatically add those counteroffer goods to the pot, right? Just making sure. Are you saying you go back through and remove each item their counteroffer added to your side of the deal? Seems much simpler to just stick to the ~50% rule of thumb, especially at the beginning with low skills and again once you reach the point of having so many trade goods that you can easily buy everything you need from each caravan with plenty of goods left over. --[[User:Janus|Janus]] 14:55, 22 March 2008 (EDT)&lt;br /&gt;
: Yes, exactly. Whenever i get a counteroffer I remove all items from the list they added until their profit is back to what i deem fit, sometimes leaving a low value item, say, 50☼, they chose, if I wanted to trade it anyway. Since this is not a beginners guide page, I think it's wrong to advise people to a 50% profit margin that is much higher than necessary. Once the traders are happy, they will even agree to trading an anvil for an anvil. I tested this extensively because usually i want them to leave early and thus try to make them angry. Almost impossible. We could however add smth about the (suspected) advantages of having high export totals like bigger caravans, more immigrants, arrival of king. --[[User:Koltom|Koltom]] 06:39, 23 March 2008 (EDT)&lt;br /&gt;
::The 50% rule of thumb is a good starting point either way. &amp;quot;Advanced&amp;quot; page or not, before I posted that, there was no guidance on what profit margin the visiting traders would generally accept, so that people were left to find out the hard way.&lt;br /&gt;
::Going back through a long list of your trade goods to hunt down and remove the items which the visiting trader added to the offer seems like a bit of a waste of time to me, unless you just have very few trade goods or a really tight budget at your fortress.&lt;br /&gt;
::As for being able to get away with lower margins once the trader is happy, that is definitely useful knowledge and could be expanded upon. --[[User:Janus|Janus]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Goblins butchering my caravans. ==&lt;br /&gt;
&lt;br /&gt;
Every time I trade with the caravans, a goblin ambush comes and the merchants are all killed. Ive taken new measures to prevent this, but will merchants come back to trade? and what effect does their death have? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Wafl|Wafl]] ([[User talk:Wafl|talk]]•[[Special:Contributions/Wafl|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My caravans get shot up by goblins all the time.  Then you get to loot their stuff.  The caravans always seem to come back next year.  [[User:Ripheus|Ripheus]] 22:49, 24 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Justice&amp;diff=28398</id>
		<title>40d:Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Justice&amp;diff=28398"/>
		<updated>2008-03-25T02:29:40Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: Added psychology section, with links and information from Thoughts page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Justice''' is dealt by your [[Sheriff]] (later [[Captain of the guard]]) or the [[Hammerer]].&lt;br /&gt;
&lt;br /&gt;
Only metal [[cage]]s can, and only metal [[restraint]]s should be set to be used for justice, as [[jail]]s. Your sheriff will use them to cage criminals.&lt;br /&gt;
&lt;br /&gt;
The current number of ropes or chains &amp;quot;needed&amp;quot; is indicated on the z Status menu, under the Justice submenu. The number of them required is one-tenth the current population, rounded down to the nearest integer. Not meeting this number currently seems to have no negative effects{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Crimes ===&lt;br /&gt;
* Building destruction - destroying a [[building]] during a [[tantrum]].&lt;br /&gt;
* Disorderly conduct - brawling while throwing a [[tantrum]].&lt;br /&gt;
* Violation of work order - a dwarf is punished if you ignore a [[noble]]'s [[mandate]].&lt;br /&gt;
* Vandalism - toppling [[furniture]] or [[door]]s during a [[tantrum]].&lt;br /&gt;
* Murder - killing a fellow dwarf or a tame animal.&lt;br /&gt;
&lt;br /&gt;
=== Punishment ===&lt;br /&gt;
* X days imprisonment - the sheriff or fortress guard haul the dwarf off to a [[restraint]] to serve a jail sentence&lt;br /&gt;
* Beating - the sheriff or fortress guard attack the dwarf unarmed for a short time - this punishment is used instead of imprisonment if the jail is full&lt;br /&gt;
* Hammering - the [[Hammerer]] beats the dwarf with a war hammer, causing death or serious injury&lt;br /&gt;
&lt;br /&gt;
=== Psychology ===&lt;br /&gt;
Crime and justice affects dwarven psychology by generating [[Thought]]s.&lt;br /&gt;
* A dwarf who smashes property during a [[tantrum]] will receive a happy thought, in fact, this is a contributor to why he eventually becomes happy enough to stop tantrumming.&lt;br /&gt;
* A dwarf who commits a crime, particularly violates a work order, will receive a happy thought if there are not enough jail items to imprison him.&lt;br /&gt;
* A noble who makes a [[mandate]] will get a happy thought if it is completed, or an unhappy thought if the worker goes free due to insufficient jail items.&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37791</id>
		<title>40d Talk:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37791"/>
		<updated>2008-03-09T06:52:54Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any idea how to keep them from staying till they go insane. Every winter my dwarves live in fear of the bruce lee of liaisons going into a martial trance. &lt;br /&gt;
&lt;br /&gt;
At first I thought they'd stay if they didn't get to talk with my broker but having a meeting doesn't help get them out. --[[User:Lucid|Lucid]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Make sure you have your broker free long enough to make your demands and to views theirs, it take about 4 meetings between your broker and the liaison. At least that is how I get him to leave --[[User:Shades|Shades]] 18:08, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
so THAT'S how you do it, good thing I turned off my expo leader from hunting, the damned liason kept on scaring off the deer [the leader, and broker] was chasing :\&lt;br /&gt;
&lt;br /&gt;
= Broker, not Leader? =&lt;br /&gt;
&lt;br /&gt;
So it's the broker, not the mayor, that meets with these guys?  That changes some things.  (I'm trying to keep the Liasons outside of my fortess so they don't know where the traps are, if they ever siege.)&lt;br /&gt;
: I do the opposite - i lock them both in his room ;) For paranoia reasons I make Expedition Leader, Broker and Manager the same person, deactivating bookkeeper so he doesnt run off for that. --[[User:Koltom|Koltom]] 09:09, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
No, its the leader/major. But thats usually the same person unless you reassigned ;) --[[User:Koltom|Koltom]] 11:33, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== really set off traps? ==&lt;br /&gt;
I have both liaisons walk through a maze of traps every time they visit, never got hurt. Maybe a 38b/c bug? What kind of traps were they triggering?--[[User:Koltom|Koltom]] 23:56, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm running DF 38a and every year when the caravans arrive I get a new human corpse to loot.  My liasons ''never'' make it past my traps (weapon[disc] and stonefall).  I wish they would, I'd like to adjust what they bring. [[User:Ripheus|Ripheus]] 21:00, 3 March 2008 (EST)&lt;br /&gt;
::well known bug for 38a, it was fixed in 38b -[[User:Chariot|Chariot]] 21:54, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Can't assign new leader; wiki article is incorrect ==&lt;br /&gt;
&lt;br /&gt;
Leaders are elected and can't be manually chosen. --[[User:GreyMario|GreyMario]] 23:34, 8 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I may be remembering wrong, but I recall my liasons wanting to meet my Broker, who is manually chosen.  [[User:Ripheus|Ripheus]] 01:52, 9 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27513</id>
		<title>40d Talk:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27513"/>
		<updated>2008-03-06T23:49:28Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) Wages paid --- dwarves gain credit for tasks completed.  Credit is either maintained or transferred into physical value when the dwarf in question claims coins.&lt;br /&gt;
&lt;br /&gt;
2) Rent --- bedrooms have a rent assigned to them based on their room value.  The rent schedule is unknown.  How the dwarves physically pay the rent is unknown.  If a dwarf cannot pay the rent an eviction notice is placed on the room.  The specifics of eviction are unknown.  Dwarves that cannot afford one of the available bedrooms will sleep in available barracks.&lt;br /&gt;
&lt;br /&gt;
3) Shops --- Once the economy begins, shops may be constructed.  There are several types of shops - clothing, general goods, exotic clothing and possibly others.  A type of shop may not be specified; it seems to be selected randomly.  Shops have an associated cost, which is assumed to be paid by the dwarf that takes control of the shop.  Once a shop is owned, items will be moved to the shop corresponding to which type of shop it is.  Dwarves then may buy items for the shop, presumably using the same credit system that may or may not correspond to actual physical coins.&lt;br /&gt;
&lt;br /&gt;
4) Item cost - all physical items are given a cost, whether for sale or in a shop.  It is unknown if dwarves pay a cost for an item picked up that was not for sale in a shop.&lt;br /&gt;
&lt;br /&gt;
also - kids have combined wealth of their parents, which can lead to paris hilton-syndrome in DF - children with wealth of several thousand buying out the noble/admin rooms and owning shops filled with =giant cave spider silk dress= --[[User:Frostedfire|Frostedfire]] 04:07, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It seems that the dwarven economy is now triggered by the coming of a Baron /Baroness{{verify}}. I haven't seen it for myself but it's what I gather from the forums. There also seems to be a bug where all coins minted appear as the same coin type (e.g., copper, silver, and gold coins all appearing as silver) on the economy window. --[[User:Keizo|Keizo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just got the dwarven economy started for the first time. The game is a bit tricky to play in wine. ^^;;. Anyway, since there isn't any page here yet, I'm sort of lost, so I've added what I already know so other folks will be at least a *little* less lost :-P&lt;br /&gt;
&lt;br /&gt;
Typically a page will be expanded a lot more quickly if you actually already have some content on it,.Please expand!  --[[User:Kim Bruning|Kim Bruning]] 19:48, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
None of my legendary dwarves have an account in their status screen.&lt;br /&gt;
Does this mean that they are exempt from prices or something?--[[User:Pigbuster|Pigbuster]]&lt;br /&gt;
:They always have been.--[[User:Heliopios|Heliopios]] 01:05, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wages ==&lt;br /&gt;
&lt;br /&gt;
What is the deal with &amp;quot;- haulage being a major exception - &amp;quot;? Last time I checked there were some wages for item hauling, furniture hauling, food hauling,... on the in-game {{key|j}}{{key|m}}{{key|w}} wages info page. Of course a dwarf can spend a month hauling a rock to a stockpile and get his 1* for it, but a job of taking food from a stockpile and relocating it to an adjacent stockpile can yield a dwarf dozens of * in quite small period of time.   Place 10-20 medium sized stockpiles accepting all furniture in a line and set them to take from each other in chain so that the first small stockpile is the closest to your workshops and your last large main furniture stockpile is the closest to your currently furnishing rooms. Watch your haulers' bank accounts sky-rocket.--[[User:Another|Another]] 05:24, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who and whern/how can change wages percentage on first &amp;quot;Wages&amp;quot; screen? It's always 100% for me--[[User:Dorten|Dorten]] 06:53, 14 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Soldiers ==&lt;br /&gt;
Will the soldiers pay for getting armor or weapons?--[[User:Dorten|Dorten]] 05:10, 11 January 2008 (EST)&lt;br /&gt;
:No, they don't own them.--[[User:Maximus|Maximus]] 18:11, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No Coin Economy==&lt;br /&gt;
&lt;br /&gt;
How does an economy work without any coins? Do they use pretend money or something?&lt;br /&gt;
:Every dfwarf starts an account in DwarfEcoBanc, and is always carrying his/her credit card. But if you will be stupid enough to give them money (like I did last time), they would prefer to use money instead of card. In case you don't get it: you don't want them to use money, really.--[[User:Dorten|Dorten]] 23:59, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== How is this a feature? ==&lt;br /&gt;
I dig the realism and all, but the only effect the economy has had on my fortress is that my hard working dwarves now can't afford the rooms they've been sleeping in for the past ten years, while my nobles and champions (junta?) live in solid gold mansions.  I went straight to the .ini and turned economy off.  [[User:Ripheus|Ripheus]] 18:49, 6 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17699</id>
		<title>40d Talk:Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17699"/>
		<updated>2008-03-06T23:43:10Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== A cage for every man, woman and child! ==&lt;br /&gt;
&lt;br /&gt;
One chain / restraint is needed for every 10 dwarves (but not parts thereof).&lt;br /&gt;
:I've not noticed such a rule in this version of DF. My Captain of the Guard(former sheriff) hasn't had a single unhappy thought about not having not enough restraints. Might it be, that in this version the thought is triggered, when all restraints are used up and the law enforcement doesn't have any place, where to put a criminal. [[User:Noctis|Noctis]] 01:43, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Unnecessary? ==&lt;br /&gt;
&lt;br /&gt;
Personally I never allocate the Sheriff or build a jail.  The only crimes in my fortress are violations of work orders, and I'm not going to let my hardworking crafters sit in jail because some noble had a hissyfit because we didn't build platinum chairs on a map with no platinum.  Now every time a work order expires, the noble gets an unhappy thought (so what, they live in a solid gold house), and the workers get ''happy thoughts'' for getting away with the &amp;quot;crime&amp;quot;.  [[User:Ripheus|Ripheus]] 18:43, 6 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ripheus&amp;diff=38448</id>
		<title>User:Ripheus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ripheus&amp;diff=38448"/>
		<updated>2008-03-05T00:05:28Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Ripheus is a strategy gamer who loves Dungeon Keeper and anything with complex industry.  He's liking the Dwarf Fortress a lot.&lt;br /&gt;
&lt;br /&gt;
==Questions/Comments==&lt;br /&gt;
I'll use this section to post strangenesses I've encountered that I'd like outside opinion on before I file them as bug reports or suggestions.  Feel free to edit in a comment or answer.&lt;br /&gt;
&lt;br /&gt;
*Why do my trade [[liason]]s die in my [[traps]]?  I can't very well dismantle the whole thing just for one liason, I'd be eaten by goblins for sure.&lt;br /&gt;
--This is apparently a bug in 38a. &lt;br /&gt;
&amp;lt;br&amp;gt;--Confirmed.  Updated to 38b and the liasons are now able to enter safely.&lt;br /&gt;
*Can I remove my dwarves [[pet]]s?  They're lagging me.  Not a lot, but I can't stand knowing that I could be running faster than I am.&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ripheus&amp;diff=38447</id>
		<title>User:Ripheus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ripheus&amp;diff=38447"/>
		<updated>2008-03-05T00:03:10Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Ripheus is a strategy gamer who loves Dungeon Keeper and anything with complex industry.  He's liking the Dwarf Fortress a lot.&lt;br /&gt;
&lt;br /&gt;
==Questions/Comments==&lt;br /&gt;
I'll use this section to post strangenesses I've encountered that I'd like outside opinion on before I file them as bug reports or suggestions.  Feel free to edit in a comment or answer.&lt;br /&gt;
&lt;br /&gt;
*Why do my trade [[liason]]s die in my [[traps]]?  I can't very well dismantle the whole thing just for one liason, I'd be eaten by goblins for sure.&lt;br /&gt;
--This is apparently a bug in 38a. &lt;br /&gt;
--Confirmed.  Updated to 38b and the liasons are now able to enter safely.&lt;br /&gt;
*Can I remove my dwarves [[pet]]s?  They're lagging me.  Not a lot, but I can't stand knowing that I could be running faster than I am.&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ripheus&amp;diff=38446</id>
		<title>User:Ripheus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ripheus&amp;diff=38446"/>
		<updated>2008-03-05T00:02:50Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Ripheus is a strategy gamer who loves Dungeon Keeper and anything with complex industry.  He's liking the Dwarf Fortress a lot.&lt;br /&gt;
&lt;br /&gt;
==Questions/Comments==&lt;br /&gt;
I'll use this section to post strangenesses I've encountered that I'd like outside opinion on before I file them as bug reports or suggestions.  Feel free to edit in a comment or answer.&lt;br /&gt;
&lt;br /&gt;
*Why do my trade [[liason]]s die in my [[traps]]?  I can't very well dismantle the whole thing just for one liason, I'd be eaten by goblins for sure.&lt;br /&gt;
--This is apparently a bug in 38a.&lt;br /&gt;
--Confirmed.  Updated to 38b and the liasons are now able to enter safely.&lt;br /&gt;
*Can I remove my dwarves [[pet]]s?  They're lagging me.  Not a lot, but I can't stand knowing that I could be running faster than I am.&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ripheus&amp;diff=38445</id>
		<title>User:Ripheus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ripheus&amp;diff=38445"/>
		<updated>2008-03-04T04:25:33Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Ripheus is a strategy gamer who loves Dungeon Keeper and anything with complex industry.  He's liking the Dwarf Fortress a lot.&lt;br /&gt;
&lt;br /&gt;
==Questions/Comments==&lt;br /&gt;
I'll use this section to post strangenesses I've encountered that I'd like outside opinion on before I file them as bug reports or suggestions.  Feel free to edit in a comment or answer.&lt;br /&gt;
&lt;br /&gt;
*Why do my trade [[liason]]s die in my [[traps]]?  I can't very well dismantle the whole thing just for one liason, I'd be eaten by goblins for sure.&lt;br /&gt;
--This is apparently a bug in 38a.  I'll be updating as soon as Reveal gets fixed :D&lt;br /&gt;
*Can I remove my dwarves [[pet]]s?  They're lagging me.  Not a lot, but I can't stand knowing that I could be running faster than I am.&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38441</id>
		<title>User talk:Ripheus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38441"/>
		<updated>2008-03-04T04:24:53Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
*Can I remove my dwarves [[pet]]s?  They're lagging me.  Not a lot, but I can't stand knowing that I could be running faster than I am.  [[User:Ripheus|Ripheus]]&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38440</id>
		<title>User talk:Ripheus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38440"/>
		<updated>2008-03-04T02:36:44Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Why do my trade [[liason]]s die in my [[traps]]?  I can't very well dismantle the whole thing just for one liason, I'd be eaten by goblins for sure.  [[User:Ripheus|Ripheus]]&lt;br /&gt;
*Can I remove my dwarves [[pet]]s?  They're lagging me.  Not a lot, but I can't stand knowing that I could be running faster than I am.  [[User:Ripheus|Ripheus]]&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ripheus&amp;diff=38444</id>
		<title>User:Ripheus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ripheus&amp;diff=38444"/>
		<updated>2008-03-04T02:36:22Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Ripheus is a strategy gamer who loves Dungeon Keeper and anything with complex industry.  He's liking the Dwarf Fortress a lot.&lt;br /&gt;
&lt;br /&gt;
==Questions/Comments==&lt;br /&gt;
I'll use this section to post strangenesses I've encountered that I'd like outside opinion on before I file them as bug reports or suggestions.  Feel free to edit in a comment or answer.&lt;br /&gt;
&lt;br /&gt;
*Why do my trade [[liason]]s die in my [[traps]]?  I can't very well dismantle the whole thing just for one liason, I'd be eaten by goblins for sure.&lt;br /&gt;
*Can I remove my dwarves [[pet]]s?  They're lagging me.  Not a lot, but I can't stand knowing that I could be running faster than I am.&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38439</id>
		<title>User talk:Ripheus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38439"/>
		<updated>2008-03-04T02:31:16Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Why do my trade liasons die in my [[traps]]?  I can't very well dismantle the whole thing just for one liason, I'd be eaten by goblins for sure.  [[User:Ripheus|Ripheus]]&lt;br /&gt;
*Can I remove my dwarves [[pet]]s?  They're lagging me.  Not a lot, but I can't stand knowing that I could be running faster than I am.  [[User:Ripheus|Ripheus]]&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38438</id>
		<title>User talk:Ripheus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38438"/>
		<updated>2008-03-04T02:31:04Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Why do my trade liasons die in my [[traps]]?  I can't very well dismantle the whole thing just for one liason, I'd be eaten by goblins for sure.[[User:Ripheus|Ripheus]]&lt;br /&gt;
*Can I remove my dwarves [[pet]]s?  They're lagging me.  Not a lot, but I can't stand knowing that I could be running faster than I am.[[User:Ripheus|Ripheus]]&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38437</id>
		<title>User talk:Ripheus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38437"/>
		<updated>2008-03-04T02:30:22Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
*Why do my trade liasons die in my [[traps]]?  I can't very well dismantle the whole thing just for one liason, I'd be eaten by goblins for sure.&lt;br /&gt;
*Can I remove my dwarves [[pet]]s?  They're lagging me.  Not a lot, but I can't stand knowing that I could be running faster than I am.&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ripheus&amp;diff=38443</id>
		<title>User:Ripheus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ripheus&amp;diff=38443"/>
		<updated>2008-03-04T02:30:00Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: New page: ==Overview== Ripheus is a strategy gamer who loves Dungeon Keeper and anything with complex industry.  He's liking the Dwarf Fortress a lot.  ==Questions/Comments== I'll use this section t...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Ripheus is a strategy gamer who loves Dungeon Keeper and anything with complex industry.  He's liking the Dwarf Fortress a lot.&lt;br /&gt;
&lt;br /&gt;
==Questions/Comments==&lt;br /&gt;
I'll use this section to post strangenesses I've encountered that I'd like outside opinion on before I file them as bug reports or suggestions.  Feel free to edit in a comment or answer.&lt;br /&gt;
&lt;br /&gt;
*Why do my trade liasons die in my [[traps]]?  I can't very well dismantle the whole thing just for one liason, I'd be eaten by goblins for sure.&lt;br /&gt;
*Can I remove my dwarves [[pet]]s?  They're lagging me.  Not a lot, but I can't stand knowing that I could be running faster than I am.&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38436</id>
		<title>User talk:Ripheus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38436"/>
		<updated>2008-03-04T02:28:27Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Ripheus is a strategy gamer who loves Dungeon Keeper and anything with complex industry.  He's liking the Dwarf Fortress a lot.&lt;br /&gt;
&lt;br /&gt;
==Questions/Comments==&lt;br /&gt;
I'll use this section to post strangenesses I've encountered that I'd like outside opinion on before I file them as bug reports or suggestions.  Feel free to edit in a comment or answer.&lt;br /&gt;
&lt;br /&gt;
*Why do my trade liasons die in my [[traps]]?  I can't very well dismantle the whole thing just for one liason, I'd be eaten by goblins for sure.&lt;br /&gt;
*Can I remove my dwarves [[pet]]s?  They're lagging me.  Not a lot, but I can't stand knowing that I could be running faster than I am.&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38435</id>
		<title>User talk:Ripheus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38435"/>
		<updated>2008-03-04T02:27:15Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Ripheus is a strategy gamer who loves Dungeon Keeper and anything with complex industry.  He's liking the Dwarf Fortress a lot.&lt;br /&gt;
&lt;br /&gt;
==Questions/Comments==&lt;br /&gt;
I'll use this section to post strangenesses I've encountered that I'd like outside opinion on before I file them as bug reports or suggestions.  Feel free to edit in a comment or answer.&lt;br /&gt;
&lt;br /&gt;
*Why do my trade liasons die in my [[Traps]]?  I can't very well dismantle the whole thing just for one liason, I'd be eaten by goblins for sure.&lt;br /&gt;
*Can I remove my dwarves [[pet]]s?  They're lagging me.  Not a lot, but I can't stand knowing that I could be running faster than I am.&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38434</id>
		<title>User talk:Ripheus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38434"/>
		<updated>2008-03-04T02:25:11Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Ripheus is a strategy gamer who loves Dungeon Keeper and anything with complex industry.  He's liking the Dwarf Fortress a lot.&lt;br /&gt;
&lt;br /&gt;
==Questions/Comments==&lt;br /&gt;
I'll use this section to post strangenesses I've encountered that I'd like outside opinion on before I file them as bug reports or suggestions.  Feel free to edit in a comment or answer.&lt;br /&gt;
&lt;br /&gt;
*Why do my trade liasons die in my traps?  I can't very well dismantle the whole thing just for one liason, I'd be eaten by goblins for sure.&lt;br /&gt;
*Can I remove my dwarves pets?  They're lagging me.  Not a lot, but I can't stand knowing that I could be running faster than I am.&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38433</id>
		<title>User talk:Ripheus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Ripheus&amp;diff=38433"/>
		<updated>2008-03-04T02:24:49Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: New page: ==Overview== Ripheus is a strategy gamer who loves Dungeon Keeper and anything with complex industry.  He's liking the Dwarf Fortress a lot.  ==Questions/Comments== *I'll use this section ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Ripheus is a strategy gamer who loves Dungeon Keeper and anything with complex industry.  He's liking the Dwarf Fortress a lot.&lt;br /&gt;
&lt;br /&gt;
==Questions/Comments==&lt;br /&gt;
*I'll use this section to post strangenesses I've encountered that I'd like outside opinion on before I file them as bug reports or suggestions.  Feel free to edit in a comment or answer.&lt;br /&gt;
&lt;br /&gt;
**Why do my trade liasons die in my traps?  I can't very well dismantle the whole thing just for one liason, I'd be eaten by goblins for sure.&lt;br /&gt;
**Can I remove my dwarves pets?  They're lagging me.  Not a lot, but I can't stand knowing that I could be running faster than I am.&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37788</id>
		<title>40d Talk:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37788"/>
		<updated>2008-03-04T02:09:15Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any idea how to keep them from staying till they go insane. Every winter my dwarves live in fear of the bruce lee of liaisons going into a martial trance. &lt;br /&gt;
&lt;br /&gt;
At first I thought they'd stay if they didn't get to talk with my broker but having a meeting doesn't help get them out. --[[User:Lucid|Lucid]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Make sure you have your broker free long enough to make your demands and to views theirs, it take about 4 meetings between your broker and the liaison. At least that is how I get him to leave --[[User:Shades|Shades]] 18:08, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
so THAT'S how you do it, good thing I turned off my expo leader from hunting, the damned liason kept on scaring off the deer [the leader, and broker] was chasing :\&lt;br /&gt;
&lt;br /&gt;
= Broker, not Leader? =&lt;br /&gt;
&lt;br /&gt;
So it's the broker, not the mayor, that meets with these guys?  That changes some things.  (I'm trying to keep the Liasons outside of my fortess so they don't know where the traps are, if they ever siege.)&lt;br /&gt;
: I do the opposite - i lock them both in his room ;) For paranoia reasons I make Expedition Leader, Broker and Manager the same person, deactivating bookkeeper so he doesnt run off for that. --[[User:Koltom|Koltom]] 09:09, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
No, its the leader/major. But thats usually the same person unless you reassigned ;) --[[User:Koltom|Koltom]] 11:33, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== really set off traps? ==&lt;br /&gt;
I have both liaisons walk through a maze of traps every time they visit, never got hurt. Maybe a 38b/c bug? What kind of traps were they triggering?--[[User:Koltom|Koltom]] 23:56, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm running DF 38a and every year when the caravans arrive I get a new human corpse to loot.  My liasons ''never'' make it past my traps (weapon[disc] and stonefall).  I wish they would, I'd like to adjust what they bring. [[User:Ripheus|Ripheus]] 21:00, 3 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pet&amp;diff=38405</id>
		<title>40d Talk:Pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pet&amp;diff=38405"/>
		<updated>2008-03-04T02:06:17Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: New page: Is there a reliable way to remove pets?  On some of my fortresses, I wind up with 100+ pets and actually see a framerate hit because of it.  I don't really care if their owners get an unha...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a reliable way to remove pets?  On some of my fortresses, I wind up with 100+ pets and actually see a framerate hit because of it.  I don't really care if their owners get an unhappy thought, they'll straighten out when they drink their masterwork beer.  [[User:Ripheus|Ripheus]] 21:06, 3 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37787</id>
		<title>40d Talk:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37787"/>
		<updated>2008-03-04T02:03:43Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any idea how to keep them from staying till they go insane. Every winter my dwarves live in fear of the bruce lee of liaisons going into a martial trance. &lt;br /&gt;
&lt;br /&gt;
At first I thought they'd stay if they didn't get to talk with my broker but having a meeting doesn't help get them out. --[[User:Lucid|Lucid]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Make sure you have your broker free long enough to make your demands and to views theirs, it take about 4 meetings between your broker and the liaison. At least that is how I get him to leave --[[User:Shades|Shades]] 18:08, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
so THAT'S how you do it, good thing I turned off my expo leader from hunting, the damned liason kept on scaring off the deer [the leader, and broker] was chasing :\&lt;br /&gt;
&lt;br /&gt;
= Broker, not Leader? =&lt;br /&gt;
&lt;br /&gt;
So it's the broker, not the mayor, that meets with these guys?  That changes some things.  (I'm trying to keep the Liasons outside of my fortess so they don't know where the traps are, if they ever siege.)&lt;br /&gt;
: I do the opposite - i lock them both in his room ;) For paranoia reasons I make Expedition Leader, Broker and Manager the same person, deactivating bookkeeper so he doesnt run off for that. --[[User:Koltom|Koltom]] 09:09, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
No, its the leader/major. But thats usually the same person unless you reassigned ;) --[[User:Koltom|Koltom]] 11:33, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== really set off traps? ==&lt;br /&gt;
I have both liaisons walk through a maze of traps every time they visit, never got hurt. Maybe a 38b/c bug? What kind of traps were they triggering?--[[User:Koltom|Koltom]] 23:56, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm running DF 38a and every year when the caravans arrive I get a new human corpse to loot.  My liasons ''never'' make it past my traps (weapon[disc] and stonefall traps).  I wish they would, I'd like to adjust what they bring. [[User:Ripheus|Ripheus]] 21:00, 3 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37786</id>
		<title>40d Talk:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37786"/>
		<updated>2008-03-04T02:00:25Z</updated>

		<summary type="html">&lt;p&gt;Ripheus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any idea how to keep them from staying till they go insane. Every winter my dwarves live in fear of the bruce lee of liaisons going into a martial trance. &lt;br /&gt;
&lt;br /&gt;
At first I thought they'd stay if they didn't get to talk with my broker but having a meeting doesn't help get them out. --[[User:Lucid|Lucid]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Make sure you have your broker free long enough to make your demands and to views theirs, it take about 4 meetings between your broker and the liaison. At least that is how I get him to leave --[[User:Shades|Shades]] 18:08, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
so THAT'S how you do it, good thing I turned off my expo leader from hunting, the damned liason kept on scaring off the deer [the leader, and broker] was chasing :\&lt;br /&gt;
&lt;br /&gt;
= Broker, not Leader? =&lt;br /&gt;
&lt;br /&gt;
So it's the broker, not the mayor, that meets with these guys?  That changes some things.  (I'm trying to keep the Liasons outside of my fortess so they don't know where the traps are, if they ever siege.)&lt;br /&gt;
: I do the opposite - i lock them both in his room ;) For paranoia reasons I make Expedition Leader, Broker and Manager the same person, deactivating bookkeeper so he doesnt run off for that. --[[User:Koltom|Koltom]] 09:09, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
No, its the leader/major. But thats usually the same person unless you reassigned ;) --[[User:Koltom|Koltom]] 11:33, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== really set off traps? ==&lt;br /&gt;
I have both liaisons walk through a maze of traps every time they visit, never got hurt. Maybe a 38b/c bug? What kind of traps were they triggering?--[[User:Koltom|Koltom]] 23:56, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm running DF 38a and every year when the caravans arrive I get a new human corpse to loot.  My liasons ''never'' make it past my traps.  I wish they would, I'd like to adjust what they bring. [[User:Ripheus|Ripheus]] 21:00, 3 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Ripheus</name></author>
	</entry>
</feed>