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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-13T16:50:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ashery&amp;diff=249320</id>
		<title>Ashery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ashery&amp;diff=249320"/>
		<updated>2019-12-21T05:32:48Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:11, 9 August 2010 (UTC)}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Ashery&lt;br /&gt;
|key=y&lt;br /&gt;
|job=&lt;br /&gt;
* [[Potash maker|Potash Making]]&lt;br /&gt;
* [[Lye maker|Lye Making]] &lt;br /&gt;
|construction=&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Barrel]] (empty)&lt;br /&gt;
* [[Bucket]] (lye/milk-free)&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Potash maker|Potash Making]]&lt;br /&gt;
* [[Lye maker|Lye Making]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Ash]]&lt;br /&gt;
* [[Lye]]&lt;br /&gt;
* [[Quicklime]]&lt;br /&gt;
* Empty [[Bucket]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Lye]]&lt;br /&gt;
* [[Potash]]&lt;br /&gt;
* [[Milk of lime]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Ashery''' is a [[workshop]] used to make [[lye]], [[potash]], and [[milk of lime]]. To build an ashery, you need a [[block]], a [[barrel]], a [[bucket]], and someone with the [[potash maker|potash making]] or [[Lye maker|lye making]] [[labor]] enabled. &lt;br /&gt;
&lt;br /&gt;
Lye is one of the main ingredients for [[soap]], which is used for [[cleaning]] [[wound]]s and the fortress, while milk of lime is used to make [[parchment]] [[sheet]]s out of raw animal [[skin]]s for the [[paper industry]]. [[Potash]] is used for fertilizing [[farm plot|farms]], allowing an increased output of [[plants]], as well as for the creation of [[pearlash]], necessary for [[clear glass]] and [[crystal glass]].&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
'''Ashery'''&lt;br /&gt;
&lt;br /&gt;
*{{k|l}} Make Lye&lt;br /&gt;
*{{k|p}} Make Potash From Lye&lt;br /&gt;
*{{k|a}} Make Potash From Ash&lt;br /&gt;
*{{k|m}} Make milk of lime&lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
&lt;br /&gt;
:*[[Soap]]&lt;br /&gt;
:*[[Farming]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=234881</id>
		<title>User:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=234881"/>
		<updated>2018-01-24T19:28:55Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Generally Useful */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoil small|&lt;br /&gt;
Here is  &lt;br /&gt;
''the basic''&lt;br /&gt;
'''template.'''&lt;br /&gt;
:bleh&amp;lt;br /&amp;gt;:bleh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Downloads and preferred mods =&lt;br /&gt;
&lt;br /&gt;
Mac Starter Pack: http://www.bay12forums.com/smf/index.php?topic=158322.0&lt;br /&gt;
&lt;br /&gt;
Modest Mod (abandoned?): http://www.bay12forums.com/smf/index.php?topic=148265.0&lt;br /&gt;
&lt;br /&gt;
Mac Legends Browser: http://www.bay12forums.com/smf/index.php?topic=155307.0&lt;br /&gt;
&lt;br /&gt;
Announcement Window : http://www.bay12forums.com/smf/index.php?topic=153777.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= DF Hack Commands to Remember =&lt;br /&gt;
&lt;br /&gt;
== Generally Useful == &lt;br /&gt;
&lt;br /&gt;
Complete guide: https://dfhack.readthedocs.io/en/stable/index.html&lt;br /&gt;
&lt;br /&gt;
'''prospect''' Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.&lt;br /&gt;
&lt;br /&gt;
 all:	Scan the whole map, as if it was revealed.&lt;br /&gt;
 value:	Show material value in the output. Most useful for gems.&lt;br /&gt;
 hell:	Show the Z range of HFS tubes. Implies 'all'.&lt;br /&gt;
 &lt;br /&gt;
 If prospect is called during the embark selection screen, it displays an estimate of layer stone availability.&lt;br /&gt;
&lt;br /&gt;
'''cleanowned''' Confiscates items owned by dwarfs. By default, owned food on the floor and rotten items are confistacted and dumped.&lt;br /&gt;
&lt;br /&gt;
 all:	confiscate all owned items&lt;br /&gt;
 scattered:	confiscated and dump all items scattered on the floor&lt;br /&gt;
 x:	confiscate/dump items with wear level 'x' and more&lt;br /&gt;
 X:	confiscate/dump items with wear level 'X' and more&lt;br /&gt;
 dryrun:	a dry run. combine with other options to see what will happen without it actually happening.&lt;br /&gt;
&lt;br /&gt;
'''stripcaged''' For dumping items inside cages. Will mark selected items for dumping, then a dwarf may come and actually dump it. See also '''autodump.'''&lt;br /&gt;
&lt;br /&gt;
 items :     only dumps items laying in the cage, excluding stuff worn by caged creatures. &lt;br /&gt;
 weapons :     will dump worn weapons, &lt;br /&gt;
 armor :     will dump everything worn by caged creatures (including armor and clothing), &lt;br /&gt;
 all :     will dump everything, on a creature or not.&lt;br /&gt;
 list : display on the dfhack console the list of all cages and their item content.&lt;br /&gt;
 &lt;br /&gt;
 Without further arguments, all commands work on all cages and animal traps on the map. With the here argument, considers only the in-game selected cage (or the cage under the game cursor). &lt;br /&gt;
&lt;br /&gt;
'''ban-cooking'''&lt;br /&gt;
&lt;br /&gt;
A more convenient way to ban cooking various categories of foods than the kitchen interface. Usage: ban-cooking &amp;lt;type&amp;gt;. Valid types are ''booze, honey, tallow, oil, seeds'' (non-tree plants with seeds), ''brew, fruit, mill, thread, and milk.''&lt;br /&gt;
&lt;br /&gt;
'''Hotkeys''' Opens an in-game screen showing DFHack keybindings that are valid in the current mode.&lt;br /&gt;
&lt;br /&gt;
'''quicksave''' If called in dwarf mode, makes DF immediately auto-save the game by setting a flag normally used in seasonal auto-save.&lt;br /&gt;
&lt;br /&gt;
'''colonies [bees]'''  :   Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.&lt;br /&gt;
&lt;br /&gt;
'''tidlers''' : Toggle between all possible positions where the idlers count can be placed.&lt;br /&gt;
&lt;br /&gt;
'''deathcause''' Focus a body part ingame, and this script will display the cause of death of the creature. Also works when selecting units from the 'u'nitlist viewscreen.&lt;br /&gt;
&lt;br /&gt;
'''dfstatus''' Show a quick overview of critical stock quantities, including food, dirnks, wood, and various bars.&lt;br /&gt;
&lt;br /&gt;
'''showmood'''  Shows all items needed for the currently active strange mood.&lt;br /&gt;
&lt;br /&gt;
'''drybuckets''' This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.&lt;br /&gt;
&lt;br /&gt;
'''fix/''' see http://dfhack.readthedocs.io/en/stable/docs/_auto/fix.html#fix-merchants for details&lt;br /&gt;
&lt;br /&gt;
== stockpile settings management ==&lt;br /&gt;
&lt;br /&gt;
Save and load stockpile settings. See the gui/stockpiles for an in-game GUI to this plugin.&lt;br /&gt;
&lt;br /&gt;
== Stockpile code ==&lt;br /&gt;
&lt;br /&gt;
'''copystock'''&lt;br /&gt;
&lt;br /&gt;
Copies the parameters of the currently highlighted stockpile to the custom stockpile settings and switches to custom stockpile placement mode, effectively allowing you to copy/paste stockpiles easily.&lt;br /&gt;
&lt;br /&gt;
'''savestock'''&lt;br /&gt;
&lt;br /&gt;
Saves the currently highlighted stockpile's settings to a file in your Dwarf Fortress folder. This file can be used to copy settings between game saves or players.&lt;br /&gt;
&lt;br /&gt;
example:&lt;br /&gt;
&lt;br /&gt;
'''` savestock food_settings.dfstock `'''&lt;br /&gt;
&lt;br /&gt;
'''loadstock'''&lt;br /&gt;
&lt;br /&gt;
Loads a saved stockpile settings file and applies it to the currently selected stockpile.&lt;br /&gt;
&lt;br /&gt;
example:&lt;br /&gt;
&lt;br /&gt;
'''` loadstock food_settings.dfstock `'''&lt;br /&gt;
&lt;br /&gt;
To use savestock and loadstock, use the 'q' command to highlight a stockpile. Then run savestock giving it a descriptive filename. Then, in a different (or same!) gameworld, you can highlight any stockpile with 'q' then execute the 'loadstock' command passing it the name of that file. The settings will be applied to that stockpile.&lt;br /&gt;
&lt;br /&gt;
Notes: It saves and loads files relative to the DF folder, so put your files there or in a subfolder for easy access. Filenames should not have spaces.&lt;br /&gt;
&lt;br /&gt;
Limitations: Generated materials, divine metals, etc are not saved as they are different in every world.&lt;br /&gt;
&lt;br /&gt;
== Dig ==&lt;br /&gt;
&lt;br /&gt;
digcircle&lt;br /&gt;
&lt;br /&gt;
A command for easy designation of filled and hollow circles. It has several types of options.&lt;br /&gt;
&lt;br /&gt;
Shape:&lt;br /&gt;
&lt;br /&gt;
hollow:	Set the circle to hollow (default)&lt;br /&gt;
filled:	Set the circle to filled&lt;br /&gt;
#:	Diameter in tiles (default = 0, does nothing)&lt;br /&gt;
Action:&lt;br /&gt;
&lt;br /&gt;
set:	Set designation (default)&lt;br /&gt;
unset:	Unset current designation&lt;br /&gt;
invert:	Invert designations already present&lt;br /&gt;
Designation types:&lt;br /&gt;
&lt;br /&gt;
dig:	Normal digging designation (default)&lt;br /&gt;
ramp:	Ramp digging&lt;br /&gt;
ustair:	Staircase up&lt;br /&gt;
dstair:	Staircase down&lt;br /&gt;
xstair:	Staircase up/down&lt;br /&gt;
chan:	Dig channel&lt;br /&gt;
After you have set the options, the command called with no options repeats with the last selected parameters.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
'digcircle filled 3' = Dig a filled circle with radius = 3.&lt;br /&gt;
'digcircle' = Do it again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Autodump == &lt;br /&gt;
&lt;br /&gt;
autodump&lt;br /&gt;
&lt;br /&gt;
This utility lets you quickly move all items designated to be dumped. Items are instantly moved to the cursor position, the dump flag is unset, and the forbid flag is set, as if it had been dumped normally. Be aware that any active dump item tasks still point at the item.&lt;br /&gt;
&lt;br /&gt;
Cursor must be placed on a floor tile so the items can be dumped there.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
destroy:	Destroy instead of dumping. Doesn't require a cursor.&lt;br /&gt;
destroy-here:	Destroy items only under the cursor.&lt;br /&gt;
visible:	Only process items that are not hidden.&lt;br /&gt;
hidden:	Only process hidden items.&lt;br /&gt;
forbidden:	Only process forbidden items (default: only unforbidden).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Barracks Tools ==&lt;br /&gt;
fix-armory&lt;br /&gt;
&lt;br /&gt;
Enables a fix for storage of squad equipment in barracks.&lt;br /&gt;
&lt;br /&gt;
Specifically, it prevents your haulers from moving squad equipment to stockpiles, and instead queues jobs to store it on weapon racks, armor stands, and in containers.&lt;br /&gt;
&lt;br /&gt;
Note&lt;br /&gt;
&lt;br /&gt;
In order to actually be used, weapon racks have to be patched and manually assigned to a squad. See documentation for gui/assign-rack below.&lt;br /&gt;
&lt;br /&gt;
Also, the default capacity of armor stands is way too low, so you may want to also apply the armorstand-capacity patch. Check out http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445 for more information about the bugs.&lt;br /&gt;
&lt;br /&gt;
Note that the buildings in the armory are used as follows:&lt;br /&gt;
&lt;br /&gt;
Weapon racks (when patched) are used to store any assigned weapons. Each rack belongs to a specific squad, and can store up to 5 weapons.&lt;br /&gt;
Armor stands belong to specific squad members and are used for armor and shields. By default one stand can store one item of each type (hence one boot or gauntlet); if patched, the limit is raised to 2, which should be sufficient.&lt;br /&gt;
Cabinets are used to store assigned clothing for a specific squad member. They are never used to store owned clothing.&lt;br /&gt;
Chests (boxes, etc) are used for a flask, backpack or quiver assigned to the squad member. Due to a probable bug, food is dropped out of the backpack when it is stored.&lt;br /&gt;
Warning&lt;br /&gt;
&lt;br /&gt;
Although armor stands, cabinets and chests properly belong only to one squad member, the owner of the building used to create the barracks will randomly use any containers inside the room. Thus, it is recommended to always create the armory from a weapon rack.&lt;br /&gt;
&lt;br /&gt;
Contrary to the common misconception, all these uses are controlled by the Individual Equipment usage flag. The Squad Equipment flag is actually intended for ammo, but the game does even less in that area than for armor and weapons. This plugin implements the following rules almost from scratch:&lt;br /&gt;
&lt;br /&gt;
Combat ammo is stored in chests inside rooms with Squad Equipment enabled.&lt;br /&gt;
If a chest is assigned to a squad member due to Individual Equipment also being set, it is only used for that squad's ammo; otherwise, any squads with Squad Equipment on the room will use all of the chests at random.&lt;br /&gt;
Training ammo is stored in chests inside archery ranges designated from archery targets, and controlled by the same Train flag as archery training itself. This is inspired by some defunct code for weapon racks.&lt;br /&gt;
&lt;br /&gt;
== Make Quickfort files ==&lt;br /&gt;
&lt;br /&gt;
blueprint&lt;br /&gt;
&lt;br /&gt;
Exports a portion of your fortress into QuickFort style blueprint files.:&lt;br /&gt;
&lt;br /&gt;
blueprint &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;name&amp;gt; [dig] [build] [place] [query]&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
x,y,z:	Size of map area to export&lt;br /&gt;
name:	Name of export files&lt;br /&gt;
dig:	Export dig commands to &amp;quot;&amp;lt;name&amp;gt;-dig.csv&amp;quot;&lt;br /&gt;
build:	Export build commands to &amp;quot;&amp;lt;name&amp;gt;-build.csv&amp;quot;&lt;br /&gt;
place:	Export stockpile commands to &amp;quot;&amp;lt;name&amp;gt;-place.csv&amp;quot;&lt;br /&gt;
query:	Export query commands to &amp;quot;&amp;lt;name&amp;gt;-query.csv&amp;quot;&lt;br /&gt;
If only region and name are given, all exports are performed.&lt;br /&gt;
&lt;br /&gt;
== Cat-Sacks Ultimate Cheat Code! ==&lt;br /&gt;
&lt;br /&gt;
'''catsplosion'''&lt;br /&gt;
&lt;br /&gt;
Makes cats just multiply. It is not a good idea to run this more than once or twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Exporting Legends =&lt;br /&gt;
&lt;br /&gt;
Process legends export is working, I tested it just now:&lt;br /&gt;
Open legends (even in fortress mode with Ctrl-Shift-L)&lt;br /&gt;
Export all legends data with Ctrl-A&lt;br /&gt;
Run Process exports from the launcher. Wait for the compression to finish. It can take some time on large worlds.&lt;br /&gt;
Find exported legends in User Generated Content/[region name]&lt;br /&gt;
&lt;br /&gt;
= Advanced World Gen variables to start playing with =&lt;br /&gt;
&lt;br /&gt;
Some settings I may consider mucking with safely:&lt;br /&gt;
&lt;br /&gt;
http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Cavern_Parameters&lt;br /&gt;
&lt;br /&gt;
[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]	[CAVE_MIN_SIZE:5]	Range: 1 to 500&lt;br /&gt;
[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]	[CAVE_MAX_SIZE:25]&lt;br /&gt;
&lt;br /&gt;
Increase these to make larger caves that touch the surface.&lt;br /&gt;
&lt;br /&gt;
[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]	[ALL_CAVES_VISIBLE:0]	1/0 = Yes/No&lt;br /&gt;
&lt;br /&gt;
Set to 1 so they can be chosen on Embark.&lt;br /&gt;
&lt;br /&gt;
[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]	[SHOW_EMBARK_TUNNEL:2]	&lt;br /&gt;
0 = No, 1 = Only in Finder, 2 = Always&lt;br /&gt;
&lt;br /&gt;
Currently does nothing, but I'd like to set it to 1 just to double check.&lt;br /&gt;
&lt;br /&gt;
[https://gaming.stackexchange.com/questions/119308/coal-and-a-volcano-on-the-same-map Increase likelihood of volcanoes]&lt;br /&gt;
&lt;br /&gt;
Sett Volcanism X-Variance &amp;amp; Volcanism Y-Variance to maximum (3200), a much steeper drop off in volcanism, allowing sedimentary layers to be right next to volcanoes.&lt;br /&gt;
&lt;br /&gt;
 Volcanism Weighted Range. &lt;br /&gt;
&lt;br /&gt;
 Volcanism Weighted Range (0-20)   1        Volcanism Weighted Range (0-20)   1&lt;br /&gt;
 Volcanism Weighted Range (20-40)  1        Volcanism Weighted Range (20-40)  0&lt;br /&gt;
 Volcanism Weighted Range (40-60)  1  ---&amp;gt;  Volcanism Weighted Range (40-60)  0&lt;br /&gt;
 Volcanism Weighted Range (60-80)  1        Volcanism Weighted Range (60-80)  0&lt;br /&gt;
 Volcanism Weighted Range (80-100) 1        Volcanism Weighted Range (80-100) 1&lt;br /&gt;
&lt;br /&gt;
&amp;gt; This will make it so the only volcanism values which can exist are the lower end and the upper end of the range, so it further increases the likelihood of sedimentary biomes being near volcanos.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; The final trick is to increase the number of volcanoes, increasing the odds that you'll find one in a good position. The Minimum Volcano Number will vary based on map size. On a medium map, I usually set it to 35.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=234877</id>
		<title>User:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=234877"/>
		<updated>2018-01-24T04:40:09Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoil small|&lt;br /&gt;
Here is  &lt;br /&gt;
''the basic''&lt;br /&gt;
'''template.'''&lt;br /&gt;
:bleh&amp;lt;br /&amp;gt;:bleh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Downloads and preferred mods =&lt;br /&gt;
&lt;br /&gt;
Mac Starter Pack: http://www.bay12forums.com/smf/index.php?topic=158322.0&lt;br /&gt;
&lt;br /&gt;
Modest Mod (abandoned?): http://www.bay12forums.com/smf/index.php?topic=148265.0&lt;br /&gt;
&lt;br /&gt;
Mac Legends Browser: http://www.bay12forums.com/smf/index.php?topic=155307.0&lt;br /&gt;
&lt;br /&gt;
Announcement Window : http://www.bay12forums.com/smf/index.php?topic=153777.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= DF Hack Commands to Remember =&lt;br /&gt;
&lt;br /&gt;
== Generally Useful == &lt;br /&gt;
&lt;br /&gt;
Hotkeys&lt;br /&gt;
&lt;br /&gt;
Opens an in-game screen showing DFHack keybindings that are valid in the current mode.&lt;br /&gt;
&lt;br /&gt;
stripcaged&lt;br /&gt;
&lt;br /&gt;
For dumping items inside cages. Will mark selected items for dumping, then a dwarf may come and actually dump it. See also autodump.&lt;br /&gt;
&lt;br /&gt;
With the items argument, only dumps items laying in the cage, excluding stuff worn by caged creatures. weapons will dump worn weapons, armor will dump everything worn by caged creatures (including armor and clothing), and all will dump everything, on a creature or not.&lt;br /&gt;
&lt;br /&gt;
stripcaged list will display on the dfhack console the list of all cages and their item content.&lt;br /&gt;
&lt;br /&gt;
Without further arguments, all commands work on all cages and animal traps on the map. With the here argument, considers only the in-game selected cage (or the cage under the game cursor). &lt;br /&gt;
&lt;br /&gt;
quicksave&lt;br /&gt;
&lt;br /&gt;
If called in dwarf mode, makes DF immediately auto-save the game by setting a flag normally used in seasonal auto-save.&lt;br /&gt;
'''colonies [bees]'''  :   Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.&lt;br /&gt;
&lt;br /&gt;
'''tidlers''' : Toggle between all possible positions where the idlers count can be placed.&lt;br /&gt;
&lt;br /&gt;
'''deathcause'''&lt;br /&gt;
&lt;br /&gt;
Focus a body part ingame, and this script will display the cause of death of the creature. Also works when selecting units from the 'u'nitlist viewscreen.&lt;br /&gt;
&lt;br /&gt;
'''dfstatus'''&lt;br /&gt;
&lt;br /&gt;
Show a quick overview of critical stock quantities, including food, dirnks, wood, and various bars.&lt;br /&gt;
&lt;br /&gt;
'''prospect'''&lt;br /&gt;
&lt;br /&gt;
Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
all:	Scan the whole map, as if it was revealed.&lt;br /&gt;
value:	Show material value in the output. Most useful for gems.&lt;br /&gt;
hell:	Show the Z range of HFS tubes. Implies 'all'.&lt;br /&gt;
&lt;br /&gt;
If prospect is called during the embark selection screen, it displays an estimate of layer stone availability.&lt;br /&gt;
&lt;br /&gt;
'''showmood'''&lt;br /&gt;
&lt;br /&gt;
Shows all items needed for the currently active strange mood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
drybuckets&lt;br /&gt;
&lt;br /&gt;
This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.&lt;br /&gt;
&lt;br /&gt;
cleanowned&lt;br /&gt;
&lt;br /&gt;
Confiscates items owned by dwarfs. By default, owned food on the floor and rotten items are confistacted and dumped.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
all:	confiscate all owned items&lt;br /&gt;
scattered:	confiscated and dump all items scattered on the floor&lt;br /&gt;
x:	confiscate/dump items with wear level 'x' and more&lt;br /&gt;
X:	confiscate/dump items with wear level 'X' and more&lt;br /&gt;
dryrun:	a dry run. combine with other options to see what will happen without it actually happening.&lt;br /&gt;
&lt;br /&gt;
fixdiplomats&lt;br /&gt;
fixmerchants&lt;br /&gt;
  - Adds Elf and Human diplomats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== stockpile settings management ==&lt;br /&gt;
&lt;br /&gt;
Save and load stockpile settings. See the gui/stockpiles for an in-game GUI to this plugin.&lt;br /&gt;
&lt;br /&gt;
== Stockpile code ==&lt;br /&gt;
&lt;br /&gt;
'''copystock'''&lt;br /&gt;
&lt;br /&gt;
Copies the parameters of the currently highlighted stockpile to the custom stockpile settings and switches to custom stockpile placement mode, effectively allowing you to copy/paste stockpiles easily.&lt;br /&gt;
&lt;br /&gt;
'''savestock'''&lt;br /&gt;
&lt;br /&gt;
Saves the currently highlighted stockpile's settings to a file in your Dwarf Fortress folder. This file can be used to copy settings between game saves or players.&lt;br /&gt;
&lt;br /&gt;
example:&lt;br /&gt;
&lt;br /&gt;
'''` savestock food_settings.dfstock `'''&lt;br /&gt;
&lt;br /&gt;
'''loadstock'''&lt;br /&gt;
&lt;br /&gt;
Loads a saved stockpile settings file and applies it to the currently selected stockpile.&lt;br /&gt;
&lt;br /&gt;
example:&lt;br /&gt;
&lt;br /&gt;
'''` loadstock food_settings.dfstock `'''&lt;br /&gt;
&lt;br /&gt;
To use savestock and loadstock, use the 'q' command to highlight a stockpile. Then run savestock giving it a descriptive filename. Then, in a different (or same!) gameworld, you can highlight any stockpile with 'q' then execute the 'loadstock' command passing it the name of that file. The settings will be applied to that stockpile.&lt;br /&gt;
&lt;br /&gt;
Notes: It saves and loads files relative to the DF folder, so put your files there or in a subfolder for easy access. Filenames should not have spaces.&lt;br /&gt;
&lt;br /&gt;
Limitations: Generated materials, divine metals, etc are not saved as they are different in every world.&lt;br /&gt;
&lt;br /&gt;
== Dig ==&lt;br /&gt;
&lt;br /&gt;
digcircle&lt;br /&gt;
&lt;br /&gt;
A command for easy designation of filled and hollow circles. It has several types of options.&lt;br /&gt;
&lt;br /&gt;
Shape:&lt;br /&gt;
&lt;br /&gt;
hollow:	Set the circle to hollow (default)&lt;br /&gt;
filled:	Set the circle to filled&lt;br /&gt;
#:	Diameter in tiles (default = 0, does nothing)&lt;br /&gt;
Action:&lt;br /&gt;
&lt;br /&gt;
set:	Set designation (default)&lt;br /&gt;
unset:	Unset current designation&lt;br /&gt;
invert:	Invert designations already present&lt;br /&gt;
Designation types:&lt;br /&gt;
&lt;br /&gt;
dig:	Normal digging designation (default)&lt;br /&gt;
ramp:	Ramp digging&lt;br /&gt;
ustair:	Staircase up&lt;br /&gt;
dstair:	Staircase down&lt;br /&gt;
xstair:	Staircase up/down&lt;br /&gt;
chan:	Dig channel&lt;br /&gt;
After you have set the options, the command called with no options repeats with the last selected parameters.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
'digcircle filled 3' = Dig a filled circle with radius = 3.&lt;br /&gt;
'digcircle' = Do it again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Autodump == &lt;br /&gt;
&lt;br /&gt;
autodump&lt;br /&gt;
&lt;br /&gt;
This utility lets you quickly move all items designated to be dumped. Items are instantly moved to the cursor position, the dump flag is unset, and the forbid flag is set, as if it had been dumped normally. Be aware that any active dump item tasks still point at the item.&lt;br /&gt;
&lt;br /&gt;
Cursor must be placed on a floor tile so the items can be dumped there.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
destroy:	Destroy instead of dumping. Doesn't require a cursor.&lt;br /&gt;
destroy-here:	Destroy items only under the cursor.&lt;br /&gt;
visible:	Only process items that are not hidden.&lt;br /&gt;
hidden:	Only process hidden items.&lt;br /&gt;
forbidden:	Only process forbidden items (default: only unforbidden).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Barracks Tools ==&lt;br /&gt;
fix-armory&lt;br /&gt;
&lt;br /&gt;
Enables a fix for storage of squad equipment in barracks.&lt;br /&gt;
&lt;br /&gt;
Specifically, it prevents your haulers from moving squad equipment to stockpiles, and instead queues jobs to store it on weapon racks, armor stands, and in containers.&lt;br /&gt;
&lt;br /&gt;
Note&lt;br /&gt;
&lt;br /&gt;
In order to actually be used, weapon racks have to be patched and manually assigned to a squad. See documentation for gui/assign-rack below.&lt;br /&gt;
&lt;br /&gt;
Also, the default capacity of armor stands is way too low, so you may want to also apply the armorstand-capacity patch. Check out http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445 for more information about the bugs.&lt;br /&gt;
&lt;br /&gt;
Note that the buildings in the armory are used as follows:&lt;br /&gt;
&lt;br /&gt;
Weapon racks (when patched) are used to store any assigned weapons. Each rack belongs to a specific squad, and can store up to 5 weapons.&lt;br /&gt;
Armor stands belong to specific squad members and are used for armor and shields. By default one stand can store one item of each type (hence one boot or gauntlet); if patched, the limit is raised to 2, which should be sufficient.&lt;br /&gt;
Cabinets are used to store assigned clothing for a specific squad member. They are never used to store owned clothing.&lt;br /&gt;
Chests (boxes, etc) are used for a flask, backpack or quiver assigned to the squad member. Due to a probable bug, food is dropped out of the backpack when it is stored.&lt;br /&gt;
Warning&lt;br /&gt;
&lt;br /&gt;
Although armor stands, cabinets and chests properly belong only to one squad member, the owner of the building used to create the barracks will randomly use any containers inside the room. Thus, it is recommended to always create the armory from a weapon rack.&lt;br /&gt;
&lt;br /&gt;
Contrary to the common misconception, all these uses are controlled by the Individual Equipment usage flag. The Squad Equipment flag is actually intended for ammo, but the game does even less in that area than for armor and weapons. This plugin implements the following rules almost from scratch:&lt;br /&gt;
&lt;br /&gt;
Combat ammo is stored in chests inside rooms with Squad Equipment enabled.&lt;br /&gt;
If a chest is assigned to a squad member due to Individual Equipment also being set, it is only used for that squad's ammo; otherwise, any squads with Squad Equipment on the room will use all of the chests at random.&lt;br /&gt;
Training ammo is stored in chests inside archery ranges designated from archery targets, and controlled by the same Train flag as archery training itself. This is inspired by some defunct code for weapon racks.&lt;br /&gt;
&lt;br /&gt;
== Make Quickfort files ==&lt;br /&gt;
&lt;br /&gt;
blueprint&lt;br /&gt;
&lt;br /&gt;
Exports a portion of your fortress into QuickFort style blueprint files.:&lt;br /&gt;
&lt;br /&gt;
blueprint &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;name&amp;gt; [dig] [build] [place] [query]&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
x,y,z:	Size of map area to export&lt;br /&gt;
name:	Name of export files&lt;br /&gt;
dig:	Export dig commands to &amp;quot;&amp;lt;name&amp;gt;-dig.csv&amp;quot;&lt;br /&gt;
build:	Export build commands to &amp;quot;&amp;lt;name&amp;gt;-build.csv&amp;quot;&lt;br /&gt;
place:	Export stockpile commands to &amp;quot;&amp;lt;name&amp;gt;-place.csv&amp;quot;&lt;br /&gt;
query:	Export query commands to &amp;quot;&amp;lt;name&amp;gt;-query.csv&amp;quot;&lt;br /&gt;
If only region and name are given, all exports are performed.&lt;br /&gt;
&lt;br /&gt;
== Cat-Sacks Ultimate Cheat Code! ==&lt;br /&gt;
&lt;br /&gt;
'''catsplosion'''&lt;br /&gt;
&lt;br /&gt;
Makes cats just multiply. It is not a good idea to run this more than once or twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Exporting Legends =&lt;br /&gt;
&lt;br /&gt;
Process legends export is working, I tested it just now:&lt;br /&gt;
Open legends (even in fortress mode with Ctrl-Shift-L)&lt;br /&gt;
Export all legends data with Ctrl-A&lt;br /&gt;
Run Process exports from the launcher. Wait for the compression to finish. It can take some time on large worlds.&lt;br /&gt;
Find exported legends in User Generated Content/[region name]&lt;br /&gt;
&lt;br /&gt;
= Advanced World Gen variables to start playing with =&lt;br /&gt;
&lt;br /&gt;
Some settings I may consider mucking with safely:&lt;br /&gt;
&lt;br /&gt;
http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Cavern_Parameters&lt;br /&gt;
&lt;br /&gt;
[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]	[CAVE_MIN_SIZE:5]	Range: 1 to 500&lt;br /&gt;
[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]	[CAVE_MAX_SIZE:25]&lt;br /&gt;
&lt;br /&gt;
Increase these to make larger caves that touch the surface.&lt;br /&gt;
&lt;br /&gt;
[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]	[ALL_CAVES_VISIBLE:0]	1/0 = Yes/No&lt;br /&gt;
&lt;br /&gt;
Set to 1 so they can be chosen on Embark.&lt;br /&gt;
&lt;br /&gt;
[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]	[SHOW_EMBARK_TUNNEL:2]	&lt;br /&gt;
0 = No, 1 = Only in Finder, 2 = Always&lt;br /&gt;
&lt;br /&gt;
Currently does nothing, but I'd like to set it to 1 just to double check.&lt;br /&gt;
&lt;br /&gt;
[https://gaming.stackexchange.com/questions/119308/coal-and-a-volcano-on-the-same-map Increase likelihood of volcanoes]&lt;br /&gt;
&lt;br /&gt;
Sett Volcanism X-Variance &amp;amp; Volcanism Y-Variance to maximum (3200), a much steeper drop off in volcanism, allowing sedimentary layers to be right next to volcanoes.&lt;br /&gt;
&lt;br /&gt;
 Volcanism Weighted Range. &lt;br /&gt;
&lt;br /&gt;
 Volcanism Weighted Range (0-20)   1        Volcanism Weighted Range (0-20)   1&lt;br /&gt;
 Volcanism Weighted Range (20-40)  1        Volcanism Weighted Range (20-40)  0&lt;br /&gt;
 Volcanism Weighted Range (40-60)  1  ---&amp;gt;  Volcanism Weighted Range (40-60)  0&lt;br /&gt;
 Volcanism Weighted Range (60-80)  1        Volcanism Weighted Range (60-80)  0&lt;br /&gt;
 Volcanism Weighted Range (80-100) 1        Volcanism Weighted Range (80-100) 1&lt;br /&gt;
&lt;br /&gt;
&amp;gt; This will make it so the only volcanism values which can exist are the lower end and the upper end of the range, so it further increases the likelihood of sedimentary biomes being near volcanos.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; The final trick is to increase the number of volcanoes, increasing the odds that you'll find one in a good position. The Minimum Volcano Number will vary based on map size. On a medium map, I usually set it to 35.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=234876</id>
		<title>User:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=234876"/>
		<updated>2018-01-24T04:30:35Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoil small|&lt;br /&gt;
Here is  &lt;br /&gt;
''the basic''&lt;br /&gt;
'''template.'''&lt;br /&gt;
:bleh&amp;lt;br /&amp;gt;:bleh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Downloads and preferred mods =&lt;br /&gt;
&lt;br /&gt;
Mac Starter Pack: http://www.bay12forums.com/smf/index.php?topic=158322.0&lt;br /&gt;
&lt;br /&gt;
Modest Mod (abandoned?): http://www.bay12forums.com/smf/index.php?topic=148265.0&lt;br /&gt;
&lt;br /&gt;
Mac Legends Browser: http://www.bay12forums.com/smf/index.php?topic=155307.0&lt;br /&gt;
&lt;br /&gt;
Announcement Window : http://www.bay12forums.com/smf/index.php?topic=153777.0&lt;br /&gt;
&lt;br /&gt;
= DF Hack Commands to Remember =&lt;br /&gt;
&lt;br /&gt;
== Generally Useful == &lt;br /&gt;
&lt;br /&gt;
Hotkeys&lt;br /&gt;
&lt;br /&gt;
Opens an in-game screen showing DFHack keybindings that are valid in the current mode.&lt;br /&gt;
&lt;br /&gt;
stripcaged&lt;br /&gt;
&lt;br /&gt;
For dumping items inside cages. Will mark selected items for dumping, then a dwarf may come and actually dump it. See also autodump.&lt;br /&gt;
&lt;br /&gt;
With the items argument, only dumps items laying in the cage, excluding stuff worn by caged creatures. weapons will dump worn weapons, armor will dump everything worn by caged creatures (including armor and clothing), and all will dump everything, on a creature or not.&lt;br /&gt;
&lt;br /&gt;
stripcaged list will display on the dfhack console the list of all cages and their item content.&lt;br /&gt;
&lt;br /&gt;
Without further arguments, all commands work on all cages and animal traps on the map. With the here argument, considers only the in-game selected cage (or the cage under the game cursor). &lt;br /&gt;
&lt;br /&gt;
quicksave&lt;br /&gt;
&lt;br /&gt;
If called in dwarf mode, makes DF immediately auto-save the game by setting a flag normally used in seasonal auto-save.&lt;br /&gt;
'''colonies [bees]'''  :   Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.&lt;br /&gt;
&lt;br /&gt;
'''tidlers''' : Toggle between all possible positions where the idlers count can be placed.&lt;br /&gt;
&lt;br /&gt;
'''deathcause'''&lt;br /&gt;
&lt;br /&gt;
Focus a body part ingame, and this script will display the cause of death of the creature. Also works when selecting units from the 'u'nitlist viewscreen.&lt;br /&gt;
&lt;br /&gt;
'''dfstatus'''&lt;br /&gt;
&lt;br /&gt;
Show a quick overview of critical stock quantities, including food, dirnks, wood, and various bars.&lt;br /&gt;
&lt;br /&gt;
'''prospect'''&lt;br /&gt;
&lt;br /&gt;
Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
all:	Scan the whole map, as if it was revealed.&lt;br /&gt;
value:	Show material value in the output. Most useful for gems.&lt;br /&gt;
hell:	Show the Z range of HFS tubes. Implies 'all'.&lt;br /&gt;
&lt;br /&gt;
If prospect is called during the embark selection screen, it displays an estimate of layer stone availability.&lt;br /&gt;
&lt;br /&gt;
'''showmood'''&lt;br /&gt;
&lt;br /&gt;
Shows all items needed for the currently active strange mood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
drybuckets&lt;br /&gt;
&lt;br /&gt;
This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.&lt;br /&gt;
&lt;br /&gt;
cleanowned&lt;br /&gt;
&lt;br /&gt;
Confiscates items owned by dwarfs. By default, owned food on the floor and rotten items are confistacted and dumped.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
all:	confiscate all owned items&lt;br /&gt;
scattered:	confiscated and dump all items scattered on the floor&lt;br /&gt;
x:	confiscate/dump items with wear level 'x' and more&lt;br /&gt;
X:	confiscate/dump items with wear level 'X' and more&lt;br /&gt;
dryrun:	a dry run. combine with other options to see what will happen without it actually happening.&lt;br /&gt;
&lt;br /&gt;
fixdiplomats&lt;br /&gt;
fixmerchants&lt;br /&gt;
  - Adds Elf and Human diplomats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== stockpile settings management ==&lt;br /&gt;
&lt;br /&gt;
Save and load stockpile settings. See the gui/stockpiles for an in-game GUI to this plugin.&lt;br /&gt;
&lt;br /&gt;
== Stockpile code ==&lt;br /&gt;
&lt;br /&gt;
'''copystock'''&lt;br /&gt;
&lt;br /&gt;
Copies the parameters of the currently highlighted stockpile to the custom stockpile settings and switches to custom stockpile placement mode, effectively allowing you to copy/paste stockpiles easily.&lt;br /&gt;
&lt;br /&gt;
'''savestock'''&lt;br /&gt;
&lt;br /&gt;
Saves the currently highlighted stockpile's settings to a file in your Dwarf Fortress folder. This file can be used to copy settings between game saves or players.&lt;br /&gt;
&lt;br /&gt;
example:&lt;br /&gt;
&lt;br /&gt;
'''` savestock food_settings.dfstock `'''&lt;br /&gt;
&lt;br /&gt;
'''loadstock'''&lt;br /&gt;
&lt;br /&gt;
Loads a saved stockpile settings file and applies it to the currently selected stockpile.&lt;br /&gt;
&lt;br /&gt;
example:&lt;br /&gt;
&lt;br /&gt;
'''` loadstock food_settings.dfstock `'''&lt;br /&gt;
&lt;br /&gt;
To use savestock and loadstock, use the 'q' command to highlight a stockpile. Then run savestock giving it a descriptive filename. Then, in a different (or same!) gameworld, you can highlight any stockpile with 'q' then execute the 'loadstock' command passing it the name of that file. The settings will be applied to that stockpile.&lt;br /&gt;
&lt;br /&gt;
Notes: It saves and loads files relative to the DF folder, so put your files there or in a subfolder for easy access. Filenames should not have spaces.&lt;br /&gt;
&lt;br /&gt;
Limitations: Generated materials, divine metals, etc are not saved as they are different in every world.&lt;br /&gt;
&lt;br /&gt;
== Dig ==&lt;br /&gt;
&lt;br /&gt;
digcircle&lt;br /&gt;
&lt;br /&gt;
A command for easy designation of filled and hollow circles. It has several types of options.&lt;br /&gt;
&lt;br /&gt;
Shape:&lt;br /&gt;
&lt;br /&gt;
hollow:	Set the circle to hollow (default)&lt;br /&gt;
filled:	Set the circle to filled&lt;br /&gt;
#:	Diameter in tiles (default = 0, does nothing)&lt;br /&gt;
Action:&lt;br /&gt;
&lt;br /&gt;
set:	Set designation (default)&lt;br /&gt;
unset:	Unset current designation&lt;br /&gt;
invert:	Invert designations already present&lt;br /&gt;
Designation types:&lt;br /&gt;
&lt;br /&gt;
dig:	Normal digging designation (default)&lt;br /&gt;
ramp:	Ramp digging&lt;br /&gt;
ustair:	Staircase up&lt;br /&gt;
dstair:	Staircase down&lt;br /&gt;
xstair:	Staircase up/down&lt;br /&gt;
chan:	Dig channel&lt;br /&gt;
After you have set the options, the command called with no options repeats with the last selected parameters.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
'digcircle filled 3' = Dig a filled circle with radius = 3.&lt;br /&gt;
'digcircle' = Do it again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Autodump == &lt;br /&gt;
&lt;br /&gt;
autodump&lt;br /&gt;
&lt;br /&gt;
This utility lets you quickly move all items designated to be dumped. Items are instantly moved to the cursor position, the dump flag is unset, and the forbid flag is set, as if it had been dumped normally. Be aware that any active dump item tasks still point at the item.&lt;br /&gt;
&lt;br /&gt;
Cursor must be placed on a floor tile so the items can be dumped there.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
destroy:	Destroy instead of dumping. Doesn't require a cursor.&lt;br /&gt;
destroy-here:	Destroy items only under the cursor.&lt;br /&gt;
visible:	Only process items that are not hidden.&lt;br /&gt;
hidden:	Only process hidden items.&lt;br /&gt;
forbidden:	Only process forbidden items (default: only unforbidden).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Barracks Tools ==&lt;br /&gt;
fix-armory&lt;br /&gt;
&lt;br /&gt;
Enables a fix for storage of squad equipment in barracks.&lt;br /&gt;
&lt;br /&gt;
Specifically, it prevents your haulers from moving squad equipment to stockpiles, and instead queues jobs to store it on weapon racks, armor stands, and in containers.&lt;br /&gt;
&lt;br /&gt;
Note&lt;br /&gt;
&lt;br /&gt;
In order to actually be used, weapon racks have to be patched and manually assigned to a squad. See documentation for gui/assign-rack below.&lt;br /&gt;
&lt;br /&gt;
Also, the default capacity of armor stands is way too low, so you may want to also apply the armorstand-capacity patch. Check out http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445 for more information about the bugs.&lt;br /&gt;
&lt;br /&gt;
Note that the buildings in the armory are used as follows:&lt;br /&gt;
&lt;br /&gt;
Weapon racks (when patched) are used to store any assigned weapons. Each rack belongs to a specific squad, and can store up to 5 weapons.&lt;br /&gt;
Armor stands belong to specific squad members and are used for armor and shields. By default one stand can store one item of each type (hence one boot or gauntlet); if patched, the limit is raised to 2, which should be sufficient.&lt;br /&gt;
Cabinets are used to store assigned clothing for a specific squad member. They are never used to store owned clothing.&lt;br /&gt;
Chests (boxes, etc) are used for a flask, backpack or quiver assigned to the squad member. Due to a probable bug, food is dropped out of the backpack when it is stored.&lt;br /&gt;
Warning&lt;br /&gt;
&lt;br /&gt;
Although armor stands, cabinets and chests properly belong only to one squad member, the owner of the building used to create the barracks will randomly use any containers inside the room. Thus, it is recommended to always create the armory from a weapon rack.&lt;br /&gt;
&lt;br /&gt;
Contrary to the common misconception, all these uses are controlled by the Individual Equipment usage flag. The Squad Equipment flag is actually intended for ammo, but the game does even less in that area than for armor and weapons. This plugin implements the following rules almost from scratch:&lt;br /&gt;
&lt;br /&gt;
Combat ammo is stored in chests inside rooms with Squad Equipment enabled.&lt;br /&gt;
If a chest is assigned to a squad member due to Individual Equipment also being set, it is only used for that squad's ammo; otherwise, any squads with Squad Equipment on the room will use all of the chests at random.&lt;br /&gt;
Training ammo is stored in chests inside archery ranges designated from archery targets, and controlled by the same Train flag as archery training itself. This is inspired by some defunct code for weapon racks.&lt;br /&gt;
&lt;br /&gt;
== Make Quickfort files ==&lt;br /&gt;
&lt;br /&gt;
blueprint&lt;br /&gt;
&lt;br /&gt;
Exports a portion of your fortress into QuickFort style blueprint files.:&lt;br /&gt;
&lt;br /&gt;
blueprint &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;name&amp;gt; [dig] [build] [place] [query]&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
x,y,z:	Size of map area to export&lt;br /&gt;
name:	Name of export files&lt;br /&gt;
dig:	Export dig commands to &amp;quot;&amp;lt;name&amp;gt;-dig.csv&amp;quot;&lt;br /&gt;
build:	Export build commands to &amp;quot;&amp;lt;name&amp;gt;-build.csv&amp;quot;&lt;br /&gt;
place:	Export stockpile commands to &amp;quot;&amp;lt;name&amp;gt;-place.csv&amp;quot;&lt;br /&gt;
query:	Export query commands to &amp;quot;&amp;lt;name&amp;gt;-query.csv&amp;quot;&lt;br /&gt;
If only region and name are given, all exports are performed.&lt;br /&gt;
&lt;br /&gt;
== Cat-Sacks Ultimate Cheat Code! ==&lt;br /&gt;
&lt;br /&gt;
'''catsplosion'''&lt;br /&gt;
&lt;br /&gt;
Makes cats just multiply. It is not a good idea to run this more than once or twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Exporting Legends =&lt;br /&gt;
&lt;br /&gt;
Process legends export is working, I tested it just now:&lt;br /&gt;
Open legends (even in fortress mode with Ctrl-Shift-L)&lt;br /&gt;
Export all legends data with Ctrl-A&lt;br /&gt;
Run Process exports from the launcher. Wait for the compression to finish. It can take some time on large worlds.&lt;br /&gt;
Find exported legends in User Generated Content/[region name]&lt;br /&gt;
&lt;br /&gt;
= Advanced World Gen variables to start playing with =&lt;br /&gt;
&lt;br /&gt;
Some settings I may consider mucking with safely:&lt;br /&gt;
&lt;br /&gt;
http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Cavern_Parameters&lt;br /&gt;
&lt;br /&gt;
[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]	[CAVE_MIN_SIZE:5]	Range: 1 to 500&lt;br /&gt;
[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]	[CAVE_MAX_SIZE:25]&lt;br /&gt;
&lt;br /&gt;
Increase these to make larger caves that touch the surface.&lt;br /&gt;
&lt;br /&gt;
[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]	[ALL_CAVES_VISIBLE:0]	1/0 = Yes/No&lt;br /&gt;
&lt;br /&gt;
Set to 1 so they can be chosen on Embark.&lt;br /&gt;
&lt;br /&gt;
[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]	[SHOW_EMBARK_TUNNEL:2]	&lt;br /&gt;
0 = No, 1 = Only in Finder, 2 = Always&lt;br /&gt;
&lt;br /&gt;
Currently does nothing, but I'd like to set it to 1 just to double check.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Repeater&amp;diff=234872</id>
		<title>Repeater</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Repeater&amp;diff=234872"/>
		<updated>2018-01-24T04:06:29Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Minecart repeater */ Added ASCII example, since the images are missing from the posts referenced here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|11:56, 18 May 2015 (UTC)}}&lt;br /&gt;
&amp;lt;!-- Comment --&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''repeater''' is a device which creates a cyclic pattern of on and off signals. The simplest repeater design is a [[dwarf]] pulling a [[lever]] on [[repeat]]. However, numerous fully-automated designs are possible which can be made to operate at varying rates and linked to other systems for precise timing. Most repeaters use [[minecart]]s, fluids, or creatures to trigger [[pressure plate]]s cyclically.&lt;br /&gt;
&lt;br /&gt;
As a general warning, always have a way to turn off the repeater, and/or allow your dwarves later access for repairs or modifications.&lt;br /&gt;
&lt;br /&gt;
===Lever repeater===&lt;br /&gt;
A lever with a pull job on repeat provides the simplest repeating cycle. After taking the first job, one dwarf will typically continue to pull the lever until becoming [[Food|hungry]], thirsty, tired, or taking a [[on break|break]], at which point another dwarf will take over. A lever repeater is generally fast (less than 100 ticks per cycle), with varying lengths of inactivity as dwarves switch out. Unfortunately, the cycle length cannot be modified, nor can the repeater be synchronized with other systems. The occasional periods of inactivity can also prove problematic in critical applications, though a [[vampire]] can be significantly more reliable than a group of living dwarves.&lt;br /&gt;
&lt;br /&gt;
===Traffic repeater===&lt;br /&gt;
For low-priority tasks, a civilian-triggered [[pressure plate]] built in a hallway of the fortress can provide a simple oscillating signal automatically. The signal from such a repeater varies widely, though it can be adjusted somewhat by choosing hallways with more or less traffic. The lack of precision means that traffic repeaters are best utilized where a task needs to occur occasionally, but the timing is unimportant (such as triggering an [[atom smasher]] at the bottom of a garbage chute).&lt;br /&gt;
&lt;br /&gt;
===Wave repeater===&lt;br /&gt;
A wave repeater is simply a wave traveling through a channel containing a pressure plate, as described in this [http://www.bay12forums.com/smf/index.php?topic=68659.0 forum post].&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
╔══════╗   ╔══════╗&lt;br /&gt;
║[#F0F]^.....║--&amp;gt;║[#0FF]7[#0FF]7[#0FF]7[#0FF]7[#0FF]7[#0FF]6║&lt;br /&gt;
╚══════╝   ╚══════╝&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A single 6/7 water tile flows through the channel, occasionally triggering a pressure plate set to trigger on 0-6/7 water.  To get the right amount of water in it, it's simplest to fill it all the way, then designate it as a [[Activity_zone#Water_source|water source]] (and perhaps another location as a [[Activity_zone#Pit/pond|pond]]) until a dwarf takes away a single [[bucket]] full of water.&lt;br /&gt;
&lt;br /&gt;
As designed (5 tiles of non-triggering water, 1 tile of triggering water), this setup triggers rapidly, on par with the repeaters described below.  Counter-intuitively, making it smaller or removing more water slows the action of the repeater because the pressure plate never gets a chance to recover from triggering, which takes 100 ticks. Unfortunately, liquids behave semi-randomly, which means the period of this repeater can vary, making it unsuitable for fine timing applications.&lt;br /&gt;
&lt;br /&gt;
Note about pond/pit filling the repeater.  Pond/pits can only be filled to 6/7 so you will need to set the pressure plate accordingly to trigger on 0-5/7.&lt;br /&gt;
&lt;br /&gt;
It's possible to make a design that can be easily started and stopped, even one that conserves water, but such systems are complex, when the beauty of this design is its simplicity.  If it needs to be stopped for maintenance, one is probably best off simply dropping another bucket of water in it.&lt;br /&gt;
&lt;br /&gt;
===Fluid logic repeater===&lt;br /&gt;
The traditional repeater design is probably this [[fluid logic|fluid]]-based one, described on the [http://www.bay12forums.com/smf/index.php?topic=33563.msg495183#msg495183 forum] by [http://www.bay12forums.com/smf/index.php?action=profile;u=16168 AncientEnemy]):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt; [#1:1]≈≈≈≈≈[#]  - infinite source of water&lt;br /&gt;
 ═╗[#1:1]≈[#]╔═  - wall to channel out after construction&lt;br /&gt;
  ╠[#7:0][@7:1]X[@#]╣   - shutoff floodgate (linked to exterior lever)&lt;br /&gt;
  ║#║   - 1-tile drawbridge (linked to pressure plate)&lt;br /&gt;
  ║[#5:1]^[#]┼   - pressure plate (set to 7-7 water), and access door &lt;br /&gt;
  ╠[#7:0][@7:1]X[@#]╣   - floodgate (linked to pressure plate)&lt;br /&gt;
  ╚═╝&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So long as the shutoff [[floodgate]] isn't closed, [[water]] from an infinite source flows on to the pressure plate, causing the raising [[bridge]] to block access to the water source and destroy water in the circuit, while the opening of the southern floodgate compensates for the space taken up by this bridge.  This water destruction mechanic means that, unlike many fluid logic circuits, this repeater needs no drainage.  The single pressure plate works both to regulate the repeater, and as output.&lt;br /&gt;
&lt;br /&gt;
This repeater toggles fairly slowly, about once every 300 steps, making it suitable for operating repeating bridges, floodgates, and [[Trap#Upright Spear/Spike|upright spikes]].   Off signals tend to follow on signals about 200 ticks later.  As an added bonus, the southern wall can be removed and connected to a [[reservoir|cistern]] whose water level will be automatically maintained at a level between 3 and 4 deep-- perfect for [[swimmer|swimming]]!&lt;br /&gt;
&lt;br /&gt;
For an alternate water-based repeater, consider the design at [[User:SL/Logic_Gates#Repeater]] which demonstrates a two level, hybrid repeater.&lt;br /&gt;
&lt;br /&gt;
===Goblin repeater===&lt;br /&gt;
Designs based on [[creature logic]] are also possible.  The following example is compact, reliable, and fairly predictable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
   ╔═╗  &lt;br /&gt;
═══╝[#FF0]¢[#]╚══&lt;br /&gt;
[#F00]p[#FF0]¢^¢[#00F]¢[#F0F][@00F]^[#00F][@]¢[#F00]p[#]&lt;br /&gt;
══╗[#00F]¢[#]╔═══&lt;br /&gt;
  ╚═╝&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A captured goblin placed between the two pressure plates drives this system in his attempts to reach map edge through paths {{Raw Tile|¢p|#F00|#000}}.  {{Raw Tile|^|#FF0|#000}} is linked to all {{Raw Tile|¢|#FF0|#000}}, and {{Raw Tile|^|#F0F|#00F}} is linked to all {{Raw Tile|¢|#00F|#000}}, as well as to output.  This gives the goblin a path away from his constrained tile every 100 ticks.  Delays in picking up path tend to make it run a cycle every 250 ticks. with on and off signals separated by about 120 ticks.  Its rate of repetition can be doubled by hooking both {{Raw Tile|^|#FFF|#000}} to output, although this leads to close placement of on and off signals.&lt;br /&gt;
&lt;br /&gt;
===Minecart repeater===&lt;br /&gt;
&lt;br /&gt;
In the simplest application, a hauler can guide a [[minecart]] across a pressure plate and around a circular track on a set schedule. A hauling route stop set to guide after X days has a fixed minimum interval (X days), but the maximum cycle time is somewhat variable (depending on how long it takes a hauler to accept the job and walk to the minecart). This type of repeater can be useful for triggering occasional time-insensitive events, like enabling a [[mist|mist generator]] for a few days every month.&lt;br /&gt;
&lt;br /&gt;
To remove the dwarf timing uncertainty, a [[Minecart#Roller|roller]] can propel the [[minecart]] around the circular track instead. Due to the fixed speed provided by rollers and the deterministic behaviour of minecarts, this type of minecart repeater provides a cycle with an absolutely constant repeat time. The exact period of such a powered repeater is relatively easy to regulate by choosing the operation speed of the roller, by adjusting the length of the track and by adding medium- and low-friction [[Minecart#Track stop|track stops]] to reduce movement speed. &lt;br /&gt;
&lt;br /&gt;
The [[Minecart#Impulse ramps|impulse ramp]] exploit allows for the design of completely autonomous minecart-based repeaters. Changing the length and friction of the route provides the ability to fine-tune the period of the repeater.&lt;br /&gt;
&lt;br /&gt;
This design uses a 7 by 8 by 3 z level footprint, and was used for upright spike traps. It was originally posted [http://www.bay12forums.com/smf/index.php?topic=154293.msg6643457#msg6643457 in this forum thread.]&lt;br /&gt;
&lt;br /&gt;
 z              z-1            z-2&lt;br /&gt;
 1234567890     1234567890     1234567890     &lt;br /&gt;
 wwwwwwwwww  1  wwwwwwwwww  1  wwwwwwwwww     where&lt;br /&gt;
 wwwwwwwwww  2  wwwwwwwwww  2  wDDDDDDDDw     w = unchanged wall&lt;br /&gt;
 wwwwwwwwww  3  wwwwwwwwww  3  wDwwwwwwDw     D = dig prio 4&lt;br /&gt;
 wwwwwwwwww  4  wwwwwwwwww  4  wDwwwwwwDw     h = channel prio 4&lt;br /&gt;
 wwwwwwwwww  5  wwwwwwwwww  5  wDwwwwwwDw     H = channel prio 5&lt;br /&gt;
 wwwwwwwwww  6  wwwwwwwwww  6  wDwwwwwwDw     &lt;br /&gt;
 wwwwwwwwww  7  wwwwwwwwww  7  wDwwwwwwDw     &lt;br /&gt;
 wwwwwwhDhw  8  wwwwwhwwHw  8  wDDDDwwwww     &lt;br /&gt;
 wwwwwwwwww  9  wwwwwwwwDw  9  wwwwwwwwww     &lt;br /&gt;
 &lt;br /&gt;
# Carve a track at all the 'D' tiles in the obvious direction.&lt;br /&gt;
# Carve N/E impulse ramps at the three ramps (2 on Z - 2, one on Z - 1)&lt;br /&gt;
# Place a hatch cover over the east chute on Z and define a track stop there (with a mine cart, of course). &lt;br /&gt;
## Remove the default movement orders for the stop. &lt;br /&gt;
## Hook the hatch to a start/stop lever. (not pictured)&lt;br /&gt;
# Build a mine cart activated pressure plate anywhere on the flat track (i.e. not any ramp), for example, 2 tiles N of the drop chute starting the repeater.&lt;br /&gt;
# Hook the pressure plate up to the focus of the repeater (spike traps, danger room, bridge, etc).&lt;br /&gt;
# Clear out or forbid all the debris in the tunnel, or you run the risk of creating road kill as someone goes to pick it up.&lt;br /&gt;
# Use the lever to start and stop the process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=114695.0 this forum thread] for other designs tuned for bridge and upright spike traps.&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=126154.0 this forum thread] for a super-compact design.&lt;br /&gt;
&lt;br /&gt;
Minecart repeaters can be calibrated to periods usable in the construction of clocks, like 200, 300 or 400 steps. Powered repeaters of this type will require nothing but a single roller and the power to run it, one pressure plate and a bit of space for the track. Repeaters using ramps to create perpetual motion don't need the roller or power but tend to be a bit more difficult to calibrate to useful periods and need additional infrastructure to stop their operation.&lt;br /&gt;
&lt;br /&gt;
Minecart repeaters can also be synchronized with other systems. Adding additional pressure plates to the tracks can allow a single repeater to provide multiple offset signals, and/or a [[Pressure_plate#Lightspeed_repeater|combined high-frequency signal]]. Alternatively, a pressure plate can trigger another independently-timed system.&lt;br /&gt;
&lt;br /&gt;
==Clock Generation==&lt;br /&gt;
Although the law of big numbers means that, over large enough intervals, the abovementioned irregular repeaters (the fluid and goblin logic ones) can be used to run a clock, designs that generate perfect clock signals have been known for a while.&lt;br /&gt;
&lt;br /&gt;
This [[mechanical logic|mechanical]]-fluid hybrid repeater was the first proposed device to produce completely regular signals, at a frequency determined by the speed of pressure plate recovery. The basic design consists of 4 [[screw pump]]s and 4 pressure plates but other versions are possible, depending on the number of separate steps you need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Level 0&lt;br /&gt;
|Level -1&lt;br /&gt;
|Level -2&lt;br /&gt;
|-&lt;br /&gt;
|{{diagram|color=#808080|&lt;br /&gt;
██████&lt;br /&gt;
██[#ff0]☼███&lt;br /&gt;
█[#00f]☼[#c0c0c0]☼[#c0c0c0]☼[#808000]═[#808000]═&lt;br /&gt;
███[#c0c0c0]☼[#f00]☼█&lt;br /&gt;
███[#0f0]☼██&lt;br /&gt;
██████}}&lt;br /&gt;
|{{diagram|color=#808080|&lt;br /&gt;
██████&lt;br /&gt;
█[#000]█[#0f0]÷[#008000]÷[#000]██&lt;br /&gt;
█[#008000]÷██[#0f0]÷█&lt;br /&gt;
█[#0f0]÷██[#008000]÷█&lt;br /&gt;
█[#000]█[#008000]÷[#0f0]÷[#000]██&lt;br /&gt;
██████}}&lt;br /&gt;
|{{diagram|color=#808080|&lt;br /&gt;
██████&lt;br /&gt;
█[#f00]^██[#0f0]^█&lt;br /&gt;
██████&lt;br /&gt;
██████&lt;br /&gt;
█[#ff0]^██[#00f]^█&lt;br /&gt;
██████}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Raw Tile|÷|#0f0|#000}}{{Raw Tile|÷|#008000|#000}} is a screw pump which pumps from the light side to the dark side. {{Raw Tile|^|#f00|#000}} is a pressure plate which disengages gear {{Raw Tile|☼|#f00|#000}} when water of depth 1-7 lands on it. The red, green, blue, and yellow pressure plates and gears are color coded only to show which is linked to which. In the game they'll all look like {{Raw Tile|^|#f0f|#000}} and {{Raw Tile|☼|#c0c0c0|#000}}. Building a pump after the gear which powers it or a gear after the pressure plate which disengages it will introduce a 1-step delay; so, depending on build order, the repeater might have a period between 400 and 408 steps. If the pumps, gears, and pressure plates are built in that order, then this system will repeat every 400 steps, exactly. Start the repeater by using a pond zone to dump 2 buckets of water onto any one of the plates.&lt;br /&gt;
&lt;br /&gt;
The device as depicted uses 47-62 power during operation, and requires 62 power for startup.  Drive train to power may, of course, lead to higher requirements.  Once the two units of water are introduced to the system, water is conserved perfectly.&lt;br /&gt;
&lt;br /&gt;
See [[User:MrFake/NStepCyclicRepeater]] for generalizable n-step clock generator instructions.&lt;br /&gt;
&lt;br /&gt;
[[User:Hash/SelfPoweredHaltableRepeater]] demonstrates clock generation with integrated water [[water_wheel#perpetual_motion|reactor]].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=34407.msg572324#msg572324 Forum thread] has more description and explanations.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/movie-1370-pump-basedautorepeater DFMA movie] shows the action of pump-based clock generation.&lt;br /&gt;
&lt;br /&gt;
===Delay===&lt;br /&gt;
Clock generation is closely related to the concept of delay: making a signal reach a target a certain amount of time after it is created.  Any non-mechanical circuit introduces delay in a signal-- the simplest form of delay is an identity gate.  The clock signal generator described above is remarkable for introducing a consistent delay.  Any consistent delay can be used for clock generation.  Before the introduction of minecarts, there were three known consistent intervals in Dwarf Fortress with which to fashion a clock signal generator: the reset delay associated with a pressure plate sending a ''close'' signal; the rate with which a creature [[gravity|falls]]; and the amount of time that a screw pump will continue to pump after losing power.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Constructions}}&lt;br /&gt;
{{Category|Computing}}&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=234861</id>
		<title>User:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=234861"/>
		<updated>2018-01-22T13:51:21Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoil small|&lt;br /&gt;
Here is  &lt;br /&gt;
''the basic''&lt;br /&gt;
'''template.'''&lt;br /&gt;
:bleh&amp;lt;br /&amp;gt;:bleh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Downloads and preferred mods =&lt;br /&gt;
&lt;br /&gt;
Mac Starter Pack: http://www.bay12forums.com/smf/index.php?topic=158322.0&lt;br /&gt;
Modest Mod (abandoned?): http://www.bay12forums.com/smf/index.php?topic=148265.0&lt;br /&gt;
Mac Legends Browser: http://www.bay12forums.com/smf/index.php?topic=155307.0&lt;br /&gt;
&lt;br /&gt;
= DF Hack Commands to Remember =&lt;br /&gt;
&lt;br /&gt;
== Generally Useful == &lt;br /&gt;
&lt;br /&gt;
Hotkeys&lt;br /&gt;
&lt;br /&gt;
Opens an in-game screen showing DFHack keybindings that are valid in the current mode.&lt;br /&gt;
&lt;br /&gt;
stripcaged&lt;br /&gt;
&lt;br /&gt;
For dumping items inside cages. Will mark selected items for dumping, then a dwarf may come and actually dump it. See also autodump.&lt;br /&gt;
&lt;br /&gt;
With the items argument, only dumps items laying in the cage, excluding stuff worn by caged creatures. weapons will dump worn weapons, armor will dump everything worn by caged creatures (including armor and clothing), and all will dump everything, on a creature or not.&lt;br /&gt;
&lt;br /&gt;
stripcaged list will display on the dfhack console the list of all cages and their item content.&lt;br /&gt;
&lt;br /&gt;
Without further arguments, all commands work on all cages and animal traps on the map. With the here argument, considers only the in-game selected cage (or the cage under the game cursor). &lt;br /&gt;
&lt;br /&gt;
quicksave&lt;br /&gt;
&lt;br /&gt;
If called in dwarf mode, makes DF immediately auto-save the game by setting a flag normally used in seasonal auto-save.&lt;br /&gt;
'''colonies [bees]'''  :   Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.&lt;br /&gt;
&lt;br /&gt;
'''tidlers''' : Toggle between all possible positions where the idlers count can be placed.&lt;br /&gt;
&lt;br /&gt;
'''deathcause'''&lt;br /&gt;
&lt;br /&gt;
Focus a body part ingame, and this script will display the cause of death of the creature. Also works when selecting units from the 'u'nitlist viewscreen.&lt;br /&gt;
&lt;br /&gt;
'''dfstatus'''&lt;br /&gt;
&lt;br /&gt;
Show a quick overview of critical stock quantities, including food, dirnks, wood, and various bars.&lt;br /&gt;
&lt;br /&gt;
'''prospect'''&lt;br /&gt;
&lt;br /&gt;
Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
all:	Scan the whole map, as if it was revealed.&lt;br /&gt;
value:	Show material value in the output. Most useful for gems.&lt;br /&gt;
hell:	Show the Z range of HFS tubes. Implies 'all'.&lt;br /&gt;
&lt;br /&gt;
If prospect is called during the embark selection screen, it displays an estimate of layer stone availability.&lt;br /&gt;
&lt;br /&gt;
'''showmood'''&lt;br /&gt;
&lt;br /&gt;
Shows all items needed for the currently active strange mood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
drybuckets&lt;br /&gt;
&lt;br /&gt;
This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.&lt;br /&gt;
&lt;br /&gt;
cleanowned&lt;br /&gt;
&lt;br /&gt;
Confiscates items owned by dwarfs. By default, owned food on the floor and rotten items are confistacted and dumped.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
all:	confiscate all owned items&lt;br /&gt;
scattered:	confiscated and dump all items scattered on the floor&lt;br /&gt;
x:	confiscate/dump items with wear level 'x' and more&lt;br /&gt;
X:	confiscate/dump items with wear level 'X' and more&lt;br /&gt;
dryrun:	a dry run. combine with other options to see what will happen without it actually happening.&lt;br /&gt;
&lt;br /&gt;
fixdiplomats&lt;br /&gt;
fixmerchants&lt;br /&gt;
  - Adds Elf and Human diplomats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== stockpile settings management ==&lt;br /&gt;
&lt;br /&gt;
Save and load stockpile settings. See the gui/stockpiles for an in-game GUI to this plugin.&lt;br /&gt;
&lt;br /&gt;
== Stockpile code ==&lt;br /&gt;
&lt;br /&gt;
'''copystock'''&lt;br /&gt;
&lt;br /&gt;
Copies the parameters of the currently highlighted stockpile to the custom stockpile settings and switches to custom stockpile placement mode, effectively allowing you to copy/paste stockpiles easily.&lt;br /&gt;
&lt;br /&gt;
'''savestock'''&lt;br /&gt;
&lt;br /&gt;
Saves the currently highlighted stockpile's settings to a file in your Dwarf Fortress folder. This file can be used to copy settings between game saves or players.&lt;br /&gt;
&lt;br /&gt;
example:&lt;br /&gt;
&lt;br /&gt;
'''` savestock food_settings.dfstock `'''&lt;br /&gt;
&lt;br /&gt;
'''loadstock'''&lt;br /&gt;
&lt;br /&gt;
Loads a saved stockpile settings file and applies it to the currently selected stockpile.&lt;br /&gt;
&lt;br /&gt;
example:&lt;br /&gt;
&lt;br /&gt;
'''` loadstock food_settings.dfstock `'''&lt;br /&gt;
&lt;br /&gt;
To use savestock and loadstock, use the 'q' command to highlight a stockpile. Then run savestock giving it a descriptive filename. Then, in a different (or same!) gameworld, you can highlight any stockpile with 'q' then execute the 'loadstock' command passing it the name of that file. The settings will be applied to that stockpile.&lt;br /&gt;
&lt;br /&gt;
Notes: It saves and loads files relative to the DF folder, so put your files there or in a subfolder for easy access. Filenames should not have spaces.&lt;br /&gt;
&lt;br /&gt;
Limitations: Generated materials, divine metals, etc are not saved as they are different in every world.&lt;br /&gt;
&lt;br /&gt;
== Dig ==&lt;br /&gt;
&lt;br /&gt;
digcircle&lt;br /&gt;
&lt;br /&gt;
A command for easy designation of filled and hollow circles. It has several types of options.&lt;br /&gt;
&lt;br /&gt;
Shape:&lt;br /&gt;
&lt;br /&gt;
hollow:	Set the circle to hollow (default)&lt;br /&gt;
filled:	Set the circle to filled&lt;br /&gt;
#:	Diameter in tiles (default = 0, does nothing)&lt;br /&gt;
Action:&lt;br /&gt;
&lt;br /&gt;
set:	Set designation (default)&lt;br /&gt;
unset:	Unset current designation&lt;br /&gt;
invert:	Invert designations already present&lt;br /&gt;
Designation types:&lt;br /&gt;
&lt;br /&gt;
dig:	Normal digging designation (default)&lt;br /&gt;
ramp:	Ramp digging&lt;br /&gt;
ustair:	Staircase up&lt;br /&gt;
dstair:	Staircase down&lt;br /&gt;
xstair:	Staircase up/down&lt;br /&gt;
chan:	Dig channel&lt;br /&gt;
After you have set the options, the command called with no options repeats with the last selected parameters.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
'digcircle filled 3' = Dig a filled circle with radius = 3.&lt;br /&gt;
'digcircle' = Do it again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Autodump == &lt;br /&gt;
&lt;br /&gt;
autodump&lt;br /&gt;
&lt;br /&gt;
This utility lets you quickly move all items designated to be dumped. Items are instantly moved to the cursor position, the dump flag is unset, and the forbid flag is set, as if it had been dumped normally. Be aware that any active dump item tasks still point at the item.&lt;br /&gt;
&lt;br /&gt;
Cursor must be placed on a floor tile so the items can be dumped there.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
destroy:	Destroy instead of dumping. Doesn't require a cursor.&lt;br /&gt;
destroy-here:	Destroy items only under the cursor.&lt;br /&gt;
visible:	Only process items that are not hidden.&lt;br /&gt;
hidden:	Only process hidden items.&lt;br /&gt;
forbidden:	Only process forbidden items (default: only unforbidden).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Barracks Tools ==&lt;br /&gt;
fix-armory&lt;br /&gt;
&lt;br /&gt;
Enables a fix for storage of squad equipment in barracks.&lt;br /&gt;
&lt;br /&gt;
Specifically, it prevents your haulers from moving squad equipment to stockpiles, and instead queues jobs to store it on weapon racks, armor stands, and in containers.&lt;br /&gt;
&lt;br /&gt;
Note&lt;br /&gt;
&lt;br /&gt;
In order to actually be used, weapon racks have to be patched and manually assigned to a squad. See documentation for gui/assign-rack below.&lt;br /&gt;
&lt;br /&gt;
Also, the default capacity of armor stands is way too low, so you may want to also apply the armorstand-capacity patch. Check out http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445 for more information about the bugs.&lt;br /&gt;
&lt;br /&gt;
Note that the buildings in the armory are used as follows:&lt;br /&gt;
&lt;br /&gt;
Weapon racks (when patched) are used to store any assigned weapons. Each rack belongs to a specific squad, and can store up to 5 weapons.&lt;br /&gt;
Armor stands belong to specific squad members and are used for armor and shields. By default one stand can store one item of each type (hence one boot or gauntlet); if patched, the limit is raised to 2, which should be sufficient.&lt;br /&gt;
Cabinets are used to store assigned clothing for a specific squad member. They are never used to store owned clothing.&lt;br /&gt;
Chests (boxes, etc) are used for a flask, backpack or quiver assigned to the squad member. Due to a probable bug, food is dropped out of the backpack when it is stored.&lt;br /&gt;
Warning&lt;br /&gt;
&lt;br /&gt;
Although armor stands, cabinets and chests properly belong only to one squad member, the owner of the building used to create the barracks will randomly use any containers inside the room. Thus, it is recommended to always create the armory from a weapon rack.&lt;br /&gt;
&lt;br /&gt;
Contrary to the common misconception, all these uses are controlled by the Individual Equipment usage flag. The Squad Equipment flag is actually intended for ammo, but the game does even less in that area than for armor and weapons. This plugin implements the following rules almost from scratch:&lt;br /&gt;
&lt;br /&gt;
Combat ammo is stored in chests inside rooms with Squad Equipment enabled.&lt;br /&gt;
If a chest is assigned to a squad member due to Individual Equipment also being set, it is only used for that squad's ammo; otherwise, any squads with Squad Equipment on the room will use all of the chests at random.&lt;br /&gt;
Training ammo is stored in chests inside archery ranges designated from archery targets, and controlled by the same Train flag as archery training itself. This is inspired by some defunct code for weapon racks.&lt;br /&gt;
&lt;br /&gt;
== Make Quickfort files ==&lt;br /&gt;
&lt;br /&gt;
blueprint&lt;br /&gt;
&lt;br /&gt;
Exports a portion of your fortress into QuickFort style blueprint files.:&lt;br /&gt;
&lt;br /&gt;
blueprint &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;name&amp;gt; [dig] [build] [place] [query]&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
x,y,z:	Size of map area to export&lt;br /&gt;
name:	Name of export files&lt;br /&gt;
dig:	Export dig commands to &amp;quot;&amp;lt;name&amp;gt;-dig.csv&amp;quot;&lt;br /&gt;
build:	Export build commands to &amp;quot;&amp;lt;name&amp;gt;-build.csv&amp;quot;&lt;br /&gt;
place:	Export stockpile commands to &amp;quot;&amp;lt;name&amp;gt;-place.csv&amp;quot;&lt;br /&gt;
query:	Export query commands to &amp;quot;&amp;lt;name&amp;gt;-query.csv&amp;quot;&lt;br /&gt;
If only region and name are given, all exports are performed.&lt;br /&gt;
&lt;br /&gt;
== Cat-Sacks Ultimate Cheat Code! ==&lt;br /&gt;
&lt;br /&gt;
'''catsplosion'''&lt;br /&gt;
&lt;br /&gt;
Makes cats just multiply. It is not a good idea to run this more than once or twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Exporting Legends =&lt;br /&gt;
&lt;br /&gt;
Process legends export is working, I tested it just now:&lt;br /&gt;
Open legends (even in fortress mode with Ctrl-Shift-L)&lt;br /&gt;
Export all legends data with Ctrl-A&lt;br /&gt;
Run Process exports from the launcher. Wait for the compression to finish. It can take some time on large worlds.&lt;br /&gt;
Find exported legends in User Generated Content/[region name]&lt;br /&gt;
&lt;br /&gt;
= Advanced World Gen variables to start playing with =&lt;br /&gt;
&lt;br /&gt;
Some settings I may consider mucking with safely:&lt;br /&gt;
&lt;br /&gt;
http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Cavern_Parameters&lt;br /&gt;
&lt;br /&gt;
[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]	[CAVE_MIN_SIZE:5]	Range: 1 to 500&lt;br /&gt;
[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]	[CAVE_MAX_SIZE:25]&lt;br /&gt;
&lt;br /&gt;
Increase these to make larger caves that touch the surface.&lt;br /&gt;
&lt;br /&gt;
[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]	[ALL_CAVES_VISIBLE:0]	1/0 = Yes/No&lt;br /&gt;
&lt;br /&gt;
Set to 1 so they can be chosen on Embark.&lt;br /&gt;
&lt;br /&gt;
[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]	[SHOW_EMBARK_TUNNEL:2]	&lt;br /&gt;
0 = No, 1 = Only in Finder, 2 = Always&lt;br /&gt;
&lt;br /&gt;
Currently does nothing, but I'd like to set it to 1 just to double check.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=234818</id>
		<title>User:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=234818"/>
		<updated>2018-01-19T17:09:43Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: Notes to myself, slowly updating to the latest version. I doubt you want to read this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoil small|&lt;br /&gt;
Here is  &lt;br /&gt;
''the basic''&lt;br /&gt;
'''template.'''&lt;br /&gt;
:bleh&amp;lt;br /&amp;gt;:bleh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Downloads and preferred mods =&lt;br /&gt;
&lt;br /&gt;
Mac Starter Pack: http://www.bay12forums.com/smf/index.php?topic=158322.0&lt;br /&gt;
Modest Mod: http://www.bay12forums.com/smf/index.php?topic=148265.0&lt;br /&gt;
&lt;br /&gt;
= DF Hack Commands to Remember =&lt;br /&gt;
&lt;br /&gt;
== Generally Useful == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hotkeys&lt;br /&gt;
&lt;br /&gt;
Opens an in-game screen showing DFHack keybindings that are valid in the current mode.&lt;br /&gt;
&lt;br /&gt;
stripcaged&lt;br /&gt;
&lt;br /&gt;
For dumping items inside cages. Will mark selected items for dumping, then a dwarf may come and actually dump it. See also autodump.&lt;br /&gt;
&lt;br /&gt;
With the items argument, only dumps items laying in the cage, excluding stuff worn by caged creatures. weapons will dump worn weapons, armor will dump everything worn by caged creatures (including armor and clothing), and all will dump everything, on a creature or not.&lt;br /&gt;
&lt;br /&gt;
stripcaged list will display on the dfhack console the list of all cages and their item content.&lt;br /&gt;
&lt;br /&gt;
Without further arguments, all commands work on all cages and animal traps on the map. With the here argument, considers only the in-game selected cage (or the cage under the game cursor). &lt;br /&gt;
&lt;br /&gt;
quicksave&lt;br /&gt;
&lt;br /&gt;
If called in dwarf mode, makes DF immediately auto-save the game by setting a flag normally used in seasonal auto-save.&lt;br /&gt;
'''colonies [bees]'''  :   Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.&lt;br /&gt;
&lt;br /&gt;
'''tidlers''' : Toggle between all possible positions where the idlers count can be placed.&lt;br /&gt;
&lt;br /&gt;
'''deathcause'''&lt;br /&gt;
&lt;br /&gt;
Focus a body part ingame, and this script will display the cause of death of the creature. Also works when selecting units from the 'u'nitlist viewscreen.&lt;br /&gt;
&lt;br /&gt;
'''dfstatus'''&lt;br /&gt;
&lt;br /&gt;
Show a quick overview of critical stock quantities, including food, dirnks, wood, and various bars.&lt;br /&gt;
&lt;br /&gt;
'''prospect'''&lt;br /&gt;
&lt;br /&gt;
Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
all:	Scan the whole map, as if it was revealed.&lt;br /&gt;
value:	Show material value in the output. Most useful for gems.&lt;br /&gt;
hell:	Show the Z range of HFS tubes. Implies 'all'.&lt;br /&gt;
&lt;br /&gt;
If prospect is called during the embark selection screen, it displays an estimate of layer stone availability.&lt;br /&gt;
&lt;br /&gt;
'''showmood'''&lt;br /&gt;
&lt;br /&gt;
Shows all items needed for the currently active strange mood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
drybuckets&lt;br /&gt;
&lt;br /&gt;
This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.&lt;br /&gt;
&lt;br /&gt;
cleanowned&lt;br /&gt;
&lt;br /&gt;
Confiscates items owned by dwarfs. By default, owned food on the floor and rotten items are confistacted and dumped.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
all:	confiscate all owned items&lt;br /&gt;
scattered:	confiscated and dump all items scattered on the floor&lt;br /&gt;
x:	confiscate/dump items with wear level 'x' and more&lt;br /&gt;
X:	confiscate/dump items with wear level 'X' and more&lt;br /&gt;
dryrun:	a dry run. combine with other options to see what will happen without it actually happening.&lt;br /&gt;
&lt;br /&gt;
fixdiplomats&lt;br /&gt;
fixmerchants&lt;br /&gt;
  - Adds Elf and Human diplomats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== stockpile settings management ==&lt;br /&gt;
&lt;br /&gt;
Save and load stockpile settings. See the gui/stockpiles for an in-game GUI to this plugin.&lt;br /&gt;
&lt;br /&gt;
== Stockpile code ==&lt;br /&gt;
&lt;br /&gt;
'''copystock'''&lt;br /&gt;
&lt;br /&gt;
Copies the parameters of the currently highlighted stockpile to the custom stockpile settings and switches to custom stockpile placement mode, effectively allowing you to copy/paste stockpiles easily.&lt;br /&gt;
&lt;br /&gt;
'''savestock'''&lt;br /&gt;
&lt;br /&gt;
Saves the currently highlighted stockpile's settings to a file in your Dwarf Fortress folder. This file can be used to copy settings between game saves or players.&lt;br /&gt;
&lt;br /&gt;
example:&lt;br /&gt;
&lt;br /&gt;
'''` savestock food_settings.dfstock `'''&lt;br /&gt;
&lt;br /&gt;
'''loadstock'''&lt;br /&gt;
&lt;br /&gt;
Loads a saved stockpile settings file and applies it to the currently selected stockpile.&lt;br /&gt;
&lt;br /&gt;
example:&lt;br /&gt;
&lt;br /&gt;
'''` loadstock food_settings.dfstock `'''&lt;br /&gt;
&lt;br /&gt;
To use savestock and loadstock, use the 'q' command to highlight a stockpile. Then run savestock giving it a descriptive filename. Then, in a different (or same!) gameworld, you can highlight any stockpile with 'q' then execute the 'loadstock' command passing it the name of that file. The settings will be applied to that stockpile.&lt;br /&gt;
&lt;br /&gt;
Notes: It saves and loads files relative to the DF folder, so put your files there or in a subfolder for easy access. Filenames should not have spaces.&lt;br /&gt;
&lt;br /&gt;
Limitations: Generated materials, divine metals, etc are not saved as they are different in every world.&lt;br /&gt;
&lt;br /&gt;
== Dig ==&lt;br /&gt;
&lt;br /&gt;
digcircle&lt;br /&gt;
&lt;br /&gt;
A command for easy designation of filled and hollow circles. It has several types of options.&lt;br /&gt;
&lt;br /&gt;
Shape:&lt;br /&gt;
&lt;br /&gt;
hollow:	Set the circle to hollow (default)&lt;br /&gt;
filled:	Set the circle to filled&lt;br /&gt;
#:	Diameter in tiles (default = 0, does nothing)&lt;br /&gt;
Action:&lt;br /&gt;
&lt;br /&gt;
set:	Set designation (default)&lt;br /&gt;
unset:	Unset current designation&lt;br /&gt;
invert:	Invert designations already present&lt;br /&gt;
Designation types:&lt;br /&gt;
&lt;br /&gt;
dig:	Normal digging designation (default)&lt;br /&gt;
ramp:	Ramp digging&lt;br /&gt;
ustair:	Staircase up&lt;br /&gt;
dstair:	Staircase down&lt;br /&gt;
xstair:	Staircase up/down&lt;br /&gt;
chan:	Dig channel&lt;br /&gt;
After you have set the options, the command called with no options repeats with the last selected parameters.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
'digcircle filled 3' = Dig a filled circle with radius = 3.&lt;br /&gt;
'digcircle' = Do it again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Autodump == &lt;br /&gt;
&lt;br /&gt;
autodump&lt;br /&gt;
&lt;br /&gt;
This utility lets you quickly move all items designated to be dumped. Items are instantly moved to the cursor position, the dump flag is unset, and the forbid flag is set, as if it had been dumped normally. Be aware that any active dump item tasks still point at the item.&lt;br /&gt;
&lt;br /&gt;
Cursor must be placed on a floor tile so the items can be dumped there.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
destroy:	Destroy instead of dumping. Doesn't require a cursor.&lt;br /&gt;
destroy-here:	Destroy items only under the cursor.&lt;br /&gt;
visible:	Only process items that are not hidden.&lt;br /&gt;
hidden:	Only process hidden items.&lt;br /&gt;
forbidden:	Only process forbidden items (default: only unforbidden).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Barracks Tools ==&lt;br /&gt;
fix-armory&lt;br /&gt;
&lt;br /&gt;
Enables a fix for storage of squad equipment in barracks.&lt;br /&gt;
&lt;br /&gt;
Specifically, it prevents your haulers from moving squad equipment to stockpiles, and instead queues jobs to store it on weapon racks, armor stands, and in containers.&lt;br /&gt;
&lt;br /&gt;
Note&lt;br /&gt;
&lt;br /&gt;
In order to actually be used, weapon racks have to be patched and manually assigned to a squad. See documentation for gui/assign-rack below.&lt;br /&gt;
&lt;br /&gt;
Also, the default capacity of armor stands is way too low, so you may want to also apply the armorstand-capacity patch. Check out http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445 for more information about the bugs.&lt;br /&gt;
&lt;br /&gt;
Note that the buildings in the armory are used as follows:&lt;br /&gt;
&lt;br /&gt;
Weapon racks (when patched) are used to store any assigned weapons. Each rack belongs to a specific squad, and can store up to 5 weapons.&lt;br /&gt;
Armor stands belong to specific squad members and are used for armor and shields. By default one stand can store one item of each type (hence one boot or gauntlet); if patched, the limit is raised to 2, which should be sufficient.&lt;br /&gt;
Cabinets are used to store assigned clothing for a specific squad member. They are never used to store owned clothing.&lt;br /&gt;
Chests (boxes, etc) are used for a flask, backpack or quiver assigned to the squad member. Due to a probable bug, food is dropped out of the backpack when it is stored.&lt;br /&gt;
Warning&lt;br /&gt;
&lt;br /&gt;
Although armor stands, cabinets and chests properly belong only to one squad member, the owner of the building used to create the barracks will randomly use any containers inside the room. Thus, it is recommended to always create the armory from a weapon rack.&lt;br /&gt;
&lt;br /&gt;
Contrary to the common misconception, all these uses are controlled by the Individual Equipment usage flag. The Squad Equipment flag is actually intended for ammo, but the game does even less in that area than for armor and weapons. This plugin implements the following rules almost from scratch:&lt;br /&gt;
&lt;br /&gt;
Combat ammo is stored in chests inside rooms with Squad Equipment enabled.&lt;br /&gt;
If a chest is assigned to a squad member due to Individual Equipment also being set, it is only used for that squad's ammo; otherwise, any squads with Squad Equipment on the room will use all of the chests at random.&lt;br /&gt;
Training ammo is stored in chests inside archery ranges designated from archery targets, and controlled by the same Train flag as archery training itself. This is inspired by some defunct code for weapon racks.&lt;br /&gt;
&lt;br /&gt;
== Make Quickfort files ==&lt;br /&gt;
&lt;br /&gt;
blueprint&lt;br /&gt;
&lt;br /&gt;
Exports a portion of your fortress into QuickFort style blueprint files.:&lt;br /&gt;
&lt;br /&gt;
blueprint &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;name&amp;gt; [dig] [build] [place] [query]&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
x,y,z:	Size of map area to export&lt;br /&gt;
name:	Name of export files&lt;br /&gt;
dig:	Export dig commands to &amp;quot;&amp;lt;name&amp;gt;-dig.csv&amp;quot;&lt;br /&gt;
build:	Export build commands to &amp;quot;&amp;lt;name&amp;gt;-build.csv&amp;quot;&lt;br /&gt;
place:	Export stockpile commands to &amp;quot;&amp;lt;name&amp;gt;-place.csv&amp;quot;&lt;br /&gt;
query:	Export query commands to &amp;quot;&amp;lt;name&amp;gt;-query.csv&amp;quot;&lt;br /&gt;
If only region and name are given, all exports are performed.&lt;br /&gt;
&lt;br /&gt;
== Cat-Sacks Ultimate Cheat Code! ==&lt;br /&gt;
&lt;br /&gt;
'''catsplosion'''&lt;br /&gt;
&lt;br /&gt;
Makes cats just multiply. It is not a good idea to run this more than once or twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Exporting Legends =&lt;br /&gt;
&lt;br /&gt;
Process legends export is working, I tested it just now:&lt;br /&gt;
Open legends (even in fortress mode with Ctrl-Shift-L)&lt;br /&gt;
Export all legends data with Ctrl-A&lt;br /&gt;
Run Process exports from the launcher. Wait for the compression to finish. It can take some time on large worlds.&lt;br /&gt;
Find exported legends in User Generated Content/[region name]&lt;br /&gt;
&lt;br /&gt;
= Advanced World Gen variables to start playing with =&lt;br /&gt;
&lt;br /&gt;
Some settings I may consider mucking with safely:&lt;br /&gt;
&lt;br /&gt;
http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Cavern_Parameters&lt;br /&gt;
&lt;br /&gt;
[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]	[CAVE_MIN_SIZE:5]	Range: 1 to 500&lt;br /&gt;
[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]	[CAVE_MAX_SIZE:25]&lt;br /&gt;
&lt;br /&gt;
Increase these to make larger caves that touch the surface.&lt;br /&gt;
&lt;br /&gt;
[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]	[ALL_CAVES_VISIBLE:0]	1/0 = Yes/No&lt;br /&gt;
&lt;br /&gt;
Set to 1 so they can be chosen on Embark.&lt;br /&gt;
&lt;br /&gt;
[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]	[SHOW_EMBARK_TUNNEL:2]	&lt;br /&gt;
0 = No, 1 = Only in Finder, 2 = Always&lt;br /&gt;
&lt;br /&gt;
Currently does nothing, but I'd like to set it to 1 just to double check.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Clay&amp;diff=222522</id>
		<title>Clay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Clay&amp;diff=222522"/>
		<updated>2015-12-28T00:04:27Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Ceramics */ consistency editing with existing sand info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|exceptional|14:12, 9 August 2014 (UTC)}}&lt;br /&gt;
{{soillookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Clay''' is one of the many types of [[soil]] that can be found in Dwarf Fortress. [[Aquifer]]s are never present in clay layers.&lt;br /&gt;
&lt;br /&gt;
==Ceramics==&lt;br /&gt;
Five different soil types are classified as clay - [[clay]], [[clay loam]], [[sandy clay]], [[silty clay]], and [[fire clay]]. Each of these can be gathered for use in [[Ceramic industry|Ceramics]]. If your [[embark]] site has at least one type of clay, it will be shown as ''Clay'' or ''Shallow Clay'' in the embark screen's biome viewer.&lt;br /&gt;
&lt;br /&gt;
The gathering and use of clay is done from a [[kiln]] or [[magma kiln]] and behaves similarly to most material production, but includes elements similar to [[glass]] production. In order to gather clay, a [[activity zone#Clay Collection|gathering zone]] must first be designated over a clay-bearing tile  (note that clay can be collected from adjacent clay walls, even diagonally), much like with [[sand]]; however, gathering clay creates a clay &amp;quot;boulder&amp;quot; (the same as raw stone) and does not require a bag. These clay boulders are stored in a Stone stockpile and may be used to build [[workshop]]s and [[construction]]s, but constructed clay floors '''cannot''' be used in place of natural soil. As with sand, clay can be gathered indefinitely from a single tile. &lt;br /&gt;
&lt;br /&gt;
Clay can be made into pots, [[block|bricks]], [[statue]]s, [[hive]]s and [[Finished goods|craft]]s. Small pots, called [[jug]]s, function similar to bags and waterskins, while large pots are treated like barrels. Creating any object from clay requires a unit of fuel. &lt;br /&gt;
&lt;br /&gt;
Clay can also be used in Jewelcrafting like any other stone or ore, allowing for an infinite source of materials for practicing cutting gems with. However, clay cannot be fired from a [[catapult]], loaded into a [[stone-fall trap]], or used in place of stone at a [[mason's workshop]].&lt;br /&gt;
&lt;br /&gt;
Before an [[earthenware]] pot (large or small) can hold liquids, it must be '''glazed'''. Glazing is performed at a [[kiln]] and requires either a unit of [[ash]] or a unit of [[cassiterite]] ([[tin]] ore), plus a unit of fuel. [[Stoneware]] and [[porcelain]] pots do not need to be glazed.&lt;br /&gt;
&lt;br /&gt;
When an underground plant ([[tree|trees]], [[shrub|shrubs]], [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay. &lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[tree|sapling]]s and [[shrub]]s can grow on clay soil, which causes the underlying clay to be temporarily unavailable for collection, giving the message &amp;quot;Urist McBagger cancels Collect Clay: Clay vanished&amp;quot; if the job is in progress, or &amp;quot;Urist McBagger cancels Collect Clay: Need valid, active clay collection zone&amp;quot; if the job is new. You can easily remove the grass ''and'' prevent it from growing back by building a dirt [[road]] ({{K|b}}-{{K|o}}) over the grass.  You can also put a floor [[grate]] over a clay floor to prevent growth while allowing clay to be collected, but you must first remove the grass/sapling/sapling; you can do this by placing a dirt road ({{K|b}}-{{K|O}}) over it.&lt;br /&gt;
&lt;br /&gt;
Occasionally it is possible to cultivate clay by channeling down into the lowest normal layer of the cavern, revealing a &amp;quot;[[Semi-molten rock|magma flow]]&amp;quot; above a floor [[semi-molten rock]] (and a [[ramp]] on the level below, if the square had not previously been revealed).  If a [[floor]] is constructed over the flow, then deconstructed, a natural floor of clay or [[sand]] may be left behind.  In some cases this may be the sole domestic source of clay for a fortress.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* It is possible to &amp;quot;cut&amp;quot; clay at a jeweler just like any other stone, but unlike other stones, cut clay never gains cutting descriptions -- &amp;quot;Round Cut Clay&amp;quot; does not exist; instead it's simply &amp;quot;Clay.&amp;quot;  This Clay is, however, treated in all respects like a normal gem and can be used to encrust the standard materials.{{Bug|5275}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Clay&amp;diff=222521</id>
		<title>Clay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Clay&amp;diff=222521"/>
		<updated>2015-12-28T00:02:26Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Ceramics */ consistency editing with existing sand info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|exceptional|14:12, 9 August 2014 (UTC)}}&lt;br /&gt;
{{soillookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Clay''' is one of the many types of [[soil]] that can be found in Dwarf Fortress. [[Aquifer]]s are never present in clay layers.&lt;br /&gt;
&lt;br /&gt;
==Ceramics==&lt;br /&gt;
Five different soil types are classified as clay - [[clay]], [[clay loam]], [[sandy clay]], [[silty clay]], and [[fire clay]]. Each of these can be gathered for use in [[Ceramic industry|Ceramics]]. If your [[embark]] site has at least one type of clay, it will be shown as ''Clay'' or ''Shallow Clay'' in the embark screen's biome viewer.&lt;br /&gt;
&lt;br /&gt;
The gathering and use of clay is done from a [[kiln]] or [[magma kiln]] and behaves similarly to most material production, but includes elements similar to [[glass]] production. In order to gather clay, a [[activity zone#Clay Collection|gathering zone]] must first be designated over a clay-bearing tile or wall (the gathering zone must include a tile which can be stood on as well as a source of clay), much like with [[sand]]; however, gathering clay creates a clay &amp;quot;boulder&amp;quot; (the same as raw stone) and does not require a bag. These clay boulders are stored in a Stone stockpile and may be used to build [[workshop]]s and [[construction]]s, but constructed clay floors '''cannot''' be used in place of natural soil. As with sand, clay can be gathered indefinitely from a single tile. &lt;br /&gt;
&lt;br /&gt;
Clay can be made into pots, [[block|bricks]], [[statue]]s, [[hive]]s and [[Finished goods|craft]]s. Small pots, called [[jug]]s, function similar to bags and waterskins, while large pots are treated like barrels. Creating any object from clay requires a unit of fuel. &lt;br /&gt;
&lt;br /&gt;
Clay can also be used in Jewelcrafting like any other stone or ore, allowing for an infinite source of materials for practicing cutting gems with. However, clay cannot be fired from a [[catapult]], loaded into a [[stone-fall trap]], or used in place of stone at a [[mason's workshop]].&lt;br /&gt;
&lt;br /&gt;
Before an [[earthenware]] pot (large or small) can hold liquids, it must be '''glazed'''. Glazing is performed at a [[kiln]] and requires either a unit of [[ash]] or a unit of [[cassiterite]] ([[tin]] ore), plus a unit of fuel. [[Stoneware]] and [[porcelain]] pots do not need to be glazed.&lt;br /&gt;
&lt;br /&gt;
When an underground plant ([[tree|trees]], [[shrub|shrubs]], [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay. &lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[tree|sapling]]s and [[shrub]]s can grow on clay soil, which causes the underlying clay to be temporarily unavailable for collection, giving the message &amp;quot;Urist McBagger cancels Collect Clay: Clay vanished&amp;quot; if the job is in progress, or &amp;quot;Urist McBagger cancels Collect Clay: Need valid, active clay collection zone&amp;quot; if the job is new. You can easily remove the grass ''and'' prevent it from growing back by building a dirt [[road]] ({{K|b}}-{{K|o}}) over the grass.  You can also put a floor [[grate]] over a clay floor to prevent growth while allowing clay to be collected, but you must first remove the grass/sapling/sapling; you can do this by placing a dirt road ({{K|b}}-{{K|O}}) over it.&lt;br /&gt;
&lt;br /&gt;
Occasionally it is possible to cultivate clay by channeling down into the lowest normal layer of the cavern, revealing a &amp;quot;[[Semi-molten rock|magma flow]]&amp;quot; above a floor [[semi-molten rock]] (and a [[ramp]] on the level below, if the square had not previously been revealed).  If a [[floor]] is constructed over the flow, then deconstructed, a natural floor of clay or [[sand]] may be left behind.  In some cases this may be the sole domestic source of clay for a fortress.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* It is possible to &amp;quot;cut&amp;quot; clay at a jeweler just like any other stone, but unlike other stones, cut clay never gains cutting descriptions -- &amp;quot;Round Cut Clay&amp;quot; does not exist; instead it's simply &amp;quot;Clay.&amp;quot;  This Clay is, however, treated in all respects like a normal gem and can be used to encrust the standard materials.{{Bug|5275}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Clay&amp;diff=222520</id>
		<title>Clay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Clay&amp;diff=222520"/>
		<updated>2015-12-27T23:59:18Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: added info on preventing cavern-breaching from destroy your collection zone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|exceptional|14:12, 9 August 2014 (UTC)}}&lt;br /&gt;
{{soillookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Clay''' is one of the many types of [[soil]] that can be found in Dwarf Fortress. [[Aquifer]]s are never present in clay layers.&lt;br /&gt;
&lt;br /&gt;
==Ceramics==&lt;br /&gt;
Five different soil types are classified as clay - [[clay]], [[clay loam]], [[sandy clay]], [[silty clay]], and [[fire clay]]. Each of these can be gathered for use in [[Ceramic industry|Ceramics]]. If your [[embark]] site has at least one type of clay, it will be shown as ''Clay'' or ''Shallow Clay'' in the embark screen's biome viewer.&lt;br /&gt;
&lt;br /&gt;
The gathering and use of clay is done from a [[kiln]] or [[magma kiln]] and behaves similarly to most material production, but includes elements similar to [[glass]] production. In order to gather clay, a [[activity zone#Clay Collection|gathering zone]] must first be designated over a clay-bearing tile or wall (the gathering zone must include a tile which can be stood on as well as a source of clay), much like with [[sand]]; however, gathering clay creates a clay &amp;quot;boulder&amp;quot; (the same as raw stone) and does not require a bag. These clay boulders are stored in a Stone stockpile and may be used to build [[workshop]]s and [[construction]]s, but constructed clay floors '''cannot''' be used in place of natural soil. As with sand, clay can be gathered indefinitely from a single tile. &lt;br /&gt;
&lt;br /&gt;
Clay can be made into pots, [[block|bricks]], [[statue]]s, [[hive]]s and [[Finished goods|craft]]s. Small pots, called [[jug]]s, function similar to bags and waterskins, while large pots are treated like barrels. Creating any object from clay requires a unit of fuel. &lt;br /&gt;
&lt;br /&gt;
Clay can also be used in Jewelcrafting like any other stone or ore, allowing for an infinite source of materials for practicing cutting gems with. However, clay cannot be fired from a [[catapult]], loaded into a [[stone-fall trap]], or used in place of stone at a [[mason's workshop]].&lt;br /&gt;
&lt;br /&gt;
Before an [[earthenware]] pot (large or small) can hold liquids, it must be '''glazed'''. Glazing is performed at a [[kiln]] and requires either a unit of [[ash]] or a unit of [[cassiterite]] ([[tin]] ore), plus a unit of fuel. [[Stoneware]] and [[porcelain]] pots do not need to be glazed.&lt;br /&gt;
&lt;br /&gt;
When an underground plant ([[tree|trees]], [[shrub|shrubs]], [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay. [[Floor grate]]s and [[dirt road]]ss can be gathered from, and both prevent cavern plants from growing on those tiles after the [[cavern]] layer(s) has been breached.&lt;br /&gt;
&lt;br /&gt;
Occasionally it is possible to cultivate clay by channeling down into the lowest normal layer of the cavern, revealing a &amp;quot;[[Semi-molten rock|magma flow]]&amp;quot; above a floor [[semi-molten rock]] (and a [[ramp]] on the level below, if the square had not previously been revealed).  If a [[floor]] is constructed over the flow, then deconstructed, a natural floor of clay or [[sand]] may be left behind.  In some cases this may be the sole domestic source of clay for a fortress.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* It is possible to &amp;quot;cut&amp;quot; clay at a jeweler just like any other stone, but unlike other stones, cut clay never gains cutting descriptions -- &amp;quot;Round Cut Clay&amp;quot; does not exist; instead it's simply &amp;quot;Clay.&amp;quot;  This Clay is, however, treated in all respects like a normal gem and can be used to encrust the standard materials.{{Bug|5275}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=221965</id>
		<title>User:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=221965"/>
		<updated>2015-12-06T21:55:04Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoil small|&lt;br /&gt;
Here is  &lt;br /&gt;
''the basic''&lt;br /&gt;
'''template.'''&lt;br /&gt;
:bleh&amp;lt;br /&amp;gt;:bleh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= DF Hack Commands to Remember =&lt;br /&gt;
&lt;br /&gt;
== Generally Useful == &lt;br /&gt;
&lt;br /&gt;
Hotkeys&lt;br /&gt;
&lt;br /&gt;
Opens an in-game screen showing DFHack keybindings that are valid in the current mode.&lt;br /&gt;
&lt;br /&gt;
stripcaged&lt;br /&gt;
&lt;br /&gt;
For dumping items inside cages. Will mark selected items for dumping, then a dwarf may come and actually dump it. See also autodump.&lt;br /&gt;
&lt;br /&gt;
With the items argument, only dumps items laying in the cage, excluding stuff worn by caged creatures. weapons will dump worn weapons, armor will dump everything worn by caged creatures (including armor and clothing), and all will dump everything, on a creature or not.&lt;br /&gt;
&lt;br /&gt;
stripcaged list will display on the dfhack console the list of all cages and their item content.&lt;br /&gt;
&lt;br /&gt;
Without further arguments, all commands work on all cages and animal traps on the map. With the here argument, considers only the in-game selected cage (or the cage under the game cursor). &lt;br /&gt;
&lt;br /&gt;
quicksave&lt;br /&gt;
&lt;br /&gt;
If called in dwarf mode, makes DF immediately auto-save the game by setting a flag normally used in seasonal auto-save.&lt;br /&gt;
'''colonies [bees]'''  :   Allows listing all the vermin colonies on the map and optionally turning them into honey bee colonies.&lt;br /&gt;
&lt;br /&gt;
'''tidlers''' : Toggle between all possible positions where the idlers count can be placed.&lt;br /&gt;
&lt;br /&gt;
'''deathcause'''&lt;br /&gt;
&lt;br /&gt;
Focus a body part ingame, and this script will display the cause of death of the creature. Also works when selecting units from the 'u'nitlist viewscreen.&lt;br /&gt;
&lt;br /&gt;
'''dfstatus'''&lt;br /&gt;
&lt;br /&gt;
Show a quick overview of critical stock quantities, including food, dirnks, wood, and various bars.&lt;br /&gt;
&lt;br /&gt;
'''prospect'''&lt;br /&gt;
&lt;br /&gt;
Prints a big list of all the present minerals and plants. By default, only the visible part of the map is scanned.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
all:	Scan the whole map, as if it was revealed.&lt;br /&gt;
value:	Show material value in the output. Most useful for gems.&lt;br /&gt;
hell:	Show the Z range of HFS tubes. Implies 'all'.&lt;br /&gt;
&lt;br /&gt;
If prospect is called during the embark selection screen, it displays an estimate of layer stone availability.&lt;br /&gt;
&lt;br /&gt;
'''showmood'''&lt;br /&gt;
&lt;br /&gt;
Shows all items needed for the currently active strange mood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
drybuckets&lt;br /&gt;
&lt;br /&gt;
This utility removes water from all buckets in your fortress, allowing them to be safely used for making lye.&lt;br /&gt;
&lt;br /&gt;
cleanowned&lt;br /&gt;
&lt;br /&gt;
Confiscates items owned by dwarfs. By default, owned food on the floor and rotten items are confistacted and dumped.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
all:	confiscate all owned items&lt;br /&gt;
scattered:	confiscated and dump all items scattered on the floor&lt;br /&gt;
x:	confiscate/dump items with wear level 'x' and more&lt;br /&gt;
X:	confiscate/dump items with wear level 'X' and more&lt;br /&gt;
dryrun:	a dry run. combine with other options to see what will happen without it actually happening.&lt;br /&gt;
&lt;br /&gt;
fixdiplomats&lt;br /&gt;
fixmerchants&lt;br /&gt;
  - Adds Elf and Human diplomats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== stockpile settings management ==&lt;br /&gt;
&lt;br /&gt;
Save and load stockpile settings. See the gui/stockpiles for an in-game GUI to this plugin.&lt;br /&gt;
&lt;br /&gt;
== Stockpile code ==&lt;br /&gt;
&lt;br /&gt;
'''copystock'''&lt;br /&gt;
&lt;br /&gt;
Copies the parameters of the currently highlighted stockpile to the custom stockpile settings and switches to custom stockpile placement mode, effectively allowing you to copy/paste stockpiles easily.&lt;br /&gt;
&lt;br /&gt;
'''savestock'''&lt;br /&gt;
&lt;br /&gt;
Saves the currently highlighted stockpile's settings to a file in your Dwarf Fortress folder. This file can be used to copy settings between game saves or players.&lt;br /&gt;
&lt;br /&gt;
example:&lt;br /&gt;
&lt;br /&gt;
'''` savestock food_settings.dfstock `'''&lt;br /&gt;
&lt;br /&gt;
'''loadstock'''&lt;br /&gt;
&lt;br /&gt;
Loads a saved stockpile settings file and applies it to the currently selected stockpile.&lt;br /&gt;
&lt;br /&gt;
example:&lt;br /&gt;
&lt;br /&gt;
'''` loadstock food_settings.dfstock `'''&lt;br /&gt;
&lt;br /&gt;
To use savestock and loadstock, use the 'q' command to highlight a stockpile. Then run savestock giving it a descriptive filename. Then, in a different (or same!) gameworld, you can highlight any stockpile with 'q' then execute the 'loadstock' command passing it the name of that file. The settings will be applied to that stockpile.&lt;br /&gt;
&lt;br /&gt;
Notes: It saves and loads files relative to the DF folder, so put your files there or in a subfolder for easy access. Filenames should not have spaces.&lt;br /&gt;
&lt;br /&gt;
Limitations: Generated materials, divine metals, etc are not saved as they are different in every world.&lt;br /&gt;
&lt;br /&gt;
== Dig ==&lt;br /&gt;
&lt;br /&gt;
digcircle&lt;br /&gt;
&lt;br /&gt;
A command for easy designation of filled and hollow circles. It has several types of options.&lt;br /&gt;
&lt;br /&gt;
Shape:&lt;br /&gt;
&lt;br /&gt;
hollow:	Set the circle to hollow (default)&lt;br /&gt;
filled:	Set the circle to filled&lt;br /&gt;
#:	Diameter in tiles (default = 0, does nothing)&lt;br /&gt;
Action:&lt;br /&gt;
&lt;br /&gt;
set:	Set designation (default)&lt;br /&gt;
unset:	Unset current designation&lt;br /&gt;
invert:	Invert designations already present&lt;br /&gt;
Designation types:&lt;br /&gt;
&lt;br /&gt;
dig:	Normal digging designation (default)&lt;br /&gt;
ramp:	Ramp digging&lt;br /&gt;
ustair:	Staircase up&lt;br /&gt;
dstair:	Staircase down&lt;br /&gt;
xstair:	Staircase up/down&lt;br /&gt;
chan:	Dig channel&lt;br /&gt;
After you have set the options, the command called with no options repeats with the last selected parameters.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
'digcircle filled 3' = Dig a filled circle with radius = 3.&lt;br /&gt;
'digcircle' = Do it again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Autodump == &lt;br /&gt;
&lt;br /&gt;
autodump&lt;br /&gt;
&lt;br /&gt;
This utility lets you quickly move all items designated to be dumped. Items are instantly moved to the cursor position, the dump flag is unset, and the forbid flag is set, as if it had been dumped normally. Be aware that any active dump item tasks still point at the item.&lt;br /&gt;
&lt;br /&gt;
Cursor must be placed on a floor tile so the items can be dumped there.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
destroy:	Destroy instead of dumping. Doesn't require a cursor.&lt;br /&gt;
destroy-here:	Destroy items only under the cursor.&lt;br /&gt;
visible:	Only process items that are not hidden.&lt;br /&gt;
hidden:	Only process hidden items.&lt;br /&gt;
forbidden:	Only process forbidden items (default: only unforbidden).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Barracks Tools ==&lt;br /&gt;
fix-armory&lt;br /&gt;
&lt;br /&gt;
Enables a fix for storage of squad equipment in barracks.&lt;br /&gt;
&lt;br /&gt;
Specifically, it prevents your haulers from moving squad equipment to stockpiles, and instead queues jobs to store it on weapon racks, armor stands, and in containers.&lt;br /&gt;
&lt;br /&gt;
Note&lt;br /&gt;
&lt;br /&gt;
In order to actually be used, weapon racks have to be patched and manually assigned to a squad. See documentation for gui/assign-rack below.&lt;br /&gt;
&lt;br /&gt;
Also, the default capacity of armor stands is way too low, so you may want to also apply the armorstand-capacity patch. Check out http://www.bay12games.com/dwarves/mantisbt/view.php?id=1445 for more information about the bugs.&lt;br /&gt;
&lt;br /&gt;
Note that the buildings in the armory are used as follows:&lt;br /&gt;
&lt;br /&gt;
Weapon racks (when patched) are used to store any assigned weapons. Each rack belongs to a specific squad, and can store up to 5 weapons.&lt;br /&gt;
Armor stands belong to specific squad members and are used for armor and shields. By default one stand can store one item of each type (hence one boot or gauntlet); if patched, the limit is raised to 2, which should be sufficient.&lt;br /&gt;
Cabinets are used to store assigned clothing for a specific squad member. They are never used to store owned clothing.&lt;br /&gt;
Chests (boxes, etc) are used for a flask, backpack or quiver assigned to the squad member. Due to a probable bug, food is dropped out of the backpack when it is stored.&lt;br /&gt;
Warning&lt;br /&gt;
&lt;br /&gt;
Although armor stands, cabinets and chests properly belong only to one squad member, the owner of the building used to create the barracks will randomly use any containers inside the room. Thus, it is recommended to always create the armory from a weapon rack.&lt;br /&gt;
&lt;br /&gt;
Contrary to the common misconception, all these uses are controlled by the Individual Equipment usage flag. The Squad Equipment flag is actually intended for ammo, but the game does even less in that area than for armor and weapons. This plugin implements the following rules almost from scratch:&lt;br /&gt;
&lt;br /&gt;
Combat ammo is stored in chests inside rooms with Squad Equipment enabled.&lt;br /&gt;
If a chest is assigned to a squad member due to Individual Equipment also being set, it is only used for that squad's ammo; otherwise, any squads with Squad Equipment on the room will use all of the chests at random.&lt;br /&gt;
Training ammo is stored in chests inside archery ranges designated from archery targets, and controlled by the same Train flag as archery training itself. This is inspired by some defunct code for weapon racks.&lt;br /&gt;
&lt;br /&gt;
== Make Quickfort files ==&lt;br /&gt;
&lt;br /&gt;
blueprint&lt;br /&gt;
&lt;br /&gt;
Exports a portion of your fortress into QuickFort style blueprint files.:&lt;br /&gt;
&lt;br /&gt;
blueprint &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;name&amp;gt; [dig] [build] [place] [query]&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
x,y,z:	Size of map area to export&lt;br /&gt;
name:	Name of export files&lt;br /&gt;
dig:	Export dig commands to &amp;quot;&amp;lt;name&amp;gt;-dig.csv&amp;quot;&lt;br /&gt;
build:	Export build commands to &amp;quot;&amp;lt;name&amp;gt;-build.csv&amp;quot;&lt;br /&gt;
place:	Export stockpile commands to &amp;quot;&amp;lt;name&amp;gt;-place.csv&amp;quot;&lt;br /&gt;
query:	Export query commands to &amp;quot;&amp;lt;name&amp;gt;-query.csv&amp;quot;&lt;br /&gt;
If only region and name are given, all exports are performed.&lt;br /&gt;
&lt;br /&gt;
== Cat-Sacks Ultimate Cheat Code! ==&lt;br /&gt;
&lt;br /&gt;
'''catsplosion'''&lt;br /&gt;
&lt;br /&gt;
Makes cats just multiply. It is not a good idea to run this more than once or twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Exporting Legends =&lt;br /&gt;
&lt;br /&gt;
Process legends export is working, I tested it just now:&lt;br /&gt;
Open legends (even in fortress mode with Ctrl-Shift-L)&lt;br /&gt;
Export all legends data with Ctrl-A&lt;br /&gt;
Run Process exports from the launcher. Wait for the compression to finish. It can take some time on large worlds.&lt;br /&gt;
Find exported legends in User Generated Content/[region name]&lt;br /&gt;
&lt;br /&gt;
= Advanced World Gen variables to start playing with =&lt;br /&gt;
&lt;br /&gt;
Some settings I may consider mucking with safely:&lt;br /&gt;
&lt;br /&gt;
http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Cavern_Parameters&lt;br /&gt;
&lt;br /&gt;
[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]	[CAVE_MIN_SIZE:5]	Range: 1 to 500&lt;br /&gt;
[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]	[CAVE_MAX_SIZE:25]&lt;br /&gt;
&lt;br /&gt;
Increase these to make larger caves that touch the surface.&lt;br /&gt;
&lt;br /&gt;
[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]	[ALL_CAVES_VISIBLE:0]	1/0 = Yes/No&lt;br /&gt;
&lt;br /&gt;
Set to 1 so they can be chosen on Embark.&lt;br /&gt;
&lt;br /&gt;
[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]	[SHOW_EMBARK_TUNNEL:2]	&lt;br /&gt;
0 = No, 1 = Only in Finder, 2 = Always&lt;br /&gt;
&lt;br /&gt;
Currently does nothing, but I'd like to set it to 1 just to double check.&lt;br /&gt;
&lt;br /&gt;
= Third Empire Profile, &amp;quot;The Enchanted Cat-sacks&amp;quot; =&lt;br /&gt;
If you're not me and you're looking at these, you might be wondering why I keep these written down here rather than just saved as profiles in the game. It's because I frequently rage quit DW and then burn every document on my hard drive concerning the game. Then I come back to it 6 or 9 months later and I've lost all my stuff.&lt;br /&gt;
&lt;br /&gt;
'''1. Mayoral Candidate'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Competent Appraisal&lt;br /&gt;
* Adequate (2) Consoler or Pacifier&lt;br /&gt;
&lt;br /&gt;
For a while now, I've made my Miner the expedition leader. Which is kind of funny, because once he shows up, unless he's needed for trading duties, he stops talking to people and just hits rocks with picks until they break. Maybe there's a political commentary there.&lt;br /&gt;
&lt;br /&gt;
'''2. Skins'''&lt;br /&gt;
* Architect&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Competent Leatherworker&lt;br /&gt;
* Glass Maker&lt;br /&gt;
&lt;br /&gt;
Chief visionary when it comes to the whole &amp;quot;skinning cats and making bags out of them&amp;quot; business. He's also a glassmaker because I have an extrodinary fondness for glass traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Novice Bone Carver&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Diagnostician&lt;br /&gt;
&lt;br /&gt;
This is a new variation. Not sure how the numbers work out, but there are the only skills he needs and they should max out however they do. He's responsible for making cat bone crossbows, cat bone bolts, and cat bone armor. Out of cat bone. Sometimes, you'll be talking to him while he's making cat meat biscuits and he'll just look at you and tell you that you have a broken bone. It's a lilttle creepy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4. Actually Obtaining New Variations of Cats'''&lt;br /&gt;
&lt;br /&gt;
* Proficient Mechanic&lt;br /&gt;
* Proficient Stonecrafter&lt;br /&gt;
&lt;br /&gt;
I like to think of the Cat-Sacks as a protestant religion, seeking their own fortress in which to practice their bizarre religious freedoms, which mostly involves finding new ways to skin cats. I swear, I'm almost ready to mod in some genetically altered domesticated cat breeds so I can make a functional leather/bone industry out of cats right from the start, rather than hoping to trap cats out in the wild. This guy is primarily focused on trying to catch cats and then make statues of cats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Competent Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
* Novice Shield User&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him! This guy should also have lots of wrestling and dodging, and maybe teaching. Though, honestly, the immigrant waves come in so quickly now that he's not likely to stay on military duty very long, but until we get some, he's it.&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Herbalist&lt;br /&gt;
&lt;br /&gt;
He'll pick berries and leaves until he can plant farms.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Animal Caretaker&lt;br /&gt;
* Animal Trainer&lt;br /&gt;
&lt;br /&gt;
He started out as a cat trainer, and the whole &amp;quot;buidling doors and boxes&amp;quot; things came out of that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Second Empire, &amp;quot;The Infamous Cat-sacks&amp;quot; =&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Various Social Skills&lt;br /&gt;
&lt;br /&gt;
For a while now, I've made my Miner the expedition leader. Call it flavor.&lt;br /&gt;
&lt;br /&gt;
'''2. Skins'''&lt;br /&gt;
* Architect&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Competent Leatherworker&lt;br /&gt;
* Novice Fish Dissector&lt;br /&gt;
* Novice Animal Dissector&lt;br /&gt;
* Novice Fish Cleaner&lt;br /&gt;
* Record Keeper&lt;br /&gt;
&lt;br /&gt;
Architect and animal hater. Most likely to have down time, he'll be in charge of the books as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Proficient Stonecrafter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
* Diaginostician&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Competent Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
* Novice Shield User&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7.   ''The Chief Architect'&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Proficient Mechanic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Carving an empire out of Sand and Cat Bone with The Infamous Cat-Sacks=&lt;br /&gt;
&lt;br /&gt;
My current load-out, inspired by finding a nice thickly-forested, heavily populated space of Black Sand with a magma pipe in it, and then discovering that the randomly-chosen name for the group was The Infamous Cat-Sacks.&lt;br /&gt;
&lt;br /&gt;
Clearly, I've been playing for far too long.&lt;br /&gt;
&lt;br /&gt;
== The Dwarves ==&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Competent Consoler&lt;br /&gt;
* Skilled Pacifier&lt;br /&gt;
&lt;br /&gt;
Since the top couple of layers are sand, anyway, he'll have plenty of time to level up in his actual trade skill. Ideally, he ought to be proficient in Persuader, but then I thought to myself, &amp;quot;No, that's going too far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''2. Cat-Into-Sack Stuffer'''&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Proficient Leatherworker&lt;br /&gt;
* Competent Mechanics&lt;br /&gt;
&lt;br /&gt;
Hey, he can't kill cats all the time. He also spends a lot of time devising cruel torture implements and death traps. Uh.....why do we want him along, again? Oh yeah, he's the whole reason we're ''The Infamous Cat-Sacks.''&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Skilled Stonecrafter&lt;br /&gt;
* Novice Record Keeper&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Glassmaker&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Wood Burner&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
Despite magma somewhere on the map, I trade a point of Bowyer for Wood Burner, for the early game. He's an essential part of my plans for an army of cat-bone clad marksdwarves armed with cat bone crossbows, shooting cat bone bolts at our enemies! He also makes a pretty nice cat meat biscuit.&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Proficient Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Proficient Architect&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
== Their Stuff ==&lt;br /&gt;
*4 Copper Picks&lt;br /&gt;
*1 Steel Axe&lt;br /&gt;
*2 Hunting Dogs&lt;br /&gt;
*2 War Dogs&lt;br /&gt;
*2 cats&lt;br /&gt;
*1 pig tail rope (for the sentry cat)&lt;br /&gt;
*1 Lead cage (for the rest of the cats)&lt;br /&gt;
*21 units each of the 4 kinds of alcohol&lt;br /&gt;
*31 Seeds of Plump Helmet and Pig Tail&lt;br /&gt;
*11 Seeds of the others&lt;br /&gt;
*11 turtles still in their shell&lt;br /&gt;
*1 each of all the food we can get (10gp and less)&lt;br /&gt;
&lt;br /&gt;
Which should leave us enough for nearly 40 cats! If we end up with anything left over, we can spend it on cat leather, cat meat, or seeds.&lt;br /&gt;
&lt;br /&gt;
New Version: 2 muskox, 2 cows instead of cats for a more generally carnivorous society.&lt;br /&gt;
&lt;br /&gt;
==Future Development Plans and Things I Keep Forgetting==&lt;br /&gt;
&lt;br /&gt;
The Record Keeper and Outpost Manager jobs go to newbs from the first immigration wave who are only suitable for Hauling duties. &lt;br /&gt;
&lt;br /&gt;
Some peasants are given the custom profession ROTC. These guys get Wood Cutting (so they carry axes), Masonry, Mechanics, Plant Gathering and Pump Operator. My Carpenter then turns off Plant Gathering (but not Woodcutting, so he gets to keep his shiny axe). I must remember to keep them separate from Haulers. I arrange them into one giant squad, all under the Carpenter. Once they all get a few levels of usable civillian skills, I must remember to turn them into an off-duty activated squad, so they can spend some time training up military skills.&lt;br /&gt;
&lt;br /&gt;
When training, they should by unarmed until they all have several levels of Wrestler.&lt;br /&gt;
&lt;br /&gt;
When assaulted by an ambush, activate the ROTC, remembering to set the squad on duty. If I tell them to go out in their skivvies, they won't waste time looking for armor.&lt;br /&gt;
&lt;br /&gt;
The military, including trained civilians, should have their own quarters, dining and stockpiles NEAR THE F'ING ENTRANCE.&lt;br /&gt;
&lt;br /&gt;
= Osodrigoth, Bonecrafts =&lt;br /&gt;
&lt;br /&gt;
==1st Granite, 201. Early Spring==&lt;br /&gt;
&lt;br /&gt;
We have arrived. The site is a gently sloped dune surrounded by forest, with no flowing water (at least, not above-ground). What is visible, to our dismay, is the demon-infested mouth of a volcano, on the southwest side of the dune. A few murky pools shall be our only source of water, so I note that I must build some kind of cistern system for catching as much rainfall as we can from the pitiful supplies available. &lt;br /&gt;
&lt;br /&gt;
Thankfully, our menagerie has arrived in good health. I will, I suppose, need to find somewhere to store them besides the barracks.&lt;br /&gt;
&lt;br /&gt;
==18th Felsite, 201, Late Spring==&lt;br /&gt;
&lt;br /&gt;
I've had to curtail the zeal of Uvash Zonibmat, our outdoorsdwarf. It seems he felt that the best way to ensure the success of our fortress was to perform animal sacrifices. First, he hunted down a unicorn, only to leave the bloody carcass on our doorstep when he realized that we didn't have so much as a statue of Akil, much less a temple. As Akil is the god of volcanos, he decided to hunt down one of the imps and slay it while screaming &amp;quot;Blood and Souls!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I certainly appreciate his piety, but I would prefer him to wait until we've at least dug deep enough to find some stone to replace the wooden door that is our only protection currently.&lt;br /&gt;
&lt;br /&gt;
Also, the well construction will have to be delayed until the next caravan. One of our war dogs has taken to wearing the one piece of rope we brought with us, and none of the pig tails will be even planted until next season.&lt;br /&gt;
&lt;br /&gt;
==25th Sandstone, 201 Mid Autumn==&lt;br /&gt;
&lt;br /&gt;
I can't tell you how many times I've heard dwarves tell me that behind ever caravan is a horde of kobold thieves. Did I listen? Did I post guards? Did I stop my dwarves from aimlessly wandering the countryside looking for a fire imp to slay? Of course not. And sure enough, one of those buggers jumped up and done shoved a dagger straight into old Catsacks SackRealms' eye! My crazed genius, the apple of my eye! No one knows how to use catgut the way Catsacks does! I'm not sure what to do with the poor guy. He insists he's fine, but he keeps passing out while in the middle of butchering some beasty. All my meat is going to rot because of him, and the winter snows are about to come upon us. I doubt we'll get any replacements this soon.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rat_weed&amp;diff=221899</id>
		<title>Rat weed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rat_weed&amp;diff=221899"/>
		<updated>2015-12-05T09:42:41Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:53, 9 June 2010 (UTC)}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Alcohol]]|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Rat weed''' is an [[value|inferior]] [[crop]] on the level of [[muck root|muck roots]] and [[prickle berry|prickle berries]]. It can be [[food|eaten raw]], [[cooking|cooked]] or [[brewing|made]] into [[sewer brew]]. However, it is not as  [[Alcohol#Types_of_Alcohol|delicious]] as any of the [[underground]] crops.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rat_weed&amp;diff=221898</id>
		<title>Rat weed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rat_weed&amp;diff=221898"/>
		<updated>2015-12-05T09:41:16Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:53, 9 June 2010 (UTC)}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Alcohol]]|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Rat weed''' is an [[value|inferior]] [[crop]] on the level of [[muck root|muck roots]] and [[prickle berry|prickle berries]]. It can be [[food|eaten raw]], [[cooking|cooked]] or [[brewing|made]] into [[sewer brew]]. However, it is not as [[value|delicious]] as any of the [[underground]] crops.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Muck_root&amp;diff=221897</id>
		<title>DF2014 Talk:Muck root</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Muck_root&amp;diff=221897"/>
		<updated>2015-12-05T09:39:43Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should be rated D. --  [[User:RomeoFalling|RomeoFalling]] ([[User talk:RomeoFalling|talk]]) 09:38, 5 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Amendment: Actually, this page has the actual link to item value which takes this page from D to useful. Making adjustments to the other pages now. [[User:RomeoFalling|RomeoFalling]] ([[User talk:RomeoFalling|talk]]) 09:39, 5 December 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Muck_root&amp;diff=221896</id>
		<title>DF2014 Talk:Muck root</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Muck_root&amp;diff=221896"/>
		<updated>2015-12-05T09:38:31Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: Created page with &amp;quot;This page should be rated D. --  ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should be rated D. --  [[User:RomeoFalling|RomeoFalling]] ([[User talk:RomeoFalling|talk]]) 09:38, 5 December 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Rat_weed&amp;diff=221895</id>
		<title>DF2014 Talk:Rat weed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Rat_weed&amp;diff=221895"/>
		<updated>2015-12-05T09:38:03Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: This page should be rated D.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should be rated D.   [[User:RomeoFalling|RomeoFalling]] ([[User talk:RomeoFalling|talk]]) 09:38, 5 December 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=221894</id>
		<title>User:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=221894"/>
		<updated>2015-12-05T07:00:59Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Advanced World Gen variables to start playing with */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoil small|&lt;br /&gt;
Here is  &lt;br /&gt;
''the basic''&lt;br /&gt;
'''template.'''&lt;br /&gt;
:bleh&amp;lt;br /&amp;gt;:bleh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Exporting Legends =&lt;br /&gt;
&lt;br /&gt;
Process legends export is working, I tested it just now:&lt;br /&gt;
Open legends (even in fortress mode with Ctrl-Shift-L)&lt;br /&gt;
Export all legends data with Ctrl-A&lt;br /&gt;
Run Process exports from the launcher. Wait for the compression to finish. It can take some time on large worlds.&lt;br /&gt;
Find exported legends in User Generated Content/[region name]&lt;br /&gt;
&lt;br /&gt;
= Advanced World Gen variables to start playing with =&lt;br /&gt;
&lt;br /&gt;
Some settings I may consider mucking with safely:&lt;br /&gt;
&lt;br /&gt;
http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Cavern_Parameters&lt;br /&gt;
&lt;br /&gt;
[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]	[CAVE_MIN_SIZE:5]	Range: 1 to 500&lt;br /&gt;
[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]	[CAVE_MAX_SIZE:25]&lt;br /&gt;
&lt;br /&gt;
Increase these to make larger caves that touch the surface.&lt;br /&gt;
&lt;br /&gt;
[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]	[ALL_CAVES_VISIBLE:0]	1/0 = Yes/No&lt;br /&gt;
&lt;br /&gt;
Set to 1 so they can be chosen on Embark.&lt;br /&gt;
&lt;br /&gt;
[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]	[SHOW_EMBARK_TUNNEL:2]	&lt;br /&gt;
0 = No, 1 = Only in Finder, 2 = Always&lt;br /&gt;
&lt;br /&gt;
Currently does nothing, but I'd like to set it to 1 just to double check.&lt;br /&gt;
&lt;br /&gt;
= Third Empire Profile, &amp;quot;The Enchanted Cat-sacks&amp;quot; =&lt;br /&gt;
If you're not me and you're looking at these, you might be wondering why I keep these written down here rather than just saved as profiles in the game. It's because I frequently rage quit DW and then burn every document on my hard drive concerning the game. Then I come back to it 6 or 9 months later and I've lost all my stuff.&lt;br /&gt;
&lt;br /&gt;
'''1. Mayoral Candidate'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Competent Appraisal&lt;br /&gt;
* Adequate (2) Consoler or Pacifier&lt;br /&gt;
&lt;br /&gt;
For a while now, I've made my Miner the expedition leader. Which is kind of funny, because once he shows up, unless he's needed for trading duties, he stops talking to people and just hits rocks with picks until they break. Maybe there's a political commentary there.&lt;br /&gt;
&lt;br /&gt;
'''2. Skins'''&lt;br /&gt;
* Architect&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Competent Leatherworker&lt;br /&gt;
* Glass Maker&lt;br /&gt;
&lt;br /&gt;
Chief visionary when it comes to the whole &amp;quot;skinning cats and making bags out of them&amp;quot; business. He's also a glassmaker because I have an extrodinary fondness for glass traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Novice Bone Carver&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Diagnostician&lt;br /&gt;
&lt;br /&gt;
This is a new variation. Not sure how the numbers work out, but there are the only skills he needs and they should max out however they do. He's responsible for making cat bone crossbows, cat bone bolts, and cat bone armor. Out of cat bone. Sometimes, you'll be talking to him while he's making cat meat biscuits and he'll just look at you and tell you that you have a broken bone. It's a lilttle creepy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4. Actually Obtaining New Variations of Cats'''&lt;br /&gt;
&lt;br /&gt;
* Proficient Mechanic&lt;br /&gt;
* Proficient Stonecrafter&lt;br /&gt;
&lt;br /&gt;
I like to think of the Cat-Sacks as a protestant religion, seeking their own fortress in which to practice their bizarre religious freedoms, which mostly involves finding new ways to skin cats. I swear, I'm almost ready to mod in some genetically altered domesticated cat breeds so I can make a functional leather/bone industry out of cats right from the start, rather than hoping to trap cats out in the wild. This guy is primarily focused on trying to catch cats and then make statues of cats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Competent Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
* Novice Shield User&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him! This guy should also have lots of wrestling and dodging, and maybe teaching. Though, honestly, the immigrant waves come in so quickly now that he's not likely to stay on military duty very long, but until we get some, he's it.&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Herbalist&lt;br /&gt;
&lt;br /&gt;
He'll pick berries and leaves until he can plant farms.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Animal Caretaker&lt;br /&gt;
* Animal Trainer&lt;br /&gt;
&lt;br /&gt;
He started out as a cat trainer, and the whole &amp;quot;buidling doors and boxes&amp;quot; things came out of that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Second Empire, &amp;quot;The Infamous Cat-sacks&amp;quot; =&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Various Social Skills&lt;br /&gt;
&lt;br /&gt;
For a while now, I've made my Miner the expedition leader. Call it flavor.&lt;br /&gt;
&lt;br /&gt;
'''2. Skins'''&lt;br /&gt;
* Architect&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Competent Leatherworker&lt;br /&gt;
* Novice Fish Dissector&lt;br /&gt;
* Novice Animal Dissector&lt;br /&gt;
* Novice Fish Cleaner&lt;br /&gt;
* Record Keeper&lt;br /&gt;
&lt;br /&gt;
Architect and animal hater. Most likely to have down time, he'll be in charge of the books as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Proficient Stonecrafter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
* Diaginostician&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Competent Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
* Novice Shield User&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7.   ''The Chief Architect'&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Proficient Mechanic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Carving an empire out of Sand and Cat Bone with The Infamous Cat-Sacks=&lt;br /&gt;
&lt;br /&gt;
My current load-out, inspired by finding a nice thickly-forested, heavily populated space of Black Sand with a magma pipe in it, and then discovering that the randomly-chosen name for the group was The Infamous Cat-Sacks.&lt;br /&gt;
&lt;br /&gt;
Clearly, I've been playing for far too long.&lt;br /&gt;
&lt;br /&gt;
== The Dwarves ==&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Competent Consoler&lt;br /&gt;
* Skilled Pacifier&lt;br /&gt;
&lt;br /&gt;
Since the top couple of layers are sand, anyway, he'll have plenty of time to level up in his actual trade skill. Ideally, he ought to be proficient in Persuader, but then I thought to myself, &amp;quot;No, that's going too far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''2. Cat-Into-Sack Stuffer'''&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Proficient Leatherworker&lt;br /&gt;
* Competent Mechanics&lt;br /&gt;
&lt;br /&gt;
Hey, he can't kill cats all the time. He also spends a lot of time devising cruel torture implements and death traps. Uh.....why do we want him along, again? Oh yeah, he's the whole reason we're ''The Infamous Cat-Sacks.''&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Skilled Stonecrafter&lt;br /&gt;
* Novice Record Keeper&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Glassmaker&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Wood Burner&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
Despite magma somewhere on the map, I trade a point of Bowyer for Wood Burner, for the early game. He's an essential part of my plans for an army of cat-bone clad marksdwarves armed with cat bone crossbows, shooting cat bone bolts at our enemies! He also makes a pretty nice cat meat biscuit.&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Proficient Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Proficient Architect&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
== Their Stuff ==&lt;br /&gt;
*4 Copper Picks&lt;br /&gt;
*1 Steel Axe&lt;br /&gt;
*2 Hunting Dogs&lt;br /&gt;
*2 War Dogs&lt;br /&gt;
*2 cats&lt;br /&gt;
*1 pig tail rope (for the sentry cat)&lt;br /&gt;
*1 Lead cage (for the rest of the cats)&lt;br /&gt;
*21 units each of the 4 kinds of alcohol&lt;br /&gt;
*31 Seeds of Plump Helmet and Pig Tail&lt;br /&gt;
*11 Seeds of the others&lt;br /&gt;
*11 turtles still in their shell&lt;br /&gt;
*1 each of all the food we can get (10gp and less)&lt;br /&gt;
&lt;br /&gt;
Which should leave us enough for nearly 40 cats! If we end up with anything left over, we can spend it on cat leather, cat meat, or seeds.&lt;br /&gt;
&lt;br /&gt;
New Version: 2 muskox, 2 cows instead of cats for a more generally carnivorous society.&lt;br /&gt;
&lt;br /&gt;
==Future Development Plans and Things I Keep Forgetting==&lt;br /&gt;
&lt;br /&gt;
The Record Keeper and Outpost Manager jobs go to newbs from the first immigration wave who are only suitable for Hauling duties. &lt;br /&gt;
&lt;br /&gt;
Some peasants are given the custom profession ROTC. These guys get Wood Cutting (so they carry axes), Masonry, Mechanics, Plant Gathering and Pump Operator. My Carpenter then turns off Plant Gathering (but not Woodcutting, so he gets to keep his shiny axe). I must remember to keep them separate from Haulers. I arrange them into one giant squad, all under the Carpenter. Once they all get a few levels of usable civillian skills, I must remember to turn them into an off-duty activated squad, so they can spend some time training up military skills.&lt;br /&gt;
&lt;br /&gt;
When training, they should by unarmed until they all have several levels of Wrestler.&lt;br /&gt;
&lt;br /&gt;
When assaulted by an ambush, activate the ROTC, remembering to set the squad on duty. If I tell them to go out in their skivvies, they won't waste time looking for armor.&lt;br /&gt;
&lt;br /&gt;
The military, including trained civilians, should have their own quarters, dining and stockpiles NEAR THE F'ING ENTRANCE.&lt;br /&gt;
&lt;br /&gt;
= Osodrigoth, Bonecrafts =&lt;br /&gt;
&lt;br /&gt;
==1st Granite, 201. Early Spring==&lt;br /&gt;
&lt;br /&gt;
We have arrived. The site is a gently sloped dune surrounded by forest, with no flowing water (at least, not above-ground). What is visible, to our dismay, is the demon-infested mouth of a volcano, on the southwest side of the dune. A few murky pools shall be our only source of water, so I note that I must build some kind of cistern system for catching as much rainfall as we can from the pitiful supplies available. &lt;br /&gt;
&lt;br /&gt;
Thankfully, our menagerie has arrived in good health. I will, I suppose, need to find somewhere to store them besides the barracks.&lt;br /&gt;
&lt;br /&gt;
==18th Felsite, 201, Late Spring==&lt;br /&gt;
&lt;br /&gt;
I've had to curtail the zeal of Uvash Zonibmat, our outdoorsdwarf. It seems he felt that the best way to ensure the success of our fortress was to perform animal sacrifices. First, he hunted down a unicorn, only to leave the bloody carcass on our doorstep when he realized that we didn't have so much as a statue of Akil, much less a temple. As Akil is the god of volcanos, he decided to hunt down one of the imps and slay it while screaming &amp;quot;Blood and Souls!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I certainly appreciate his piety, but I would prefer him to wait until we've at least dug deep enough to find some stone to replace the wooden door that is our only protection currently.&lt;br /&gt;
&lt;br /&gt;
Also, the well construction will have to be delayed until the next caravan. One of our war dogs has taken to wearing the one piece of rope we brought with us, and none of the pig tails will be even planted until next season.&lt;br /&gt;
&lt;br /&gt;
==25th Sandstone, 201 Mid Autumn==&lt;br /&gt;
&lt;br /&gt;
I can't tell you how many times I've heard dwarves tell me that behind ever caravan is a horde of kobold thieves. Did I listen? Did I post guards? Did I stop my dwarves from aimlessly wandering the countryside looking for a fire imp to slay? Of course not. And sure enough, one of those buggers jumped up and done shoved a dagger straight into old Catsacks SackRealms' eye! My crazed genius, the apple of my eye! No one knows how to use catgut the way Catsacks does! I'm not sure what to do with the poor guy. He insists he's fine, but he keeps passing out while in the middle of butchering some beasty. All my meat is going to rot because of him, and the winter snows are about to come upon us. I doubt we'll get any replacements this soon.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=221822</id>
		<title>User:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=221822"/>
		<updated>2015-12-04T13:55:52Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoil small|&lt;br /&gt;
Here is  &lt;br /&gt;
''the basic''&lt;br /&gt;
'''template.'''&lt;br /&gt;
:bleh&amp;lt;br /&amp;gt;:bleh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Exporting Legends =&lt;br /&gt;
&lt;br /&gt;
Process legends export is working, I tested it just now:&lt;br /&gt;
Open legends (even in fortress mode with Ctrl-Shift-L)&lt;br /&gt;
Export all legends data with Ctrl-A&lt;br /&gt;
Run Process exports from the launcher. Wait for the compression to finish. It can take some time on large worlds.&lt;br /&gt;
Find exported legends in User Generated Content/[region name]&lt;br /&gt;
&lt;br /&gt;
= Third Empire Profile, &amp;quot;The Enchanted Cat-sacks&amp;quot; =&lt;br /&gt;
If you're not me and you're looking at these, you might be wondering why I keep these written down here rather than just saved as profiles in the game. It's because I frequently rage quit DW and then burn every document on my hard drive concerning the game. Then I come back to it 6 or 9 months later and I've lost all my stuff.&lt;br /&gt;
&lt;br /&gt;
'''1. Mayoral Candidate'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Competent Appraisal&lt;br /&gt;
* Adequate (2) Consoler or Pacifier&lt;br /&gt;
&lt;br /&gt;
For a while now, I've made my Miner the expedition leader. Which is kind of funny, because once he shows up, unless he's needed for trading duties, he stops talking to people and just hits rocks with picks until they break. Maybe there's a political commentary there.&lt;br /&gt;
&lt;br /&gt;
'''2. Skins'''&lt;br /&gt;
* Architect&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Competent Leatherworker&lt;br /&gt;
* Glass Maker&lt;br /&gt;
&lt;br /&gt;
Chief visionary when it comes to the whole &amp;quot;skinning cats and making bags out of them&amp;quot; business. He's also a glassmaker because I have an extrodinary fondness for glass traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Novice Bone Carver&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Diagnostician&lt;br /&gt;
&lt;br /&gt;
This is a new variation. Not sure how the numbers work out, but there are the only skills he needs and they should max out however they do. He's responsible for making cat bone crossbows, cat bone bolts, and cat bone armor. Out of cat bone. Sometimes, you'll be talking to him while he's making cat meat biscuits and he'll just look at you and tell you that you have a broken bone. It's a lilttle creepy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4. Actually Obtaining New Variations of Cats'''&lt;br /&gt;
&lt;br /&gt;
* Proficient Mechanic&lt;br /&gt;
* Proficient Stonecrafter&lt;br /&gt;
&lt;br /&gt;
I like to think of the Cat-Sacks as a protestant religion, seeking their own fortress in which to practice their bizarre religious freedoms, which mostly involves finding new ways to skin cats. I swear, I'm almost ready to mod in some genetically altered domesticated cat breeds so I can make a functional leather/bone industry out of cats right from the start, rather than hoping to trap cats out in the wild. This guy is primarily focused on trying to catch cats and then make statues of cats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Competent Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
* Novice Shield User&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him! This guy should also have lots of wrestling and dodging, and maybe teaching. Though, honestly, the immigrant waves come in so quickly now that he's not likely to stay on military duty very long, but until we get some, he's it.&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Herbalist&lt;br /&gt;
&lt;br /&gt;
He'll pick berries and leaves until he can plant farms.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Animal Caretaker&lt;br /&gt;
* Animal Trainer&lt;br /&gt;
&lt;br /&gt;
He started out as a cat trainer, and the whole &amp;quot;buidling doors and boxes&amp;quot; things came out of that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Second Empire, &amp;quot;The Infamous Cat-sacks&amp;quot; =&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Various Social Skills&lt;br /&gt;
&lt;br /&gt;
For a while now, I've made my Miner the expedition leader. Call it flavor.&lt;br /&gt;
&lt;br /&gt;
'''2. Skins'''&lt;br /&gt;
* Architect&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Competent Leatherworker&lt;br /&gt;
* Novice Fish Dissector&lt;br /&gt;
* Novice Animal Dissector&lt;br /&gt;
* Novice Fish Cleaner&lt;br /&gt;
* Record Keeper&lt;br /&gt;
&lt;br /&gt;
Architect and animal hater. Most likely to have down time, he'll be in charge of the books as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Proficient Stonecrafter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
* Diaginostician&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Competent Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
* Novice Shield User&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7.   ''The Chief Architect'&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Proficient Mechanic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Carving an empire out of Sand and Cat Bone with The Infamous Cat-Sacks=&lt;br /&gt;
&lt;br /&gt;
My current load-out, inspired by finding a nice thickly-forested, heavily populated space of Black Sand with a magma pipe in it, and then discovering that the randomly-chosen name for the group was The Infamous Cat-Sacks.&lt;br /&gt;
&lt;br /&gt;
Clearly, I've been playing for far too long.&lt;br /&gt;
&lt;br /&gt;
== The Dwarves ==&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Competent Consoler&lt;br /&gt;
* Skilled Pacifier&lt;br /&gt;
&lt;br /&gt;
Since the top couple of layers are sand, anyway, he'll have plenty of time to level up in his actual trade skill. Ideally, he ought to be proficient in Persuader, but then I thought to myself, &amp;quot;No, that's going too far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''2. Cat-Into-Sack Stuffer'''&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Proficient Leatherworker&lt;br /&gt;
* Competent Mechanics&lt;br /&gt;
&lt;br /&gt;
Hey, he can't kill cats all the time. He also spends a lot of time devising cruel torture implements and death traps. Uh.....why do we want him along, again? Oh yeah, he's the whole reason we're ''The Infamous Cat-Sacks.''&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Skilled Stonecrafter&lt;br /&gt;
* Novice Record Keeper&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Glassmaker&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Wood Burner&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
Despite magma somewhere on the map, I trade a point of Bowyer for Wood Burner, for the early game. He's an essential part of my plans for an army of cat-bone clad marksdwarves armed with cat bone crossbows, shooting cat bone bolts at our enemies! He also makes a pretty nice cat meat biscuit.&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Proficient Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Proficient Architect&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
== Their Stuff ==&lt;br /&gt;
*4 Copper Picks&lt;br /&gt;
*1 Steel Axe&lt;br /&gt;
*2 Hunting Dogs&lt;br /&gt;
*2 War Dogs&lt;br /&gt;
*2 cats&lt;br /&gt;
*1 pig tail rope (for the sentry cat)&lt;br /&gt;
*1 Lead cage (for the rest of the cats)&lt;br /&gt;
*21 units each of the 4 kinds of alcohol&lt;br /&gt;
*31 Seeds of Plump Helmet and Pig Tail&lt;br /&gt;
*11 Seeds of the others&lt;br /&gt;
*11 turtles still in their shell&lt;br /&gt;
*1 each of all the food we can get (10gp and less)&lt;br /&gt;
&lt;br /&gt;
Which should leave us enough for nearly 40 cats! If we end up with anything left over, we can spend it on cat leather, cat meat, or seeds.&lt;br /&gt;
&lt;br /&gt;
New Version: 2 muskox, 2 cows instead of cats for a more generally carnivorous society.&lt;br /&gt;
&lt;br /&gt;
==Future Development Plans and Things I Keep Forgetting==&lt;br /&gt;
&lt;br /&gt;
The Record Keeper and Outpost Manager jobs go to newbs from the first immigration wave who are only suitable for Hauling duties. &lt;br /&gt;
&lt;br /&gt;
Some peasants are given the custom profession ROTC. These guys get Wood Cutting (so they carry axes), Masonry, Mechanics, Plant Gathering and Pump Operator. My Carpenter then turns off Plant Gathering (but not Woodcutting, so he gets to keep his shiny axe). I must remember to keep them separate from Haulers. I arrange them into one giant squad, all under the Carpenter. Once they all get a few levels of usable civillian skills, I must remember to turn them into an off-duty activated squad, so they can spend some time training up military skills.&lt;br /&gt;
&lt;br /&gt;
When training, they should by unarmed until they all have several levels of Wrestler.&lt;br /&gt;
&lt;br /&gt;
When assaulted by an ambush, activate the ROTC, remembering to set the squad on duty. If I tell them to go out in their skivvies, they won't waste time looking for armor.&lt;br /&gt;
&lt;br /&gt;
The military, including trained civilians, should have their own quarters, dining and stockpiles NEAR THE F'ING ENTRANCE.&lt;br /&gt;
&lt;br /&gt;
= Osodrigoth, Bonecrafts =&lt;br /&gt;
&lt;br /&gt;
==1st Granite, 201. Early Spring==&lt;br /&gt;
&lt;br /&gt;
We have arrived. The site is a gently sloped dune surrounded by forest, with no flowing water (at least, not above-ground). What is visible, to our dismay, is the demon-infested mouth of a volcano, on the southwest side of the dune. A few murky pools shall be our only source of water, so I note that I must build some kind of cistern system for catching as much rainfall as we can from the pitiful supplies available. &lt;br /&gt;
&lt;br /&gt;
Thankfully, our menagerie has arrived in good health. I will, I suppose, need to find somewhere to store them besides the barracks.&lt;br /&gt;
&lt;br /&gt;
==18th Felsite, 201, Late Spring==&lt;br /&gt;
&lt;br /&gt;
I've had to curtail the zeal of Uvash Zonibmat, our outdoorsdwarf. It seems he felt that the best way to ensure the success of our fortress was to perform animal sacrifices. First, he hunted down a unicorn, only to leave the bloody carcass on our doorstep when he realized that we didn't have so much as a statue of Akil, much less a temple. As Akil is the god of volcanos, he decided to hunt down one of the imps and slay it while screaming &amp;quot;Blood and Souls!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I certainly appreciate his piety, but I would prefer him to wait until we've at least dug deep enough to find some stone to replace the wooden door that is our only protection currently.&lt;br /&gt;
&lt;br /&gt;
Also, the well construction will have to be delayed until the next caravan. One of our war dogs has taken to wearing the one piece of rope we brought with us, and none of the pig tails will be even planted until next season.&lt;br /&gt;
&lt;br /&gt;
==25th Sandstone, 201 Mid Autumn==&lt;br /&gt;
&lt;br /&gt;
I can't tell you how many times I've heard dwarves tell me that behind ever caravan is a horde of kobold thieves. Did I listen? Did I post guards? Did I stop my dwarves from aimlessly wandering the countryside looking for a fire imp to slay? Of course not. And sure enough, one of those buggers jumped up and done shoved a dagger straight into old Catsacks SackRealms' eye! My crazed genius, the apple of my eye! No one knows how to use catgut the way Catsacks does! I'm not sure what to do with the poor guy. He insists he's fine, but he keeps passing out while in the middle of butchering some beasty. All my meat is going to rot because of him, and the winter snows are about to come upon us. I doubt we'll get any replacements this soon.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=221441</id>
		<title>User:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=221441"/>
		<updated>2015-12-01T03:35:19Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{spoil small|&lt;br /&gt;
Here is  &lt;br /&gt;
''the basic''&lt;br /&gt;
'''template.'''&lt;br /&gt;
:bleh&amp;lt;br /&amp;gt;:bleh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Third Empire Profile, &amp;quot;The Enchanted Cat-sacks&amp;quot; =&lt;br /&gt;
If you're not me and you're looking at these, you might be wondering why I keep these written down here rather than just saved as profiles in the game. It's because I frequently rage quit DW and then burn every document on my hard drive concerning the game. Then I come back to it 6 or 9 months later and I've lost all my stuff.&lt;br /&gt;
&lt;br /&gt;
'''1. Mayoral Candidate'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Competent Appraisal&lt;br /&gt;
* Adequate (2) Consoler or Pacifier&lt;br /&gt;
&lt;br /&gt;
For a while now, I've made my Miner the expedition leader. Which is kind of funny, because once he shows up, unless he's needed for trading duties, he stops talking to people and just hits rocks with picks until they break. Maybe there's a political commentary there.&lt;br /&gt;
&lt;br /&gt;
'''2. Skins'''&lt;br /&gt;
* Architect&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Competent Leatherworker&lt;br /&gt;
* Glass Maker&lt;br /&gt;
&lt;br /&gt;
Chief visionary when it comes to the whole &amp;quot;skinning cats and making bags out of them&amp;quot; business. He's also a glassmaker because I have an extrodinary fondness for glass traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Novice Bone Carver&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Diagnostician&lt;br /&gt;
&lt;br /&gt;
This is a new variation. Not sure how the numbers work out, but there are the only skills he needs and they should max out however they do. He's responsible for making cat bone crossbows, cat bone bolts, and cat bone armor. Out of cat bone. Sometimes, you'll be talking to him while he's making cat meat biscuits and he'll just look at you and tell you that you have a broken bone. It's a lilttle creepy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4. Actually Obtaining New Variations of Cats'''&lt;br /&gt;
&lt;br /&gt;
* Proficient Mechanic&lt;br /&gt;
* Proficient Stonecrafter&lt;br /&gt;
&lt;br /&gt;
I like to think of the Cat-Sacks as a protestant religion, seeking their own fortress in which to practice their bizarre religious freedoms, which mostly involves finding new ways to skin cats. I swear, I'm almost ready to mod in some genetically altered domesticated cat breeds so I can make a functional leather/bone industry out of cats right from the start, rather than hoping to trap cats out in the wild. This guy is primarily focused on trying to catch cats and then make statues of cats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Competent Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
* Novice Shield User&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him! This guy should also have lots of wrestling and dodging, and maybe teaching. Though, honestly, the immigrant waves come in so quickly now that he's not likely to stay on military duty very long, but until we get some, he's it.&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Herbalist&lt;br /&gt;
&lt;br /&gt;
He'll pick berries and leaves until he can plant farms.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Animal Caretaker&lt;br /&gt;
* Animal Trainer&lt;br /&gt;
&lt;br /&gt;
He started out as a cat trainer, and the whole &amp;quot;buidling doors and boxes&amp;quot; things came out of that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Second Empire, &amp;quot;The Infamous Cat-sacks&amp;quot; =&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Various Social Skills&lt;br /&gt;
&lt;br /&gt;
For a while now, I've made my Miner the expedition leader. Call it flavor.&lt;br /&gt;
&lt;br /&gt;
'''2. Skins'''&lt;br /&gt;
* Architect&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Competent Leatherworker&lt;br /&gt;
* Novice Fish Dissector&lt;br /&gt;
* Novice Animal Dissector&lt;br /&gt;
* Novice Fish Cleaner&lt;br /&gt;
* Record Keeper&lt;br /&gt;
&lt;br /&gt;
Architect and animal hater. Most likely to have down time, he'll be in charge of the books as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Proficient Stonecrafter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
* Diaginostician&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Competent Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
* Novice Shield User&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7.   ''The Chief Architect'&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Proficient Mechanic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Carving an empire out of Sand and Cat Bone with The Infamous Cat-Sacks=&lt;br /&gt;
&lt;br /&gt;
My current load-out, inspired by finding a nice thickly-forested, heavily populated space of Black Sand with a magma pipe in it, and then discovering that the randomly-chosen name for the group was The Infamous Cat-Sacks.&lt;br /&gt;
&lt;br /&gt;
Clearly, I've been playing for far too long.&lt;br /&gt;
&lt;br /&gt;
== The Dwarves ==&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Competent Consoler&lt;br /&gt;
* Skilled Pacifier&lt;br /&gt;
&lt;br /&gt;
Since the top couple of layers are sand, anyway, he'll have plenty of time to level up in his actual trade skill. Ideally, he ought to be proficient in Persuader, but then I thought to myself, &amp;quot;No, that's going too far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''2. Cat-Into-Sack Stuffer'''&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Proficient Leatherworker&lt;br /&gt;
* Competent Mechanics&lt;br /&gt;
&lt;br /&gt;
Hey, he can't kill cats all the time. He also spends a lot of time devising cruel torture implements and death traps. Uh.....why do we want him along, again? Oh yeah, he's the whole reason we're ''The Infamous Cat-Sacks.''&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Skilled Stonecrafter&lt;br /&gt;
* Novice Record Keeper&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Glassmaker&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Wood Burner&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
Despite magma somewhere on the map, I trade a point of Bowyer for Wood Burner, for the early game. He's an essential part of my plans for an army of cat-bone clad marksdwarves armed with cat bone crossbows, shooting cat bone bolts at our enemies! He also makes a pretty nice cat meat biscuit.&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Proficient Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Proficient Architect&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
== Their Stuff ==&lt;br /&gt;
*4 Copper Picks&lt;br /&gt;
*1 Steel Axe&lt;br /&gt;
*2 Hunting Dogs&lt;br /&gt;
*2 War Dogs&lt;br /&gt;
*2 cats&lt;br /&gt;
*1 pig tail rope (for the sentry cat)&lt;br /&gt;
*1 Lead cage (for the rest of the cats)&lt;br /&gt;
*21 units each of the 4 kinds of alcohol&lt;br /&gt;
*31 Seeds of Plump Helmet and Pig Tail&lt;br /&gt;
*11 Seeds of the others&lt;br /&gt;
*11 turtles still in their shell&lt;br /&gt;
*1 each of all the food we can get (10gp and less)&lt;br /&gt;
&lt;br /&gt;
Which should leave us enough for nearly 40 cats! If we end up with anything left over, we can spend it on cat leather, cat meat, or seeds.&lt;br /&gt;
&lt;br /&gt;
New Version: 2 muskox, 2 cows instead of cats for a more generally carnivorous society.&lt;br /&gt;
&lt;br /&gt;
==Future Development Plans and Things I Keep Forgetting==&lt;br /&gt;
&lt;br /&gt;
The Record Keeper and Outpost Manager jobs go to newbs from the first immigration wave who are only suitable for Hauling duties. &lt;br /&gt;
&lt;br /&gt;
Some peasants are given the custom profession ROTC. These guys get Wood Cutting (so they carry axes), Masonry, Mechanics, Plant Gathering and Pump Operator. My Carpenter then turns off Plant Gathering (but not Woodcutting, so he gets to keep his shiny axe). I must remember to keep them separate from Haulers. I arrange them into one giant squad, all under the Carpenter. Once they all get a few levels of usable civillian skills, I must remember to turn them into an off-duty activated squad, so they can spend some time training up military skills.&lt;br /&gt;
&lt;br /&gt;
When training, they should by unarmed until they all have several levels of Wrestler.&lt;br /&gt;
&lt;br /&gt;
When assaulted by an ambush, activate the ROTC, remembering to set the squad on duty. If I tell them to go out in their skivvies, they won't waste time looking for armor.&lt;br /&gt;
&lt;br /&gt;
The military, including trained civilians, should have their own quarters, dining and stockpiles NEAR THE F'ING ENTRANCE.&lt;br /&gt;
&lt;br /&gt;
= Osodrigoth, Bonecrafts =&lt;br /&gt;
&lt;br /&gt;
==1st Granite, 201. Early Spring==&lt;br /&gt;
&lt;br /&gt;
We have arrived. The site is a gently sloped dune surrounded by forest, with no flowing water (at least, not above-ground). What is visible, to our dismay, is the demon-infested mouth of a volcano, on the southwest side of the dune. A few murky pools shall be our only source of water, so I note that I must build some kind of cistern system for catching as much rainfall as we can from the pitiful supplies available. &lt;br /&gt;
&lt;br /&gt;
Thankfully, our menagerie has arrived in good health. I will, I suppose, need to find somewhere to store them besides the barracks.&lt;br /&gt;
&lt;br /&gt;
==18th Felsite, 201, Late Spring==&lt;br /&gt;
&lt;br /&gt;
I've had to curtail the zeal of Uvash Zonibmat, our outdoorsdwarf. It seems he felt that the best way to ensure the success of our fortress was to perform animal sacrifices. First, he hunted down a unicorn, only to leave the bloody carcass on our doorstep when he realized that we didn't have so much as a statue of Akil, much less a temple. As Akil is the god of volcanos, he decided to hunt down one of the imps and slay it while screaming &amp;quot;Blood and Souls!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I certainly appreciate his piety, but I would prefer him to wait until we've at least dug deep enough to find some stone to replace the wooden door that is our only protection currently.&lt;br /&gt;
&lt;br /&gt;
Also, the well construction will have to be delayed until the next caravan. One of our war dogs has taken to wearing the one piece of rope we brought with us, and none of the pig tails will be even planted until next season.&lt;br /&gt;
&lt;br /&gt;
==25th Sandstone, 201 Mid Autumn==&lt;br /&gt;
&lt;br /&gt;
I can't tell you how many times I've heard dwarves tell me that behind ever caravan is a horde of kobold thieves. Did I listen? Did I post guards? Did I stop my dwarves from aimlessly wandering the countryside looking for a fire imp to slay? Of course not. And sure enough, one of those buggers jumped up and done shoved a dagger straight into old Catsacks SackRealms' eye! My crazed genius, the apple of my eye! No one knows how to use catgut the way Catsacks does! I'm not sure what to do with the poor guy. He insists he's fine, but he keeps passing out while in the middle of butchering some beasty. All my meat is going to rot because of him, and the winter snows are about to come upon us. I doubt we'll get any replacements this soon.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=210565</id>
		<title>User:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=210565"/>
		<updated>2014-09-02T09:30:35Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Future Development Plans and Things I Keep Forgetting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's the basic template:&lt;br /&gt;
{{spoil small|&lt;br /&gt;
blah&lt;br /&gt;
''blah''&lt;br /&gt;
'''blah'''&lt;br /&gt;
:bleh&amp;lt;br /&amp;gt;:bleh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= New Empire =&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Various Social Skills&lt;br /&gt;
&lt;br /&gt;
For a while now, I've made my Miner the expedition leader. Call it flavor.&lt;br /&gt;
&lt;br /&gt;
'''2. Skins'''&lt;br /&gt;
* Architect&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Competent Leatherworker&lt;br /&gt;
* Novice Fish Dissector&lt;br /&gt;
* Novice Animal Dissector&lt;br /&gt;
* Novice Fish Cleaner&lt;br /&gt;
* Record Keeper&lt;br /&gt;
&lt;br /&gt;
Architect and animal hater. Most likely to have down time, he'll be in charge of the books as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Proficient Stonecrafter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
* Average Gem Cutter&lt;br /&gt;
* Average Gem Setter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Competent Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
* Novice Shield User&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Competent Mechanics&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Carving an empire out of Sand and Cat Bone=&lt;br /&gt;
&lt;br /&gt;
My current load-out, inspired by finding a nice thickly-forested, heavily populated space of Black Sand with a magma pipe in it, and then discovering that the randomly-chosen name for the group was The Infamous Cat-Sacks.&lt;br /&gt;
&lt;br /&gt;
Clearly, I've been playing for far too long.&lt;br /&gt;
&lt;br /&gt;
== The Dwarves ==&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Competent Consoler&lt;br /&gt;
* Skilled Pacifier&lt;br /&gt;
&lt;br /&gt;
Since the top couple of layers are sand, anyway, he'll have plenty of time to level up in his actual trade skill. Ideally, he ought to be proficient in Persuader, but then I thought to myself, &amp;quot;No, that's going too far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''2. Cat-Into-Sack Stuffer'''&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Proficient Leatherworker&lt;br /&gt;
* Competent Mechanics&lt;br /&gt;
&lt;br /&gt;
Hey, he can't kill cats all the time. He also spends a lot of time devising cruel torture implements and death traps. Uh.....why do we want him along, again? Oh yeah, he's the whole reason we're ''The Infamous Cat-Sacks.''&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Skilled Stonecrafter&lt;br /&gt;
* Novice Record Keeper&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Glassmaker&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Wood Burner&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
Despite magma somewhere on the map, I trade a point of Bowyer for Wood Burner, for the early game. He's an essential part of my plans for an army of cat-bone clad marksdwarves armed with cat bone crossbows, shooting cat bone bolts at our enemies! He also makes a pretty nice cat meat biscuit.&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Proficient Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Proficient Architect&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
== Their Stuff ==&lt;br /&gt;
*4 Copper Picks&lt;br /&gt;
*1 Steel Axe&lt;br /&gt;
*2 Hunting Dogs&lt;br /&gt;
*2 War Dogs&lt;br /&gt;
*2 cats&lt;br /&gt;
*1 pig tail rope (for the sentry cat)&lt;br /&gt;
*1 Lead cage (for the rest of the cats)&lt;br /&gt;
*21 units each of the 4 kinds of alcohol&lt;br /&gt;
*31 Seeds of Plump Helmet and Pig Tail&lt;br /&gt;
*11 Seeds of the others&lt;br /&gt;
*11 turtles still in their shell&lt;br /&gt;
*1 each of all the food we can get (10gp and less)&lt;br /&gt;
&lt;br /&gt;
Which should leave us enough for nearly 40 cats! If we end up with anything left over, we can spend it on cat leather, cat meat, or seeds.&lt;br /&gt;
&lt;br /&gt;
New Version: 2 muskox, 2 cows instead of cats for a more generally carnivorous society.&lt;br /&gt;
&lt;br /&gt;
==Future Development Plans and Things I Keep Forgetting==&lt;br /&gt;
&lt;br /&gt;
The Record Keeper and Outpost Manager jobs go to newbs from the first immigration wave who are only suitable for Hauling duties. &lt;br /&gt;
&lt;br /&gt;
Some peasants are given the custom profession ROTC. These guys get Wood Cutting (so they carry axes), Masonry, Mechanics, Plant Gathering and Pump Operator. My Carpenter then turns off Plant Gathering (but not Woodcutting, so he gets to keep his shiny axe). I must remember to keep them separate from Haulers. I arrange them into one giant squad, all under the Carpenter. Once they all get a few levels of usable civillian skills, I must remember to turn them into an off-duty activated squad, so they can spend some time training up military skills.&lt;br /&gt;
&lt;br /&gt;
When training, they should by unarmed until they all have several levels of Wrestler.&lt;br /&gt;
&lt;br /&gt;
When assaulted by an ambush, activate the ROTC, remembering to set the squad on duty. If I tell them to go out in their skivvies, they won't waste time looking for armor.&lt;br /&gt;
&lt;br /&gt;
The military, including trained civilians, should have their own quarters, dining and stockpiles NEAR THE F'ING ENTRANCE.&lt;br /&gt;
&lt;br /&gt;
= Osodrigoth, Bonecrafts =&lt;br /&gt;
&lt;br /&gt;
==1st Granite, 201. Early Spring==&lt;br /&gt;
&lt;br /&gt;
We have arrived. The site is a gently sloped dune surrounded by forest, with no flowing water (at least, not above-ground). What is visible, to our dismay, is the demon-infested mouth of a volcano, on the southwest side of the dune. A few murky pools shall be our only source of water, so I note that I must build some kind of cistern system for catching as much rainfall as we can from the pitiful supplies available. &lt;br /&gt;
&lt;br /&gt;
Thankfully, our menagerie has arrived in good health. I will, I suppose, need to find somewhere to store them besides the barracks.&lt;br /&gt;
&lt;br /&gt;
==18th Felsite, 201, Late Spring==&lt;br /&gt;
&lt;br /&gt;
I've had to curtail the zeal of Uvash Zonibmat, our outdoorsdwarf. It seems he felt that the best way to ensure the success of our fortress was to perform animal sacrifices. First, he hunted down a unicorn, only to leave the bloody carcass on our doorstep when he realized that we didn't have so much as a statue of Akil, much less a temple. As Akil is the god of volcanos, he decided to hunt down one of the imps and slay it while screaming &amp;quot;Blood and Souls!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I certainly appreciate his piety, but I would prefer him to wait until we've at least dug deep enough to find some stone to replace the wooden door that is our only protection currently.&lt;br /&gt;
&lt;br /&gt;
Also, the well construction will have to be delayed until the next caravan. One of our war dogs has taken to wearing the one piece of rope we brought with us, and none of the pig tails will be even planted until next season.&lt;br /&gt;
&lt;br /&gt;
==25th Sandstone, 201 Mid Autumn==&lt;br /&gt;
&lt;br /&gt;
I can't tell you how many times I've heard dwarves tell me that behind ever caravan is a horde of kobold thieves. Did I listen? Did I post guards? Did I stop my dwarves from aimlessly wandering the countryside looking for a fire imp to slay? Of course not. And sure enough, one of those buggers jumped up and done shoved a dagger straight into old Catsacks SackRealms' eye! My crazed genius, the apple of my eye! No one knows how to use catgut the way Catsacks does! I'm not sure what to do with the poor guy. He insists he's fine, but he keeps passing out while in the middle of butchering some beasty. All my meat is going to rot because of him, and the winter snows are about to come upon us. I doubt we'll get any replacements this soon.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=210564</id>
		<title>User:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=210564"/>
		<updated>2014-09-02T08:49:04Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Future Development Plans and Things I Keep Forgetting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's the basic template:&lt;br /&gt;
{{spoil small|&lt;br /&gt;
blah&lt;br /&gt;
''blah''&lt;br /&gt;
'''blah'''&lt;br /&gt;
:bleh&amp;lt;br /&amp;gt;:bleh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= New Empire =&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Various Social Skills&lt;br /&gt;
&lt;br /&gt;
For a while now, I've made my Miner the expedition leader. Call it flavor.&lt;br /&gt;
&lt;br /&gt;
'''2. Skins'''&lt;br /&gt;
* Architect&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Competent Leatherworker&lt;br /&gt;
* Novice Fish Dissector&lt;br /&gt;
* Novice Animal Dissector&lt;br /&gt;
* Novice Fish Cleaner&lt;br /&gt;
* Record Keeper&lt;br /&gt;
&lt;br /&gt;
Architect and animal hater. Most likely to have down time, he'll be in charge of the books as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Proficient Stonecrafter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
* Average Gem Cutter&lt;br /&gt;
* Average Gem Setter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Competent Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
* Novice Shield User&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Competent Mechanics&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Carving an empire out of Sand and Cat Bone=&lt;br /&gt;
&lt;br /&gt;
My current load-out, inspired by finding a nice thickly-forested, heavily populated space of Black Sand with a magma pipe in it, and then discovering that the randomly-chosen name for the group was The Infamous Cat-Sacks.&lt;br /&gt;
&lt;br /&gt;
Clearly, I've been playing for far too long.&lt;br /&gt;
&lt;br /&gt;
== The Dwarves ==&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Competent Consoler&lt;br /&gt;
* Skilled Pacifier&lt;br /&gt;
&lt;br /&gt;
Since the top couple of layers are sand, anyway, he'll have plenty of time to level up in his actual trade skill. Ideally, he ought to be proficient in Persuader, but then I thought to myself, &amp;quot;No, that's going too far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''2. Cat-Into-Sack Stuffer'''&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Proficient Leatherworker&lt;br /&gt;
* Competent Mechanics&lt;br /&gt;
&lt;br /&gt;
Hey, he can't kill cats all the time. He also spends a lot of time devising cruel torture implements and death traps. Uh.....why do we want him along, again? Oh yeah, he's the whole reason we're ''The Infamous Cat-Sacks.''&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Skilled Stonecrafter&lt;br /&gt;
* Novice Record Keeper&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Glassmaker&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Wood Burner&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
Despite magma somewhere on the map, I trade a point of Bowyer for Wood Burner, for the early game. He's an essential part of my plans for an army of cat-bone clad marksdwarves armed with cat bone crossbows, shooting cat bone bolts at our enemies! He also makes a pretty nice cat meat biscuit.&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Proficient Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Proficient Architect&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
== Their Stuff ==&lt;br /&gt;
*4 Copper Picks&lt;br /&gt;
*1 Steel Axe&lt;br /&gt;
*2 Hunting Dogs&lt;br /&gt;
*2 War Dogs&lt;br /&gt;
*2 cats&lt;br /&gt;
*1 pig tail rope (for the sentry cat)&lt;br /&gt;
*1 Lead cage (for the rest of the cats)&lt;br /&gt;
*21 units each of the 4 kinds of alcohol&lt;br /&gt;
*31 Seeds of Plump Helmet and Pig Tail&lt;br /&gt;
*11 Seeds of the others&lt;br /&gt;
*11 turtles still in their shell&lt;br /&gt;
*1 each of all the food we can get (10gp and less)&lt;br /&gt;
&lt;br /&gt;
Which should leave us enough for nearly 40 cats! If we end up with anything left over, we can spend it on cat leather, cat meat, or seeds.&lt;br /&gt;
&lt;br /&gt;
New Version: 2 muskox, 2 cows instead of cats for a more generally carnivorous society.&lt;br /&gt;
&lt;br /&gt;
==Future Development Plans and Things I Keep Forgetting==&lt;br /&gt;
&lt;br /&gt;
 The Record Keeper and Outpost Manager jobs go to newbs from the &lt;br /&gt;
first immigration wave who are only suitable for Hauling duties. &lt;br /&gt;
&lt;br /&gt;
Some peasants are given the custom profession ROTC. These guys get Wood Cutting (so they carry axes), Masonry, Mechanics, Plant Gathering and Pump Operator. My Carpenter then turns off Plant Gathering (but not Woodcutting, so he gets to keep his shiny axe). I must remember to keep them separate from Haulers. I arrange them into one giant squad, all under the Carpenter. Once they all get a few levels of usable civillian skills, I must remember to turn them into an off-duty activated squad, so they can spend some time training up military skills.&lt;br /&gt;
&lt;br /&gt;
When training, they should by unarmed until they all have several levels of Wrestler.&lt;br /&gt;
&lt;br /&gt;
When assaulted by an ambush, activate the ROTC, remembering to set the squad on duty. If I tell them to go out in their skivvies, they won't waste time looking for armor.&lt;br /&gt;
&lt;br /&gt;
The military, including trained civilians, should have their own quarters, dining and stockpiles NEAR THE F'ING ENTRANCE.&lt;br /&gt;
&lt;br /&gt;
= Osodrigoth, Bonecrafts =&lt;br /&gt;
&lt;br /&gt;
==1st Granite, 201. Early Spring==&lt;br /&gt;
&lt;br /&gt;
We have arrived. The site is a gently sloped dune surrounded by forest, with no flowing water (at least, not above-ground). What is visible, to our dismay, is the demon-infested mouth of a volcano, on the southwest side of the dune. A few murky pools shall be our only source of water, so I note that I must build some kind of cistern system for catching as much rainfall as we can from the pitiful supplies available. &lt;br /&gt;
&lt;br /&gt;
Thankfully, our menagerie has arrived in good health. I will, I suppose, need to find somewhere to store them besides the barracks.&lt;br /&gt;
&lt;br /&gt;
==18th Felsite, 201, Late Spring==&lt;br /&gt;
&lt;br /&gt;
I've had to curtail the zeal of Uvash Zonibmat, our outdoorsdwarf. It seems he felt that the best way to ensure the success of our fortress was to perform animal sacrifices. First, he hunted down a unicorn, only to leave the bloody carcass on our doorstep when he realized that we didn't have so much as a statue of Akil, much less a temple. As Akil is the god of volcanos, he decided to hunt down one of the imps and slay it while screaming &amp;quot;Blood and Souls!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I certainly appreciate his piety, but I would prefer him to wait until we've at least dug deep enough to find some stone to replace the wooden door that is our only protection currently.&lt;br /&gt;
&lt;br /&gt;
Also, the well construction will have to be delayed until the next caravan. One of our war dogs has taken to wearing the one piece of rope we brought with us, and none of the pig tails will be even planted until next season.&lt;br /&gt;
&lt;br /&gt;
==25th Sandstone, 201 Mid Autumn==&lt;br /&gt;
&lt;br /&gt;
I can't tell you how many times I've heard dwarves tell me that behind ever caravan is a horde of kobold thieves. Did I listen? Did I post guards? Did I stop my dwarves from aimlessly wandering the countryside looking for a fire imp to slay? Of course not. And sure enough, one of those buggers jumped up and done shoved a dagger straight into old Catsacks SackRealms' eye! My crazed genius, the apple of my eye! No one knows how to use catgut the way Catsacks does! I'm not sure what to do with the poor guy. He insists he's fine, but he keeps passing out while in the middle of butchering some beasty. All my meat is going to rot because of him, and the winter snows are about to come upon us. I doubt we'll get any replacements this soon.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=62083</id>
		<title>User:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=62083"/>
		<updated>2010-01-31T20:22:11Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: New Storyline&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's the basic template:&lt;br /&gt;
{{spoil small|&lt;br /&gt;
blah&lt;br /&gt;
''blah''&lt;br /&gt;
'''blah'''&lt;br /&gt;
:bleh&amp;lt;br /&amp;gt;:bleh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= New Empire =&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Various Social Skills&lt;br /&gt;
&lt;br /&gt;
For a while now, I've made my Miner the expedition leader. Call it flavor.&lt;br /&gt;
&lt;br /&gt;
'''2. Skins'''&lt;br /&gt;
* Architect&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Competent Leatherworker&lt;br /&gt;
* Novice Fish Dissector&lt;br /&gt;
* Novice Animal Dissector&lt;br /&gt;
* Novice Fish Cleaner&lt;br /&gt;
* Record Keeper&lt;br /&gt;
&lt;br /&gt;
Architect and animal hater. Most likely to have down time, he'll be in charge of the books as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Proficient Stonecrafter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
* Average Gem Cutter&lt;br /&gt;
* Average Gem Setter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Competent Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
* Novice Shield User&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Competent Mechanics&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Carving an empire out of Sand and Cat Bone=&lt;br /&gt;
&lt;br /&gt;
My current load-out, inspired by finding a nice thickly-forested, heavily populated space of Black Sand with a magma pipe in it, and then discovering that the randomly-chosen name for the group was The Infamous Cat-Sacks.&lt;br /&gt;
&lt;br /&gt;
Clearly, I've been playing for far too long.&lt;br /&gt;
&lt;br /&gt;
== The Dwarves ==&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Competent Consoler&lt;br /&gt;
* Skilled Pacifier&lt;br /&gt;
&lt;br /&gt;
Since the top couple of layers are sand, anyway, he'll have plenty of time to level up in his actual trade skill. Ideally, he ought to be proficient in Persuader, but then I thought to myself, &amp;quot;No, that's going too far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''2. Cat-Into-Sack Stuffer'''&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Proficient Leatherworker&lt;br /&gt;
* Competent Mechanics&lt;br /&gt;
&lt;br /&gt;
Hey, he can't kill cats all the time. He also spends a lot of time devising cruel torture implements and death traps. Uh.....why do we want him along, again? Oh yeah, he's the whole reason we're ''The Infamous Cat-Sacks.''&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Skilled Stonecrafter&lt;br /&gt;
* Novice Record Keeper&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Glassmaker&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Wood Burner&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
Despite magma somewhere on the map, I trade a point of Bowyer for Wood Burner, for the early game. He's an essential part of my plans for an army of cat-bone clad marksdwarves armed with cat bone crossbows, shooting cat bone bolts at our enemies! He also makes a pretty nice cat meat biscuit.&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Proficient Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Proficient Architect&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
== Their Stuff ==&lt;br /&gt;
*4 Copper Picks&lt;br /&gt;
*1 Steel Axe&lt;br /&gt;
*2 Hunting Dogs&lt;br /&gt;
*2 War Dogs&lt;br /&gt;
*2 cats&lt;br /&gt;
*1 pig tail rope (for the sentry cat)&lt;br /&gt;
*1 Lead cage (for the rest of the cats)&lt;br /&gt;
*21 units each of the 4 kinds of alcohol&lt;br /&gt;
*31 Seeds of Plump Helmet and Pig Tail&lt;br /&gt;
*11 Seeds of the others&lt;br /&gt;
*11 turtles still in their shell&lt;br /&gt;
*1 each of all the food we can get (10gp and less)&lt;br /&gt;
&lt;br /&gt;
Which should leave us enough for nearly 40 cats! If we end up with anything left over, we can spend it on cat leather, cat meat, or seeds.&lt;br /&gt;
&lt;br /&gt;
New Version: 2 muskox, 2 cows instead of cats for a more generally carnivorous society.&lt;br /&gt;
&lt;br /&gt;
==Future Development Plans and Things I Keep Forgetting==&lt;br /&gt;
 The Record Keeper and Outpost Manager jobs go to newbs from the first immigration wave who are only suitable for Hauling duties. &lt;br /&gt;
&lt;br /&gt;
Some peasants are given the custom profession ROTC. These guys get Wood Cutting (so they carry axes), Masonry, Mechanics, Plant Gathering and Pump Operator. My Carpenter then turns off Plant Gathering (but not Woodcutting, so he gets to keep his shiny axe). I must remember to keep them separate from Haulers. I arrange them into one giant squad, all under the Carpenter. Once they all get a few levels of usable civillian skills, I must remember to turn them into an off-duty activated squad, so they can spend some time training up military skills.&lt;br /&gt;
&lt;br /&gt;
When training, they should by unarmed until they all have several levels of Wrestler.&lt;br /&gt;
&lt;br /&gt;
When assaulted by an ambush, activate the ROTC, remembering to set the squad on duty. If I tell them to go out in their skivvies, they won't waste time looking for armor.&lt;br /&gt;
&lt;br /&gt;
The military, including trained civilians, should have their own quarters, dining and stockpiles NEAR THE F'ING ENTRANCE.&lt;br /&gt;
&lt;br /&gt;
= Osodrigoth, Bonecrafts =&lt;br /&gt;
&lt;br /&gt;
==1st Granite, 201. Early Spring==&lt;br /&gt;
&lt;br /&gt;
We have arrived. The site is a gently sloped dune surrounded by forest, with no flowing water (at least, not above-ground). What is visible, to our dismay, is the demon-infested mouth of a volcano, on the southwest side of the dune. A few murky pools shall be our only source of water, so I note that I must build some kind of cistern system for catching as much rainfall as we can from the pitiful supplies available. &lt;br /&gt;
&lt;br /&gt;
Thankfully, our menagerie has arrived in good health. I will, I suppose, need to find somewhere to store them besides the barracks.&lt;br /&gt;
&lt;br /&gt;
==18th Felsite, 201, Late Spring==&lt;br /&gt;
&lt;br /&gt;
I've had to curtail the zeal of Uvash Zonibmat, our outdoorsdwarf. It seems he felt that the best way to ensure the success of our fortress was to perform animal sacrifices. First, he hunted down a unicorn, only to leave the bloody carcass on our doorstep when he realized that we didn't have so much as a statue of Akil, much less a temple. As Akil is the god of volcanos, he decided to hunt down one of the imps and slay it while screaming &amp;quot;Blood and Souls!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I certainly appreciate his piety, but I would prefer him to wait until we've at least dug deep enough to find some stone to replace the wooden door that is our only protection currently.&lt;br /&gt;
&lt;br /&gt;
Also, the well construction will have to be delayed until the next caravan. One of our war dogs has taken to wearing the one piece of rope we brought with us, and none of the pig tails will be even planted until next season.&lt;br /&gt;
&lt;br /&gt;
==25th Sandstone, 201 Mid Autumn&lt;br /&gt;
&lt;br /&gt;
I can't tell you how many times I've heard dwarves tell me that behind ever caravan is a horde of kobold thieves. Did I listen? Did I post guards? Did I stop my dwarves from aimlessly wandering the countryside looking for a fire imp to slay? Of course not. And sure enough, one of those buggers jumped up and done shoved a dagger straight into old Catsacks SackRealms' eye! My crazed genius, the apple of my eye! No one knows how to use catgut the way Catsacks does! I'm not sure what to do with the poor guy. He insists he's fine, but he keeps passing out while in the middle of butchering some beasty. All my meat is going to rot because of him, and the winter snows are about to come upon us. I doubt we'll get any replacements this soon.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/Quote&amp;diff=54058</id>
		<title>Talk:Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/Quote&amp;diff=54058"/>
		<updated>2009-10-07T06:53:39Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Screenshots */  How?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How to add quotes: ==&lt;br /&gt;
&lt;br /&gt;
* Go to the line of the last quote.&lt;br /&gt;
* Add a line immediately after it (this should be before the closing }} brackets)&lt;br /&gt;
* type &amp;quot;|&amp;amp;lt;!--YOUR-QUOTE-NUMBER--&amp;amp;gt;YOUR-QUOTE-HERE&amp;quot; on that line&lt;br /&gt;
:(The quote number is not functionally necessary, but it allows keeping track of how many quotes there are without counting)&lt;br /&gt;
* Look at the first line of the template&lt;br /&gt;
:It should look something like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Choose|c={{rand|37}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Adjust the number that is in the place of the 37 to reflect the number of quotes in the list.&lt;br /&gt;
*Preview your reply to make sure nothing is broken (or someone will be able to see it on the main page before it gets fixed)&lt;br /&gt;
*Profit!&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 00:34, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== When to add quotes: ==&lt;br /&gt;
&lt;br /&gt;
So. We have a small problem here. People add quotes, people remove quotes, people un-remove quotes, and people make edit war. Suggestion:&amp;lt;br&amp;gt;&lt;br /&gt;
:Rough guidelines for [[Main Page/Quote]]:&lt;br /&gt;
:*New quotes are freely added.&lt;br /&gt;
:*Those quotes are freely removed.&lt;br /&gt;
:*If &amp;lt;user&amp;gt; wants to get quotes re-added, &amp;lt;user&amp;gt; can make a section here stating that they should be and asking for opinion.&lt;br /&gt;
:*If consensus doesn't state &amp;quot;no, don't re-add them&amp;quot; for a while, the quotes can be freely added.&lt;br /&gt;
:*If &amp;lt;user2&amp;gt; wants to get quotes re-removed once the previous consensus is old, &amp;lt;user2&amp;gt; can make a similar section.&lt;br /&gt;
:*Etcetera.&lt;br /&gt;
--[[User:Savok|Savok]] 18:24, 7 March 2009 (EST)&lt;br /&gt;
::I approve. --[[User:Senso|Senso]] 18:53, 7 March 2009 (EST)&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
The [http://www.dfwk.ru/index.php/%D0%97%D0%B0%D0%B3%D0%BB%D0%B0%D0%B2%D0%BD%D0%B0%D1%8F_%D1%81%D1%82%D1%80%D0%B0%D0%BD%D0%B8%D1%86%D0%B0 russian wiki] has made use of the system here to show random DF screenshots rather than quotes. I think this is a rather clever idea. Maybe we have a good spot where we could place something similar? [[User:VengefulDonut|VengefulDonut]] 14:59, 15 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Neat Idea. We could have one quote and one screenshoot. But we should define a standard size for the screenshot. --[[User:Karl|Karl]] 15:36, 15 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::200x150 would make it fit the 800x600 curses, with proportional distortion all around, without taking up much in the way of page real estate. If the real estate is deemed not quite so valuable, then 400x300 would work even better, suffering half the overall distortion (but still maintaining a relatively small footprint, and keeping aspect ratio intact.) Unless we're happy with the smaller size I suggested, a page overhaul is going to be needed to find a place to put it, such that it doesn't make a jumble out of the rest of it. (Conversely, I think the 200x150 would fit very neatly in the space already allotted to one of the quotes.) --[[User:N9103|Edward]] 21:58, 15 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Also, it could easily be arranged so that quotes and screenshots are paired. That way each screenshot has an accompanying caption. It would take quite a bit of work to get images for the current ones, though. I guess we could start them off as random stuff and switch them out as we go. [[User:VengefulDonut|VengefulDonut]] 02:40, 21 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: How does one add screenshots? -- [[User:RomeoFalling|RomeoFalling]] 06:53, 7 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;[B]loats&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
For what it's worth, the nowiki formatting around square bracketed 'B' in the Toady quote about boats was simply in the interests of quoting accuracy; the original word was not capitalized and I still have that kind of formatting in my heart from college paper citations. --[[User:Alfador|Alfador]] 12:16, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ah. It looked to me like a weird, failed boats/bloats pun. I don't think it really matters; you can change it back if you like. --[[User:Savok|Savok]] 17:19, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thank you! And done. --[[User:Alfador|Alfador]] 11:27, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quote removal ==&lt;br /&gt;
&lt;br /&gt;
Say, why was the &amp;quot;interrupted by carp&amp;quot; quote removed?  I loved that one. --[[User:JT|JT]] 02:58, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Blame Savok, he thought it was unfunny. --[[User:GreyMario|GreyMario]] 16:22, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
And regarding VengefulDonut stripping off that last one, PTTG's quote was simply hilarious.  If you can't laugh at yourself, who can you laugh at? --[[User:JT|JT]] 02:19, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thinking on this some more, the idea that anyone can just reverse a quote at their leisure strikes me as unusual.  If a quote is an obvious spam, that's one thing; if a quote is something that ''you'' don't think of as funny, I think there should be some sort of consensus system involved.  There are at least a couple existing quotes that I don't find funny in the slightest (Spiders Everywhere, you've been processed, GreyMario's), but I don't remove them. --[[User:JT|JT]]&lt;br /&gt;
&lt;br /&gt;
My 2☼ on the subject:&amp;lt;br&amp;gt;&lt;br /&gt;
Unless a quote is offensively directed at a particular user/person, I don't see how there are any grounds for removal.&amp;lt;br&amp;gt;&lt;br /&gt;
If it is, it's perfectly acceptable for the addressed person to remove it, if they so choose.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you may remove quotes of yourself, whether or not they're offensive, regardless of who added the quote.&amp;lt;br&amp;gt;&lt;br /&gt;
In all cases, it's the sole responsibility of the addressed person to remove a quote, not someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
I think that makes sense.. but perhaps I'm too far off base? --[[User:N9103|Edward]] 07:37, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When anyone is able to add a quote at their leisure, we will naturally end up with plenty of quotes that aren't funny. If anyone is able to remove a quote at their leisure, quotes that aren't funny will disappear. This is parallel to the wikipedia editing process in general, and I think this kind of process has decent results. Although I am open to other proposals.&lt;br /&gt;
:On the topic of racy jokes: I'm sure there are plenty of group-targeted jokes that could be stated in DF terms that would be very funny; just pick a group, a metaphor, and a stereotype. But even if you tell a member of that group to grow a thicker skin or to stop taking themselves seriously or learn to take a joke, it doesn't turn the joke from something alienating to something entertaining. In the right context, those kinds of jokes can be very funny even to those on the butt end of them. Standup comedians succeed or fail based on their ability to create it. But I don't think that the front page is the right context. [[User:VengefulDonut|VengefulDonut]] 10:24, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unless its blantantly offensive I don't think &amp;quot;unfunny&amp;quot; is a reason to remove a quote, we each have our own sense of humour, such debate should be placed here on the discussion page imo. --[[User:Markavian|Markavian]] 20:30, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Bleh. I'd like to, but nobody answers most discussion page debates in reasonable time. If we become more regularly active in discussion page debates (which isn't hard - we've got several that any experienced player can add to), we might be able to do that. As it is, the responses are usually at least a few days, often months apart. And then, occasionally, we get one that has five people with fifteen comments in a day or two. --[[User:Savok|Savok]] 23:45, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
As I've said before, if you want to revert those of my deletes that you really think should stay, that's fine. The way I see it, and the way some have said before me, anybody can, if they think it's funny enough, add a quote to the page. Of course, we will get some pretty poor quotes that way, so anyone can, if they dislike it enough, delete a quote from that page. If an edit war occurs, we can take it to the talk page (with the war attention, we'll actually have commenters), where it can be resolved. We Are Not Wikipedia. We're too small for that; everyone knows everyone else and anyone can monitor all edits if they have a little time to spend.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]], rambling at 23:45, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== [http://www.bay12games.com/forum/index.php?topic=19686.msg206978#msg206978 Too untasteful?] ==&lt;br /&gt;
&lt;br /&gt;
I found this on the forums:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 12em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;&lt;br /&gt;
Goatsects the Raw Red Anus of Stretching&amp;lt;/div&amp;gt;&lt;br /&gt;
For? Against? --[[User:Savok|Savok]] 22:56, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm for it. DF has people exploding in gore. Besides, these words are in the game anyway.&lt;br /&gt;
-- [[User:InquisitorSaturn|InquisitorSaturn]] 01:44, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm for it. Lets be honest; how many people are likely to come to this wiki that aren't mature enough to enjoy a little mature humor. If anything people are more likely to complain that it didn't make them laugh then that they are worried that kids might see it.   --[[User:Silver|Silver]] 01:29, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nobody gives a fuck about the kids, man. --[[User:GreyMario|GreyMaria]] 22:32, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
For - Very funny and clever --[[User:Cultiststeve|cultiststeve]] 17:33, 15 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Against. I think it might be funny once or twice, but it is not necessarily something that I want to see on the front page for hours until the quote changes again. --[[User:i2amroy|i2amroy]] 10:26 June 14 (MST)&lt;br /&gt;
&lt;br /&gt;
:Mmmm... against.  When there were 2 quotes on the page, maybe. But now that there's only 1, I'd rather not have this be &amp;quot;representative&amp;quot; of any DF experience, when it's simply not.  In fact, it has nothing to do with DF - it's just crude. (Not that that's a bad thing - it just has nothing to do with DF.) --[[User:Albedo|Albedo]] 19:41, 14 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multi-Line Quotes ==&lt;br /&gt;
&lt;br /&gt;
I assumed your multi-line quote was an error because it rendered incorrectly when it appeared on http://www.dwarffortresswiki.net/index.php/Main_Page/Quote , and did so again when you restored the original.  I've re-re-restored it in the interests of peace but I do note that the text extends outside the box and one line actually appears below the box.  I'm less certain whether it appears this way on the main page.  Perhaps we need a different way to enter multi-line quotes? --[[User:Corona688|Corona688]] 15:39, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The quote that's causing problems is kinda long, either way.  How about we just bonk it on the head?--[[User:Maximus|Maximus]] 19:15, 31 October 2008 (EDT)&lt;br /&gt;
::But it's funny.  :( --[[User:Corona688|Corona688]] 01:55, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just out of curiosity, what browser? It appears just fine in Firefox 2. --[[User:GreyMario|GreyMaria]] 17:39, 4 November 2008 (EST)&lt;br /&gt;
::Firefox 3.  --[[User:Corona688|Corona688]] 15:19, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:My multi-line quote (shown below) doesn't appear to break anything (browser used: Firefox 3). --[[User:Beerdude26|Beerdude26]] 15:26, 22 January 2009 (EST) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Okay wtf who broke shit where. ==&lt;br /&gt;
&lt;br /&gt;
On the main page, the second random quote is just a '. WHAT GIVES? --[[User:GreyMario|GreyMaria]] 14:32, 20 November 2008 (EST)&lt;br /&gt;
:I can't find any recent changes to the code of the selector, and given that the first selector works, it's hard to blame a syntax error either.  The mainpage does a weird thing to guarantee the quotes are different, passing |1 to the page as a parameter or...something.  Someone who knows wikicode may know what's going on. --[[User:Corona688|Corona688]] 15:13, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The problem is a bit deeper. [[template:rand]] and [[template:rand2]] use the mod function inside a #expr to mod the current timestamp and return a number in a specified range. The mod function is returning negative values for large inputs (this is a bug). Since it seems I can't guarantee a positive number will have a positive mod, I don't know how to modify the templates to make sure they keep returning positive numbers. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Smaller inputs would be nice, but I need it to vary with time, and those are the ones that are blowing it up. Also, I don't have absolute value or any binary number operations, so those methods are out. Absolute value would be available with a newer version of parser functions, but convincing [[user:senso|Senso]] is an obstacle there. I'm really not sure how to remedy this. Anyone have ideas? [[User:VengefulDonut|VengefulDonut]] 19:43, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I say divide the end result before modulusing by 4. That'll still give pseudo-random numbers, just less often, and might work until a better fix rears its not-so-ugly head. --[[User:GreyMario|GreyMaria]] 20:12, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: &amp;lt;s&amp;gt;Good idea. I'll try it. [[User:VengefulDonut|VengefulDonut]] 20:21, 20 November 2008 (EST)&amp;lt;/s&amp;gt;&lt;br /&gt;
:::: Didn't work. [[User:VengefulDonut|VengefulDonut]] 20:23, 20 November 2008 (EST)&lt;br /&gt;
:::: Feel free to fool around with [[template:rand]] and push a fix if you can find one. Just make sure to preview. [[User:VengefulDonut|VengefulDonut]] 20:24, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Ah well, it was worth a shot. I'll see what I can come up with in the [[Template:Sandbox|sandbox]]. --[[User:GreyMario|GreyMaria]] 20:31, 20 November 2008 (EST)&lt;br /&gt;
:::::&amp;lt;s&amp;gt;UPDATE: It appears using &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;{{#expr: ((({{LOCALTIMESTAMP}} / 1024) + {{CURRENTDAY}} + {{CURRENTMONTH}}) mod {{{1|100}}}) + 1}}&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; seems to produce positive numbers for now. I'll go update [[Template:Rand2]] and see if it works.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;So much for that, but at least it was returning positive numbers. --[[User:GreyMario|GreyMaria]] 20:42, 20 November 2008 (EST)&amp;lt;/s&amp;gt;&lt;br /&gt;
:::::Okay, I blame certain things being slow for the fact that it works over in the Sandbox but not in the Main Page/Quote template. :S But the good news is, it's at least producing a result over at the sandbox. --[[User:GreyMario|GreyMaria]] 20:54, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Can you use an &amp;lt;nowiki&amp;gt; {{ #ifexpr: {{{num}}} &amp;gt;= 0 | {{{num}}} | {{ #expr: {{{num}}} * -1 }} }} &amp;lt;/nowiki&amp;gt; to replace abs?  (I may have the syntax slightly wrong.)--[[User:Maximus|Maximus]] 04:09, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Good call, Maximus. [[User:VengefulDonut|VengefulDonut]] 09:04, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::You know, I thought of that just last night but was too busy falling asleep. :( --[[User:GreyMario|GreyMaria]] 15:21, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::I stole it off your desk.--[[User:Maximus|Maximus]] 18:06, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Here we go again! It's started displaying the telltale ' again. D: --[[User:GreyMario|GreyMaria]] 00:05, 27 November 2008 (EST)&amp;lt;br&amp;gt;UPDATE: It's just gone away again. Might be worth a try to check the conditions next time it does it D: --[[User:GreyMario|GreyMaria]] 00:08, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Should be fixed now. [[User:VengefulDonut|VengefulDonut]] 18:04, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== What's This Jreengus Stuff About, Anyway? ==&lt;br /&gt;
&lt;br /&gt;
Googling it just gets me pages telling me it's funny for those in the know somehow.  If any place ought to have an explanation it's the wiki.  That's what it's there for!  :)  --[[User:Corona688|Corona688]] 13:05, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Kobolds speak gibberish. The code that named an event allowed the kobolds to name it (when they won? maybe.), and that caused the name of an event to sometimes be a single word of gibberish. Toady mentioned that somewhere in some part of the dev notes.&lt;br /&gt;
:That's it. --[[User:Savok|Savok]] 17:17, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal. ==&lt;br /&gt;
&lt;br /&gt;
Haaaaawhaaahahahahahahahahahahaaaaaa. Awesome. We need more quotes that are as funny as this. --[[User:GreyMario|GreyMaria]] 17:48, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Long quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Engraved on the wall is a masterfully designed image of a dwarf engraving a wall. The engraving is a dwarf engraving a wall. The engraving is a dwarf engraving a wall. The engraving is a dwarf engraving on a wall. The engraving is a dwarf engraving on a wall. The engraving is a dwarf mining out a wall.&amp;quot;  Yes this is a long quote but it's also funny, why ditch it?  I didn't see any long quotes breaking the mainpage the way multi-line quotes did. --[[User:Corona688|Corona688]] 15:59, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:They make the main page look like crap by stretching the quote box and pushing down everything else. [[User:VengefulDonut|VengefulDonut]] 16:31, 12 December 2008 (EST)&lt;br /&gt;
:Surely there are other places to put funny things. [[User:VengefulDonut|VengefulDonut]] 16:33, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Not really, unless you mean 'keep this stuff off the wiki'.  No, quotes aren't a big deal.  They're just fun, i.e. 'the entire point'.  ;p  The Quote_Archive is an obvious aging relic, and ought to go anyway since there's no sense having multiple, separate pages of slightly different functionality and identical content patchily duplicating each other.  I wonder if the quote wikicode could be done the other way around...  I might play around on my talk page and see if I can build a useful something. --[[User:Corona688|Corona688]] 17:33, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The Quote Archive was originally created as a place for quotes to go to never be deleted, so that it wouldn't be that bad if someone lost a quote from Main Page/Quote. When I created it, I didn't realize the effort it would take to update it, so I'm going to go over there now and clean it up, making it all plaintext.&lt;br /&gt;
:::Also, I concur with Vengeful that the long quotes are overly ugly on the main page. --[[User:Savok|Savok]] 22:35, 12 December 2008 (EST)&lt;br /&gt;
::::Not arguing with that.  I usually run screens at a high resolution so I didn't notice the stretching myself.  I do think multiple quote pages is pointless though, 'specially considering folk like me will happen upon them and helpfully transfer stuff from one to the other...  Not that I would, but I had often considered doing so, obviously misunderstanding your intent in all that duplicate information. --[[User:Corona688|Corona688]] 00:15, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I agree in principle - many recently deleted are not (imo) a dealbreaker, but there has to be a limit somewhere. I just posted a guideline at the top of the page which reads:&lt;br /&gt;
::LIMIT QUOTES TO 150 CHARACTERS (as most are below)&lt;br /&gt;
::LONGER QUOTES MAY BE SNIPPED OR DELETED! &lt;br /&gt;
:- which seems the max currently.  (Only visible when editing, allcaps for max visibility/impact.)  &lt;br /&gt;
:I also edited several existing long quotes into shorter, acceptable format - some of those were funny, and while changing others' quotes is not my preferred option, this is a wiki, and it's that or lose them.--[[User:Albedo|Albedo]] 04:05, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Edit Warring ==&lt;br /&gt;
I see GreyMario has taken it upon himself to remove quotes by the dozen, most of which had previously been added back after someone noticed their mysterious absence.  Clearly your sense of humor is not everyone's or people wouldn't have to keep adding them back, could you just leave it be instead of editwarring?  Can someone give us a revert, please?  --[[User:Corona688|Corona688]] 23:24, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Except they were removed because they were unfunny by popular vote. People should really put it up to a vote when it comes to adding them back. --[[User:GreyMario|GreyMaria]] 01:24, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I must have missed this, where did it happen? --[[User:Corona688|Corona688]] 14:21, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::In general, I think the replacement of deleted quotes is more of a problem than their deletion. As long as they are added just once and deleted just once, we won't have an edit war even with conflicting views of humor. [[User:VengefulDonut|VengefulDonut]] 09:28, 11 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I agree, most of those votes were not funny. They were not even remotely close to my &amp;quot;mind like a +whatever trap+&amp;quot; quote, and it's hard to be worse than that and still funny. Anyway, edit warring=no, people should ask what happened to them and it then should be explained exactly what did happen. Personally, I think that they should be left on the quote archive, but not popping up on the main page for all to see.--[[User:Destor|Destor]] 12:12, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== 6 deleted quotes - call for opinions ==&lt;br /&gt;
&lt;br /&gt;
Here are 6 quotes that were deleted after being added.  I believe they are worth keeping - wouldn't have added them if I didn't, but one other user disagreed enough to delete them all.  Opinions on any or all are requested.&lt;br /&gt;
&lt;br /&gt;
:*Look, there's sentient lava outside, &amp;amp; the only survivor is issuing mandates to the empty halls.  This isn't going to get better.&lt;br /&gt;
::Goddamn I am ''sick'' of this constant editwarring.  If I went around removing everything I didn't think was funny the quotes page would be cut in half, but I try to respect other people's content and acknowlege other people's sense of humor.  This was &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; a misquote originally, someone just shortened it into one, and butchered both the content and the english language in the process.  &amp;quot;There's sentient lava outside&amp;quot; is perilously close to lolspeak.  &amp;quot;There are roving clumps of sentient lava outside&amp;quot;, on the other hand, is a mental picture that gets a laugh reaction from 4/5 folks I show it to.  I'm putting it back. --[[User:Corona688|Corona688]] 20:36, 30 June 2009 (UTC)&lt;br /&gt;
:::Vengeful donut took this to my talk page for some reason, I'm responding here.  Humor is a matter of taste, unlike most of the rest of the wiki, and one person shouldn't try and define it for everyone.  --[[User:Corona688|Corona688]] 23:44, 1 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:*On the forums is a masterful rendition of an image of a human reading a dwarf fortress wiki. The human has '''no clue''' what is going on.&lt;br /&gt;
&lt;br /&gt;
:*Seeing a dwarf give birth while sparring was scary, but worse was when she picked the child up &amp;amp; continued fighting.&lt;br /&gt;
&lt;br /&gt;
:*The merchants won't leave because I killed their guys &amp;amp; I can't drown them because there's a shoe in the floodgate.&lt;br /&gt;
&lt;br /&gt;
:*All I do is lure the gobbos in and throw the lever to flood the central chamber, &amp;amp; the goblins start sorting themselves by density.&lt;br /&gt;
&lt;br /&gt;
:*The mayor sent me to kill the crocodile that killed my last 3 characters - again... I think he's catching on that I want to kill him.&lt;br /&gt;
--[[User:Albedo|Albedo]] 06:49, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It's worth noting that these are all misquotes. They have been modified from their original versions. Since these is a list of '''quotes''' rather than just '''jokes''' misquotes do not belong here. [[User:VengefulDonut|VengefulDonut]] 07:57, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::IMO, we don't even credit the quotes so it's not ''that'' important to keep the original phrase intact. The quotes are here to add a funny aspect to the front page, it's not like we're quoting the President about some Important Matter. If a quote breaks the box, I say it's fine to shorten it until it fits, as long as the original spirit is kept. We could always ask the quote's author for their approval, if it's that important. Can we track the origin of those quotes? If not, let's edit them since nobody can prove they're actual quotes anyway. --[[User:Senso|Senso]] 13:52, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::If we're not going to pretend that we're quoting people, perhaps we should rename the page. [[User:VengefulDonut|VengefulDonut]] 16:16, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::A bunch of sentences without any credits are not proper quotes so in fact, the Quotes page has never really been about quoting people, it's seen as a repository of funny quips about DF. Personally, I don't think it's important enough to start finding all the real authors and adding the authors to the quotes when they appear on the front page. We're not going to bicker about the definition of the word &amp;quot;Quote&amp;quot; and if it's a valid designation or not for that page, I'll leave that kind of debate for Wikipedia. Also, I wouldn't be surprised if most of the &amp;quot;quotes&amp;quot; were made up for that list anyway. My final opinion is this: The more sentences we have in that list the better, I don't mind if there is no source attribution. --[[User:Senso|Senso]] 00:19, 31 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I like quote 2 (forum + wiki) so much that I'ld be willing to re-add it myself; don't care about the rest. --[[User:MathFox|MathFox]] 15:43, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:'''Restore''' And I'll also echo Senso's sentiments on the matter. -[[User:N9103|Edward]]&lt;br /&gt;
&lt;br /&gt;
== Signatures ==&lt;br /&gt;
&lt;br /&gt;
Do we want to include signatures? (&amp;quot;Toady&amp;quot; and a few other notables being exceptions).  Isn't that a bit against the anonymous/collective idea of a wiki?  Doesn't that personalize the edits and hurt the overall process? (And risk turning this into a &amp;quot;look at me!&amp;quot; page?)--[[User:Albedo|Albedo]] 21:02, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:That sounds like a fine idea, if someone sees a quote with somebody's sinature, they can just delete the signature. --[[User:Frandude|Frandude]] 18:54, 9 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=45307</id>
		<title>User:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=45307"/>
		<updated>2009-09-23T09:21:31Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* A List of Things I Keep Forgetting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's the basic template:&lt;br /&gt;
{{spoil small|&lt;br /&gt;
blah&lt;br /&gt;
''blah''&lt;br /&gt;
'''blah'''&lt;br /&gt;
:bleh&amp;lt;br /&amp;gt;:bleh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Carving an empire out of Sand and Cat Bone=&lt;br /&gt;
&lt;br /&gt;
My current load-out, inspired by finding a nice thickly-forested, heavily populated space of Black Sand with a magma pipe in it, and then discovering that the randomly-chosen name for the group was The Infamous Cat-Sacks.&lt;br /&gt;
&lt;br /&gt;
Clearly, I've been playing for far too long.&lt;br /&gt;
&lt;br /&gt;
== The Dwarves ==&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Competent Consoler&lt;br /&gt;
* Skilled Pacifier&lt;br /&gt;
&lt;br /&gt;
Since the top couple of layers are sand, anyway, he'll have plenty of time to level up in his actual trade skill. Ideally, he ought to be proficient in Persuader, but then I thought to myself, &amp;quot;No, that's going too far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''2. Cat-Into-Sack Stuffer'''&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Proficient Leatherworker&lt;br /&gt;
* Competent Mechanics&lt;br /&gt;
&lt;br /&gt;
Hey, he can't kill cats all the time. He also spends a lot of time devising cruel torture implements and death traps. Uh.....why do we want him along, again? Oh yeah, he's the whole reason we're ''The Infamous Cat-Sacks.''&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Skilled Stonecrafter&lt;br /&gt;
* Novice Record Keeper&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Glassmaker&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Wood Burner&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
Despite magma somewhere on the map, I trade a point of Bowyer for Wood Burner, for the early game. He's an essential part of my plans for an army of cat-bone clad marksdwarves armed with cat bone crossbows, shooting cat bone bolts at our enemies! He also makes a pretty nice cat meat biscuit.&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Proficient Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Proficient Architect&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
== Their Stuff ==&lt;br /&gt;
*4 Copper Picks&lt;br /&gt;
*1 Steel Axe&lt;br /&gt;
*2 Hunting Dogs&lt;br /&gt;
*2 War Dogs&lt;br /&gt;
*2 cats&lt;br /&gt;
*1 pig tail rope (for the sentry cat)&lt;br /&gt;
*1 Lead cage (for the rest of the cats)&lt;br /&gt;
*21 units each of the 4 kinds of alcohol&lt;br /&gt;
*31 Seeds of Plump Helmet and Pig Tail&lt;br /&gt;
*11 Seeds of the others&lt;br /&gt;
*11 turtles still in their shell&lt;br /&gt;
*1 each of all the food we can get (10gp and less)&lt;br /&gt;
&lt;br /&gt;
Which should leave us enough for nearly 40 cats! If we end up with anything left over, we can spend it on cat leather, cat meat, or seeds.&lt;br /&gt;
&lt;br /&gt;
New Version: 2 muskox, 2 cows instead of cats for a more generally carnivorous society.&lt;br /&gt;
&lt;br /&gt;
==Future Development Plans and Things I Keep Forgetting==&lt;br /&gt;
 The Record Keeper and Outpost Manager jobs go to newbs from the first immigration wave who are only suitable for Hauling duties. &lt;br /&gt;
&lt;br /&gt;
Some peasants are given the custom profession ROTC. These guys get Wood Cutting (so they carry axes), Masonry, Mechanics, Plant Gathering and Pump Operator. My Carpenter then turns off Plant Gathering (but not Woodcutting, so he gets to keep his shiny axe). I must remember to keep them separate from Haulers. I arrange them into one giant squad, all under the Carpenter. Once they all get a few levels of usable civillian skills, I must remember to turn them into an off-duty activated squad, so they can spend some time training up military skills.&lt;br /&gt;
&lt;br /&gt;
When training, they should by unarmed until they all have several levels of Wrestler.&lt;br /&gt;
&lt;br /&gt;
When assaulted by an ambush, activate the ROTC, remembering to set the squad on duty. If I tell them to go out in their skivvies, they won't waste time looking for armor.&lt;br /&gt;
&lt;br /&gt;
The military, including trained civilians, should have their own quarters, dining and stockpiles NEAR THE F'ING ENTRANCE.&lt;br /&gt;
&lt;br /&gt;
= Osodrigoth, Bonecrafts =&lt;br /&gt;
&lt;br /&gt;
==1st Granite, 201. Early Spring==&lt;br /&gt;
&lt;br /&gt;
We have arrived. The site is a gently sloped dune surrounded by forest, with no flowing water (at least, not above-ground). What is visible, to our dismay, is the demon-infested mouth of a volcano, on the southwest side of the dune. A few murky pools shall be our only source of water, so I note that I must build some kind of cistern system for catching as much rainfall as we can from the pitiful supplies available. &lt;br /&gt;
&lt;br /&gt;
Thankfully, our menagerie has arrived in good health. I will, I suppose, need to find somewhere to store them besides the barracks.&lt;br /&gt;
&lt;br /&gt;
==18th Felsite, 201, Late Spring==&lt;br /&gt;
&lt;br /&gt;
I've had to curtail the zeal of Uvash Zonibmat, our outdoorsdwarf. It seems he felt that the best way to ensure the success of our fortress was to perform animal sacrifices. First, he hunted down a unicorn, only to leave the bloody carcass on our doorstep when he realized that we didn't have so much as a statue of Akil, much less a temple. As Akil is the god of volcanos, he decided to hunt down one of the imps and slay it while screaming &amp;quot;Blood and Souls!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I certainly appreciate his piety, but I would prefer him to wait until we've at least dug deep enough to find some stone to replace the wooden door that is our only protection currently.&lt;br /&gt;
&lt;br /&gt;
Also, the well construction will have to be delayed until the next caravan. One of our war dogs has taken to wearing the one piece of rope we brought with us, and none of the pig tails will be even planted until next season.&lt;br /&gt;
&lt;br /&gt;
==25th Sandstone, 201 Mid Autumn&lt;br /&gt;
&lt;br /&gt;
I can't tell you how many times I've heard dwarves tell me that behind ever caravan is a horde of kobold thieves. Did I listen? Did I post guards? Did I stop my dwarves from aimlessly wandering the countryside looking for a fire imp to slay? Of course not. And sure enough, one of those buggers jumped up and done shoved a dagger straight into old Catsacks SackRealms' eye! My crazed genius, the apple of my eye! No one knows how to use catgut the way Catsacks does! I'm not sure what to do with the poor guy. He insists he's fine, but he keeps passing out while in the middle of butchering some beasty. All my meat is going to rot because of him, and the winter snows are about to come upon us. I doubt we'll get any replacements this soon.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weapon&amp;diff=13919</id>
		<title>40d:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weapon&amp;diff=13919"/>
		<updated>2009-09-23T08:57:16Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Quality/Material equivalence */  explicitly listed bone, for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Weapons''' are items that increase the [[damage]] dealt by [[creatures]] in combat.  In fortress mode, after accessing the [[military]] screen with {{K|m}}, pressing {{K|w}} gives a list of which weapons you desire your [[dwarves]] to use. Dwarves only carry a weapon if their profession requires one: that is, if they are a [[miner]], [[woodcutter]], [[hunter]], or soldier. Dwarves working in other trades will only collect a weapon upon being drafted, which may cause a long walk to '''collect equipment''' depending on weapon availability and settings.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
Some types of weapons cannot be used by dwarves in Fortress mode, such as [[bow]]s, and only 7 can be manufactured. Some can however be used if recovered from enemies or gained by trade, and all can be used in [[Traps|weapon traps]] just fine. &lt;br /&gt;
&lt;br /&gt;
In Adventure mode, all weapons are usable; an adventurer can become a bowdwarf, or use a [[human]] great axe or longsword in one hand despite the fact that he is smaller than the minimum size required to use the axe at all, with both hands or one. It is not clear if there are any penalties associated with using over-sized weapons.&lt;br /&gt;
&lt;br /&gt;
==Manufacture==&lt;br /&gt;
Dwarves with relevant [[skill]]s can create weapons using an appropriate [[workshop]] and [[material|raw material]].  [[Wood|Wooden]] and [[bone]] crossbow bolts and [[Obsidian]] short swords can be created at the [[craftsdwarf's workshop]].  (Metal) bolts and melee weapons can be created at a [[metalsmith's forge]] (or the [[magma forge|magma equivalent]]).  Crossbows can be made at a [[bowyer's workshop]].  Dwarves can only create weapons they themselves can wield, with the occasional exception of [[legendary artifact|artifacts]].&lt;br /&gt;
&lt;br /&gt;
Most weapons can be made of a single bar of [[iron]], [[silver]], [[copper]], [[bronze]], [[steel]], [[bismuth bronze]], or [[adamantine]].  (Short swords can also be made from obsidian, with a [[wood]]en handle.)  The rare exception is a [[strange mood]], which can produce a weapon from almost anything.&lt;br /&gt;
&lt;br /&gt;
The material of crossbows does not affect the damage of fired bolts, although it does affect the damage of the crossbow when it is used as a bludgeon (when striking the opponent with the weapon itself - bolts determine the damage when fired at range).&lt;br /&gt;
&lt;br /&gt;
There are a few enormous weapons that no race can wield, these are only usable when mounted into weapon [[trap]]s.  These are the [[spike|menacing spike]], the [[large, serrated disc]], the [[spiked ball]], [[enormous corkscrew]], and the [[giant axe blade]].&lt;br /&gt;
&lt;br /&gt;
==Use in Fortress mode==&lt;br /&gt;
Upon being drafted, dwarves will get a &amp;quot;pick up equipment&amp;quot; job and go and pick up the assigned weapon and armor.  However, there are three labors, when enabled, allow the dwarf to be fully equipped (but not in the military). This can be very useful to quickly defend against an ambush or attack.&lt;br /&gt;
*A [[woodcutter]] carries a [[battle axe]] even as a civilian. If a woodcutter is assigned to use an axe as a weapon he or she will only need get the assigned [[armor]]. The caveat is that woodcutters need to be cross-trained as axedwarfs (as wielding an axe requires the axe skill) and if you designate a section of trees for wood-cutting, all your dwarves will rush out to cut them down.&lt;br /&gt;
*A [[miner]] carries a [[pick]] at all times. The drawback is that picks are mediocre weapons (see [[Weapon#Weapon_statistics|below]]) and a miner will still need to equip the desired armor. Because wielding the pick is based on the civilian &amp;quot;mining&amp;quot; skill, miners don't have to train as soldiers to be semi-effective fighters. Picks will only be used as weapons by miners who are holding picks and instructed to fight unarmed.&lt;br /&gt;
*A [[hunter]] will equip the armor and weapon assigned to hunt with (Note: this needn't be a crossbow with leather armor).  Military dwarves that are deactivated while fully equipped with a weapon and armor '''and''' have the hunting labor enabled will keep their weapon and armor equipped. This case is only practical when the surrounding wild animals have been depleted and armor and weapons are plentiful.&lt;br /&gt;
&lt;br /&gt;
==Effectiveness==&lt;br /&gt;
Weapons vary in the amount and type of damage inflicted, according to raw/objects/item_weapon.txt{{version|0.28.181.40d}}. Blunt weapons like hammers and [[mace]]s tend to deal large amounts of damage to external body parts, and never get stuck in targets. Slashing or cutting weapons such as [[axe]]s or swords have a tendency to sever limbs on good hits, but sometimes get stuck in their victims.  Piercing weapons such as [[spear]]s or crossbow bolts have a high chance to deal damage to internal organs, possibly resulting in instant kills, but have the highest chance to get stuck in victims.  Weapons that get stuck in their victims cannot be reused until pulled free, which can leave the attacker vulnerable.  While stuck, the weapon can be twisted in the wound, possibly causing the victim to pass out from pain.&lt;br /&gt;
&lt;br /&gt;
High &amp;quot;Crit. Boost&amp;quot; is a better chance of causing internal injuries, rather than simply wounding body parts. This is useful against big, hard-to-damage enemies -- piercing weapons like [[spear]]s will tend to damage their organs, which is usually a faster way to take them out.&lt;br /&gt;
&lt;br /&gt;
==Weapon statistics==&lt;br /&gt;
These have been taken from /raw/objects/item_weapon.txt:&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
====Dwarf weapons====&lt;br /&gt;
In Fortress mode, these are the only weapons dwarves can manufacture themselves.&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost &lt;br /&gt;
|-&lt;br /&gt;
| [[Battle axe]] || 110 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow]](melee only)&amp;amp;dagger; || 70 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Mace]] || 120 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Pick]]&amp;amp;dagger; || 70 || Pierce || Mining || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Short sword]] || 100 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Spear]] || 100 || Pierce || Spear || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[War hammer]] || 120 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Other weapons]]====&lt;br /&gt;
(Note - dwarves can not use these in fortress mode unless marked with an *)&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost &lt;br /&gt;
|-&lt;br /&gt;
| [[Blowgun]]&amp;amp;dagger; (melee) || 20 || Bludgeon || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bow]]&amp;amp;dagger; (melee) || 40 || Bludgeon || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Large dagger]] || 70 || Slash || Dagger || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Flail]] || 130 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Great axe]]&amp;amp;Dagger; || 150 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Halberd]]&amp;amp;Dagger; || 140 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Long sword]]* &amp;amp;dagger; || 120 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Maul]]&amp;amp;Dagger; || 160 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Morningstar]]* || 120 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Pike]]&amp;amp;Dagger; || 120 || Pierce || Mace || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Scimitar]]* || 100 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Scourge]] || 30 || Gore || Whip/Lasher || None&lt;br /&gt;
|-&lt;br /&gt;
| Two-handed sword&amp;amp;Dagger; || 140 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip]]&amp;amp;dagger; || 20 || Gore || Whip/Lasher || None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;dagger; ''Dwarves wield weapon two-handed (set number of weapons to 2 in fort mode ({{k|v}}-{{k|p}}-{{k|s}}-{{k|m}}))'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''Dwarves cannot wield weapon (too large)''&amp;lt;br&amp;gt; * ''Can be worn in fortress mode''&lt;br /&gt;
&lt;br /&gt;
===Missile ammunition statistics===&lt;br /&gt;
These have been taken from /raw/objects/item_ammo.txt:&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Arrow]] || 100 || Pierce || Invaders' weapon&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowdart]] || 10 || Pierce || Invaders' weapon&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt]] || 100 || Pierce || Dwarf &amp;amp; Invaders' weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trap weapon statistics===&lt;br /&gt;
&lt;br /&gt;
(See [[Trap component|Trap Weapon]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage calculation ==&lt;br /&gt;
[[Weapon]]s and [[trap]]s do one of four types of damage, the type of damage influences what type of critical hits it can inflict.&lt;br /&gt;
Damage is reduced by the targets [[armor]] and [[toughness]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Criticals&lt;br /&gt;
!Weapons and Traps&lt;br /&gt;
|-&lt;br /&gt;
|Slash&lt;br /&gt;
|Sever Limbs&lt;br /&gt;
|[[axe]], sword, [[dagger]], [[giant axe blade]], [[large, serrated disc|serrated disc]]&lt;br /&gt;
|-&lt;br /&gt;
|Pierce&lt;br /&gt;
|Organ damage&lt;br /&gt;
|[[pike (weapon)|pike]], [[pick]], [[spear]], [[bolt]], [[arrow]], [[blowdart]], [[enormous corkscrew]], [[menacing spike]], [[spiked ball]]&lt;br /&gt;
|-&lt;br /&gt;
|Bludgeon&lt;br /&gt;
|Break bones&lt;br /&gt;
|[[war hammer]], [[mace]], unloaded [[crossbow]] or [[bow]] or [[blowgun]], [[maul]], [[flail]], [[morningstar]], [[fist]], stone-fall [[trap]]&lt;br /&gt;
|-&lt;br /&gt;
|Gore&lt;br /&gt;
|Heavy Bleeding and Pain(?)&lt;br /&gt;
|[[whip]], [[Scourge]]&lt;br /&gt;
|-&lt;br /&gt;
|Burn&lt;br /&gt;
|Extreme Pain&lt;br /&gt;
|Special [[Creature token|Creature Tokens]](Attack)&lt;br /&gt;
|-&lt;br /&gt;
|Heat&lt;br /&gt;
|Ignition of target&lt;br /&gt;
|Special [[Creature token|Creature Tokens]](Attack)&lt;br /&gt;
|-&lt;br /&gt;
|Cold&lt;br /&gt;
|Freezing/Frostbite&lt;br /&gt;
|Special [[Creature token|Creature Tokens]](Attack)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material damage modifiers===&lt;br /&gt;
Dwarves can only make metal weapons out of [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]]or [[adamantine]]. (Short swords can also be made from obsidian, with a [[wood]]en handle.)  The rare exception is a [[strange mood]], which can produce a weapon from almost anything (and would fall into the &amp;quot;other&amp;quot; category), and elves, who trade wooden weapons.&lt;br /&gt;
&lt;br /&gt;
Actual weapon damage depends partially on the material from which the weapon was forged. An iron battle axe does 110 damage for example, while a steel axe does 146 damage etc.&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Damage %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] and [[Obsidian]]&amp;amp;dagger; || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] and [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| All other materials&amp;amp;dagger; ([[wood]], [[silver]], [[glass]], etc.) || 50&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &amp;amp;dagger; ''This value could not be verified from the raws. It is believed to still be accurate but use at your own risk.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item quality ===&lt;br /&gt;
&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000013 stated] that [[quality]] increases its protection (or damage, in the case of weapons), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Item Name : Basic crafted weapon - x1.0 damage&lt;br /&gt;
* -Item Name- : Well-Crafted weapon - x1.2 damage&lt;br /&gt;
* +Item Name+ : Finely Crafted weapon - x1.4 damage&lt;br /&gt;
* *Item Name* : Superior Quality weapon - x1.6 damage&lt;br /&gt;
* ≡Item Name≡ : Exceptional weapon - x1.8 damage&lt;br /&gt;
* ☼Item Name☼ : Masterful weapon - x2.0 damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Quality/Material equivalence ====&lt;br /&gt;
&lt;br /&gt;
This table shows the (rough) equivalent multiplier for a given material and quality combination.  The exact values have been rounded to the nearest 1/10th to save space on the chart.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I have no idea how to do a graph in wiki, short of a jpeg, which didn't turn out so well. Feel free to improve if you have the skillz. please!--&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! Material!! .5 !!  .6 !! .7 !! .8 !! .9  !! 1.0  !! 1.1  !! 1.2 !! 1.3  !! 1.4  !! 1.5 !!  1.6 !! 1.7  !! 1.8 !! 1.9 !! 2.0 !! 2.1 !! 2.2 !! 2.3 !! 2.4 !! 2.5 !! 2.6 !! 2.7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! Other&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| '''Ø''' ||  '''-''' || '''+''' || *  || '''≡''' || ☼  ||   ||  ||  || ||  || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! [[Copper]]&lt;br /&gt;
| ||  || '''Ø''' ||'''-''' || '''+''' || || * || '''≡''' || ☼ || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! [[Bronze]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| ||   ||  || '''Ø''' || '''-''' || || '''+''' || * ||  || '''≡''' || ☼ ||  || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! [[Iron]]&lt;br /&gt;
| ||   ||  ||  ||  ||'''Ø''' ||  ||  '''-''' ||  || '''+''' || ||  *  || || '''≡'''|| ||  ☼ || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! [[Steel]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| ||   ||  ||  ||  || ||  ||   || '''Ø''' ||  || || '''-''' || || ||'''+'''  || || *||   || ||'''≡''' || || ||☼&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:Notes:&lt;br /&gt;
::1) ''includes bone, silver, wood, glass, and any other material not listed (except obsidian&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;).  The net effect of non-standard &amp;quot;other&amp;quot; materials on artifact weapons is not known.''&lt;br /&gt;
::2) ''includes [[bismuth bronze]]''&lt;br /&gt;
::3) Currently{{v|0.28.181.40d}}, [[obsidian]] has the same modifiers as steel.&lt;br /&gt;
&lt;br /&gt;
So at a glance we can see that even a no-quality steel item is the equivalent to the best copper item possible, and that no copper item will ever be as good as a +fine iron+ one. (It is not known whether [[artifact]] quality items have ''additional'' modifiers above and beyond &amp;quot;masterpiece&amp;quot; level.)&lt;br /&gt;
&lt;br /&gt;
[[Adamantine]] items start at a multiplier of 5.00 for no-quality items, and sky-rocket from there.&lt;br /&gt;
&lt;br /&gt;
=== Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
Toady One recently revealed the actual damage formula for normal hits. This formula is in effect until the next version comes out, at which point there will be a new one.&lt;br /&gt;
&lt;br /&gt;
[prone]{standing} 2*( RND(DMG*QLT*MAT/10) + RND(STR) + {berserk} RND(4) + {charging} RND(5) +RND(DMBL*2) + {bigger} RND(DIFFSIZE) - {smaller} DIFFSIZE - RND(TOU*2) - [berserk] RND(4) )&lt;br /&gt;
&lt;br /&gt;
* RND(X) = random number from 0 to X&lt;br /&gt;
* DMG = weapon damage&lt;br /&gt;
* QLT = weapon quality modifier&lt;br /&gt;
* MAT = material modifier&lt;br /&gt;
* STR = strength level of attacker&lt;br /&gt;
* DMBL = damblock of defender&lt;br /&gt;
* DIFFSIZE = size difference between attack and defender&lt;br /&gt;
* TOU = toughness level of defender&lt;br /&gt;
* {xxx} = if attacker is xxx, then apply the following&lt;br /&gt;
* [xxx] = if defender is xxx, then apply the following&lt;br /&gt;
&lt;br /&gt;
Skill modifiers and armor values also apply into the formula. Criticals are not included in the formula.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* [[Soldier]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fortress defense]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Traps]]&lt;br /&gt;
[[Category:Weapons| ]]&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Rowenlemmings&amp;diff=50885</id>
		<title>User talk:Rowenlemmings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Rowenlemmings&amp;diff=50885"/>
		<updated>2009-09-23T08:52:07Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: commiseration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Lustroustools's Population=&lt;br /&gt;
&lt;br /&gt;
I don't have the most experience in wiki editing -- is there an easier or more readable way to lay that out than I have already?  I'd like to be able to keep a record of my current population this way for people following the Twitter updates. --[[User:Rowenlemmings|Rowenlemmings]] 08:00, 13 September 2009 (UTC)&lt;br /&gt;
:Welcome!  (Your &amp;quot;How I started DF&amp;quot; story sounds like mine!)  For your needs, I'd use a sortable table.  Just copy/past from the [[metal]] or [[gem]] page and adapt as needed.  The key is the template for the header, [[Template:Metal table head]], and then akes a minute to see the formatting - then it's easy. Name, migration wave, profession, noble/role, kills, pets ... whatever. For some fancier techniques, check out the chart on the [[crop]] page, which use templates for the colored cells.--[[User:Albedo|Albedo]] 17:05, 13 September 2009 (UTC)&lt;br /&gt;
::Cool lemme take a look and see how that works aesthetically.  Also, is it possible to hide a table behind an infobox?  The population table is inherently gigantic and I don't particularly want all that length on my page unless it's hideable. --[[User:Rowenlemmings|Rowenlemmings]] 20:23, 13 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Hmmm - don't think you can put a table template within a template (or if you can, ''I'' don't know how!).  Best you can do is use templates inside cells for larger info:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::'''''[[Example - some fish|GIANT FREAKING TABLE WITH TONS OF CODE]]''''' (read and removed by [[User:Rowenlemmings|Rowenlemmings]]) and linked to original page, for reference, by --[[User:Albedo|Albedo]] 22:15, 13 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Here's the basic template:&lt;br /&gt;
{{spoil small|&lt;br /&gt;
blah&lt;br /&gt;
''blah''&lt;br /&gt;
'''blah'''&lt;br /&gt;
:bleh&amp;lt;br /&amp;gt;:bleh&lt;br /&gt;
}}&lt;br /&gt;
:::As you can see, you can put any amount of raw text in there that will expand out once clicked, similar to the file info on any creature page.  Formatting can be a problem in some cases.  &lt;br /&gt;
:::--[[User:Albedo|Albedo]] 21:40, 13 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Re the chart - it would be interesting to see the &amp;quot;migration wave&amp;quot;, to see how many you're receiving in each migration.  (Fast fix if you're clever with Word!) ;)--[[User:Albedo|Albedo]] 07:58, 15 September 2009 (UTC)&lt;br /&gt;
:Planning on using &amp;lt;s&amp;gt;a single blank column with a small border&amp;lt;/s&amp;gt; alternating color schemes to represent each migration wave.  In fact let's see if I can't get that done now....  I have all the info saved on the [http://www.twitter.com/DF_Newbie twitter account] by the way, as well as quicker-version updates.  I tweet while I play, so the near-miss my wrestler had with the fire imp who'd crawled out of the magma pipe while he was chasing down an errant kobold is much more likely to make it onto twitter than for me to remember small events like that when I'm doing the much longer (obviously) diary entry for poor Sibrek to narrate the story for us --[[User:Rowenlemmings|''Rowen'']]&amp;lt;sup&amp;gt;[[User Talk:Rowenlemmings|(talk)]]&amp;lt;/sup&amp;gt; 21:07, 15 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
= Sandbox =&lt;br /&gt;
&lt;br /&gt;
Table's now on the main page.  Also, testing signature... --[[User:Rowenlemmings|&amp;amp;#39;&amp;amp;#39;Rowen&amp;amp;#39;&amp;amp;#39;&amp;amp;lt;sup&amp;amp;gt;talk&amp;amp;lt;/sup&amp;amp;gt;]] 07:25, 14 September 2009 (UTC) Hmmm it doesn't work.  Any idea how to make superscripted text in your signature line? --[[User:Rowenlemmings|Rowenlemmings]] 07:25, 14 September 2009 (UTC) &lt;br /&gt;
:sig test #2 --''Rowen''&amp;lt;sup&amp;gt;talk&amp;lt;/sup&amp;gt; 22:55, 14 September 2009 (UTC)&lt;br /&gt;
::sig test #3 --[[User:Rowenlemmings|''Rowen'']]&amp;lt;sup&amp;gt;[[User Talk:Rowenlemmings|(talk)]]&amp;lt;/sup&amp;gt; 23:03, 14 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Starting build]] ==&lt;br /&gt;
&lt;br /&gt;
 ...since I only wanted one (axe) to begin with, taking one copper bar&amp;lt;br /&amp;gt; and one charcoal instead and forging it on-site. &lt;br /&gt;
Pro tip, take one copper ore and one [[cassiterite]] ore.  For one job and one fuel at a smelter, you get two bronze bars - and bronze is... um... 66/50 better than copper in combat, and worth a bit more.  And see [[DIY]].&lt;br /&gt;
:but this way I didn't need to build a smelter.  TINY change in time, but honestly I only needed one axe, the extra bronze bar would have sat in my stockpile 'till I got up to forging, and if my woodcutter gets ambushed by anything the copper axe can't kill, he's screwed if he has bronze or not.  It's not even recyclable to my military since I'll want something more powerful than bronze for my real fighters.  Thanks for the cassiterite tip though -- [[alloy]]s are good.  Note to self: take a longer look at that page. --[[User:Rowenlemmings|Rowenlemmings]]&lt;br /&gt;
&lt;br /&gt;
 59 booze (weird numbers are for the extra barrels), a single unit of all&amp;lt;br /&amp;gt; the cheap meats plus eleven turtles (for the shells) makes 31 meat&lt;br /&gt;
Not sure what you're spending the points on, but I can squeeze all the 2, 4 and 6-cost meats - more food than you need, but one free barrel each.  &lt;br /&gt;
:I had remarkably few low-cost meats.  As stated, just 21 meats under 10dbucks --[[User:Rowenlemmings|Rowenlemmings]]&lt;br /&gt;
&lt;br /&gt;
 (Tower-cap logs [21])&lt;br /&gt;
5 beds (schedules rotate) plus one bucket. 8 beds will sleep 50 dwarves np. Plus 2 more/pump expected. Plus forging until you have magma workshops set up, something else you can count. And don't forget the 3 free from the wagon.  Don't know how much tree-supporting terrain you have.&lt;br /&gt;
:MY dwarves get BEDROOMS ;-), plus I had a lot of extra points to blow and intentionally bringing rare stuff I don't need to accommodate moods seems like gaming the system =/ --[[User:Rowenlemmings|Rowenlemmings]]&lt;br /&gt;
&lt;br /&gt;
 The rope is for making restraints near my entrance for war dogs. &lt;br /&gt;
Copper ore and 2 logs (for fuel) are much cheaper, and a chain is more butch.  More cassiterite cuts down on charcoal and improves wealth for no extra cost.&lt;br /&gt;
:See my earlier note RE: alloys :D --[[User:Rowenlemmings|Rowenlemmings]]&lt;br /&gt;
&lt;br /&gt;
 The diorite was just one stone so I could build the metalsmith's forge immediately &lt;br /&gt;
No bauxite available?  Then I'd bring more copper ore - it's not that much more pricewise, and your unskilled miners don't have to dive in and butcher veins before they're ready.&lt;br /&gt;
:Yeah I probably should have.  I'm not 100% sure all what can be used to make what, and I knew diorite worked and was the cheapest available, so what the heck. --[[User:Rowenlemmings|Rowenlemmings]] 06:24, 14 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
But it's all personal preference - sounds like you'll do fine.--[[User:Albedo|Albedo]] 06:11, 14 September 2009 (UTC)&lt;br /&gt;
:Keep following along, I'll let you know :P.  Already had one mishap and killed off the fortress before the first month was up (NO, IGNORE THE !!CLOTHES!! FROM THE IDIOT MINER WHO FELL IN THE GODDAMN MAGMA PIPE!  OH GOD IT'S ALL ON FIRE!!) ahem...yay for savescumming! --[[User:Rowenlemmings|Rowenlemmings]] 06:24, 14 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
You're not the first. [[Fire#A_typical_example]].  Endeavour to persevere.--[[User:Albedo|Albedo]] 06:42, 14 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;amp; Here's another good page, if you don't know all that already: [[Guide to rock]]--[[User:Albedo|Albedo]] 00:22, 15 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It turns out that in addition to [[magma men]] and [[fire imp]]s, magma also contain [[fire snake]]s, a type of vermin with the IMMOLATE tag. This means that they &amp;quot;Will ignite, and potentially completely destroy, items the creature is standing on.&amp;quot; I discovered this when one of my cats killed one and *caught on fire*, and then proceeded to set my entire fortress on fire, killing 32 of 33 dwarves. (The remaining dwarf grieved over his friends deeply until eating a legendary meal in my legendary dining hall, and was promptly gutted by the first kobold thief that came by.) Buck up, and remember that failing is fun! -- [[User:RomeoFalling|RomeoFalling]] 08:52, 23 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Animal_trap&amp;diff=24693</id>
		<title>40d Talk:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Animal_trap&amp;diff=24693"/>
		<updated>2009-09-23T08:51:29Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Effectiveness */  gems and fish questions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So dwarves can make and use animal traps WITHOUT the hunting skill? Just trapping? Does this ensure that my carpenter won't go try and wrestle elephants? --[[User:DDouble|DDouble]] 15:28, 9 November 2007 (EST)&lt;br /&gt;
:Yup.  Just activate Trapping and leave Hunting alone.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:06, 10 November 2007 (EST)&lt;br /&gt;
==Effectiveness==&lt;br /&gt;
Does this work? Does it work agains the [[Hoary marmot]] that wake everyone up and stop them working?[[User:GarrieIrons|GarrieIrons]] 07:11, 5 February 2008 (EST)&lt;br /&gt;
:Hoary Marmots aren't vermin!  You'll have to build real cages to trap them.--[[User:Dadamh|Dadamh]] 16:26, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
What is the point of baiting traps with gems, or catching live fish with a trap? Can you dump the fish into a [[pond]]? Something to do with the Fishery? -- [[User:RomeoFalling|RomeoFalling]] 08:51, 23 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ridding myself of vermin in traps ==&lt;br /&gt;
&lt;br /&gt;
I have successfully trapped three lizards, and they are all sitting in my animal storage room. I worry that my Mayor(who has a deathly fear of lizards) will come in and see them. I'd like to make them into food, but I tamed one and then it couldn't be designated for slaughter. What should I do? Melt the traps? [[User:Shoez|Shoez]] 23:00, 7 April 2008 (EDT)&lt;br /&gt;
:You can't butcher vermin, much less get material from them. --[[User:GreyMario|GreyMario]] 00:15, 8 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just wait some time. Sometimes, dwarves will come in and eat them. [[User:Qwertyu|Qwertyu]] 05:21, 8 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Old version ==&lt;br /&gt;
&lt;br /&gt;
If you compare this article with the article of the [http://archive.dwarffortresswiki.net/index.php/Animal_trap old wiki] you see how it can be improved. [[User:Death Dragon|Death Dragon]] 07:13, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Differences from old version ==&lt;br /&gt;
&lt;br /&gt;
Just did a little bit of research on this in my current game. Seems the trapper doesn't wander about as much as he used to. He heads straight to where your food is (i.e. he ignores empty food stockpiles) and will only move away from there if he spots a vermin. He wanders back and forth between stockpiles if he can't find any vermin in the first one he goes to. I even tried building the kennels outside a long distance away from my fort, designating a new food stockpile next to it, and blocked off the path to where my actual food was with bridges. He picked up the animal trap and then just spammed &amp;quot;could not find path&amp;quot; errors. Makes it difficult to catch outdoor vermin unless you store all your food outdoors. --[[User:Morlark|Morlark]] 17:42, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bait Robbing ==&lt;br /&gt;
&lt;br /&gt;
What's robbing them? Vermin, Small animals, large animals, something more fun?--[[User:Seaneat|Seaneat]] 01:24, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Artifact Traps==&lt;br /&gt;
My Secretive dwarf made a Smoky Quartz Animal Trap, with some random pictures of dwarves etc. Will this help attract vermin? --[[User:Stinhad Limarezum|Stinhad Limarezum]] 02:57, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Unlikely, although if the quality of an animal trap has an influence on its ability to catch things (I don't know if it does), then it will probably work as well as a Masterpiece trap.--[[User:Maximus|Maximus]] 12:33, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps trap quality reduces the frequency with which the bait gets robbed... just speculating here.--[[User:Maximus|Maximus]] 12:37, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What labor did he get his strange mood in?  [[User:Gairabad|Gairabad]] 19:50, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Very nice question!  Normally animal traps are trapper-only constructions, which suggests trapper is moodable.  I'll post the question on Stinhad's page in case (he) misses the post here.--[[User:Maximus|Maximus]] 21:13, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Just got one myself, he took a carpenter's workshop but was possesed, so I'm not sure wether it was for trapping or carpenter. It does seem to catch things extremely quickly, I set it, went to look at the wiki to see if different baits made a diffrence, and it had captured a toad by the time I got back ~20 seconds.--[[User:Finbeer|Finbeer]] 13:03, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Strangely enough, dwarves who build traps in moods don't use the trapper skill, they use a skill suitable to the material the trap is built with.  I had a dwarf take possession of a craftsdwarf shop and make a turtle shell animal trap in a mood, and he gained bonecarver skill.  I suppose this is similar to how dwarves can build theoretically possible but not normally orderable items while in moods, like rock or metal beds. --[[User:Squirrelloid|Squirrelloid]] 15:43, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Firehazards==&lt;br /&gt;
&lt;br /&gt;
Is it possible for creatures (eg. fire imps, dragons, and other fun things) to breath fire while in a cage upon your hapless dwarves?--[[User:Drunken dwarf|Drunken dwarf]]&lt;br /&gt;
&lt;br /&gt;
:Not as far as I know. I haven't tried it myself, but I've read of defensive strategies involving placing a caged fire-breathing creature behind fortifications. Wall it in, release the cage (using a lever), and then require intruders to walk past it. Note that the [[Dungeon Master]] can also tame these creatures. I never play that long, though, so for my money they just make for very impressive zoos. -- [[User:RomeoFalling|RomeoFalling]] 05:00, 20 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_snake&amp;diff=48090</id>
		<title>40d Talk:Fire snake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_snake&amp;diff=48090"/>
		<updated>2009-09-23T08:44:59Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Animal Traps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fire snakes and cats ==&lt;br /&gt;
&lt;br /&gt;
My cats seem to ignore the fire snakes. This makes me kind of scared.&lt;br /&gt;
Are they just busy doing other things, or are fire snakes cat-immune? [[User:Tardface|Tardface]] 13:19, 21 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Cats ignore fire snakes.  Probably because they're too hot to bite, what with being filled with liquid fire and all. -Dkarrde&lt;br /&gt;
&lt;br /&gt;
::Some people declare otherwise.  I, personally, am of no help here. Never had areas frequented by cats also frequented by fire snakes.&lt;br /&gt;
::It seems that cats are usually busy around fire snakes.  Not that they are immune.  Vaguely recall dead fire snake. --[[User:Zchris13|Zchris13]] 17:51, 21 April 2009 (UTC)&lt;br /&gt;
:::In my game, at least, they go completely ignored.  I have at least thirty cats and constantly find dead vermin of every kind around my booze and food piles, ''except'' fire snakes, which populate the area because my fort is built around a magma pipe.  The fire snakes rampage through my stuff unhindered while cats blither about.  I've had to employ dedicated trappers to try to limit the barrel/bin destruction.  -Dkarrde&lt;br /&gt;
::::I lost an entire fortress to a fire snake. Bugger set one of my cats on fire, who still had the fire snake remains in his mouth when he finally died. -- [[User:RomeoFalling|RomeoFalling]] 08:42, 23 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== moved from Liquid Fire discussion page ==&lt;br /&gt;
&lt;br /&gt;
Okay, well I've just seen some fire snakes on the map, so I'll give a whirl at trying to catch them and extract some Liquid Fire from them, but if anybody has any info on this process already, this page is conspicuously absent. --[[User:RomeoFalling|RomeoFalling]] 23:00, 4 November 2008 (EST)&lt;br /&gt;
: It worked for me - build an [[animal trap]], leave in animal/cage stockpile, assign &amp;quot;Capture animal&amp;quot; as a task in the [[Kennels]] menu, and dwarves with Trapping enabled should set to work. Either that or build the trap on the edge of the magma vent and bait it with meat. With a [[fire snake]] trapped, set task &amp;quot;Extract from a small dead animal&amp;quot; in the [[Butcher]]y menu. I think you need a vial or [[flask]] available to catch the squeezed snake drippings. We can still only speculate whether Liquid Fire is a potent venom for dipping arrowheads, or suitable for mixing into cocktails, because it's only a trade good for now. Also, I think [[vermin]]ious fire snakes were finding ways to burn their way out of wooden cages, and burning sandbags(!) leaving piles of sand. --[[User:Jellyfishgreen|Jellyfishgreen]] 13:01, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: One of my kittens mysteriously caught on fire, so I'm assuming fire snakes can burn things. I've built an iron trap and am placing it next to the only path from the magma into my fortress. If fire snakes can set things on fire, that should go in the wiki somewhere. Any suggestions as to where? --[[User:RomeoFalling|RomeoFalling]] 18:58, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::OMG!  [http://www.urbandictionary.com/define.php?term=NEDM NEDM]!  Dwarf Fortress just blows my mind sometimes.&lt;br /&gt;
&lt;br /&gt;
:::Looking at the raws again, fire snakes have a FIXED_TEMP of 14000.  According to [[temperature scale]], this means they have a body temperature of 4000 degrees Fahrenheit.  That's actually higher even than bauxite's melting temperature.  I am suddenly ''damn'' glad I didn't put my booze stockpile right next to the magma pipe.  Though the explosion would have been awesome.  Confusing, but awesome.  &lt;br /&gt;
&lt;br /&gt;
:::I do have an ore stockpile there, and I've seen fire snakes darting around it.  I guess it takes a while before the heat transfer causes melting, 'cause I've never seen melted ore there.  Yet.--[[User:Maximus|Maximus]] 00:01, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Oh, and they are also the only creatures with [IMMOLATE].  The fun never stops.--[[User:Maximus|Maximus]] 00:12, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I think it would be a fantastic inclusion if liquid fire could be loaded a unit at a time into traps that exploded and caught victims on fire when triggered. --[[User:SquidDNA|SquidDNA]] 14:51, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Value of Liquid Fire==&lt;br /&gt;
My extraction seems always to produce 5 units at 100☼ each per snake/vial, for a value of 500, not 1000.  Can anyone else explain the 1000 price?  Older version, maybe?  The only way I get 1000 is if you include a vial worth 500.  --[[User:Oddrune|Oddrune]] 06:39, 26 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Extraction==&lt;br /&gt;
After being extracted, my liquid fire seems to stay in the vials and never gets transferred into barrels (for storage in an appropriate food stockpile). Do I need suitably fireproof barrels, or is the storage of extracts within barrels something that only other civilizations are capable of doing (similar to milking large animals)? --[[User:Quietust|Quietust]] 01:10, 17 August 2009 (UTC)q&lt;br /&gt;
:It's not meant to be stored in barrels. It will stay in vials, which can be placed in bins.--[[User:Dorten|Dorten]] 09:06, 17 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animal Traps==&lt;br /&gt;
&lt;br /&gt;
I built an animal trap in the hallway leading to the magma, and it caught a fire snake without any bait in it. I don't know if this is a common enough occurrence to merit mentioning in the article itself. -- [[User:RomeoFalling|RomeoFalling]] 08:44, 23 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_snake&amp;diff=48089</id>
		<title>40d Talk:Fire snake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_snake&amp;diff=48089"/>
		<updated>2009-09-23T08:42:01Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Fire snakes and cats */  I've killed at least one.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fire snakes and cats ==&lt;br /&gt;
&lt;br /&gt;
My cats seem to ignore the fire snakes. This makes me kind of scared.&lt;br /&gt;
Are they just busy doing other things, or are fire snakes cat-immune? [[User:Tardface|Tardface]] 13:19, 21 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Cats ignore fire snakes.  Probably because they're too hot to bite, what with being filled with liquid fire and all. -Dkarrde&lt;br /&gt;
&lt;br /&gt;
::Some people declare otherwise.  I, personally, am of no help here. Never had areas frequented by cats also frequented by fire snakes.&lt;br /&gt;
::It seems that cats are usually busy around fire snakes.  Not that they are immune.  Vaguely recall dead fire snake. --[[User:Zchris13|Zchris13]] 17:51, 21 April 2009 (UTC)&lt;br /&gt;
:::In my game, at least, they go completely ignored.  I have at least thirty cats and constantly find dead vermin of every kind around my booze and food piles, ''except'' fire snakes, which populate the area because my fort is built around a magma pipe.  The fire snakes rampage through my stuff unhindered while cats blither about.  I've had to employ dedicated trappers to try to limit the barrel/bin destruction.  -Dkarrde&lt;br /&gt;
::::I lost an entire fortress to a fire snake. Bugger set one of my cats on fire, who still had the fire snake remains in his mouth when he finally died. -- [[User:RomeoFalling|RomeoFalling]] 08:42, 23 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== moved from Liquid Fire discussion page ==&lt;br /&gt;
&lt;br /&gt;
Okay, well I've just seen some fire snakes on the map, so I'll give a whirl at trying to catch them and extract some Liquid Fire from them, but if anybody has any info on this process already, this page is conspicuously absent. --[[User:RomeoFalling|RomeoFalling]] 23:00, 4 November 2008 (EST)&lt;br /&gt;
: It worked for me - build an [[animal trap]], leave in animal/cage stockpile, assign &amp;quot;Capture animal&amp;quot; as a task in the [[Kennels]] menu, and dwarves with Trapping enabled should set to work. Either that or build the trap on the edge of the magma vent and bait it with meat. With a [[fire snake]] trapped, set task &amp;quot;Extract from a small dead animal&amp;quot; in the [[Butcher]]y menu. I think you need a vial or [[flask]] available to catch the squeezed snake drippings. We can still only speculate whether Liquid Fire is a potent venom for dipping arrowheads, or suitable for mixing into cocktails, because it's only a trade good for now. Also, I think [[vermin]]ious fire snakes were finding ways to burn their way out of wooden cages, and burning sandbags(!) leaving piles of sand. --[[User:Jellyfishgreen|Jellyfishgreen]] 13:01, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: One of my kittens mysteriously caught on fire, so I'm assuming fire snakes can burn things. I've built an iron trap and am placing it next to the only path from the magma into my fortress. If fire snakes can set things on fire, that should go in the wiki somewhere. Any suggestions as to where? --[[User:RomeoFalling|RomeoFalling]] 18:58, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::OMG!  [http://www.urbandictionary.com/define.php?term=NEDM NEDM]!  Dwarf Fortress just blows my mind sometimes.&lt;br /&gt;
&lt;br /&gt;
:::Looking at the raws again, fire snakes have a FIXED_TEMP of 14000.  According to [[temperature scale]], this means they have a body temperature of 4000 degrees Fahrenheit.  That's actually higher even than bauxite's melting temperature.  I am suddenly ''damn'' glad I didn't put my booze stockpile right next to the magma pipe.  Though the explosion would have been awesome.  Confusing, but awesome.  &lt;br /&gt;
&lt;br /&gt;
:::I do have an ore stockpile there, and I've seen fire snakes darting around it.  I guess it takes a while before the heat transfer causes melting, 'cause I've never seen melted ore there.  Yet.--[[User:Maximus|Maximus]] 00:01, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Oh, and they are also the only creatures with [IMMOLATE].  The fun never stops.--[[User:Maximus|Maximus]] 00:12, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I think it would be a fantastic inclusion if liquid fire could be loaded a unit at a time into traps that exploded and caught victims on fire when triggered. --[[User:SquidDNA|SquidDNA]] 14:51, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Value of Liquid Fire==&lt;br /&gt;
My extraction seems always to produce 5 units at 100☼ each per snake/vial, for a value of 500, not 1000.  Can anyone else explain the 1000 price?  Older version, maybe?  The only way I get 1000 is if you include a vial worth 500.  --[[User:Oddrune|Oddrune]] 06:39, 26 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Extraction==&lt;br /&gt;
After being extracted, my liquid fire seems to stay in the vials and never gets transferred into barrels (for storage in an appropriate food stockpile). Do I need suitably fireproof barrels, or is the storage of extracts within barrels something that only other civilizations are capable of doing (similar to milking large animals)? --[[User:Quietust|Quietust]] 01:10, 17 August 2009 (UTC)q&lt;br /&gt;
:It's not meant to be stored in barrels. It will stay in vials, which can be placed in bins.--[[User:Dorten|Dorten]] 09:06, 17 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33845</id>
		<title>40d Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33845"/>
		<updated>2009-09-23T08:14:24Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Dwarf Washing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you or can a dwarf not swim to the surface the answer says both. Maybe it means in adventurer mode? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Jikor|Jikor]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It was thought to be impossible, but then someone recorded a movie of a dwarf doing it, so...--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Are we sure that dwarves drown at the same rate with heavy or light equipment if they have swimming skill? Or is it just ones that have no skill?--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
:I did the test for heavy vs. light, and I did not consider swimming ability. I just drowned two peasants, one in armour and one not. --[[User:Juckto|Juckto]] 05:49, 25 May 2008 (EDT)&lt;br /&gt;
::Just attempted to test it, but was unsuccesful as my two proficient swimmers climbed out of the pond I was trying to drown them in. So I added that to the article. --[[User:Juckto|Juckto]] 06:34, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
What are the exact requirements to build a drowning trap. I built a large outlook lake I could floor/empty. After luring some goblins into the area and filling it all to 7/7 the only goblin to drown was the one which stood directly under the area where the water entered from above. It seems that they will only drown if they are in 7/7 water and there is at least 1/7 water above them. Any confirmation/additions welcomed. [[User:Yvain|Yvain]] 16:49, 2 March 2008 (EST)&lt;br /&gt;
:If there is a roof above them they drown in 7/7 otherwise they can tread water, and keep their heads up to breath. --[[User:Ikkonoishi|Ikkonoishi]] 18:28, 2 March 2008 (EST)&lt;br /&gt;
::I've been dropping some of my caged goblins into a pit designed at the edge of a river, and they have no roof above them but are drowning quite nicely. [[User:G-Flex|G-Flex]] 02:17, 25 May 2008 (EDT)&lt;br /&gt;
:::Perhaps that's because the goblins are in cages? Maybe an uncaged goblin would be able to swim... on a related note, would it be advisable to place a chain in a swimming pool, to teach prisoners swimming skills? [[User:SwallowedSpear|SwallowedSpear]] 13:53, 27 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I've been working on a water-pulse defensive mechanism, using flowing water to push things around, mostly to see if I can. Been getting some help on the DF forums. I'm going to make a few preliminary tests using dwarves as test subjects. In theory this should be a *safe* way to train swimming, because I don't know if continuous pulses of water will do enough drowning damage to kill something. ---[[User:Kefkakrazy|Kefkakrazy]] 02:18, 22 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Learn to swim ==&lt;br /&gt;
&lt;br /&gt;
If someone can improve the design, make a clearer image, or write better instructions, please do so. I don't know if what I wrote makes complete sense (it does to me, but then I already *know* what I mean), but it's a start at least. -[[User:Groveller|Groveller]] 14:58, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:How much swimming skill do they tend to gain from the setup?--[[User:Maximus|Maximus]] 17:24, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've not had much time to play with it since getting it working, but I think it'll be a fairly slow process. It could be sped up by widening the inlet channel, enlarging the reservoir and having less grates for drainage, but it also increases the risk of drowning. -[[User:Groveller|Groveller]] 06:11, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Washing ==&lt;br /&gt;
&lt;br /&gt;
Is there any actual way to wash blood splatters off a dwarf, in either adventure or fortress mode? Or is Grov's system just for fun? --[[User:RomeoFalling|RomeoFalling]] 21:52, 25 October 2008 (EDT)&lt;br /&gt;
:Captain Mayday might know. I remember reading in Nist Akath that that Captain Ironblod attempted to bathe, but the blood and vomit all over him wouldn't come off. I'm pretty sure this means it doesn't work. Might ask him what version he was using. --[[User:Xonara|Xonara]] 23:33, 24 January 2009 (EST)&lt;br /&gt;
::As of version v0.28.181.40d, dwarf washing is not possible, but Toady One has confirmed that the next version will include more hygienic dwarfs and the proper washing thereof. I'll add a note to the article. --[[User:Hlbeta|Hlbeta]] 00:46, 23 September 2009 (UTC)&lt;br /&gt;
:::I'll believe in the next version when I see it. It's been over a year since the last version update. *pout* -- [[User:RomeoFalling|RomeoFalling]] 08:14, 23 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Surface definition ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Note that air-breathers will be unable to breathe two levels beneath the surface.&amp;quot; What exactly is the surface? The empty space above the water or the topmost level of water? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Xonara|Xonara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: I think it actually means that air-breathers can't breathe in water deeper than 5/7, although I'll admit I could be wrong. -[[User:Fuzzy|Fuzzy]] 09:21, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe it means that you can't breathe in the bottom layer of a 2-layer reservoir?  But that's kinda obvious, since it's always 7/7.--[[User:Maximus|Maximus]] 13:16, 3 November 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
== The Underwater Nom ==&lt;br /&gt;
&lt;br /&gt;
Placing a military dwarf previously ordered to carry two rations and a waterskin in a flooding chamber to teach him to swim, I discovered that dwarves are quite content to eat and drink while swimming, causing the floor of the chamber to be littered with turtle bones and shells from his pack.  Is this the usual behavior, or was my dwarf just confused? --[[User:LucienSadi|LucienSadi]] 20:40, 11 December 2008 (EST)&lt;br /&gt;
:I seriously doubt Toady could have foreseen that kind of situation, and probably ignored it. Besides, as long as he's not drowning, I don't see any reason he shouldn't eat. I certainly wouldn't let myself starve just because I was in chest deep water :P  --[[User:Xonara|Xonara]] 00:47, 25 January 2009 (EST)&lt;br /&gt;
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== A couple observations ==&lt;br /&gt;
&lt;br /&gt;
Swimmers won't path through water even if they're a legendary swimmer. Though, perhaps they should, currently water completely restricts work in the area. Also, dwarves can swim between z-levels. Non-novice swimmers, at least. --[[User:Xonara|Xonara]] 00:40, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, on an oddly humorous side note; it appears that carp and longnose gar  can drown. I've only seen it in adventure mode, but it can still happen.--[[USER:Drunken dwarf|Drunken dwarf]]&lt;br /&gt;
&lt;br /&gt;
== Saving drowning dwarves ==&lt;br /&gt;
&lt;br /&gt;
how do you do it? what, exactly, do you need to do?&amp;lt;br&amp;gt;i've pretty-much always written 'em off if they've fallen into a river/lake/pond/etc, but i read (in the article) that dwarves would swim to a ramp or such. i've never seen it before, so i didnt think it was possible (hence, the 'swimmer' skill on the embark page always confused me). i've never even seen a dwarf move if they're in water :/   so, what do i need to do to save them? --[[User:DJ Devil|DJ Devil]] 21:17, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves do not fall into rivers/lakes/ponds/etc except when they are pushed/are pulled/have the floor drop out from under them. --[[User:Savok|Savok]] 01:25, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::or 'dodge' into them, or run in after a unicorn they were hunting, yes. i seem to always end up on the map with longnose gar, sturgeon, pike and carp, so alot of my dwarves get pulled in (dispite the restricted traffic areas, and such). and in the article it says they'll swim to the side and go up a ramp or something. quote: &amp;quot;If an untrained or dabbling swimmer jumps into water, four things happen; they start drowning, they are stunned from the impact, they are forced into a prone position, and their movement speed is greatly reduced. The only way to get out of water is to use a ramp or stairway, and if neither are accessible, they're done for.&amp;quot;, so.. what do i need to do to give them a chance to get out? where do i put the ramp? on the ground floor, above the water? do i need to dig down into the side of the river, with an ramp? do i need two sets of up/down stairs from the bottom of the river? do i need to construct a wall, door, and a chamber underwater to get them out? what? --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::You build the ramp on the same z-level as the river, i.e. &amp;quot;in&amp;quot; the river.  If you look at the picture on the [[Ramp]] page, if the river was flowing over the grey ramp, then the grey ramp would allow them to escape. You can put them pretty much anywhere that will let your dwarves get out of the river. --[[User:LegacyCWAL|LegacyCWAL]] 15:50, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::yeah, that's what i suspected. i was terribly worried it'd do something strange, though. might be worth adding that to the article, and add that the ramp turns blue when submerged (or, my 'sandy loam downward slope' has)&lt;br /&gt;
&lt;br /&gt;
== Recovering underwater items ==&lt;br /&gt;
Can swimmers recover underwater items?&lt;br /&gt;
&lt;br /&gt;
:Dwarves won't try to recover underwater items no matter how good they are at swimming.  If they try to retrieve something from shallow water, the swimmer skill will keep them from drowning should the water get deeper or they fall into deeper water or something. --[[User:LegacyCWAL|LegacyCWAL]] 15:28, 24 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Flour&amp;diff=31972</id>
		<title>40d Talk:Flour</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Flour&amp;diff=31972"/>
		<updated>2009-09-23T08:02:14Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: Ba-dum-dum-ching!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should we have a flour page and a separate page for each *kind* of flour?  Might as well merge them unless anyone has a problem with it.&lt;br /&gt;
&lt;br /&gt;
For reference, [[dwarven wheat flour]], [[whip vine flour]], and [[longland flour]] are the pages I&amp;quot;m referring to. --Gotthard 18:36, 12 December 2007 (EST)&lt;br /&gt;
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I'd like to know the difference in values between flours. What are the most valuable food ingredients, anyway?--[[User:DDouble|DDouble]] 03:31, 21 December 2007 (EST)&lt;br /&gt;
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:Moonshine and megabeast meat, being the most valuable, are one highly desirable ludicrous meal ingredients. &amp;quot;Meat has a base value of 2☼ multiplied by the MOD_VALUE of the animal the meat came from, so meat from exotic creatures is worth far more than meat from more common animals.&amp;quot; from the [[meat]] page. Thus, megabeast-megabeast-megabeast-moonshine-meals are fit for kings, while swampbrew-donkey-meals are... ugh... a trial, lets say.(unsigned by [[Karpatius]], 02:50, August 14, 2009)&lt;br /&gt;
::I would assume that by &amp;quot;moonshine&amp;quot; you actually mean [[sunshine]]. --[[User:Quietust|Quietust]] 21:35, 17 August 2009 (UTC)&lt;br /&gt;
::You, sir, are no dwarf, for preferring the sun. -[[User:Karpatius|Karp]] 06:31, 23 September 2009 (UTC)&lt;br /&gt;
::: How long have you been waiting for a straight line that good? --[[User:RomeoFalling|RomeoFalling]] 08:02, 23 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone&amp;diff=8312</id>
		<title>40d Talk:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone&amp;diff=8312"/>
		<updated>2009-09-23T08:00:38Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Actual pictures */  Go ahead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 'Stone is divided into a few key categories:' ==&lt;br /&gt;
The statement that stone is divided into a few key categories means the categories are arranged in such a way so that each stone is in exactly one of them. &amp;quot;Metal ores&amp;quot;, &amp;quot;gems&amp;quot; and &amp;quot;other stone&amp;quot; is one example of such a division. &amp;quot;Metal ores&amp;quot;, &amp;quot;gems&amp;quot;, and &amp;quot;economic stones&amp;quot; is an example of something that isn't. This is because everything that is a metal ore is also an economic stone. Here are two possible divisions:&lt;br /&gt;
#Economic stone&lt;br /&gt;
#Gems&lt;br /&gt;
#Other&lt;br /&gt;
&lt;br /&gt;
#Ores&lt;br /&gt;
#Gems&lt;br /&gt;
#Other&lt;br /&gt;
In one case 'other' is everything that isnt economic or a gem. In the other case other is everything that isnt an ore or a gem. Since eventually more types of stone will have special uses, and the economic stone feature may be expanded to include everything, I think the second division is better. Thoughts? [[User:VengefulDonut|VengefulDonut]] 11:03, 28 January 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
Clicking on &amp;quot;metal bars&amp;quot; and landing on the grating, from a discussion of the stone it comes from may be good wiki, but it strikes me as bad 'help'.  Revert if you want, but I'm trying to simplify redirects and 'illogical' links. --[[User:Nightwind|Nightwind]] 03:21, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Old stuff==&lt;br /&gt;
=== Where did the ore and economic stones go? ===&lt;br /&gt;
I've moved the [[economic stone]] and [[ore]] categories to their own articles, as was suggested. I've reorganized this to reflect the change [[User:VengefulDonut|VengefulDonut]] 22:38, 6 November 2007 (EST)&lt;br /&gt;
:Oh! and if someone decides to make the ores redirect to the [[ore]] page instead of the [[stone]] page, keep in mind that it would be nicer of you to turn them into something like [[malachite]] instead [[User:VengefulDonut|VengefulDonut]] 22:42, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I notice that [[Economic stone]] lists economic + metal ores, my edit to the stone page&lt;br /&gt;
divides it as the stockpiles do. -- infinity&lt;br /&gt;
&lt;br /&gt;
Is there any kind of stone that isn't mineable?  If not, then I don't think that &amp;quot;Mineable Stone&amp;quot; makes sense as a section header. --[[User:Peristarkawan|Peristarkawan]] 13:36, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Good point, I think I was trying to separate that from &amp;quot;soil&amp;quot; and other things that don't leave behind anything ... I shouldn't edit so early in the morning.  --[[User:Infinity|Infinity]] 20:45, 31 October 2007 (EDT)&lt;br /&gt;
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Now all we need is graphical representations! [[User:Schm0|Schm0]] 16:24, 1 November 2007 (EDT)&lt;br /&gt;
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What about ICE BLOCKS? those count as stones for some purposes. --[[User:Thehunterunseen|Thehunterunseen]] 19:27, 1 November 2007 (EDT)&lt;br /&gt;
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:I haven't been able to get my dorfs to do anything with ice blocks yet.  Haven't managed them to go down (or up) the stairs into the frozen river I had anyway, so... (I was explicitly trying NOT to mine out the side of it)--[[User:Draco18s|Draco18s]] 00:48, 2 November 2007 (EDT)&lt;br /&gt;
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Shouldn't raw adamantine be under metal ore as opposed to &amp;quot;other stone&amp;quot;? --[[User:RedKing|RedKing]] 00:43, 2 November 2007 (EDT)&lt;br /&gt;
:It's probably due to where it's grouped in the raws. --[[User:Alfador|Alfador]] 14:40, 2 November 2007 (EDT)&lt;br /&gt;
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Why are we listing [[platinum nuggets]] instead of [[native platinum]], when talking about it in it's unmined state? --[[User:Trukkle|Trukkle]] 10:23, 3 November 2007 (EDT)&lt;br /&gt;
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I am thinking about implementing a more detailed table style for this area. The existing tables are nice, but there should be much more information on this page. Perhaps something like this:&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Tile !! Type !! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Olivine || sytle=&amp;quot;padding:0&amp;quot; | [[Image:olivine_raw.gif]][[Image:olivine_stone.gif]] || Generic || Stoneworking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What do you guys think? [[User:Schm0|Schm0]] 15:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I really like that, Schm0 --[[User:Tracker|Tracker]] 18:29, 3 November 2007 (EDT)&lt;br /&gt;
::I agree it looks good, but can it be accomplished without using gifs? we have a raw tile template so we could do something like this:&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Name &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tiles &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Type &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Uses&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| Olivine &lt;br /&gt;
| {{Raw Tile|%|#0B0|#000}} {{Raw Tile|•|#0B0|#000}} {{Raw Tile|╬|#0B0|#000}}{{Raw Tile|║|#0B0|#000}}{{Raw Tile|═|#0B0|#000}} &lt;br /&gt;
| Generic &lt;br /&gt;
| Stoneworking&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Microcline&lt;br /&gt;
| {{Raw Tile|%|#66B|#000}} {{Raw Tile|•|#66B|#000}} {{Raw Tile|╬|#66B|#000}}{{Raw Tile|║|#66B|#000}}{{Raw Tile|═|#66B|#000}} &lt;br /&gt;
| Generic &lt;br /&gt;
| Stoneworking&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Native Platinum (Raw) | Platinum Nuggets (Mined)&lt;br /&gt;
| {{Raw Tile|*|#FFF|#000}} {{Raw Tile|•|#FFF|#000}} {{Raw Tile|╬|#FFF|#000}}{{Raw Tile|║|#FFF|#000}}{{Raw Tile|═|#FFF|#000}}&lt;br /&gt;
| Metal Ore &lt;br /&gt;
| Stoneworking, Smelting&lt;br /&gt;
| 40&lt;br /&gt;
|}&lt;br /&gt;
--[[User:Matryx|Matryx]] 06:10, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Someone, with correct formatting, add this to the bottom of the page. http://idisk.mac.com/fire_drake-Public/DF_StoneOre_Table.htm  -penguin&lt;br /&gt;
: I'd try, but what does the 'V' or 'C' mean in the table? --[[User:Valdemar|Valdemar]] 10:06, 4 November 2007 (EST)&lt;br /&gt;
:: &amp;quot;vein&amp;quot; and &amp;quot;cluster&amp;quot; [[User:VengefulDonut|VengefulDonut]] 17:29, 4 November 2007 (EST)&lt;br /&gt;
: Okay, I've added something like it with some of my own formatting through a program, but it will still need a lot of cleanup. --[[User:Valdemar|Valdemar]] 17:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Individual pages ===&lt;br /&gt;
&lt;br /&gt;
I'm of the opinion that [[ore]]s and [[economic stone]]s should probably get their own page, but the rest can just redirect here. There just isn't much to say about [[cryolite]] or [[jet]]. They're rocks, they have about such-and-such a value, the end. How about it? --[[User:Turgid Bolk|Turgid Bolk]] 20:59, 4 November 2007 (EST)&lt;br /&gt;
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:Yes, the pages about the all the stones in the 'other stone' category should be deleted, any information about them can just be included in the table on this page. All the info from the raws is now summed up in the table.  --[[User:Valdemar|Valdemar]] 21:06, 4 November 2007 (EST)&lt;br /&gt;
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::Instead of deleting, let's redirect to this page. Just replace them with &amp;lt;nowiki&amp;gt;#REDIRECT [[Stone]]. (The #R button above the edit box helps with this.)&amp;lt;/nowiki&amp;gt; --[[User:Turgid Bolk|Turgid Bolk]] 22:13, 4 November 2007 (EST)&lt;br /&gt;
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On different note, I think that Ores should be on a separate page to Stone. I don't consider 'Ore' to be stone, although I agree there is little difference in the way that stones and ore operate in the game. One alternative; add information about metal ores to the [[metal]]s page, which doesn't exist at the moment, ores could more usefully redirect there. I was trying to find out what metals tetrahedtrite produced by starting on the metal page, but found no reference. I was then confused to find myself redirect from ores to stones. --[[User:Markavian|Markavian]] 21:09, 6 November 2007 (EST)&lt;br /&gt;
:'''An ore''': ''A mineral or an aggregate of minerals from which a valuable constituent, especially a metal, can be profitably mined or extracted.'' [http://www.answers.com/ore Answers.com/ore]&lt;br /&gt;
:Perhaps you would have found the [[tetrahedrite]] page helpful. (look at the beautiful template) [[User:VengefulDonut|VengefulDonut]] 21:18, 6 November 2007 (EST)&lt;br /&gt;
::Unfortunately, not all of the ores have beautiful templated pages like that just yet. You can help [[User:VengefulDonut|VengefulDonut]] 21:21, 6 November 2007 (EST)&lt;br /&gt;
:I did see the tetrahedrite page eventually, it was very plush. I look forward to the other ores exhibiting a similar likeness. :) --[[User:Markavian|Markavian]]&lt;br /&gt;
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Does anyone know what calcareous ooze is, or what siliceous ooze is?  It's listed as a stone under the stockpile menu.  [[User:Bouchart|Bouchart]] 02:27, 23 November 2007 (EST)&lt;br /&gt;
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=== Stones water permeability ===&lt;br /&gt;
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hi all! can someone tell me where I can find water permeability of stone?&lt;br /&gt;
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I didn´t find it...&lt;br /&gt;
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and could someone tell me how mica wall reacts on water? (I am looking for the cave river...digging nets and such stuff)&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:EdwinBG2|EdwinBG2]] ([[User talk:EdwinBG2|talk]]•[[Special:Contributions/EdwinBG2|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:The types of stone listed as an aquifer are permeable and those that aren't aren't. The only two types of stone aquifer are [[sandstone]] and [[conglomerate]]. If that doesn't help, you may be asking about a feature I have't heard of yet; could you explain? [[User:VengefulDonut|VengefulDonut]] 10:02, 24 December 2007 (EST)&lt;br /&gt;
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::ok thank you! that was exacly what I meant! I risk it...(could be a sea and my legendary miner is dead...no risk no fun!)&lt;br /&gt;
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== Petrified wood ==&lt;br /&gt;
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does petrified wood count as wood or stone? also, does it count as fire-safe?--[[User:0todd0|0todd0]] 21:57, 3 June 2008 (EDT)&lt;br /&gt;
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:I haven't been able to use it as wood. I'm almost positive it just functions as stone.--[[User:Mrdudeguy|Mrdudeguy]] 22:04, 21 May 2009 (UTC)&lt;br /&gt;
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::Otodd- you never seen petrified wood?  100% STONE, 0% WOOD. And yes, as a stone, it's [[fire-safe]].--[[User:Albedo|Albedo]] 22:18, 21 May 2009 (UTC)&lt;br /&gt;
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== Damage/Block Percentages ==&lt;br /&gt;
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Do all stones have the 133% Dam and Block percentages, like Obsidian or is that mutually exclusive to [SHARP] or [LAVA] stones? --[[User:MagmaSeven|MagmaSeven]] 22:03, 23 February 2009 (GMT)&lt;br /&gt;
:No other stones can be made into anything resembling weapons or armor, so I guess not. Although I wouldn't say for sure. --[[User:Zchris13|Zchris13]] 21:19, 23 February 2009 (EST)&lt;br /&gt;
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== Other Stone changes ==&lt;br /&gt;
I added a new row to other stone to address the argument on the talk page of [[Olivine]]. Please only list interesting stones with [[material value]] of 2 or more.--[[User:Mrdudeguy|Mrdudeguy]] 22:10, 21 May 2009 (UTC)&lt;br /&gt;
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The use of double question marks in the &amp;quot;Can Contain&amp;quot; column is confusing to new users; it gives the appearance that the page is in need of updating.  Since as a more senior wiki editor pointed out to me that the info should be confirmed from the /raw/objects files first, I suggest that the &amp;quot;Can Contain&amp;quot; should be eliminated since it is misleading to imply that some stones will contain only one kind of gem (i.e. that the ONLY gems you can find in Bauxite are Rubies or Saphires) and that the matgloss_stone_mineral.txt file is not organized as such.  (The [[Gem]] page is currently organized better for the purpose of finding which stones to mine for particular gems, plus is clearly based on the matgloss_stone_gem.txt raw object.) --[[User:3lB33|3lB33]] 18:51, 6 August 2009 (UTC)&lt;br /&gt;
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Alternatively the &amp;quot;can contain&amp;quot; column can say &amp;quot;various ores and gems&amp;quot; so as to include all the gems and ores that are in the &amp;quot;ALL_STONE&amp;quot; environment. --[[User:3lB33|3lB33]] 19:08, 6 August 2009 (UTC)&lt;br /&gt;
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 is confusing to new users&lt;br /&gt;
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:In your opinion.  The &amp;quot;discussion&amp;quot; page is not so much to announce radical changes as a place to discuss them ''before'' they are implemented - collaborative effort and all that.  Now, upon reflection, I happen to agree 100% - it ''is'' misleading, and the &amp;quot;??&amp;quot; should be improved as well - but the column is useful (it was added for those stones that are not &amp;quot;generic&amp;quot; yet don't really deserve their very own page) - so I changed the heading of that column.  Not as radical a change as deleting it entirely.  If others agree it should be gone, then it can go - once and if others agree.  Not sure what the ??'s should be replaced with - I think as it stands they ''do'' mean those entries needs to be updated, altho' many will indeed be &amp;quot;none&amp;quot;. --[[User:Albedo|Albedo]] 23:07, 6 August 2009 (UTC)&lt;br /&gt;
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:: Quoting from the [[http://www.mediawiki.org/wiki/Help:Editing_pages|Media Wiki Help Pages]]:  &amp;quot;The number one rule of wiki editing, is to be bold. Dive in and make changes. Other people can correct mistakes later, so have confidence, and give it a try! There can be all kinds of editing conventions, rules, and philosophy governing the editing of wiki pages, but the &amp;quot;be bold&amp;quot; rule overrides these!&amp;quot;  If others don't like my changes they're more than welcome to roll them back.  I'm just doing what the &amp;quot;number one rule&amp;quot; says I should do, sorry if I offended.--[[User:3lB33|3lB33]] 04:58, 7 August 2009 (UTC)&lt;br /&gt;
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::Deleted? No way... It's necessary, and &amp;quot;can contain&amp;quot; wasn't all that confusing really. Maybe, &amp;quot;Can also contain&amp;quot; with it being stated that most gems/ores not listed can be found in almost all stones. [[User:Shardok|Shardok]] 23:23, 6 August 2009 (UTC)&lt;br /&gt;
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:::Either heading seems like a decent compromise to me.   But, the question marks still scream, &amp;quot;We, the DF wiki editors, don't know enough info for this section, please sign up and help us out!&amp;quot;  I've seen it so often before on other custom wikis (particularly the ones which are rarely updated, but I'm glad to see my changes challenged so quickly!)  Can't we just leave those table cells blank? --[[User:3lB33|3lB33]] 04:58, 7 August 2009 (UTC)&lt;br /&gt;
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::The last column makes the table looks ugly, and adds very little value since it is nowhere near complete. It should either be finished or removed. [[User:VengefulDonut|VengefulDonut]] 00:53, 10 August 2009 (UTC)&lt;br /&gt;
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::: No offense - and I'm not married to the current heading by any means, but I think that column serves a purpose, even if it still needs refining/completing.  It was originally a compromise for stones that were not perfectly generic - but many are. So, it actually is close to complete, it just needs to have a lot of the &amp;quot;nope, nothing here&amp;quot; stones blanked in that column. Busy work that no one is yet excited about.--[[User:Albedo|Albedo]] 17:35, 10 August 2009 (UTC)&lt;br /&gt;
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::So you think it should be finished rather than scrapped. But not badly enough to fill it in :P&lt;br /&gt;
::Perhaps we can set it aside onto the talk page to wait for someone who wants it in the article badly enough to make it. [[User:VengefulDonut|VengefulDonut]] 18:15, 10 August 2009 (UTC)&lt;br /&gt;
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:::Heh, no, just not badly enough to prioritize it as &amp;quot;Must be done yesterday!&amp;quot;.  I have other projects in mind, and the time/benefit return for this one, for my tastes, is not as attractive as for those.--[[User:Albedo|Albedo]] 18:45, 10 August 2009 (UTC)&lt;br /&gt;
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:There, is that better? No, I don't like it much right now, seems to empty, which is why I am asking, do you think it would look better if I also added ores (Yes, I said I will do it, don't fret about added work) [[User:Shardok|Shardok]] 19:33, 10 August 2009 (UTC)&lt;br /&gt;
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::I think it would look better in a separate section specifically dedicated to that purpose rather than added onto that table. It really doesn't seem like it's going to fit nicely. [[User:VengefulDonut|VengefulDonut]] 23:41, 10 August 2009 (UTC)&lt;br /&gt;
::Actually, I'm not entirely sure what we want out of something like that. The gem locations we can already see in one place. There is one dedicated to ores as well. What exactly is the goal here? Could it instead be accomplished by copying over those tables to here? (Or perhaps linking them?) [[User:VengefulDonut|VengefulDonut]] 23:48, 10 August 2009 (UTC)&lt;br /&gt;
::: The reason I've visualized in my head is when you have your miners digging, and they hit Bauxite, and I want to know what's so unique about Bauxite, well, I can come here and see that it's the exclusive source of Rubies, Saphires, and Star Rubies and Saphires.   Yey!  Now my dorfs can hollow out the the whole bauxite cluster looking for the gems.  Otherwise I agree with you, this column doesn't make sense here, and doesn't reflect how Toady One designed the RAW files. --[[User:3lB33|3lB33]] 01:28, 11 August 2009 (UTC)&lt;br /&gt;
:::: Well, unless you are searching for specific gems, I don't see the point to this column. Even more since there's some information already in the [[Gem#Precious|precious gem]] section of the wiki. For the [[bauxite]] example, it's already listed in the article that's the only stone containing rubies and sapphires. If a new player saw this table, he might miss the part about the bauxite being the only magman proof stone. --[[User:Karl|Karl]] 01:42, 11 August 2009 (UTC)&lt;br /&gt;
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 I don't see the point to this column&lt;br /&gt;
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 It was originally a compromise for stones that were not perfectly generic.&lt;br /&gt;
Which is to say, that column was intended to cover information that set some few stones apart from truly &amp;quot;generic&amp;quot; ones (like, say, microcline) without needing their own page, which would all be stubs and even more offensive.  If a stone has only a couple minor details that make it stand out, that single column covers them all nicely and completely - and in a single glance.  --[[User:Albedo|Albedo]] 03:33, 11 August 2009 (UTC)&lt;br /&gt;
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::Telling someone why the column was created is not relevant when they are asking what the point of the column is. (&amp;quot;Why was is created&amp;quot; vs. &amp;quot;Why do I want it here&amp;quot;). Also, I would find individual stone stubs to be less offensive than the current arrangement. Can you really tell me you find the thing aesthetically pleasing? The framework for putting the stone infobars together is already set up and since they are almost all generic most of them wont need any special treatment. Probably a 15-30 min copy/past job. [[User:VengefulDonut|VengefulDonut]] 08:22, 11 August 2009 (UTC)&lt;br /&gt;
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:::If you *really* have a problem with it, make the pages yourself. As it stands now, most of the people that like it this way are the only people that might make a bunch of individual pages for the stone, unless you actually have plan to create them. Complaining about the way it is when it's okay as it is and you have no plans to change anything really doesn't do anything unless you can find someone that will do something. We've got it looking good enough right now and to some it is pleasing to look at.[[User:Shardok|Shardok]] 08:27, 11 August 2009 (UTC)&lt;br /&gt;
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:::: First, by most of the people, you are speaking of the 4-5 peoples out of hundred who wrote here ? The fact is, this column serve no real purpose, the information is easily available elsewhere. An old timer would know this information already or know where he might find it, a new player might not even care to find some specific gems. 7 of the 40 entries are not empty, of these 7, 4 already have articles with the information available. And after a quick glance at the ores and gems articles I don't see how we could add more information to this column. I would rather create the 3 missing articles, remove the column and add an asterisk or some markup to the specific articles so we can better see that they are not link to wikipedia. There's already this little bit of text, upside of the table : ''The types of stone listed here that do not link to their own article are generic.'' (I'll not do it right now, since we are discussing about it... that's the point of a talk page. It's just a suggestion that will remove the ''ugliness'' of the table, without really removing the &amp;quot;information&amp;quot; part) --[[User:Karl|Karl]] 11:45, 11 August 2009 (UTC)&lt;br /&gt;
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:Well, actually, I may have been unclear here. I meant should I put in what ores are found specifically in certain stones. Which, I noticed afterward was already stated (Platinum being the only one). [[User:Shardok|Shardok]] 04:00, 11 August 2009 (UTC)&lt;br /&gt;
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 &amp;quot;Why was is created&amp;quot; vs. &amp;quot;Why do I want it here&amp;quot;&lt;br /&gt;
The diff is subtle - &amp;quot;Why it was created&amp;quot; is the reason why ''some'' wanted it here; whether that's seen as a valid reason by all is not my job to intuit.  If &amp;quot;some&amp;quot; users found it useful, then by definition it's ''useful'', whether or not it's useful to you or me.&lt;br /&gt;
 I would find individual stone stubs to be less offensive than the current arrangement.&lt;br /&gt;
(You realize that is the ''exact opposite'' from your stance from your view on the [[Olivine]] article, which, if you recall, was the spark that led to this column in the first place.  Currently, the only stone articles with minimal text are ones for individual [[layer]] stones, which is the only reason those exist.  Views change, all good - just saying.)&lt;br /&gt;
 I would rather create the 3 missing articles&lt;br /&gt;
And they would say ''&amp;quot;this is a stone, and it has this one quirk.&amp;quot;''  Meh, personally, I dislike having to go to a separate page for each stone just to find that out, when I can see all that and more at a glance on a table.&lt;br /&gt;
 you are speaking of the 4-5 peoples out of hundred who wrote here &lt;br /&gt;
We are speaking of the people who are vocal here and now, which is all we can speak of (besides keeping to the guidelines and existing style of this wiki.)&lt;br /&gt;
 An old timer would know this information already&amp;lt;br /&amp;gt;a new player might not even care to find some specific gems&lt;br /&gt;
With that philosophy we can delete 90% of the wiki, leaving only &amp;quot;advanced but not too advanced&amp;quot; stuff- but based on ''who's'' perspective?  &amp;lt;br /&amp;gt;&lt;br /&gt;
The wiki starts at square 1 and goes as deep as the users care to offer.  Having info on different pages is not always the best plan.  The column looks odd because most stones ''are'' generic - it's the few exceptions that it addresses, and it covers them well - aesthetics aside, it does the job from a functional perspective.  In the end, that is the large part of what we're talking about - style and personal preference.  The only functional distinction is whether that information is better served scattered on several articles, or living in this one table.--[[User:Albedo|Albedo]] 18:09, 11 August 2009 (UTC)&lt;br /&gt;
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::I have always been a proponent for having individual articles for every stone. This is how the wiki ended up with so many stone articles despite occasional opposition (look at the histories :). If you reread the arguments on the olivine page carefully, you will find that I have never said I oppose such a plan. [[User:VengefulDonut|VengefulDonut]] 03:15, 13 August 2009 (UTC)&lt;br /&gt;
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: Quote to quote is somehow annoying, anyway. Should we edit the other table to add a special row for the granite to see that it's the only stone where you can find bismuthinite? It's redundant information and goes against the R policy ''Redundancy: Before creating a new page, do a search to find out if the topic is already discussed in detail somewhere else. If you find that redundant pages already exist, merge their content and have one redirect to the other. '''This rule also refers to redundant material inside pages'''. '' We basically duplicate information already available in this wiki. It's not like it's hard to click a link, except if the person is '''lazy''' :p --[[User:Karl|Karl]] 23:32, 11 August 2009 (UTC)&lt;br /&gt;
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::Redundancy is not evil if done correctly. [[User:VengefulDonut|VengefulDonut]] 03:15, 13 August 2009 (UTC)&lt;br /&gt;
::: True enough, but in this case it's better served by this article ; [[The_Non-Dwarf's_Guide_to_Rock]]. Not only is it good looking, but it list every type of rock, not only the &amp;quot;other rocks&amp;quot;. --[[User:Karl|Karl]] 10:57, 13 August 2009 (UTC)&lt;br /&gt;
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::: I removed the last column of the table, added the 3 missing link... 2 of them were created, the third one already existed... which is odd, since the table linked to the wiki article. Like I said, it's duplicated information, you have it inside 5 of the 7 stones articles, 2 of them where created instead. It's possible to find this information, and a lot more inside the non-dwarf guide, and AFAIK, if someone struck a new stone he didn't know or remember, is first move, if he ever come here, will be to search for the stone name, not for the &amp;quot;other stone&amp;quot; article. So by having articles for specific stone, we actually help them navigate this wiki.&lt;br /&gt;
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::: Semantically, a table with a lot of duplicate or repetitive information doesn't really serve it purpose, either. --[[User:Karl|Karl]] 00:55, 16 August 2009 (UTC)&lt;br /&gt;
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== Alluvial ==&lt;br /&gt;
What is this? I found it all over the raws containing several shiny ores and gems, except I can't seem to find any information on where it's found. I would love to add it to the list of stones though, as these gems found in it aren't too valuable, but are still unique to find there. [[User:Shardok|Shardok]] 19:33, 10 August 2009 (UTC)&lt;br /&gt;
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:Alluvial = soil, at least in DF. [[User:VengefulDonut|VengefulDonut]] 23:45, 10 August 2009 (UTC)&lt;br /&gt;
::Actually, alluvial is '''not''' soil, at least in 40d - all of the gems and minerals stated to appear in ALLUVIAL layers never actually show up in soil. If I change all instances of ENVIRONMENT:ALLUVIAL to ENVIRONMENT:SOIL in the raws, then I end up with soil layers containing small clusters of gold, cassiterite, and tons of gems. The [ALLUVIAL] tag itself doesn't seem to have any effect. --[[User:Quietust|Quietust]] 19:59, 10 September 2009 (UTC)&lt;br /&gt;
I'd have to guess it's another of T's over-plotting elements, one that (as yet) has not been developed.  And, yes, from the evidence it seems that &amp;quot;alluvial&amp;quot; is not &amp;quot;soil&amp;quot;, not by DF definitions anyway.--[[User:Albedo|Albedo]] 21:56, 10 September 2009 (UTC)&lt;br /&gt;
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== Dorfen nuke? ==&lt;br /&gt;
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Has anyone figured out how to crack the secret of pitchblende?&lt;br /&gt;
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Well, for that matter, a while I was keeping blocks of brimstone, saltpeter, and coke/charcoal next to the alchemist's shop in case someone had a ''really'' strange mood, but despite the suggestive materials I don't know if anything is implemented. [[User:Dorf and Dumb|Dorf and Dumb]] 07:12, 16 September 2009 (UTC)&lt;br /&gt;
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== Actual pictures ==&lt;br /&gt;
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I've been thinking about adding pictures of the actual stones to the pages, is this okay? ([[User:Justyn|Justyn]] 07:44, 23 September 2009 (UTC))&lt;br /&gt;
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:The general rule I've been told is to just do things, rather than wait for some force to give you permission (provided you respect the stylistic choices of the site). In this case, I think adding it to the &amp;quot;DF Geology and real-world Geology&amp;quot; section would be fine. -- [[User:RomeoFalling|RomeoFalling]] 08:00, 23 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ambush&amp;diff=36469</id>
		<title>40d:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ambush&amp;diff=36469"/>
		<updated>2009-09-22T23:29:01Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Passive Defense */  chained animals, not caged.&lt;/p&gt;
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&lt;div&gt;''(Disambiguation - see also the [[ambusher]] skill)''&lt;br /&gt;
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An '''ambush''' is a sudden event in [[fortress mode]] when a small force of enemy [[humanoid]]s attempts to attack your [[fortress]]. While smaller in scope than a full [[siege]], ambushes are not related to the number of [[dwarves]] in your fortress, and so can be triggered by relatively small populations.  An ambush is not announced immediately, but instead is announced when your fortress becomes aware of the attackers, such as when they set off a [[trap]] or come close to your dwarves or [[pet]]s. Not all traps trigger alert, specifically [[trap|stone fall traps]] and [[weapon trap]]s do not , [[Trap#Cage_Trap|cage traps]] do {{version|0.28.181.40d}}. You can still detect invaders from checking your traps &amp;quot;visually&amp;quot; - if the trap killed an invader the [[corpse]] and gear will be there. An ambush is announced with the message: &amp;quot;An Ambush!  Curse them!&amp;quot;. Ambushs tend to arrive with [[caravan]]s but can happen any time. They are not limited to one race - [[Kobold]]s and [[goblin]]s can arrive shortly after each other although they will not join forces as such. Note that Goblins will usually ambush with more than one squad, each of which will trigger a separate message and also has to be detected separately.&lt;br /&gt;
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The same alert will also occur if a non-citizen creature has been using the ambush skill and stops, e.g. while hunting.  In this case, only the creature being stalked has been ambushed, and the player should not be alarmed.{{v|0.27.176.38c}}&lt;br /&gt;
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(A rare announcement is &amp;quot;A kobold is hidden away here&amp;quot; - which occurs only &amp;quot;if a kobold is discovered that is already unconscious or otherwise incapacitated&amp;quot;.&amp;lt;sub&amp;gt;Toady One&amp;lt;/sub&amp;gt; )&lt;br /&gt;
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== Ambushers ==&lt;br /&gt;
=== Goblins === &lt;br /&gt;
[[Goblins]] will send a small force of attackers numbering between 4-8 soldiers. These forces are frequently accompanied by one goblin with somewhat better gear, and he is always of a different troop than the rest.&lt;br /&gt;
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Usually they send more than one squad at once - up to 4 squads, each with its own &amp;quot;leader&amp;quot;. These squad leaders may be from different goblin towers.&lt;br /&gt;
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Goblin are unable to navigate traps safely and can easily be killed or caught by simple [[weapon trap]]s or [[Trap#Cage_Trap|cage trap]]s. They also can not pass forbidden [[door]]s.&lt;br /&gt;
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=== Kobolds ===&lt;br /&gt;
[[Kobolds]] will test your fortress by sending [[thief|thieves]] dependent on your fort's population and wealth. If they are detected they will attempt to flee from you. Kobold soldiers - usually archers, though [[swordsdwarf|swordsmen]] and [[speardwarf|spearmen]] are possible - will begin to arrive if the Kobold thieves successfully steal any items; the number of successive soldiers and thieves who arrive will depend on how many items were stolen previously. Kobold melee soldiers have [[copper]] [[weapon]]s and little or no [[armor|armour]], making them somewhat easy to dispatch, but ranged attackers can be deadly.&lt;br /&gt;
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Kobold thieves are very crafty at finding unpatrolled venues into your fortress, and will not set off [[traps]] or stop for locked doors. It is wise to chain animals near possible entrances to detect kobold infiltrators. [[War dog]]s (and probably other animals) will detect a kobold up to 2 tiles away, and will stray up to 1 tile in any direction away from their [[restraint]] - to make sure, bracket a 3-wide hallways with two animals, one against each wall, so no thief can pass without being within 1 tile of an animal.&lt;br /&gt;
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=== Humans ===&lt;br /&gt;
Hostile [[human]]s will not ambush.&lt;br /&gt;
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=== Elves ===&lt;br /&gt;
Hostile [[elves]] have been known to ambush, but can be easily destroyed being that they only use wooden weapons and wrestlers.&lt;br /&gt;
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Note that elves are often (if not always) riding horseback (or worse, [[Unicorn]]s) when they arrive at your fortress, and will still be on horseback when springing from ambush. If you are notified of an ambush and see only a gaggle of {{Raw Tile|H|{{COLOR:7:0:1}}|{{COLOR:7:0:0}}}}s, you are dealing with an elven ambush. This behavior seems to have been programmed hastily as there is no apparent way to inspect the horse to see who, if anyone, is riding it.&lt;br /&gt;
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On the upside, elves on horseback do not seem to attack with equipped ranged weapons. Killing the horse will dethrone its rider. If the horse steps on a trap, both horse and rider will be inside the cage together when it is brought back to a stockpile, but there is no way to know this until the horse is released and killed later. Note the horse will still be tagged as an invader, even if you tame it.&lt;br /&gt;
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== Tips ==&lt;br /&gt;
''The following was blind-copied from [[Siege]] and still needs plenty of work. Please modify!''&lt;br /&gt;
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===Active Defense===&lt;br /&gt;
*The very nature of an ambush makes it difficult to actively defend against one.  If an ambush is detected and heads towards your fortress, [[siege#Active Defense|standard siege tactics]] and defenses apply.  However, until an ambush is detected, there is oftentimes simply too much ground to cover without spreading your forces too thinly to do any good.  If you want to actively defend friendly workers and [[caravan]]s and whatnot from potential ambush, probably the best way to do so is to deploy your forces strictly to areas that you want to keep secure.  Building small towers with only underground access in these areas and stationing [[marksdwarf|Marksdwarves]] in them is proven to be a very effective way of doing so.&lt;br /&gt;
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*One of the largest advantages an ambushing enemy has is the fact that they go undetected until they encounter something.  This means that active detection can be extremely helpful in minimizing the damage dealt by an ambush by actually letting you react to the attack.  One such way of doing so is by placing dwarves or [[Captured creatures|chained animals]] in the direction from which an ambush is expected, sacrificing them to bait the ambushers into attacking them and thereby revealing their position.  A less-lethal way is to [[cage]] [[animals]] (any animal will do) in such areas, albeit with the disadvantage of needing a lot more cages to cover an area.  Finally, cage traps will usually capture ambushers and alert you to their presence, but they cover even less area than an animal cage.&lt;br /&gt;
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*[[War dog]]s and [[Siege weapon]]s are much less effective against an ambush than they are against a siege.  Trying to cover large areas with war dogs is liable to do little more than get them killed and an ambush out in the wild will often be too far away for a siege engine to attack.  When ambushers ''do'' get into range, insufficient detection measures may let them get close enough to scare off the civilian siege operators before they can fire a shot.&lt;br /&gt;
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===Passive Defense===&lt;br /&gt;
*[[Traps]] will all attack goblin ambushers, and cage traps work against any ambushers (except kobolds and other creatures with the [[Creature_tokens#T|trapavoid]] tag) while alerting you as they do so.  Thus traps make good defenses, especially when placed in places that you know the enemy will be forced to go through.&lt;br /&gt;
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*Creating chokepoints in which to place detectors like chained animal and cage traps can greatly increase their effectiveness by reducing the number of ways the attackers can simply bypass them.  If an ambush manages to make it to the outer edge of your defenses, a chained animal placed in such a chokepoint and backed up by several rows of traps is often enough to break the enemy and send them into retreat.&lt;br /&gt;
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*A [[moat]] - especially combined with [[drawbridge]]s - is just as effective against detected ambushers as against a siege.  However, it can also help keep outdoor workers such as [[woodcutter]]s safe by sealing off access to areas that hold valuable resources.  For example, isolating a large patch of trees behind a moat so that it can only be accessed from your fortress will allow you to harvest that lumber with literally zero threat from melee-weapon ambushers, and a line of [[fortification]]s behind that moat will reduce the threat posed by enemy archers and crossbowmen.  Note that [[water]]-filled moats in cold or temperate climates can freeze during winter, so in those situations, filling that moat with water may not be a good idea.&lt;br /&gt;
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=== Civilians ===&lt;br /&gt;
*One of the best things you can do to increase civilian survivability in ambushes is to assign [[war dog]]s to them.  In case of an ambush, the war dog will charge the enemies while the civilian runs the hell away.  The war dog will almost certainly die, but it is easier to replace dogs than dwarves.  Plus, if you're lucky, the dog will maim or kill an important enemy before going down.  Train every dog that reaches maturity and request them from the human and dwarven caravans (costs about 35¤ base and you get to keep the cage they come in).  Then, simply go down the {{K|m}}ilitary menu and assign war dogs to every legendary dwarf, woodcutter, or child (guard from snatchers) that you see.  Hunters, obviously, work best with hunting dogs instead.  Do note, however, that assigned dogs are considered [[pet]]s, so if a dwarf's guard dog dies, he will receive an [[thought|unhappy thought]] and want the pet buried properly.  As an alternative, you can have your woodcutters and other important dwarves train the dogs themselves; the dogs will follow their trainer until reassigned and are not counted as pets.&lt;br /&gt;
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*Like a siege, your normal dwarves will still attempt to do their jobs during an ambush. Even worse is the fact that ambushes are all too often detected when the ambushers reveal themselves by slaughtering civilians working outdoors.  [[Siege#Civilians|Standard siege measures]] will reduce further casualties, but that is little comfort to the woodcutters, [[hunter]]s, etc. that are already full of [[arrow]]s and stab wounds.  To minimize the casualties taken in the first place, active and passive measures like those described above can be used to detect and combat incoming ambushes, giving you time to get your civilians to safety.&lt;br /&gt;
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*The best way to keep ambushers from killing your workers, however, is to keep your workers from going outside in the first place.  Providing indoor pastimes (like [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area [[activity_zone|zone]]) will make dwarves spend their break time in the fortress rather than outside.  Just as importantly, finding a way to gain &amp;quot;outdoor&amp;quot; resources without actually going there (such as getting wood from [[Tower-cap]] farms or getting water and [[fish]] from a tunnel connecting a safe area to a river) will further reduce the need to send civilians into harm's way.&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:* [[Defense guide]]&lt;br /&gt;
:* [[Defense design]]&lt;br /&gt;
:* [[Military design]]&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ambush&amp;diff=36420</id>
		<title>40d Talk:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ambush&amp;diff=36420"/>
		<updated>2009-09-22T23:27:11Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Cages */  afaik&lt;/p&gt;
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&lt;div&gt;Yesterday, I had an ambush. My woodcutter was ambushed by a group of one goblin bowman and five swordsmen. They were invisible, until attacked him. I had never seen anything like this until 38a. Think, it's something new, should we add the article? What do you think?--[[User:Dorten|Dorten]] 23:23, 6 February 2008 (EST)&lt;br /&gt;
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: yes definitely.  I have been ambushed 3 times already in one year.  These attacks seem to coincide with trading caravans. --[[User:Kingzilla|Kingzilla]] 23:28, 6 February 2008 (EST)&lt;br /&gt;
::Is this really new? I started with 38a, but from reading i never expected anything else than thieves and ambushes with every caravan.--[[User:Koltom|Koltom]] 23:17, 29 February 2008 (EST)&lt;br /&gt;
:::38a was the first time that caravans caused direct attacks. Previously the only worry was theives which could be easily defeated by recruits.--[[User:Kingzilla|Kingzilla]] 14:07, 10 March 2008 (EDT)&lt;br /&gt;
==Ambush messages==&lt;br /&gt;
In my experience with last version (38a) it showed 'Ambush, curse them' on kobold thieves, and 'Ambush!' on beforementioned goblins. This surely needs verification--[[User:Dorten|Dorten]] 01:10, 7 February 2008 (EST)&lt;br /&gt;
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:I have:&amp;lt;br&amp;gt;&lt;br /&gt;
:38a&amp;lt;br&amp;gt;&lt;br /&gt;
:Kobold thieves (2): An ambush! curse them!&lt;br /&gt;
:Goblins:  An ambush! curse them!&lt;br /&gt;
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:38c &lt;br /&gt;
:Kobold thieves (2): Thief! protect the hoard from skulking filth! (the different message may be caused by increased wealth)&lt;br /&gt;
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:Goblins: An ambush! curse them!&lt;br /&gt;
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:You can read back the whole announcements log (page up key) if you have the patience ;) --[[User:Koltom|Koltom]] 23:17, 29 February 2008 (EST)&lt;br /&gt;
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Toady stated that the &amp;quot;Ambush!&amp;quot; message appearing for kobold thieves was a bug, and it has now been fixed. [[User:Furiousfish|Furiousfish]] 21:26, 6 March 2008 (EST)&lt;br /&gt;
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In a recent game (40d) I received &amp;quot;A dwarf has sprung from ambush!&amp;quot; when a dwarf-led squad of goblins ambushed one of my fisherdwarves.  [[User:dwarfsgalore|dwarfsgalore]] 12:12, 24 October 2008 (EST)&lt;br /&gt;
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== Enemy squad supposedly fleeing after the commander's death ==&lt;br /&gt;
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Well, in my case he got caged, does that count? The squad of the 5 remaining goblin bowmen, however did not retreat, and continued to advance until torn apart by dogs. Only 1, last(after the other 4 died) goblin started retreating. That was 38a. --[[User:Digger|Digger]] 05:07, 1 March 2008 (EST)&lt;br /&gt;
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:I just had my marksdwarves pump a goblin leader full of timber, and his squadmates just charged. --[[User:Shadow archmagi|Shadow archmagi]] 08:15, 1 March 2008 (EST)&lt;br /&gt;
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::Alright I'm killing that part then. It's obviously wrong now. --[[User:Digger|Digger]] 09:44, 1 March 2008 (EST)&lt;br /&gt;
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:::yep, just had an ambush too: leader dead, 1 unconscious, rest dead, and the last bowman was still charging.--[[User:Koltom|Koltom]] 11:49, 1 March 2008 (EST)&lt;br /&gt;
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::::In my experience, the rest of the squad will flee but only if they have not sighted a target first.  Once the goblin (or whatever) chooses someone to attack it will no longer flee but if the leader is killed (by a trap for example) before any squad members have sighted your dwarves, then they will flee.--[[User:dwarfsgalore|dwarfsgalore]] 5:35 11 October 2008 (PST)&lt;br /&gt;
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== weapon trap did not cause warning ==&lt;br /&gt;
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So i thought i had a squad of only 3 goblins, but it turned out a weapon trap had already finished of 2, but without giving the ambush-message. My cagetraps always gave the warning when they caught a goblin. Is this a known fact? how about other trap types? I think stone fall traps also triggered the warning before, but im not so sure anymore. --[[User:Koltom|Koltom]] 23:16, 11 March 2008 (EDT)&lt;br /&gt;
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== Suppositions on ambush spawning/spotting ==&lt;br /&gt;
So, it seems like the game generates (invisible) goblins to ambush you that actually move about the map, and are only revealed when spotted or when they attack.  They still interact normally with map features and objects that don't require awareness.&lt;br /&gt;
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There are times when you'll spot them from a different z-level.  However, my supposition is that ambushers only ever spawn on a z-level from which they can access an open level of your fortress, even if there exist z-levels from which they could rain ranged death down upon your dwarves the game won't spawn them there if that level has no (path traceable) access to your fortress.  Can anyone confirm?  (Note that forbidden doors block path tracing, and if the only access to a given z-level is through a forbidden door...)  &lt;br /&gt;
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My anecdotal evidence: Given traps on 2 z-levels, one of which I had locked (forbade) all doors access to, and to which i often had LoS by dwarves walking about on raised walkways, I only ever had goblin 'ambushers' walk into traps on the level that actually had an open entrance to the base.  (I was no longer actually being ambushed at that point, i just kept seeing corpses appear).&lt;br /&gt;
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Similarly, I think siege forces only spawn on levels where they can path into your base, but i won't swear to that.&lt;br /&gt;
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Possibly replace all instances of 'into your base' with 'to a dwarf'.  I am unable to differentiate these with the games i've played.&lt;br /&gt;
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Unrelatedly, I've also had a wild elephant spot a goblin thief for me before - can wild animals spot ambushers?&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 05:50, 18 April 2008 (EDT)&lt;br /&gt;
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:I can verify the part about &amp;quot;to a dwarf&amp;quot; as I've played several isolationist games where migrants are just left outside beyond a channel-trench or what not to fend for themselves, and often get ambushers and/or siegers that slaughter them and then have nothing else to do (until sappers are created by Toady anyways;) ) --[[User:N9103|Edward]] 16:10, 18 April 2008 (EDT)&lt;br /&gt;
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Ambushes do NOT have to be an enemy force; it's anybody using the ambusher skill.  After abandoning a propserous fortress and reclaiming it, I had several dwarves still there.  Periodically I'd get the ambush message; it was almost always a hunter stalking game. --[[User:Propatriamori|Propatriamori]] 00:23, 22 April 2008 (EDT)&lt;br /&gt;
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I can say that wild animals do spot ambushers. I have had it happen twice to me on df_28_181_39f. [[User:Mission0|Mission0]] 09:01, 13 August 2008 (EDT)&lt;br /&gt;
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== Updated &amp;quot;Tips&amp;quot; ==&lt;br /&gt;
I tried to update the &amp;quot;tips&amp;quot; portion to be more relevant to actual ambushes, rather than to sieges.  Hopefully I didn't do too bad a job, but I'm sure it still needs plenty of work. --[[User:LegacyCWAL|LegacyCWAL]] 16:25, 9 June 2008 (EDT)&lt;br /&gt;
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:Some of the tips are useful, but I have a couple of complaints. Firstly, War Dogs are not useless. You can chain them to important locations, and discover ambushes a lot sooner then normal. Secondly, moats do not work. If you have a moat, and there is no bridge, the invader AI will completely break, and they will just stand still for eternity. A one way entrance to your fortress filled with traps might be better, but I'm not sure if that's possible. Can anyone confirm if one way corridors are any way feasable? --[[User:AlexFili|AlexFili]] 04:25, 10 June 2008 (EDT)&lt;br /&gt;
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::This is the sort of thing I meant by &amp;quot;still needs plenty of work&amp;quot;...namely clarifications in this case.&lt;br /&gt;
::With War Dogs, I didn't mean that they were useless per se, and I actually do mention using them to detect ambushes earlier than normal.  However, in order to ''fight'', they have to get to the fight in the first place.  But if you're trying to cover something over a large area (such as a road you're building or a caravan route that goes to the far end of the map), you start to need a LOT of packs of dogs in various places to make sure that one is close enough.  So while you can use them just fine for spotting and for their usual base-defense duties, you need an insane number of dogs to include them in your anti-ambush reaction plans as ''combatants''.&lt;br /&gt;
::As for moats, yes, cutting off an area entirely will break the pathfinding AI, but that goes for ''any'' situation a moat is used.  What I meant by cutting off an area with moats is to use moats to cut off all access routes ''except the ones that go through your fortress''.  There's still a path to the area, but the only path involves going through your Main Entrance, and thus your Main Entrance's defenses.  In turn, the enemy can't use the access route as a &amp;quot;back door&amp;quot; because the moat is in the way. --[[User:LegacyCWAL|LegacyCWAL]] 21:34, 10 June 2008 (EDT)&lt;br /&gt;
:::Oh right, I guess that would work fairly well. A tip for noobs; If a goblin raid appears, draft the whole population into the military and station them in the deepest part of your fortress. This work's pretty well as an alternative to watching all of your peasants die. By the way, is there a way of stopping all my fortress guards from running straight into the battlefield and getting their butts kicked? Or should I just not appoint a Sheriff at all. Does it matter? --[[User:AlexFili|AlexFili]] 03:43, 11 June 2008 (EDT)&lt;br /&gt;
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::::It may be a coincidence, but keeping the &amp;quot;inhabited&amp;quot; area - and thus any guards - as far away from your main defenses as possible seems to be doing a good job of keeping my Fortress Guards away from the fray.  My living quarters, kitchens, workshops, etc. are seperated from my ''last'' line of defense by a fairly long corridor, and that is seperated from the very first line of defense by a LOT of trap-filled space to travel through.  So by the time the Guards would even notice that there's invaders to charge, the attackers have already spent five minutes being torn apart by Weapon Traps and Ballistae.  As for drafting everybody, that works as a last resort, but it would be best to try to design the fortress to keep that from becoming necessary in the first place (which, admittedly, is easier said than done). --[[User:LegacyCWAL|LegacyCWAL]] 19:17, 11 June 2008 (EDT)&lt;br /&gt;
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:::::One-Way corridors would solve this problem, because the invader AI would remain unbroken. The trouble is trying to keep your people from foolishly running into the fray. The only thing I can think of is this kind of setup;&lt;br /&gt;
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&amp;gt;[]**************....&lt;br /&gt;
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Where the stars represent a retractable bridge, the box represents a pressure plate, and the arrow means the stairway out of the pit below. Perhaps that could work? --[[User:AlexFili|AlexFili]] 04:19, 12 June 2008 (EDT)&lt;br /&gt;
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::::::If you could manage a one-way corridor, sure, it would keep your people from running into the fray.  It'd have to be a series of bridges/pressure plates/whatever though to try to make it work as one.  The way I've managed to keep my citizens out of the fray is when an enemy is detected, I use the &amp;quot;cancel everything outside and set &amp;quot;dwarves stay indoors&amp;quot;&amp;quot; method of keeping everybody inside, but I have a skylight a ways behind my defenses.  So they still go running to pick up the stuff and don't stop until they hit sunlight, but the skylight means that they hit sunlight and turn around before they get to the battlefield.  It's something like this:&lt;br /&gt;
::::::(Fortress) - (Skylight) - (Corridor Of Doom) - (Outside) --[[User:LegacyCWAL|LegacyCWAL]] 16:54, 12 June 2008 (EDT)&lt;br /&gt;
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== Kobold Ambush and Traps ==&lt;br /&gt;
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I have witnessed Kobold ambushers (4 swordsman and 1 spearmen) walk straight over weapon traps and stone-fall traps. I have also witnessed the ambushers *note, not the theives I watched it as it happened* picklock one of my locked doors to gain access into my fortress. I do not know if this applies to cage traps yet. Once this is confirmed by someone else it should be added to the page. [[User:Mission0|Mission0]] 09:21, 11 August 2008 (EDT)&lt;br /&gt;
:Heck, I've seen a &amp;lt;em&amp;gt;human&amp;lt;/em&amp;gt; ambusher walk through all my traps unscathed.  This was a goblin kidnappee I think, but why should he have trapavoid? --[[User:Corona688|Corona688]] 04:31, 18 May 2009 (UTC)&lt;br /&gt;
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== Elves leading Goblins? ==&lt;br /&gt;
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In the past few days (playing .40d), every Goblin ambush has included one Elf (presumably the leader). Is this a bug, or some freaky event caused by something within my game? --[[User:Nekojin|Nekojin]] 06:32, 13 September 2008 (EDT)&lt;br /&gt;
:Goblin snatchers kidnap kids and they become part of goblin society. Maybe they harass elven and human kids too? --[[User:Someone-else|Someone-else]] 11:10, 13 September 2008 (EDT)&lt;br /&gt;
::I have seen both humans and dwarves (!) leading squads of goblins.  With the dwarf-led squad I received a message &amp;quot;A Dwarf springs/has sprung from ambush!&amp;quot;--[[User:dwarfsgalore|dwarfsgalore]] 5:31, 10 October 2008 (PST)&lt;br /&gt;
:::I can verify this, I have three visible ambush parties on my map, 2 are lead by dwarves (1 hammerer, one spear-dwarf) and the other one is lead by a Human Lasher.--[[User:Alkyon|Alkyon]] 16:16, 5 November 2008 (EST)&lt;br /&gt;
::::I've had this happen to me, too.  Goblin-elves are some of the most butch yet most wimpy things I've ever seen.  Instead of turning their kills into armor or weapons, they turn them into...earrings.  And bracelets.  And crowns.  So much elf leather tackery on &amp;lt;em&amp;gt;one elf&amp;lt;/em&amp;gt; that it took three days to haul it all to the stockpile...  (What?  No leather more supple than Elf.  And Elf Bone Crowns are made of awesome.) --[[User:Corona688|Corona688]] 10:29, 10 December 2008 (EST)&lt;br /&gt;
:Thought game was broken when i saw the first dwarf ambush me :) . Had no babies snatched from me yet either. So could also be from an elven retreat conquered by goblins. This kind of thing will probably happen more often in the future. --[[User:Höhlenschreck|Höhlenschreck]] 22:50, 6 June 2009 (UTC)&lt;br /&gt;
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== Elves ambushing me ==&lt;br /&gt;
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I started a new fortress and after about a year i was actually ambushed by elves! I noticed that the wiki says that they dont ambush so i changed that. I was very surprised when it happened, and im not sure i could ahve fought them back if it wasnt for the fact that i had just reclaimed the fortress because of a fire imp accident --[[User:rock n rat|rock n rat]] 00:35, 19 September 2008 (EDT)&lt;br /&gt;
:That was technically an elven seige.--[[User:Zchris13|Zchris13]] 21:07, 21 May 2009 (UTC)&lt;br /&gt;
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== Ambush by Giant Cave Spiders ==&lt;br /&gt;
I just got ambushed by a [[giant cave spider]].  Just one, so far.  The message was unusual:  &amp;quot;An ambush!  Drive them out!&amp;quot;  But it remains to be see if it was just one or a &amp;lt;em&amp;gt;force&amp;lt;/em&amp;gt; of them, and so whether this information belongs on the cave spider or ambush page. --[[User:Corona688|Corona688]] 01:30, 21 May 2009 (UTC)&lt;br /&gt;
:OK.  It was not a 'wandering' spider after all, if such things even exist, but a map feature as usual which just entered my fort because its web was only &amp;lt;em&amp;gt;fifteen squares from my entrance&amp;lt;/em&amp;gt;, yikes!  So now we know the message a hidden giant cave spider makes when it finds a cage trap.  &amp;quot;Drive &amp;lt;em&amp;gt;them&amp;lt;/em&amp;gt; out&amp;quot;, that's interesting, seems to imply something more than solitary nearby spiders blundering in on on a lark... --[[User:Corona688|Corona688]] 17:13, 21 May 2009 (UTC)&lt;br /&gt;
::''&amp;quot;An ambush!  Drive them out!&amp;quot;'' is just a diff version of the generic message received when any &amp;quot;hidden&amp;quot; unit is revealed when they attack or are bumped into by another unit. That attack can be on a dwarf, a pet, or a wild animal - (and apparently also when encountering a cage trap?)  Hidden gobbo's and elves also sometimes trigger this message. GCS's do not &amp;quot;spawn&amp;quot; nor wander onto the map after play starts - what you have is what you have. (Altho' they are invisible until revealed as above, and it's rare but possible you'll find more.)--[[User:Albedo|Albedo]] 22:37, 21 May 2009 (UTC)&lt;br /&gt;
:::I also got the 'drive them out' message on reclaim, where one of the hostile madmen was still wandering around killing things.  Maybe the 'drive them out' message happens indoors, and 'curse them' outdoors? --[[User:Corona688|Corona688]] 17:02, 6 July 2009 (UTC)&lt;br /&gt;
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== Duration ==&lt;br /&gt;
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All right, so I've been ambushed. I've gotten all my dwarves inside my walls, except (ahem...) my miners who were doing a side job and have now been slaughtered by elite goblin crossbowmen or some such.&lt;br /&gt;
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How long are the ambushers going to hang around? Do I *have* to engage them or will they eventually wander off?&lt;br /&gt;
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This sorta belongs on the article if there is a definative answer.&lt;br /&gt;
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I'm guessing if they hang around and I keep all my drawbridges closed there won't be any successful caravan visits nor migrants coming my way![[User:GarrieIrons|GarrieIrons]] 10:13, 13 June 2009 (UTC)&lt;br /&gt;
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:Dunno if this is definative: they arrived early winter, left late winter after I had inflicted casualties mainly via stone &amp;amp; cage traps. Extending circuitous entrance now![[User:GarrieIrons|GarrieIrons]] 13:52, 13 June 2009 (UTC)&lt;br /&gt;
::Since a single casuality can be enough to make them retreat, not definitive. --[[User:Koltom|Koltom]] 12:18, 14 June 2009 (UTC)&lt;br /&gt;
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== Ambush Defences ==&lt;br /&gt;
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I have created a very viable defence system for both ambushes and sieges. I construct walls around my fortress in two manners, an inner and an outer ring.  I have taken a picture of the inner ring.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Outpost-fence.jpg|Click on the picture for details.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cages ==&lt;br /&gt;
&lt;br /&gt;
As far as I'm aware animals in cages do not detect ambushes. The game treats them as furniture, except it seems for the purposes of giving birth. Can anyone confirm? We should perhaps remove it from the page until then. [[User:Innominate|Innominate]]&lt;br /&gt;
&lt;br /&gt;
:Seconded. AFAIK, the only things animals in cages can do is give birth and be selected for slaughter. Dogs in cages can't even be trained. Oh, and creatures in cages can also be stripped naked. --[[User:RomeoFalling|RomeoFalling]] 23:27, 22 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18881</id>
		<title>40d:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18881"/>
		<updated>2009-09-22T23:22:53Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Quality/Material equivalence */ explicitly listed leather and bone, since certain playstyles get a lot of them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players use the term '''armor''' in the following four related but distinct meanings: &lt;br /&gt;
:# Generally, any protection for your dwarf from being injured; for example, as in... ''&amp;quot;Any one item of armor protects a dwarf in a specific body location.&amp;quot;''  ''&amp;quot;Adamantine makes the best armor.&amp;quot;''&lt;br /&gt;
:# A specific, single main piece of armor that protects the chest/torso area of a dwarf - '''leather armor, chain armor''', or '''plate armor''', as distinct from leggings or helmets. The proper term, used by the game, is ('''suit''' of) '''mail'''. The heading used in the stocks menu is '''armor'''.  &lt;br /&gt;
:# An overall '''level''' of armor, as defined by the game and using the terms '''Clothes''', '''Leather''' (armor), '''Chain''' (armor) and '''Plate''' (armor), in reference to the maximum protection a dwarf will seek to wear when activated into the [[military]].  This is designated by {{k|v}}iewing a dwarf and selecting the {{k|s}}oldier menu - '''Clothes''', '''Leather''', '''Chain''' or '''Plate'''.  (In the {{k|m}}ilitary {{k|w}}eapons menu, these are abreviated as &amp;quot; '''-''' &amp;quot; (none), '''Lth''', '''Chn''' or '''Plt''', and also whether or not to use a Shd or Bkl - shield or buckler).  This defines the maximum class of protection they will seek to wear for each body part.&lt;br /&gt;
:# Informally, a '''set''' of armor items based on either the central torso piece or the designated &amp;quot;levels&amp;quot; to create a more or less complete ''set of armor'' - (a set of) leather armor, (a set of) chain armor, or (a set of) plate armor - but these are often non-specific combinations of armor items for each body location. The phrase ''&amp;quot;I like to have my marksdwarfs wear chain armor&amp;quot;'' may imply any number of variations combining the main piece of chain mail over the torso, with miscellaneous other pieces for the other body parts, some possibly lacking.&lt;br /&gt;
&lt;br /&gt;
Be aware that there is usually not a 1:1 relationship between every piece of armor and an armor '''level''' - a set of leather armor can include bone or shell armor and a metal cap, and metal gauntlets and helmet are included in both a set of chain and plate armor. In some cases it's also possible to '''layer''' armor, wearing a metal or leather cap under a metal helmet when wearing either chain or plate level armor, and so on. It can be very much a &amp;quot;mix and match&amp;quot; situation.&lt;br /&gt;
&lt;br /&gt;
Generally, armor is a class of [[clothing]] items that your [[dwarves]] can wear for protection to keep them alive longer. In this sense, armor can range from simple [[clothing]] (including socks and loincloths), to light weight [[shell]], [[bone]] and [[leather]] armor, to heavy chain and plate items.  Giving your dwarves protective garments will help to keep them alive in combat, as well as safe from the elements. It will also protect them against [[sparring]] injuries and will, over time, develop their [[Armor user]] skill.  &lt;br /&gt;
&lt;br /&gt;
Most civilians will not wear armor other than clothing, [[Hunter]]s being the only exception.&lt;br /&gt;
&lt;br /&gt;
The body locations that different pieces of armor can protect are:&lt;br /&gt;
:* head - cap, helmet&lt;br /&gt;
:* torso - armor&lt;br /&gt;
:* upper legs - leggings, greaves&lt;br /&gt;
:* feet - low boots, high boots&lt;br /&gt;
:* hands - guantlets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Making armor ==&lt;br /&gt;
Depending on the type and material, different specific [[labor]]s and [[workshop]]s are needed to make similar items of armor, and different [[skill]]s will apply. While items of [[clothing]] made by a [[clothier]] aren't technically &amp;quot;armor&amp;quot;, they do offer limited protection. Shell and bone armors are made by a [[bone carver]] at a [[craftsdwarf's workshop]]. Chain mail and plate mail are made with the [[armoring]] labor at a [[metalsmith's forge]]. Leather armors are made at a [[leather works]] by a dwarf with the  [[leatherworking]] labor enabled. The type of [[metal]] used affects the effectiveness of the armor, but all leather, bones and shells are equal in their protection multiplier (see table below). Higher skilled craftsdwarves, leatherworkers and armorers will, on average, produce items of higher [[quality]], that increases the effectiveness of the armor.&lt;br /&gt;
&lt;br /&gt;
====Quality====&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/forum/index.php?topic=18021.msg177112#msg177112 stated] that [[Quality|item quality]] increases its protection (or damage, in the case of [[weapons]]), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Symbol !! Name !! Damage reduction multiplier&lt;br /&gt;
|-&lt;br /&gt;
|  Item  || Basic armor || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| -Item- || Well-crafted armor || x1.2 &lt;br /&gt;
|-&lt;br /&gt;
| +Item+ || Finely Crafted armor || x1.4 &lt;br /&gt;
|-&lt;br /&gt;
| *Item* || Superior Quality armor || x1.6 &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item≡ || Exceptional armor || x1.8 &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item☼ || Masterful armor || x2.0&lt;br /&gt;
|}&lt;br /&gt;
====Material====&lt;br /&gt;
Better materials provide better protection, according to the following table:&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Modifier %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&amp;lt;!-- confirmed --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] or [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| Other metals/materials ([[leather]], [[cloth]], [[bone]], [[shell]], [[wood]], etc.) || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Quality/Material equivalence =====&lt;br /&gt;
&lt;br /&gt;
This table shows the (rough) equivalent multiplier for a given material and quality combination.  The exact values have been rounded to the nearest 1/10th to save space on the chart.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I have no idea how to do a graph in wiki, short of a jpeg, which didn't turn out so well. Feel free to improve if you have the skillz. please!--&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! Material!! .5 !!  .6 !! .7 !! .8 !! .9  !! 1.0  !! 1.1  !! 1.2 !! 1.3  !! 1.4  !! 1.5 !!  1.6 !! 1.7  !! 1.8 !! 1.9 !! 2.0 !! 2.1 !! 2.2 !! 2.3 !! 2.4 !! 2.5 !! 2.6 !! 2.7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! Other&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| '''Ø''' ||  '''-''' || '''+''' || *  || '''≡''' || ☼  ||   ||  ||  || ||  || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! [[Copper]]&lt;br /&gt;
| ||  || '''Ø''' ||'''-''' || '''+''' || || * || '''≡''' || ☼ || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! [[Bronze]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| ||   ||  || '''Ø''' || '''-''' || || '''+''' || * ||  || '''≡''' || ☼ ||  || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! [[Iron]]&lt;br /&gt;
| ||   ||  ||  ||  ||'''Ø''' ||  ||  '''-''' ||  || '''+''' || ||  *  || || '''≡'''|| ||  ☼ || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! [[Steel]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| ||   ||  ||  ||  || ||  ||   || '''Ø''' ||  || || '''-''' || || ||'''+'''  || || *||   || ||'''≡''' || || ||☼&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:Notes:&lt;br /&gt;
::1) ''includes silver, leather, bone, wood, glass, and any other material not listed (except obsidian&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;).  The net effect of non-standard &amp;quot;other&amp;quot; materials on artifact weapons is not known.''&lt;br /&gt;
::2) ''includes [[bizmuth bronze]]''&lt;br /&gt;
::3) Currently{{v|0.28.181.40d}}, [[obsidian]] has the same modifiers as steel.&lt;br /&gt;
&lt;br /&gt;
So at a glance we can see that even a no-quality steel item is the equivalent to the best copper item possible, and that no copper item will ever be as good as a +fine iron+ one. (It is not known whether [[artifact]] quality items have ''additional'' modifiers above and beyond &amp;quot;masterpiece&amp;quot; level.)&lt;br /&gt;
&lt;br /&gt;
[[Adamantine]] items start at a multiplier of 5.00 for no-quality items, and sky-rocket from there.&lt;br /&gt;
&lt;br /&gt;
== Using Armor ==&lt;br /&gt;
&lt;br /&gt;
To tell a [[dwarf]] to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering.  There you can select the highest level of armor he should wear: clothes, leather, chain, or plate.  Shield level is selected separately.  You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|w}}eapons.&lt;br /&gt;
&lt;br /&gt;
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers.  Civilians will not wear armor other than [[clothing]], except for those given the [[Ambusher|Hunting]] [[labor]] (provided their armor level is set above &amp;quot;clothing&amp;quot;).  This will, however, cause them to go out into the wilderness and hunt any wild animal they encounter.&lt;br /&gt;
If you set dwarves' armor level above their current set of armor (for instance, 'plate' when they are wearing chain armor), they will replace their current armor level and use armor of the better armor level when it is available. Similarly, when set to 'shield' they may pick up a buckler, but switch on their own to a shield as soon as one becomes available. Unfortunately, dwarves do not make a distinction between different [[materials]] or [[quality|item qualities]], so if they are already wearing a [[helm]] (of, say, copper), they will not pick up a steel helm, as they are of the same armor level.&lt;br /&gt;
&lt;br /&gt;
The solution is to set the dwarf's armor level to 'clothes', so that they drop their armor altogether, then station them standing on top of the pieces of armor you want them to wear (typically located on an armor [[stockpile]] or still in the [[forge]]) and set their armor to the desired level again.  Hopefully you can get them to complete the operation without wandering off to find a set of civilian clothes to wear first.  A similar technique can be used to get dwarves to change [[weapons]] as well (from an iron short [[sword]] to an [[obsidian]] one, for instance). This can be effectively managed by using the ['''q'''] tool to edit stockpiles to store only certain kinds of item materials. You could for instance keep a Stockpile of bone and wood [[bolt]]s as well as silver weapons behind a door near the [[barracks]], so you can lock up the crappy stuff when the [[goblins]] are at the door.&lt;br /&gt;
In older versions of the game, armor would be stored on an [[Armor stand]] -- a piece of [[furniture]] which could also be used to define a [[room]] as a barracks.  However, both armor stands and [[weapon rack]]s proved to be buggy, and their &amp;quot;container&amp;quot; status has currently been disabled.  For now, store your armor in a [[stockpile]] dedicated for the purpose.&lt;br /&gt;
&lt;br /&gt;
Sometimes dwarves will ignore the armor they are standing on top of, and go put on the armor they had just removed.  The best way to avoid this is to forbid it (or get rid of the inferior armor -- either by [[chasm]]ing it, [[melt]]ing it (if metal), or [[trading]] it away.  This may take some time to carry out, meaning you must leave some of your soldiers at &amp;quot;clothing&amp;quot; armor level for a while until the unwanted pieces are disposed of).  Keep in mind when melting armor pieces that only about 30% of the metal is recovered, so you should avoid making excess quantities with your most precious metal (steel, generally) unless you have a [[legendary]] armorsmith.&lt;br /&gt;
&lt;br /&gt;
Heavy armor can reduce dwarves' [[speed]], especially when they wear several pieces.  Being [[attributes|Strong]] will reduce this problem, as will [[Armor user]] skill (gained by fighting or sparring in armor).  Extremely Strong dwarves can generally wear a complete suit of plate armor without being burdened.  Armor User at &amp;quot;Expert&amp;quot; level is also generally enough to eliminate the burden of a full suit of plate, even for a dwarf without any Strength attribute. Experiment in adventure mode in order to find out more how this system works.&lt;br /&gt;
&lt;br /&gt;
As an emergency measure, a dwarf who is about to be [[justice|hammered]] can be turned into a [[military]] recruit and set to &amp;quot;Plate&amp;quot; armor level; if they manage to don the suit before being captured, it will reduce the damage they take.&lt;br /&gt;
&lt;br /&gt;
== Armor Levels ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot&lt;br /&gt;
! Leather&lt;br /&gt;
! Chain&lt;br /&gt;
! Plate&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| leather/bone/shell [[helm]] or metal [[cap]]   &lt;br /&gt;
| [[helm]]&lt;br /&gt;
| [[helm]]&lt;br /&gt;
|-&lt;br /&gt;
| Upper Body&lt;br /&gt;
| [[leather|leather armor]]&lt;br /&gt;
| chain mail&lt;br /&gt;
| plate mail&lt;br /&gt;
|-&lt;br /&gt;
| Lower Body&lt;br /&gt;
| leather/bone/shell [[leggings]]&lt;br /&gt;
| metal [[leggings]]&lt;br /&gt;
| [[greaves]]&lt;br /&gt;
|-&lt;br /&gt;
| Foot&lt;br /&gt;
| leather low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
|-&lt;br /&gt;
| Hand&lt;br /&gt;
| nothing&lt;br /&gt;
| [[gauntlet]]&lt;br /&gt;
| [[gauntlet]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
&lt;br /&gt;
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes.&lt;br /&gt;
They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see males running around in dresses.&lt;br /&gt;
There is no real difference between armor and clothing, except that maybe only non-clothing garments may increase the [[armor user]] skill.&lt;br /&gt;
&lt;br /&gt;
This list only lists equipment Dwarves should be able to manufacture, from the file \raw\objects\entity_default.txt&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Body Part!!Clothing!!Weight!!Block!![[Cloth|Fiber]]/[[Silk]]!![[Leather]]!![[Bone]]!![[Shell]]!![[Metal]]!![[Wood]]!![[Size]]!![[Armor#Size, Permit, and layering armor|Permit]]!!Layer&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Head||Cap||10||20||Clothes||Clothes|| || ||Leather|| ||10||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Helm[S]||20||60|| ||Leather||Leather||Leather||Chain|| ||30||20||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Hood||10||20||Clothes||Clothes|| || || || ||10||100||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;10&amp;quot;|Upper Body||Dress||10||3/3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shirt||10||3/3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Tunic||10||5/5||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Vest||10||2/2||Clothes||Clothes|| || || || ||10||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Robe||10||5/5||Clothes||Clothes|| || || || ||20||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Coat||50||15/15||Clothes||Clothes|| || || || ||20||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor[S]||50||20/20|| ||Leather|| || || || ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail||75||50/30|| || || || ||Chain|| ||15||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Platemail[S]||150||70/50|| || || || ||Plate|| ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||10||5/5||Clothes||Clothes|| || || || ||15||150||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Hands||Gloves||10||60||Clothes||Clothes|| || || || ||10||10||Under&lt;br /&gt;
|-&lt;br /&gt;
||Gauntlets[S]||25||60|| || ||Chain||Chain||Chain|| ||20||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mittens||10||60||Clothes||Clothes|| || || || ||15||20||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Lower Body||Trousers||20||20||Clothes||Clothes|| || || || ||15||30||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leggings[S]||40||50|| ||Leather||Leather||Leather||Chain|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Greaves[S]||60||70|| || ||Plate|| ||Plate|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Feet||Socks||10||60||Clothes||Clothes|| || || || ||10||15||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shoes||10||60||Clothes||Clothes|| || || || ||20||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Low Boots||15||60|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|High Boots||20||60|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Shield||Buckler||15||60(10%)|| ||Buckler|| || ||Buckler||Buckler||NA||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Shield||50||60(20%)|| ||Shield|| || ||Shield||Shield||NA||NA||NA&lt;br /&gt;
|}&lt;br /&gt;
Some clothing articles may not be crafted in fortresses of a given [[civilization]] - only those items marked as 'common' for that civilization may be crafted{{version|0.28.181.40d}}.&lt;br /&gt;
&lt;br /&gt;
[S] = Max one [S] per body slot (e.g. only one plate mail, and no greaves and leggings on top)&lt;br /&gt;
&lt;br /&gt;
For the columns with material types, your dwarf must be set to at least the listed armor level before he or she will put on a piece of armor made from that material.  For instance, dwarves will wear cloth or leather caps at &amp;quot;Clothing&amp;quot; armor level, but must be at &amp;quot;Leather&amp;quot; armor level or better before they will put on a metal cap.&lt;br /&gt;
&lt;br /&gt;
===Weight===&lt;br /&gt;
&lt;br /&gt;
The '''Weight''' figure is not meaningful by itself; items made with different materials can have vastly different weights.  For instance, steel items weigh 7.85 times the listed weight (a steel helm weighs 20 * 7.85 = 157Γ). &lt;br /&gt;
&lt;br /&gt;
Some selected weight multipliers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Steel and iron || 7.85&lt;br /&gt;
|-&lt;br /&gt;
| Bronze and bismuth bronze || 8.25&lt;br /&gt;
|-&lt;br /&gt;
| Copper || 8.93&lt;br /&gt;
|-&lt;br /&gt;
| Silver || 10.49&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Most stone || 2.67&lt;br /&gt;
|-&lt;br /&gt;
| Leather || 1.9&lt;br /&gt;
|-&lt;br /&gt;
| Plant cloth || 1.52&lt;br /&gt;
|-&lt;br /&gt;
| Silk cloth || 1.34&lt;br /&gt;
|-&lt;br /&gt;
| Bone and shell || 1.1&lt;br /&gt;
|-&lt;br /&gt;
| Glumprong wood (the heaviest) || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| Feather tree wood (the lightest) || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| Tower-cap wood || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| Most other wood || ~0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More weight multipliers can be found in the [[raws]]; the weight multiplier of any given material is its [SOLID_DENSITY] divided by 1000.&lt;br /&gt;
&lt;br /&gt;
===Size, Permit, and layering armor===&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn: for each body part, less than ''permit'' worth of ''size'' garments can be worn under the final garment.  (The last garment itself can go over the limit.)&lt;br /&gt;
&lt;br /&gt;
If a dwarf is not wearing too much mundane clothing (too many robes, etc), the following layering is usually possible:&lt;br /&gt;
&lt;br /&gt;
:* Cap (metal or other) under a helmet&lt;br /&gt;
:* leather armor (torso piece) under chain armor (torso piece)&lt;br /&gt;
:* chain armor (torso piece) under plate armor (torso piece)&lt;br /&gt;
&lt;br /&gt;
As mentioned above, the lighter armor must be put on first, and then the heavier assigned.  For some reason, leather armor will not be worn under plate armor.&lt;br /&gt;
&lt;br /&gt;
Note also that socks do have a sizable armor value - wearing them under &amp;quot;armor&amp;quot; boots is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In '''[[adventurer mode]]''', the permit of each garment is checked at the time it is put on, which allows you to put on several cloaks (permit 150) on top of several layers of armor.  In [[fortress mode]], the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why [[dungeon master]]s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
=== Other Restrictions ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth).&lt;br /&gt;
&lt;br /&gt;
Dwarves will only put on the specific level of armor they are told to put on -- unless it is unavailable, in which case they will put on the next-best available armor level.  For instance, if set to &amp;quot;plate&amp;quot;, a dwarf will put on chainmail if no plate is available, or leather armor if neither chain nor plate is available.  &lt;br /&gt;
&lt;br /&gt;
Dwarves will also not remove lesser-level armor when moving to heavier armor level (notwithstanding the &amp;quot;permit&amp;quot; restrictions detailed above).  If you step them through each armor level, you can get them to wear a metal cap plus helm, and chain mail plus plate mail. &lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
For some reason, dwarves will ''never'' put on cloth/leather caps or gloves (except those they arrive in).  There are no &amp;quot;under&amp;quot; layer headwear or &amp;quot;over&amp;quot; layer handwear in the game; it is possible this omission is causing the clothes-wearing algorithm to be non-functional at this time.&lt;br /&gt;
&lt;br /&gt;
== Other Sizes ==&lt;br /&gt;
Beware! Dwarves can not wear any armor that is named 'large', 'narrow' or 'small' ([[elves]]', [[goblins]]'...) (except [[large rat]] leather armor :-) ). The smug traders will not warn you of this. Human and goblin metal armor can be melted down and made into dwarf-scale gear, however.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Creating plate mail requires three [[bar]]s of metal to [[forge]]. Chain mail and greaves require two bars. All other metal armor requires one bar per piece. Note that making gauntlets or boots will always produce a pair (a left and right gauntlet, or two boots) from one bar of metal. A full suit of leather armor requires four leather pieces to manufacture, a full suit of chain armor requires six metal bars, and a full suit of plate armor requires eight metal bars. This does not include [[shield]]s.&lt;br /&gt;
&lt;br /&gt;
Bone greaves require three ''stacks'' of bone to make (the stacks can be of any size), as do bone leggings. All other bone and shell items (including shell leggings) require one stack of bone/one shell to make.&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Shields and [[buckler]]s come in all the same material flavours as armor, but offer a slightly different form of protection. While armor absorbs some of the damage from all successful attacks, a shield provides complete protection from some attacks. In [[Adventure Mode]], a successful block may also grant the defender an immediate free counterattack. Bucklers weigh less than shields, but also provide less protection.&lt;br /&gt;
&lt;br /&gt;
Shields offer a unique bonus, a chance for an instantaneous deflection.  Shields provide a 20% chance of total deflection, while bucklers provide a 10% chance of deflection.  This chance of deflection is then altered by the wielder's [[Shield user]] skill, although the exact mechanics are unknown.&lt;br /&gt;
&lt;br /&gt;
== Oddities ==&lt;br /&gt;
* Dwarves will not switch to metal gauntlets or greaves by themselves if they are already wearing bone gauntlets or greaves.  They will, however, switch to a &amp;quot;better&amp;quot; material if it changes the level (such as metal helms being chain while bone helms are leather) whether you like it or not.&lt;br /&gt;
* Dwarves will not take off chain mail when switched to &amp;quot;plate&amp;quot; armor level, and will not take off any kind of cap (including metal) when putting on a helm.  They can also wear socks, gloves, trousers, a dress, and one or more robes under armor.  They cannot, however, wear leggings and greaves at the same time, or shoes and boots.&lt;br /&gt;
* Dwarves feel it's perfectly normal to wear one leather low boot and one steel high boot. If it fits, it fits, right?&lt;br /&gt;
* If told to wield a weapon and a shield, a dwarf will sometimes carry both in the same hand.  This can cause them to be unable to use either; switch their shield level and weapon to &amp;quot;unarmed&amp;quot; and make sure they drop both items before assigning them a shield and weapon again.&lt;br /&gt;
* You may also find them with other stray items in one or both hands, such as an extra gauntlet or a pair of leggings.  This will make them unable to use their shield or weapon.  Switch them to &amp;quot;clothes&amp;quot; armor level until they drop everything, then back to plate to force them to dress themselves properly.  You can also try designating the excess items for [[dump]]ing, provided you have a dump and an unoccupied dwarf with Refuse Hauling enabled.&lt;br /&gt;
&lt;br /&gt;
[[Category:Armor| ]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35947</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35947"/>
		<updated>2009-09-21T00:47:49Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Trading */  Misc Trading Advice, add'l comment to Merchant Mood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
1 of:&lt;br /&gt;
* [[Broker]] noble&lt;br /&gt;
* None (See description)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Metal bar]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with other races.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units of [[alcohol|booze]] or purchase additional skills for the expedition party.  New players can [[Your_first_fortress#Trading|look here]] for advice on trading with the first caravan.&lt;br /&gt;
&lt;br /&gt;
A '''Trader''' is the term used at your Trade Depot to refer to your fortress Broker when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term usually only applies to those merchants, and to a dwarf whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]). &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options.&lt;br /&gt;
&lt;br /&gt;
Do not build two Trade Depots however, as then neither will work properly.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except :&lt;br /&gt;
 - the items of non-forteress members (only if they are alive, when they are dead they belong to you if you claim the items),&lt;br /&gt;
 - the items that are in trade wagons or on merchant animals&lt;br /&gt;
 - the items that are on the trade depot (they belong to nobody until they are moved out of it)&lt;br /&gt;
So, merchant goods that ''were'' on the trade depot belong to you if they are not on trade wagons/merchant animals. So a little hint : when the merchants finished to unload, remove the depot...&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the [[stock]]s menu ({{K|z}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it.  This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export [[mandate]].  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your [[mayor]] has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.&amp;lt;br\&amp;gt; &amp;lt;br\&amp;gt;After selecting items and exiting the screen, [[jobs]] will be queued to move the items to the depot.  All dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].  &amp;lt;br\&amp;gt;&amp;lt;br\&amp;gt;Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.  If you don't want all the items to be returned to their stockpiles, you can optionally {{K|f}}orbid them by looking at the [[Controls_guide#View_items_in_buildings.2C_t|i{{K|t}}ems]] in the depot.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the [[Broker]] [[noble]] will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[Broker skills]] will receive poorer deals when trading.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.&lt;br /&gt;
&lt;br /&gt;
Goods brought from caravans do not have base quality higher than superior, but decorations on a good may be of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Trading cue colors ===&lt;br /&gt;
&lt;br /&gt;
* Items in brown have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* Items in white were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this.&lt;br /&gt;
* Items in green have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* Items in red have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items. However, usually a caravan from a different civilization will accept stolen goods without changing them first.&lt;br /&gt;
&lt;br /&gt;
=== Merchant mood ===&lt;br /&gt;
If your broker has Novice or better [[Judge of Intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (eg, offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;naturalized&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you remove your trade depot, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the item as stolen, and the caravan will leave.&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid traders' goods. They will leave them in depot.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan.  Also the [[King]] may require offerings before his arrival.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Trading Advice ===&lt;br /&gt;
&lt;br /&gt;
* Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game.&lt;br /&gt;
&lt;br /&gt;
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside. &lt;br /&gt;
&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan once per year, but only if that race considers the fortress site accessible (as denoted on the embark screen).  The exception is dwarves, who always arrive.  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot, and they cannot use stairs.  Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]]. &lt;br /&gt;
&lt;br /&gt;
=== Wagons ===&lt;br /&gt;
[[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]]&lt;br /&gt;
[[Image:Depot accessible.png|thumb|right|Composite image of depot access screen.  Strategically arranged walls and natural obstacles (boulders) force wagons to enter and exit the map immediately to the east of the depot.]]&lt;br /&gt;
All races except elves will send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports.  Unfortunately, wagons require paths that are three tiles wide to pass.  Wagons may enter the map in a location different from merchants with pack [[animals]], if the point the animals entered was inaccessible to the wagons.  If wagons are unable to find an open path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the pack animals. &lt;br /&gt;
&lt;br /&gt;
Wagons '''cannot''' cross [[stair]]s or [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass).  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s, [[bridge]]s, [[road]]s, or [[floor]] tiles. (However, ramps covered by a [[hatch]] do obstruct.)  The impassable tiles of [[workshop]]s and other buildings will obstruct, but the passable tiles of those buildings will not.  Any buildings which are normally passable, including [[restraint]]s and [[trap]]s, will not obstruct wagons either, nor will creatures, whether restrained or free.&lt;br /&gt;
&lt;br /&gt;
To keep trees from growing and blocking a path, you should build roads, bridges, or floor tiles over any [[soil]] tiles that make up part of the path.  Ramps must be used to adjust [[z-level]] elevation. A wagon can't go directly from a ramp to a bridge, there must be floor tiles in between.&lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}} to check wagon accessibility. The decisive element is that you see the 'depot accessible' message on the right. Accessibility is calculated from your depot, not the edge of the map. Even though you see a green area around your depot, it may not be accessible. You need to make sure the path extends all the way to some edge of the map. The display is somewhat misleading in that a one tile wide green path is sufficient for the 3 tile wide wagons; the green {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s represent only the ''center'' of a wagon although the whole 3x3 can fit around it - so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s.  When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words &amp;quot;depot accessible&amp;quot; on the depot access screen.&lt;br /&gt;
&lt;br /&gt;
As long as you have a three-tile wide path to the depot that reaches ''any'' edge of the map, wagons will be able to reach the depot.  If there is only one path they can take, they will take that path.  You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked.&lt;br /&gt;
&lt;br /&gt;
=== Liaisons ===&lt;br /&gt;
[[Liaison]]s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liason of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
Note that if a liaison is prevented from leaving, they will eventually go [[insane]]. &lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries [[food]], [[alcohol|booze]], [[leather]] and more.  Dwarves alone may carry [[steel]] and steel goods.&lt;br /&gt;
* tends to be well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]] (or [[Mayor]]) to negotiate prices.&lt;br /&gt;
* is responsible for the number of immigrants received (when the caravan escapes alive).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in [[Calendar|spring]].&lt;br /&gt;
* does not send wagons.&lt;br /&gt;
* typically carries [[cloth]], [[Restraint|rope]], various above ground [[plants]] and their byproducts, [[log]]s, [[wood]]en [[craft]]s &amp;amp; [[weapon]]s, large-sized clothing and [[armor]], and may carry tame [[creatures]] (may arrive dead; a freezing biome, either at your fort or during travel, is suspected to be the cause).&lt;br /&gt;
* tends to be unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include{{ver|0.28.181.40d}}: &lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items, and items derived from wood (including [[tower-cap]] logs), such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* All [[glass]]; formerly believed to be confined to clear and crystal glass (because [[pearlash]] is used in their creation) but also includes green glass from a magma glass furnace.&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[ash]])&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, quickly (possible after first offer) causing him to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for suggesting it.  Tragic incidence can befall name callers which if repeated can lead to [[siege|interesting times]] and even great [[fun]]!&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Different from previous versions, items made of bone and shell are acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling items from other caravans, as decorated items made out of a non-living material may include decorative materials that were made of living materials.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries a very large quantity and variety of goods.&lt;br /&gt;
* tends to be moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s ====&lt;br /&gt;
A goblin caravan may arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*does not send wagons&lt;br /&gt;
*tends to be unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* All caravans &amp;lt;small&amp;gt;(goblins too?{{verify}})&amp;lt;/small&amp;gt; carry the more wood logs the smaller a fort's wood stockpile, independent of whether you requested them. This does not apply when the weight limit is exceded by (other) items you requested.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures may cause them to retreat and forget about trading with you for the season.  Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
=== Caravan Delay ===&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave, the merchants and animals will soon go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known if this hurts diplomatic relations.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24924</id>
		<title>40d Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor&amp;diff=24924"/>
		<updated>2009-09-20T22:09:32Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Equipping Leather &amp;quot;Clothing&amp;quot; / Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Boots==&lt;br /&gt;
Corrected the matter with low and high boots. If you look at the raws you can see that the armor level of both boot types are the same and thus they can both be used as chain and plate armor. My games have proved this to me. Only real difference between the two boot types is that the high boot is heavier and protects more of the body than just the feet. [[User:Noctis|Noctis]] 05:18, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==clothes layers==&lt;br /&gt;
Does anyone know the rules of where you can wear each piece of armor? For example, can you wear a high boot and leggings? or only low boots with leggings? Do you need to make two boots? --[[User:Mitchy|Mitchy]] 20:30, 9 November 2007 (EST)&lt;br /&gt;
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: You can wear high boots with leggings.  Leggings and high boots have different layers. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
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&lt;br /&gt;
On a similar note, what's the difference between steel leggings and steel greaves? I would've thought leggings would cover below the knee as well. Do I need both to provide maximum Xtreme protection? [[User:Runspotrun|Runspotrun]] 15:17, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: As far as I can tell, greaves are the Plate class upgrade to leggings, which are Chain class lower body armor. Unlike upper body armor however, dwarves don't appear to be able to wear both leggings and greaves at once and will drop their leggings in favour of a set of greaves when set to Plate armor. --[[User:TangoThree|TangoThree]] 14:03, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Protection values==&lt;br /&gt;
I would like to know if it's possible to find out the various protection values of different types of armor. For example, we know the material and quality modifiers for armor, but not, say, how much better plate mail protects you than chain. Or whether greaves or high boots offer more coverage.&lt;br /&gt;
I ask because I'm wondering if, with high quality modifiers, [[adamantine]] ''clothing'' is viable protection for those who aren't wearing armor. Certainly, it'd make a good halfway measure for those who can't do magma smelting yet, but ''can'' get a Craftsdwarf's Workshop, Loom, and Clothesmaker's Workshop set up to extract the threads, weave them, and make clothes. --[[User:Alfador|Alfador]] 11:48, 13 December 2007 (EST)&lt;br /&gt;
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==Soldier==&lt;br /&gt;
&lt;br /&gt;
I think some of this article, specifically that stuff in the Using armor section, should be moved over to an article more dedicated to soldier preferences.  As it is, it's describing everything about arming civilians with weapons instead of simply talking about armoring civilians; that content seems more appropriate for an article about soldiers or the hunting article. --[[User:JT|JT]] 17:15, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Verified==&lt;br /&gt;
&lt;br /&gt;
I can verify that when setting dwarves to chain, they wear gauntlets  --[[User:Nog|Nog]] 16:21, 12 November 2007 (EST)&lt;br /&gt;
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== Leather Armor re: Caps and Helms ==&lt;br /&gt;
&lt;br /&gt;
A soldier set to leather armor can wear leather helms, not just caps, and they'll wear a cap at the same time underneath (at least, if it's silk. I haven't confirmed yet if a soldier will wear a leather cap + a leather helm; doesn't really matter). This is a good thing because helms (according to the old wiki) have higher Block. They're heavier too but this shouldn't be a problem. --[[User:Stromko|Stromko]] 19:57:15 (PST), January 06 2007&lt;br /&gt;
&lt;br /&gt;
:In the old versions, the materials of the armor pieces were irrelevant, regardless of the fact that the lowest armor level is called &amp;quot;leather&amp;quot;.  Leather and chain wearers would wear any kind of legging or boot, and a plate wearer would wear even a pig tail helm, if they happened to come across one, showing no preference for better material types or quality.  Has this changed, or does the table in this article contain some wrong assumptions?--[[User:Maximus|Maximus]] 02:42, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I seem to recall that 'light' materials like cloth, shell, and bone effectively 'downgraded' armor by one level, weighed half as much, and were 50% of the maximum effectiveness per their type. However! I can see right now in my current fortress a steel cap is 78 pounds and a cave spider silk cap is 13 pounds. This shows not all old information is correct. &lt;br /&gt;
&lt;br /&gt;
Furthermore, bone and shell doesn't become a 'lighter' class. Shell Gauntlets require Chain or above to be assigned, and Turtle Bone Greaves go un-used until a dwarf is set to Plate.&lt;br /&gt;
&lt;br /&gt;
However, I /can/ confirm from this very fortress I'm looking at right now, that dwarves assigned to leather went to pick up and wear Leather Helms. Unless, that is, they already have metal Caps. I'm looking at a marksdwarf right now assigned to wear Leather who has a Steel Cap, a pig tail hood (they all have hoods), and no helm. Everybody else has a leather helm.&lt;br /&gt;
&lt;br /&gt;
I should note my fortress has no metal helms lying around, nor does it have spare metal caps, so I'm unable to verify that dwarves set to Leather wouldn't wear metal Helms or preferentially choose caps (they'd probably choose /either/ Metal Caps or Leather Helms if given a choice). However, I'm pretty sure they would not. Therefore, it is my understanding that they make a distinction between different material types. --[[User:Stromko|Stromko]] 03:22 (PST), January 07 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Hmm it states here that dwarves can wear BOTH shields and bucklers, however in soldiering screen you can select EITHER shield OR buckler, but NOT both. Does this part of article apply to Adv. mode only? Could someone verify, please? --[[User:Digger|Digger]] 18:21, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would guess the trick is to tell them to use bucklers first, waiting til they pick one up, then telling them to use shields, at which point they'll pick up a shield without dropping the buckler first. Like how you can get dwarves to wear a leather armour, chain mail, and plate on top all at the same time if you set them to leather, then chain, then plate. [[User:Furiousfish|Furiousfish]] 20:54, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone ever determined whether the material of the shield has any effect? (i.e. is a leather shield as effective as a steel shield?) --[[User:3lB33|3lB33]] 13:33, 11 August 2009 (UTC)&lt;br /&gt;
:I have to admit it's not 100% clear (to me at least) how shields work - whether they simply determine &amp;quot;hit/no hit&amp;quot;, or add a &amp;quot;damage block&amp;quot; number to reduce damage if/when they do block an attack. If the latter, it's is a central concept of armor.  See [[Shield#Material]].  However, --[[User:Albedo|Albedo]] 17:51, 11 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Natural Selection ==&lt;br /&gt;
&lt;br /&gt;
Being a bit of a nooblet, and not having much war in any of my fortresses, I'm confused as to how armor selection works. &lt;br /&gt;
&lt;br /&gt;
Would I be correct if I said &amp;quot;Setting a dwarf to wear Plate armor will cause him to grab plate whenever and wherever possible, but substitute leather, chain, or bone wherever no plate is available. So, for example, if my metalsmiths never make helms, but my leatherworker has caps and helms galore, they'll wear plate armor and a leather helm. Right?  If so, this should probably be mentioned. --[[User:Shadow archmagi|Shadow archmagi]] 19:24, 28 February 2008 (EST)&lt;br /&gt;
:I've found that a dwarf set to wear plate will grab the best available armor. More puzzling is that they will sometimes stack armor; IE dwarves wearing plate mail and chain mail at the same time. However, I never keep a stock of leather armor, so I wouldn't know if it can be used in conjunction with metal armor.--[[User:Eurytus|Eurytus]] 22:29 21 April 2008 (EDT)&lt;br /&gt;
::The dwarves seem to be notorious for pulling on a full suit of armour ie chain-then-plate, there's a reason a fort I made (whose metal industry relies on eg [[coal]] and [[lignite]]) is making all chain-mail, crossbows and shields to defend against gobbo raids ;)  --[[User:Frostedfire|Frostedfire]] 09:13, 3 June 2008 (EDT)&lt;br /&gt;
Just wanted to point out that leather armor and plate can't be put on together.&lt;br /&gt;
&lt;br /&gt;
== Gloves ==&lt;br /&gt;
My military is set to wear Leather armor, but they don't take leather gloves. High boots, leggings, armor and helmets are used OK. Is the article data incorrect?--[[User:Dorten|Dorten]] 04:51, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Some equipment is unavaliable for dwarf use because it is the incorrect size. --[[User:AlexFili|AlexFili]] 09:40, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My guess is that your dwarves are already wearing cloth gloves. This is considered clothing level armor, the same level as leather gloves. They see no reason to switch armor when the leather gloves provide the same &amp;quot;level of protection.&amp;quot; I think your best bet would be to dump their cloth gloves, if you're that worried about them. You can always reclaim them later. --[[User:PrettyGrizzly|PrettyGrizzly]] 11:00, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
&lt;br /&gt;
This has an excellent table defining the bonuses for quality/materials, but completely excludes artifact modifiers. I would assume that these would always be the best, regardless, of material, but I just found myself with a rhesus macaque leather shield and don't know if I should use it in place of, oh, I don't know, a more ''steel'' one.&lt;br /&gt;
:Currently, the exact modifier for artifact quality seems to be unknown. [[User:HeWhoIsPale|HeWhoIsPale]] 18:27, 30 September 2008 (EDT)&lt;br /&gt;
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==Fort-mode equipment quirks==&lt;br /&gt;
&lt;br /&gt;
The edit I just made was prompted by seeing a dwarf wearing ''twelve'' cloaks, and remembering the &amp;quot;cannot wear cloaks&amp;quot; phrase mentioned in the pre-edit version of the bit below the giant table.  I tried to reconcile the two statements that were already there, particularly in light of said cloak-happy dwarf.  However, there's also one thing I'm wondering about: is the number of equipped items partially determined by what order they're put on in fortress mode?  I ''think'' it is, but am not sure, so I decided not to include that.  If it's the case, however, I think it'd be worth mentioning along with the cloaks part (even in the old version of the page, should somebody decide to revert my edit or something). --[[User:LegacyCWAL|LegacyCWAL]] 20:23, 6 July 2008 (EDT)&lt;br /&gt;
:Dungeon masters wear nothing but 12 colors of cloaks and mittens. --[[User:Zchris13|Zchris13]] 13:07, 23 April 2009 (UTC)&lt;br /&gt;
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== Over Under Armor Cover ==&lt;br /&gt;
&lt;br /&gt;
Besides sounding like a Daft Punk chorus, these are four LAYER values.  I know what Over and Under do with respect to each other:  You can't wear Under on top of Over.  Do the others follow the same pattern, are they all ordered?  Is there some more mysterious effect for &amp;quot;Cover&amp;quot; and &amp;quot;Armor&amp;quot;? --[[User:Sowelu|Sowelu]] 01:04, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Decorating Armor ==&lt;br /&gt;
Wasn't sure whether to ask this here or under gem setter - is it not possible to get a gem setter to decorate armor?  I know leather armor can receive images and bone/shell decorations (and presumably the bone/shell applies to metal as well), I can't fathom why you can't put gems on suits of armor given that.... --[[User:Squirrelloid|Squirrelloid]] 11:44, 5 December 2008 (EST)&lt;br /&gt;
:AFAIK no, it isn't possible to decorate armor or weapons.  That's one of the more frequently requested additions on the forums.[[User:LegacyCWAL|LegacyCWAL]] 14:33, 5 December 2008 (EST)&lt;br /&gt;
::It is, however, possible to acquire armor already decorated with gems via trade with a caravan. --[[User:Sev|Sev]] 16:09, 5 December 2008 (EST)&lt;br /&gt;
:::Said armor would unlikely to be masterwork, nor with masterwork decorations.  Nor would it be made of adamantine.  I'm afraid its no real supplement.  --[[User:Squirrelloid|Squirrelloid]] 16:35, 5 December 2008 (EST)&lt;br /&gt;
::::Oh, sure, if you want to, like, *survive*.  Instead of look pretty.  Where are your priorities? :) --[[User:Sev|Sev]] 16:50, 5 December 2008 (EST)&lt;br /&gt;
:::::I want to survive *and* look pretty.  When faced with a choice of two appealing options, the correct choice is obviously 'yes'. --[[User:Squirrelloid|Squirrelloid]] 17:01, 5 December 2008 (EST)&lt;br /&gt;
::::::I suppose you have a point.  Oh, well, back to [[Decoration|Stud with platinum]].  --[[User:Sev|Sev]] 19:25, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Markdwarves only work with bucklers?!?! ==&lt;br /&gt;
&lt;br /&gt;
I guess that makes sense since historically, bucklers were made to strap to the forearm and allow archers to use their bows...&lt;br /&gt;
&lt;br /&gt;
Anyway, it seems my markdwarves don't like it when I make them use a shield.  They stop carrying ammunition and won't practice shooting when off duty.&lt;br /&gt;
&lt;br /&gt;
Is this the reason or is something else going on?  Anyway, if it is indeed the case that markdwarves don't work with shields, it deserves mention, right?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 13:49, 20 May 2009 (UTC)&lt;br /&gt;
:It's unclear, for this reason: ThreeToe has stated, point blank, that '''&amp;quot;The two handed code is broken right now... the crossbow is always two handed.&amp;quot;''' So it's unclear if a marksdwarf ever actually uses a shield or buckler if they're holding a crossbow - they might be using it 2 handed in melee as well (and I more than suspect they are). &lt;br /&gt;
&lt;br /&gt;
:The way you suspect it to work is, I'd guess, the way it's ''supposed'' to work... whether that has anything to do with the way it ''does'' work is another guess.--[[User:Albedo|Albedo]] 14:24, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've found that the best way is not to assign a buckler/shield at all.  They then will use the free hand to carry practice bolts while off duty, while keeping metal bolts in the quiver for use at a moments notice. I suppose if the dwarf was done training, then you could assign a buckler.--[[User:Kwieland|Kwieland]] 19:37, 20 May 2009 (UTC)&lt;br /&gt;
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== ARMOR ARTICLE SPLIT/COMBINING?==&lt;br /&gt;
&lt;br /&gt;
[[Leather Armor]], should have it's own page.  It is an item, like platemail.--[[User:Zchris13|Zchris13]] 17:22, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've been thinking about the &amp;quot;armour&amp;quot; category in general - every different item does not need its very own page. What is there to say about &amp;quot;leather armour&amp;quot; (the item, not the suit)?  Look at [[low boot]], or [[leggings]] vs. [[greaves]] - waste of time to have to go to a diff page for each, and it currently takes ''how many'' to get a full picture of &amp;quot;armour&amp;quot;?  Isn't this the type of thing that can be all combined into one more useful page?&lt;br /&gt;
::*Armor - general &lt;br /&gt;
::*Suits of Armor - the 5 basic parts&lt;br /&gt;
:::*of leather&lt;br /&gt;
:::*of chain&lt;br /&gt;
:::*of plate&lt;br /&gt;
:*layering&lt;br /&gt;
:*known quirks and bugs&lt;br /&gt;
:Maybe one page with all pieces, and then another (this) with all the misc information.[[User:Albedo|Albedo]] 23:17, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm thinking of something more along the lines of a page for the different sets, combining the different separate pages for each item of armor.&lt;br /&gt;
&lt;br /&gt;
:::There is a discussion about this page on a user talk page. ''Please discuss the Armor page here.'' And please state any problems or conflicts with the Armor page, so they can be evaluated and discussed.&lt;br /&gt;
:::Personally, I have few problems with the page. But then I pretty much know everything the page states, and while I like the comprehensive, factual style of the page it may not be the best style for educating new players. --[[User:Nahno|Nahno]] 14:12, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
 (DELETED COMMENTS ON OVER-ENTHUSIASM. Non-relevant now. We move forward.) --[[User:Albedo|Albedo]] 00:00, 25 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Improving presentation of &amp;quot;Armor&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
I think the larger point (echoed from posts above) is that, as is, the article makes sense to those who understand it - but isn't optimized for those who don't.  There are 3 general problems that I perceive with the articles (plural) as they stand, and those same 3 areas I'd like to see addressed:&lt;br /&gt;
:* Scattered information - too many stub articles about individual armour pieces or one tiny facet of &amp;quot;armour&amp;quot;.&lt;br /&gt;
:* No clean, unified &amp;quot;This all you need (to know) for leather armor&amp;quot;, &amp;quot;This what you need (to know) for chain armor&amp;quot; (sub)articles.&lt;br /&gt;
:* This article is already borderline too long. Info is getting lost, readers are getting boggled - need a concept split between basic vs. advanced (or something sim). There are 11 sections, w/ some hefty sub-sections - that's too many by half.&lt;br /&gt;
&lt;br /&gt;
(And I think we have to concede that answering the rather arcane question of ''&amp;quot;How does it work, EXACTLY?&amp;quot;'' will be an ongoing process, I'm afraid.)&lt;br /&gt;
&lt;br /&gt;
Spotting problems is easy and cheap - solving them is the tough part. A user wants &amp;quot;all&amp;quot; relevant information in front of them, and not much more - and that'll be diff for each user.  But I think we can take a stab at a generally applicable organization.  I'd suggest this (as a starting point for this process, ~if~ it's agreed it needs to be addressed) -&lt;br /&gt;
&lt;br /&gt;
2 articles; #1 deals w/ armor at face value for those not interested in the details (what each piece is, how they fit together into suits, how a dwarf puts them on, what craft/shop builds what), and #2 deals with the numbers for the number crunchers and optimizers (repetition of quality/material tables, damblock numbers, and all that issue.)  For those Players who are comfortable in the simple (and correct) assumption that chain armour is &amp;quot;better&amp;quot; than leather, the first page gives them all they need to know (perhaps w/ hints &amp;amp; links beyond).  For those who need more (a little or a lot), they go to the second page, where they'll find the Protection and Weight tables, and all the details that are teased slowly from the tags and RAW's.&lt;br /&gt;
&lt;br /&gt;
Off the top of my head, I'd call the first page &amp;quot;Armor Guide&amp;quot; (fitting into Category: Guide) - all current &amp;quot;armor&amp;quot; articles would redirect to that one, at least.  The second (advanced) article might be titled something like &amp;quot;Armor details&amp;quot; or &amp;quot;Armor values&amp;quot; or &amp;quot;Armor explained&amp;quot;, and have all the stuff that boggles the unprepared.  --[[User:Albedo|Albedo]] 00:00, 25 May 2009 (UTC)&lt;br /&gt;
::I think the creation of armor belongs somewhere else in the wiki.  The types of armor should be defined first, with all the exceptions and rules explained in a single article.  Another article on the way the pieces layer on top of each other, and a final section of the second article for the defense bonuses of each item and the coverage, and all the other good and juicy technical things.&amp;lt;br /&amp;gt;The current layout is two biased towards traditional thinking, and is like trying to push the triangle block into the circle hole in those toys for tykes.  It just doesn't fit the technicality that is dwarf fortress.--[[User:Zchris13|Zchris13]] 18:53, 25 May 2009 (UTC)&lt;br /&gt;
:::I agree re &amp;quot;making armor&amp;quot; - under &amp;quot;Armorsmith&amp;quot; seems reasonable.  &amp;quot;Layering&amp;quot; is part of wearing, if an advanced part and one that is often overlooked ''(possibly because that article is lost among so much other bandwidth.)'' I think (depending on final size of the article, and number of sub-sections), that could be put at the bottom of the same page as definitions/how to use, so it's not separate from &amp;quot;suits&amp;quot;, but works hand in hand with that info. &amp;lt;br /&amp;gt;That would give us a format that looks ''something'' like...&lt;br /&gt;
:*Article #1: Armor Guide:&lt;br /&gt;
::*Individual Pieces - (copied &amp;amp; improved from the various stub articles, which all then become redirects)&lt;br /&gt;
::**the 3 (4?) Levels (lthr, chain, plate - and clothing)&lt;br /&gt;
::*Using Armor - basic &amp;quot;how to&amp;quot; (not &amp;quot;advice&amp;quot; or strategies, unless universal warnings)&lt;br /&gt;
:::*Layering&lt;br /&gt;
::*Shields &amp;amp; Bucklers&lt;br /&gt;
::*&amp;quot;Misc&amp;quot; (&amp;quot;oddities&amp;quot;) - sizes, wrestling, etc.&lt;br /&gt;
:::(deleted/redirected: &amp;quot;Making Armor&amp;quot; &amp;amp; &amp;quot;requirements&amp;quot; -&amp;gt; Armorsmith; possibly dump value table &amp;amp; quality table - redundant)&lt;br /&gt;
&lt;br /&gt;
:*Article #2: &amp;quot;Armor Analysis&amp;quot; - number cruncher's bible ''(needs a better name)''&lt;br /&gt;
::*damblock/protection values&lt;br /&gt;
::*Chart showing Analysis of diff types/combo's&lt;br /&gt;
::*weight explanation&lt;br /&gt;
::*size/permit explanation&lt;br /&gt;
&lt;br /&gt;
:::That puts everything the new/intermediate player needs to know about armour on 1 page, and all the &amp;quot;behind the scenes data&amp;quot; on another.  Easy conceptual split.--[[User:Albedo|Albedo]] 11:26, 26 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Plate over chainmail changed? ==&lt;br /&gt;
&lt;br /&gt;
I cannot get my dwarves to wear plate over chainmail.  If I order them to wear chainmail, they wear it, including both a cap and a helm.  If I order them to wear plate, they do indeed take off the chainmail first.  I think this has been fixed, so I'm putting the appropriate 'verify' tags on the article.  I also wonder if the helm-over-cap was always intended, rather than a glitch caused by stepping through armour levels. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 06:07, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This has always been treated as a feature, not a bug, but whatever. It is called &amp;quot;layering armor&amp;quot;. Dwarfs are also able to wear chain over leather, but not a &amp;quot;lighter&amp;quot; armor over a heavier one.  I just tried it, and it works fine - chain over leather, plate over chain, no problem. (Oddly, they won't wear plate mail over leather armor, but such a step-up will cause the cap/helm layering.) vanilla 40d.--[[User:Albedo|Albedo]] 07:42, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It's a little more complicated. The '''size and permit''' section of the article explains armor layering. [[User:VengefulDonut|VengefulDonut]] 12:22, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Well, that's very strange, then.  I've got steel chainmail and steel plate mail, and per above, if I go nothing &amp;amp;rarr; chain &amp;amp;rarr; plate (giving them time to put everything on at each step), they put almost everything on at the &amp;quot;chain&amp;quot; stage (including both a steel cap and steel helm), and then promptly ditch their chainmail in favour of plate at the &amp;quot;plate&amp;quot; stage.  Am I misunderstanding this? &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 17:36, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::&amp;quot;Chain&amp;quot; and &amp;quot;Plate&amp;quot; level armours (the full suits) both include boots, gauntlets, helmet and possibly a steel cap underneath.  Chain leggings would get ditched in favour of greaves, but the torso piece, the &amp;quot;chain armour&amp;quot;, should still be seen in inventory along with &amp;quot;plate armour&amp;quot;.--[[User:Albedo|Albedo]] 20:45, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Unless of course, we are totally wrong. Which is entirely possible.--[[User:Zchris13|Zchris13]] 00:16, 2 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Okay, so I'm still trying this, and while I've gotten two dwarves to wear both cap + helm and chainmail + platemail, I can't seem to get a third one to do it.  I can get the cap + helm by forbidding leather helms and going leather, so he wears a steel cap.  Then, I go chain, so he wears a steel helm and a steel chainmail.  Then I go plate, and he runs to put the plate on, but drops the chainmail on the spot (in the stockpile) when he puts on the plate.  Am I doing something wrong here? &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 11:24, 7 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::What else is the dwarf wearing? Is the third dwarf wearing different 'clothing' than the other two? [[User:VengefulDonut|VengefulDonut]] 12:17, 7 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::One of the successful ones is wearing two pig tail dresses (one worn), trousers, and a sock.  One of the unsuccessful ones is wearing two leather robes and trousers (all worn).  Just retried that one, and still no go.  I assume the robes are the problem, but there's apparently no way to get them gone.  Guess I have to wait for them to wear out and fall off. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 22:57, 7 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::2 robes give a combined size of 40. Adding chainmail bumps that to 55. The permit of plate is 50, so you definitely cant wear plate over that. [[User:VengefulDonut|VengefulDonut]] 00:29, 8 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Right, okay, so I have to wait for the dwarf to ditch the robes on his own (adding to the mess of discarded clothes already lying around the fort).  Ah well.  Thanks. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 01:41, 8 June 2009 (UTC)&lt;br /&gt;
::::::Remember that all clothes are &amp;quot;armour&amp;quot;, so 2 robes is still something. Turns out each robe is about 1/4 of leather - I'd rather have leather ''and'' a robe, but...--[[User:Albedo|Albedo]] 02:59, 8 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::3 words: ten adamantine hoods. [[User:VengefulDonut|VengefulDonut]] 12:42, 8 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Example/consider shell..? ==&lt;br /&gt;
So if i read this right a masterful shell item gives the same protection as a no quality iron item? Thus i might consider using it in early game or in a tough game with no iron/steel..not even copper - or if my armorsmith is not yet able to produce higher qualities, but my carver is?&lt;br /&gt;
&lt;br /&gt;
how to factor in weight? -is encumbrance only making dwarves slower or also fight worse?&lt;br /&gt;
:Not sure about %'s, but over-encumbrance will make a dwarf move slower, so less actions/second, so less combat - in theory. (See [[Speed]] and subsection on [[Encumbrance]].)  But at 50% for material x 2.0 for quality for masterful shell, vs 100% for material x 1.0 for quality for iron - yes, identical in protection. If you gained a Legendary bone carver, have no skilled armorsmith, and/or a lot more bone and shell than iron, that's a valid option until you can solve that lack.--[[User:Albedo|Albedo]] 00:41, 2 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Chain vrs. Plate ==&lt;br /&gt;
So maybe i straight overread that, but - we do know the protection of bone and leather as 50% vrs. Steel 133. Masterful armor is what to go for. Leather armor is limited by its material. &lt;br /&gt;
&lt;br /&gt;
But what really is the reason to go for chain instead of plate? do we have numbers? weight, sure, but not really. scarcity of steel etc.? what do greaves that leggins do not? --[[User:Confused|Confused]] 01:44, 21 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There's no long term reason, but in the beginning year or two I use chain as steel plate is a bit heavy, not to mention preparing for an early ambush always leaves a tight supply of steel. But really there's so many things in DF that are just there for flavor it's best not to dwell on it. [[User:Greep|Greep]] 08:03, 2 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Buckler vrs. training? ==&lt;br /&gt;
Could it be that a marksdwarf who wears a buckler will not train at an archery range, as he doesn't have a spare hand for bolts? --[[User:Höhlenschreck|Höhlenschreck]] 15:39, 14 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have never seen bucklers or shields keep marksdwarves from training at the archery range.  Make sure there's wooden or bone bolts to train with, and make sure he isn't holding something he isn't supposed to (like somebody's pants). --[[User:LegacyCWAL|LegacyCWAL]] 17:29, 11 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Equipping Leather &amp;quot;Clothing&amp;quot; / Armor ==&lt;br /&gt;
Does anyone know if there's any way to keep dwarves in leather after they've been deactivated from the military? Trying to figure out if I can keep my [[Cross-training#Army_corps_of_engineers]] in leather leggings, boots, etc, at the very least. -- [[User:RomeoFalling|RomeoFalling]] 22:09, 20 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege_engine&amp;diff=23549</id>
		<title>40d:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege_engine&amp;diff=23549"/>
		<updated>2009-09-20T21:58:18Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Ballista battery */  graphic typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''siege engine''' in Dwarf Fortress is half building/half heavy weapon, and includes both the '''catapult''' and the '''ballista'''.  Both are formidable weapons of tremendous range ''(more than a screen-width, perhaps 100 tiles for a catapult and around 150 for a ballista)'' and capable of dealing out horrendous damage.  A [[ballista arrow]] will possibly kill or cripple each and every common creature in its path indiscriminate of friend or foe, and can severely injure even a [[dragon]], and anything unlucky enough to be hit by a falling catapult stone is likewise in for a world of hurt.&lt;br /&gt;
&lt;br /&gt;
Once constructed, they can be instantly turned 90 degrees in any direction, but cannot be moved - they can, however, be deconstructed back into their 3 parts, to be used elsewhere individually or together.  Both the manufacture of the parts and the construction of the engine itself require a dwarf with the &amp;quot;Siege Engineering&amp;quot; [[labor]] designated and use the &amp;quot;[[Siege_engineer|Siege Engineer]]&amp;quot; [[skill]], as does the manufacture of ammo for the ballista (and the de-construction of any engines, if desired).  &lt;br /&gt;
&lt;br /&gt;
The player determines when/if each engine is actively firing or not; when active, a single engine is crewed by a single [[siege operator]].  Ballistae require specially made [[ammo]], [[ballista arrow]]s, made from wooden [[log]]s at the siege workshop (and optionally tipped with [[metal]] [[ballista arrowhead]]s that have been made at a [[forge]] by a [[weaponsmith]]). Catapults use simple [[stone]] as ammunition.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
&lt;br /&gt;
In order to build a siege engine, you first need to produce (at least) three catapult or ballista parts in the [[Siege Workshop]]; catapults are made from any 3 '''catapult parts''', and ballistae are made from any 3 '''ballista parts'''.  All parts are made from any type of wood at a [[siege workshop]].  Beyond that, &amp;quot;parts&amp;quot; are generic - there are no particular &amp;quot;sub-types&amp;quot; of parts beyond the distinction between those for the two different engine types.   The quality of the parts determines the overall rate of fire and accuracy of the engine - the best are made with 3 masterwork parts.  This won't make up for an untrained siege operator, but every little bit helps.&lt;br /&gt;
&lt;br /&gt;
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the [[dwarf]] assembling the siege engine has any effect, but the [[quality]] of the parts certainly has: siege engines put together from [[quality|masterpiece]] parts have a much higher rate of fire and accuracy.&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3x3 building. It cannot be moved about other than by taking it down and re-assembling it at the new site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
{{key|o}} will let you change the orientation, whether the siege engine is pointing north / south / east / west. This takes effect immediately, it does not require a dwarf to come and turn the engine.&lt;br /&gt;
&lt;br /&gt;
{{key|f}} toggles the current status between:&lt;br /&gt;
*Not In Use:  [[Dwarves]] with the [[Siege operator]] [[job]] will reload unloaded engines and leave them unattended.&lt;br /&gt;
*Prepare to Fire:  Siege Operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege Operators will fire and load normally.&lt;br /&gt;
&lt;br /&gt;
Once an engine is given orders to fire (or prepare to), a dwarf with the [[siege operating]] labor designated will respond and report to the engine.  The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a [[path]] to it, perhaps by locking [[door]]s.)&lt;br /&gt;
&lt;br /&gt;
[[Ammo]] is usually destroyed upon being fired, unless it falls a z-level.&lt;br /&gt;
&lt;br /&gt;
 ########&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 ########&lt;br /&gt;
&lt;br /&gt;
The [[channel]] at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.&lt;br /&gt;
&lt;br /&gt;
The design can be further improved by using a [[drawbridge]] rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your [[fortress]] the drawbridge can be lowered allowing the catapult to fire.&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 #####################&lt;br /&gt;
&lt;br /&gt;
Drawbridge raised deflecting stones into channel.&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 #####################&lt;br /&gt;
&lt;br /&gt;
Drawbridge lowered allowing catapult to shoot down the corridor.&lt;br /&gt;
&lt;br /&gt;
==Special considerations==&lt;br /&gt;
&lt;br /&gt;
* Both catapults and ballistae have narrow fields of fire - they will only shoot at creatures basically &amp;quot;in front&amp;quot; of them, and so cannot target anything off at an angle.  They can be turned 90 degrees, but that often will not solve the problem. (The field of fire is perhaps only 10-20  degrees wide. Wild shots may go (well) beyond this, but those are not aimed.)&lt;br /&gt;
* Both catapults and ballistae aim and fire only along one z-level.  While ammo from both may drop down z-levels, they do no damage to creatures there. This also means that no &amp;quot;head room&amp;quot; is necessary - ammo just flies out, never up.&lt;br /&gt;
* Catapults have a minimum range - at least 30 tiles.&lt;br /&gt;
* Catapults can and will fire over any creatures between them and their target.&lt;br /&gt;
* Neither are affected by [[fortification]]s.&lt;br /&gt;
* [[Siege operator]]s are &amp;quot;civilians&amp;quot;, and as such they will run in fear if enemy units come too close to them. &amp;quot;Too close&amp;quot; varies somewhat, but may be as far as 10 tiles.&lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistae can and will kill anything in their path!'''  Ballista arrows appear to hit any units in any square that the head passes through.  They are devastatingly dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a [[traffic|restricted traffic area]] for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both.  The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista.{{version|0.28.181.40d}} If the bolt passes through a [[tree]], the tree will disappear, presumably reduced to toothpicks. &lt;br /&gt;
&lt;br /&gt;
Surprisingly, catapults are relatively safe.  Catapult operators will target enemies (and wild [[animals]]) if there are any in their field of fire. If not, they will loose the shot in a high arc (not requiring additional [[z-level]]s, though) that misses everything until it lands. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will in due time clear the whole area of stone.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some [[meat]]: as said above, the operators will target animals if there are any. However, [[elephant]]s don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or [[caravan]] escorts if they happen to be hunting the selfsame animal (and hence are close to it).&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 20-30 degrees wide. Because of the huge blind spots, it is advisable to [[Fortress_defense#Siege_weapons|prepare the position]] so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They will drop their work and run if the enemy comes too close, which is around 20 tiles. You should therefore place the engines behind a [[moat]] or a wall of [[fortification]]s that will keep the enemy at a safe distance, or shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through [[fortification]]s, just like any other projectile weapon. As fortifications appear to provide some protection against incoming [[bolt]]s and [[arrow]]s, it's usually a good idea to protect the siege engine in that way. The siege engine only needs a one tile wide fortification to shoot out.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
&lt;br /&gt;
The quality of the siege engine parts affects the engine's accuracy and reload time. It is not known whether the siege engine itself also can be of a certain quality. The quality and material of the ammunition (in case of ballista arrows) affects the damage and possibly accuracy as well.&lt;br /&gt;
&lt;br /&gt;
The only way of obtaining high-quality siege engine parts is to have them made by a trained engineer; the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the [[engineer]] skill. Dwarves will occasionally produce masterpieces long before reaching [[Legendary]] skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to [[Experience|Proficient]] level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires the wood of 600 trees.&lt;br /&gt;
&lt;br /&gt;
The operator skill certainly affects reload time. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy. Operator skill has little or no effect on accuracy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained on catapults, as these require nothing but cheap stone for ammo. It is recommended to have a number of dedicated operators that will follow no other line of work, and enough catapults for all of them to play with. As they're often going for a drink or sleep, you may get along with three catapults for four operators, and even two pieces would go a long way. Since the dwarf must hold the heavy stone in his inventory during the entire loading procedure, dwarves that have increased their strength statistic load catapults much more rapidly than others, making them good candidates for operator duty. You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is cross-training any highly-skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a decent-quality catapult, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  [[Cross-training|Rotating]] Legendary [[miner]]s out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Ballistae hit any unit that the ballista arrowhead passes through.  This makes them an order of magnitude more effective in combat than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything smaller than a troop of [[goblin]]s.  Also, ballista arrows fired through too many successive targets will be destroyed or lost.  The limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense should be not set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones.&lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst and sleep always go first. That's why you trained more operators than you actually need; that's also why you disabled all other work that might distract them.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine when the time comes.&lt;br /&gt;
&lt;br /&gt;
===Ballista battery===&lt;br /&gt;
&lt;br /&gt;
If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3x3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place [[fortification]]s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;br /&amp;gt;'''Three tile-wide corridor''' (battery room 5 tiles wide)&lt;br /&gt;
                                 ╦═══&lt;br /&gt;
 ══════════════════════════╦══╦══╩▐▀▀&lt;br /&gt;
 Entrance++++++++++++▼\\\\\╬  ╩▐▀▀◄═« (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼\\\\\╬▐▀▀◄═«▐▄▄&lt;br /&gt;
 Entrance++++++++++++▼\\\\\╬◄═«▐▄▄ (~ammo~)&lt;br /&gt;
 ══════════════════════════╩▐▄▄ (~ammo~)&lt;br /&gt;
                            ═════════&lt;br /&gt;
:*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
:*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
:*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp (down)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;\&amp;lt;/tt&amp;gt; - channel (aka &amp;quot;empty space&amp;quot; re this level)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
:*&amp;lt;tt&amp;gt;◄═«&amp;lt;/tt&amp;gt; - center of ballistae&lt;br /&gt;
&lt;br /&gt;
Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.&lt;br /&gt;
&lt;br /&gt;
Ammo storage can be on the same level, or via [[stair]]s or [[ramp]]s on another [[z-level]]. Expand the room as desired for more storage.  Also note that ballista arrows are stored in [[Stockpile#Furniture_Storage|furniture stockpiles]], not ammo stockpiles.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy could be to place a [[floodgate]] or retracting [[bridge]] in the center of the 3x3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3x3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarfs that any attempts to assault your base will be very, very bloody.&lt;br /&gt;
&lt;br /&gt;
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarfs below/behind the lines of fire at all times.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*[[Defense design]]&lt;br /&gt;
:*[[cross-training#Army corps of engineers]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=35432</id>
		<title>40d Talk:Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=35432"/>
		<updated>2009-09-20T05:09:34Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* paused adoption */  pet preferences?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bones, etc. count ==&lt;br /&gt;
&lt;br /&gt;
Wile butchering cats I always got stacks of 3 bones... Anyone, check this, please. --[[User:Dorten]]&lt;br /&gt;
&lt;br /&gt;
:Cats are size 3 in the raws so 3 stacks of bones would make sense to me. Maybe they are taking the numbers from kittens, likewise you probably get 3 meat. Can someone confirm this, I don't trust my reading of the raws. --[[User:Shades|Shades]] 04:00, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Bone#=Size --[[User:Savok|Savok]] 12:58, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disable Cats? ==&lt;br /&gt;
&lt;br /&gt;
I'm getting annoyed with all these cats, is there a way to delete them? Maybe removing their creature details? --[[User:AlexFili|AlexFili]] 05:38, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yep, that's the way. Just look for the file raw/objects/creature_domestic.txt and delete the 'cat' creature. Although personally I wouldn't recommend that, since if you just delete the [VERMINHUNTER] the cats act like normal animals, they don't go around slaughtering rats and roaches and they dont 'adopt' owners.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 12:28, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is there anyway to remove cats adoption behaviour whilst leaving their rat catching intact?----&lt;br /&gt;
:None known. The two are tied together in the deeper game code. (If you give, say, dogs the [vermin catcher] tag, they begin to adopt owners same as cats.)--[[User:Albedo|Albedo]] 17:44, 9 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Too injured? ==&lt;br /&gt;
&lt;br /&gt;
Right after the last siege, I've had a sudden surge of odd announcements along the lines of &amp;quot;Tame Cat Algazud Knogger cancels Store Item in Stockpile: Too Injured&amp;quot;. Several cats exhibit this behavior, none of them actually wounded in any way I can tell. Anyone else seen this? -[[User:Fuzzy|Fuzzy]] 17:51, 9 September 2008 (EDT)&lt;br /&gt;
:I'm guessing that the vermin the cat just killed and wants to move to the stockpile is what's tripping the injured message. I'm seeing it I think every time a cat kills a vermin. [[User:HeWhoIsPale|HeWhoIsPale]] 18:27, 9 September 2008 (EDT)&lt;br /&gt;
::Ah, well it's still happening. I took a look through the bug list and someone has listed it under &amp;quot;Announcement spamming&amp;quot;. No response yet from The Toady One as best I could tell. It's annoying, but I already have to deal with a lot of spurious cancellation messages, so it's liveable. -[[User:Fuzzy|Fuzzy]] 12:00, 10 September 2008 (EDT)&lt;br /&gt;
:::See [[Cat cancels Store Item in Stockpile: Too injured]]. The cat needs something to grasp with, apparently; either you make a type of grasping mouth and call it CAT_MOUTH, and assign it to CAT, or just change the CAT raws from [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH] to [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:UPPERBODY_PINCERS]. See what he did there? Version .40d. --[[User:Jellyfishgreen|Jellyfishgreen]] 03:24, 30 September 2008 (EDT)&lt;br /&gt;
::::Indeed... whoever wrote that FAQ entry must have been a very wise and knowledgable person. Truly a paragon among men. -[[User:Fuzzy|Fuzzy]] 13:00, 30 September 2008 (EDT)&lt;br /&gt;
:::::It is only right that we should link there from here and let his teachings be known more widely. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:49, 1 October 2008 (EDT)&lt;br /&gt;
::::::Added to the page. --[[User:GreyMario|GreyMaria]] 14:34, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Closed door method of impounding cats ==&lt;br /&gt;
&lt;br /&gt;
Recently, a method was posted to isolate cats by means of tightly-closed doors, luring the owner there by drafting, and then letting him leave while the cat is stymied. I haven't had means to test this exact method, but I do know that cats and other pets will eventually get out of the tightly closed doors if there's ever another Dwarf that will walk through. My experience is that cats especially will just sit by the door with a question mark, waiting for someone to open it so they can slip out (just like real cats!). Similarly, I've seen accounts of people on the board who've noticed peculiarly sneaky muskoxen using the same tactic to get into fortresses. -[[User:Fuzzy|Fuzzy]] 15:19, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:In addition, wouldn't this method just cause the pathfinding algorithm to continually execute for the cat, slowing down the FPS anyway? Also this could be moved to the 'catsplosion' page, rather than being here... --[[User:Khimaera UK|JK]] 20:45, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::All animals will pile up at tightly closed doors because they path like dwarves, so they don't understand the door won't open for them.  This should kill your FPS because they are queuing the pathfinding algorithm repeatedly.  Now, if you really want to control the cat problem with tightly closed doors, build a Upright Spike trap right next to the door with a lever on the other side.  When the cats pile up, have someone go pull the lever.  (Works best with 2 doors airlock fashion so you can forbid the other door when you notice a cat pileup to stop dwarves from pathing through the room and letting the cats out before their death). --[[User:Squirrelloid|Squirrelloid]] 21:47, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Make the floor of the cat impound a retracting bridge. When pulled, cats fall 1 z-level into a completely sealed walled-in room. Now there is no door to escape, and cats cease pathfinding in favor of standing there pitiably until the end of time. Deconstruct a wall to let them out. --[[User:Rkyeun|Rkyeun]] 08:27, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I've also noticed that cat's aren't very smart. I once saw 3 trying to get into a human house because there was a lizard inside. They wouldn't go find another victim, they seemed focused on that one lizard. this could potentially have some use for cat death traps.--[[User:Drunken dwarf|Drunken dwarf]]&lt;br /&gt;
&lt;br /&gt;
== Virgin birth? ==&lt;br /&gt;
&lt;br /&gt;
My current fortress is an obsidian wasteland, complete with haunted area that is spawning undead animals regularly. I only brought 1 cat with me. I haven't kept an eagle's eye on the creatures in the area, but my single female cat just gave birth to kittens. No immigrants have arrived, but I've had the first two caravans come through. They don't bring (uncaged) cats with them, do they?&lt;br /&gt;
&lt;br /&gt;
:Well, the gestation period for cats in RL is about two months and I'm not sure just what the gestation period is in DF. It's entirely possible that traders will have a stray cat tagging along, so if its the opposite gender... you know. I did think that she was pregnant from the start (as in mated before the game 'started'), but given that a year and a half went by...--[[User:Smjjames|Smjjames]] 18:12, 11 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've seen other evidence to suggest that caged males can impregnate uncaged females. Certainly, we have seen evidence that animals which have never come in contact with each other can mate. My most recent fortress included a large array of paired animals (cats, dogs, horses, donkeys, muskox). All of them gave birth within a very narrow time frame right as Autumn began. This suggests that all animals have the same 2-season gestation period. -- 05:07, 20 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Chains ==&lt;br /&gt;
&lt;br /&gt;
Can't you just chain them instead?--[[User:CrazyMcfobo|CrazyMcfobo]] 01:25, 23 July 2009 (UTC)&lt;br /&gt;
:I think you can't chained named pets. Just strays? - Cayzle&lt;br /&gt;
::You &amp;quot;think&amp;quot;? For trivial questions, trivial experiments are called for - and let's be honest, this is hardly a complex or hard-to-answer question.  Just find out instead of wondering or guessing. If you have an empty [[restraint]] (chain or rope), [[pet]]s do not appear on the list of possible animals to assign to it, only &amp;quot;stray&amp;quot; animals - ''with or without names!''.  (An animal that is &amp;quot;named&amp;quot; is not the same as &amp;quot;being a pet&amp;quot;.)  Note also that if a ''stray'' cat is chained, and then later adopts someone after that, the &amp;quot;owner&amp;quot; (the dwarf, not the cat) will get bad thoughts until the animal is released. --[[User:Albedo|Albedo]] 19:19, 5 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== paused adoption ==&lt;br /&gt;
&lt;br /&gt;
i'm one of the types to spend about 2 hours just designing keeping the game paused and draw digging plots when 4 games out of 5 i get a &amp;quot;(so in so) cat has adopted (named dwarf)&amp;quot;. always happens if a dwarf has a liking to cats and never otherwise. not a bug report or anything just a finding as nothing is &amp;quot;wrong&amp;quot;. [[User:Soul4hdwn|Soul4hdwn]] 00:03, 7 September 2009 (UTC)&lt;br /&gt;
:Yeah, had this happen too.  It appears a few of the timers (liaison conversations, adoption, etc.) work off of a real time counter, and not seasons.  Incredibly aggravating in this case.--Gotthard 04:53, 7 September 2009 (UTC)&lt;br /&gt;
:: The question is, did the dwarf like cats before the cat adopted him? --[[User:RomeoFalling|RomeoFalling]] 05:09, 20 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=35431</id>
		<title>40d Talk:Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=35431"/>
		<updated>2009-09-20T05:07:25Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Virgin birth? */ Like a caged cat in heat....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bones, etc. count ==&lt;br /&gt;
&lt;br /&gt;
Wile butchering cats I always got stacks of 3 bones... Anyone, check this, please. --[[User:Dorten]]&lt;br /&gt;
&lt;br /&gt;
:Cats are size 3 in the raws so 3 stacks of bones would make sense to me. Maybe they are taking the numbers from kittens, likewise you probably get 3 meat. Can someone confirm this, I don't trust my reading of the raws. --[[User:Shades|Shades]] 04:00, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Bone#=Size --[[User:Savok|Savok]] 12:58, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disable Cats? ==&lt;br /&gt;
&lt;br /&gt;
I'm getting annoyed with all these cats, is there a way to delete them? Maybe removing their creature details? --[[User:AlexFili|AlexFili]] 05:38, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yep, that's the way. Just look for the file raw/objects/creature_domestic.txt and delete the 'cat' creature. Although personally I wouldn't recommend that, since if you just delete the [VERMINHUNTER] the cats act like normal animals, they don't go around slaughtering rats and roaches and they dont 'adopt' owners.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 12:28, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is there anyway to remove cats adoption behaviour whilst leaving their rat catching intact?----&lt;br /&gt;
:None known. The two are tied together in the deeper game code. (If you give, say, dogs the [vermin catcher] tag, they begin to adopt owners same as cats.)--[[User:Albedo|Albedo]] 17:44, 9 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Too injured? ==&lt;br /&gt;
&lt;br /&gt;
Right after the last siege, I've had a sudden surge of odd announcements along the lines of &amp;quot;Tame Cat Algazud Knogger cancels Store Item in Stockpile: Too Injured&amp;quot;. Several cats exhibit this behavior, none of them actually wounded in any way I can tell. Anyone else seen this? -[[User:Fuzzy|Fuzzy]] 17:51, 9 September 2008 (EDT)&lt;br /&gt;
:I'm guessing that the vermin the cat just killed and wants to move to the stockpile is what's tripping the injured message. I'm seeing it I think every time a cat kills a vermin. [[User:HeWhoIsPale|HeWhoIsPale]] 18:27, 9 September 2008 (EDT)&lt;br /&gt;
::Ah, well it's still happening. I took a look through the bug list and someone has listed it under &amp;quot;Announcement spamming&amp;quot;. No response yet from The Toady One as best I could tell. It's annoying, but I already have to deal with a lot of spurious cancellation messages, so it's liveable. -[[User:Fuzzy|Fuzzy]] 12:00, 10 September 2008 (EDT)&lt;br /&gt;
:::See [[Cat cancels Store Item in Stockpile: Too injured]]. The cat needs something to grasp with, apparently; either you make a type of grasping mouth and call it CAT_MOUTH, and assign it to CAT, or just change the CAT raws from [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH] to [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:UPPERBODY_PINCERS]. See what he did there? Version .40d. --[[User:Jellyfishgreen|Jellyfishgreen]] 03:24, 30 September 2008 (EDT)&lt;br /&gt;
::::Indeed... whoever wrote that FAQ entry must have been a very wise and knowledgable person. Truly a paragon among men. -[[User:Fuzzy|Fuzzy]] 13:00, 30 September 2008 (EDT)&lt;br /&gt;
:::::It is only right that we should link there from here and let his teachings be known more widely. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:49, 1 October 2008 (EDT)&lt;br /&gt;
::::::Added to the page. --[[User:GreyMario|GreyMaria]] 14:34, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Closed door method of impounding cats ==&lt;br /&gt;
&lt;br /&gt;
Recently, a method was posted to isolate cats by means of tightly-closed doors, luring the owner there by drafting, and then letting him leave while the cat is stymied. I haven't had means to test this exact method, but I do know that cats and other pets will eventually get out of the tightly closed doors if there's ever another Dwarf that will walk through. My experience is that cats especially will just sit by the door with a question mark, waiting for someone to open it so they can slip out (just like real cats!). Similarly, I've seen accounts of people on the board who've noticed peculiarly sneaky muskoxen using the same tactic to get into fortresses. -[[User:Fuzzy|Fuzzy]] 15:19, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:In addition, wouldn't this method just cause the pathfinding algorithm to continually execute for the cat, slowing down the FPS anyway? Also this could be moved to the 'catsplosion' page, rather than being here... --[[User:Khimaera UK|JK]] 20:45, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::All animals will pile up at tightly closed doors because they path like dwarves, so they don't understand the door won't open for them.  This should kill your FPS because they are queuing the pathfinding algorithm repeatedly.  Now, if you really want to control the cat problem with tightly closed doors, build a Upright Spike trap right next to the door with a lever on the other side.  When the cats pile up, have someone go pull the lever.  (Works best with 2 doors airlock fashion so you can forbid the other door when you notice a cat pileup to stop dwarves from pathing through the room and letting the cats out before their death). --[[User:Squirrelloid|Squirrelloid]] 21:47, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Make the floor of the cat impound a retracting bridge. When pulled, cats fall 1 z-level into a completely sealed walled-in room. Now there is no door to escape, and cats cease pathfinding in favor of standing there pitiably until the end of time. Deconstruct a wall to let them out. --[[User:Rkyeun|Rkyeun]] 08:27, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I've also noticed that cat's aren't very smart. I once saw 3 trying to get into a human house because there was a lizard inside. They wouldn't go find another victim, they seemed focused on that one lizard. this could potentially have some use for cat death traps.--[[User:Drunken dwarf|Drunken dwarf]]&lt;br /&gt;
&lt;br /&gt;
== Virgin birth? ==&lt;br /&gt;
&lt;br /&gt;
My current fortress is an obsidian wasteland, complete with haunted area that is spawning undead animals regularly. I only brought 1 cat with me. I haven't kept an eagle's eye on the creatures in the area, but my single female cat just gave birth to kittens. No immigrants have arrived, but I've had the first two caravans come through. They don't bring (uncaged) cats with them, do they?&lt;br /&gt;
&lt;br /&gt;
:Well, the gestation period for cats in RL is about two months and I'm not sure just what the gestation period is in DF. It's entirely possible that traders will have a stray cat tagging along, so if its the opposite gender... you know. I did think that she was pregnant from the start (as in mated before the game 'started'), but given that a year and a half went by...--[[User:Smjjames|Smjjames]] 18:12, 11 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've seen other evidence to suggest that caged males can impregnate uncaged females. Certainly, we have seen evidence that animals which have never come in contact with each other can mate. My most recent fortress included a large array of paired animals (cats, dogs, horses, donkeys, muskox). All of them gave birth within a very narrow time frame right as Autumn began. This suggests that all animals have the same 2-season gestation period. -- 05:07, 20 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Chains ==&lt;br /&gt;
&lt;br /&gt;
Can't you just chain them instead?--[[User:CrazyMcfobo|CrazyMcfobo]] 01:25, 23 July 2009 (UTC)&lt;br /&gt;
:I think you can't chained named pets. Just strays? - Cayzle&lt;br /&gt;
::You &amp;quot;think&amp;quot;? For trivial questions, trivial experiments are called for - and let's be honest, this is hardly a complex or hard-to-answer question.  Just find out instead of wondering or guessing. If you have an empty [[restraint]] (chain or rope), [[pet]]s do not appear on the list of possible animals to assign to it, only &amp;quot;stray&amp;quot; animals - ''with or without names!''.  (An animal that is &amp;quot;named&amp;quot; is not the same as &amp;quot;being a pet&amp;quot;.)  Note also that if a ''stray'' cat is chained, and then later adopts someone after that, the &amp;quot;owner&amp;quot; (the dwarf, not the cat) will get bad thoughts until the animal is released. --[[User:Albedo|Albedo]] 19:19, 5 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== paused adoption ==&lt;br /&gt;
&lt;br /&gt;
i'm one of the types to spend about 2 hours just designing keeping the game paused and draw digging plots when 4 games out of 5 i get a &amp;quot;(so in so) cat has adopted (named dwarf)&amp;quot;. always happens if a dwarf has a liking to cats and never otherwise. not a bug report or anything just a finding as nothing is &amp;quot;wrong&amp;quot;. [[User:Soul4hdwn|Soul4hdwn]] 00:03, 7 September 2009 (UTC)&lt;br /&gt;
:Yeah, had this happen too.  It appears a few of the timers (liaison conversations, adoption, etc.) work off of a real time counter, and not seasons.  Incredibly aggravating in this case.--Gotthard 04:53, 7 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Animal_trap&amp;diff=24692</id>
		<title>40d Talk:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Animal_trap&amp;diff=24692"/>
		<updated>2009-09-20T05:00:19Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Firehazards */  Not AFAIK&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So dwarves can make and use animal traps WITHOUT the hunting skill? Just trapping? Does this ensure that my carpenter won't go try and wrestle elephants? --[[User:DDouble|DDouble]] 15:28, 9 November 2007 (EST)&lt;br /&gt;
:Yup.  Just activate Trapping and leave Hunting alone.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:06, 10 November 2007 (EST)&lt;br /&gt;
==Effectiveness==&lt;br /&gt;
Does this work? Does it work agains the [[Hoary marmot]] that wake everyone up and stop them working?[[User:GarrieIrons|GarrieIrons]] 07:11, 5 February 2008 (EST)&lt;br /&gt;
:Hoary Marmots aren't vermin!  You'll have to build real cages to trap them.--[[User:Dadamh|Dadamh]] 16:26, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ridding myself of vermin in traps ==&lt;br /&gt;
&lt;br /&gt;
I have successfully trapped three lizards, and they are all sitting in my animal storage room. I worry that my Mayor(who has a deathly fear of lizards) will come in and see them. I'd like to make them into food, but I tamed one and then it couldn't be designated for slaughter. What should I do? Melt the traps? [[User:Shoez|Shoez]] 23:00, 7 April 2008 (EDT)&lt;br /&gt;
:You can't butcher vermin, much less get material from them. --[[User:GreyMario|GreyMario]] 00:15, 8 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just wait some time. Sometimes, dwarves will come in and eat them. [[User:Qwertyu|Qwertyu]] 05:21, 8 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Old version ==&lt;br /&gt;
&lt;br /&gt;
If you compare this article with the article of the [http://archive.dwarffortresswiki.net/index.php/Animal_trap old wiki] you see how it can be improved. [[User:Death Dragon|Death Dragon]] 07:13, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Differences from old version ==&lt;br /&gt;
&lt;br /&gt;
Just did a little bit of research on this in my current game. Seems the trapper doesn't wander about as much as he used to. He heads straight to where your food is (i.e. he ignores empty food stockpiles) and will only move away from there if he spots a vermin. He wanders back and forth between stockpiles if he can't find any vermin in the first one he goes to. I even tried building the kennels outside a long distance away from my fort, designating a new food stockpile next to it, and blocked off the path to where my actual food was with bridges. He picked up the animal trap and then just spammed &amp;quot;could not find path&amp;quot; errors. Makes it difficult to catch outdoor vermin unless you store all your food outdoors. --[[User:Morlark|Morlark]] 17:42, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bait Robbing ==&lt;br /&gt;
&lt;br /&gt;
What's robbing them? Vermin, Small animals, large animals, something more fun?--[[User:Seaneat|Seaneat]] 01:24, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Artifact Traps==&lt;br /&gt;
My Secretive dwarf made a Smoky Quartz Animal Trap, with some random pictures of dwarves etc. Will this help attract vermin? --[[User:Stinhad Limarezum|Stinhad Limarezum]] 02:57, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Unlikely, although if the quality of an animal trap has an influence on its ability to catch things (I don't know if it does), then it will probably work as well as a Masterpiece trap.--[[User:Maximus|Maximus]] 12:33, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps trap quality reduces the frequency with which the bait gets robbed... just speculating here.--[[User:Maximus|Maximus]] 12:37, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What labor did he get his strange mood in?  [[User:Gairabad|Gairabad]] 19:50, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Very nice question!  Normally animal traps are trapper-only constructions, which suggests trapper is moodable.  I'll post the question on Stinhad's page in case (he) misses the post here.--[[User:Maximus|Maximus]] 21:13, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Just got one myself, he took a carpenter's workshop but was possesed, so I'm not sure wether it was for trapping or carpenter. It does seem to catch things extremely quickly, I set it, went to look at the wiki to see if different baits made a diffrence, and it had captured a toad by the time I got back ~20 seconds.--[[User:Finbeer|Finbeer]] 13:03, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Strangely enough, dwarves who build traps in moods don't use the trapper skill, they use a skill suitable to the material the trap is built with.  I had a dwarf take possession of a craftsdwarf shop and make a turtle shell animal trap in a mood, and he gained bonecarver skill.  I suppose this is similar to how dwarves can build theoretically possible but not normally orderable items while in moods, like rock or metal beds. --[[User:Squirrelloid|Squirrelloid]] 15:43, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Firehazards==&lt;br /&gt;
&lt;br /&gt;
Is it possible for creatures (eg. fire imps, dragons, and other fun things) to breath fire while in a cage upon your hapless dwarves?--[[User:Drunken dwarf|Drunken dwarf]]&lt;br /&gt;
&lt;br /&gt;
:Not as far as I know. I haven't tried it myself, but I've read of defensive strategies involving placing a caged fire-breathing creature behind fortifications. Wall it in, release the cage (using a lever), and then require intruders to walk past it. Note that the [[Dungeon Master]] can also tame these creatures. I never play that long, though, so for my money they just make for very impressive zoos. -- [[User:RomeoFalling|RomeoFalling]] 05:00, 20 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=45306</id>
		<title>User:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=45306"/>
		<updated>2009-09-19T06:20:21Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Osodrigoth, Bonecrafts */  journal entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Carving an empire out of Sand and Cat Bone=&lt;br /&gt;
&lt;br /&gt;
My current load-out, inspired by finding a nice thickly-forested, heavily populated space of Black Sand with a magma pipe in it, and then discovering that the randomly-chosen name for the group was The Infamous Cat-Sacks.&lt;br /&gt;
&lt;br /&gt;
Clearly, I've been playing for far too long.&lt;br /&gt;
&lt;br /&gt;
== The Dwarves ==&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Competent Consoler&lt;br /&gt;
* Skilled Pacifier&lt;br /&gt;
&lt;br /&gt;
Since the top couple of layers are sand, anyway, he'll have plenty of time to level up in his actual trade skill. Ideally, he ought to be proficient in Persuader, but then I thought to myself, &amp;quot;No, that's going too far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''2. Cat-Into-Sack Stuffer'''&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Proficient Leatherworker&lt;br /&gt;
* Competent Mechanics&lt;br /&gt;
&lt;br /&gt;
Hey, he can't kill cats all the time. He also spends a lot of time devising cruel torture implements and death traps. Uh.....why do we want him along, again? Oh yeah, he's the whole reason we're ''The Infamous Cat-Sacks.''&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Skilled Stonecrafter&lt;br /&gt;
* Novice Record Keeper&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Glassmaker&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Wood Burner&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
Despite magma somewhere on the map, I trade a point of Bowyer for Wood Burner, for the early game. He's an essential part of my plans for an army of cat-bone clad marksdwarves armed with cat bone crossbows, shooting cat bone bolts at our enemies! He also makes a pretty nice cat meat biscuit.&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Proficient Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Proficient Architect&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
== Their Stuff ==&lt;br /&gt;
*4 Copper Picks&lt;br /&gt;
*1 Steel Axe&lt;br /&gt;
*2 Hunting Dogs&lt;br /&gt;
*2 War Dogs&lt;br /&gt;
*2 cats&lt;br /&gt;
*1 pig tail rope (for the sentry cat)&lt;br /&gt;
*1 Lead cage (for the rest of the cats)&lt;br /&gt;
*21 units each of the 4 kinds of alcohol&lt;br /&gt;
*31 Seeds of Plump Helmet and Pig Tail&lt;br /&gt;
*11 Seeds of the others&lt;br /&gt;
*11 turtles still in their shell&lt;br /&gt;
*1 each of all the food we can get (10gp and less)&lt;br /&gt;
&lt;br /&gt;
Which should leave us enough for nearly 40 cats! If we end up with anything left over, we can spend it on cat leather, cat meat, or seeds.&lt;br /&gt;
&lt;br /&gt;
New Version: 2 muskox, 2 cows instead of cats for a more generally carnivorous society.&lt;br /&gt;
&lt;br /&gt;
= Osodrigoth, Bonecrafts =&lt;br /&gt;
&lt;br /&gt;
==1st Granite, 201. Early Spring==&lt;br /&gt;
&lt;br /&gt;
We have arrived. The site is a gently sloped dune surrounded by forest, with no flowing water (at least, not above-ground). What is visible, to our dismay, is the demon-infested mouth of a volcano, on the southwest side of the dune. A few murky pools shall be our only source of water, so I note that I must build some kind of cistern system for catching as much rainfall as we can from the pitiful supplies available. &lt;br /&gt;
&lt;br /&gt;
Thankfully, our menagerie has arrived in good health. I will, I suppose, need to find somewhere to store them besides the barracks.&lt;br /&gt;
&lt;br /&gt;
==18th Felsite, 201, Late Spring==&lt;br /&gt;
&lt;br /&gt;
I've had to curtail the zeal of Uvash Zonibmat, our outdoorsdwarf. It seems he felt that the best way to ensure the success of our fortress was to perform animal sacrifices. First, he hunted down a unicorn, only to leave the bloody carcass on our doorstep when he realized that we didn't have so much as a statue of Akil, much less a temple. As Akil is the god of volcanos, he decided to hunt down one of the imps and slay it while screaming &amp;quot;Blood and Souls!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I certainly appreciate his piety, but I would prefer him to wait until we've at least dug deep enough to find some stone to replace the wooden door that is our only protection currently.&lt;br /&gt;
&lt;br /&gt;
Also, the well construction will have to be delayed until the next caravan. One of our war dogs has taken to wearing the one piece of rope we brought with us, and none of the pig tails will be even planted until next season.&lt;br /&gt;
&lt;br /&gt;
==25th Sandstone, 201 Mid Autumn&lt;br /&gt;
&lt;br /&gt;
I can't tell you how many times I've heard dwarves tell me that behind ever caravan is a horde of kobold thieves. Did I listen? Did I post guards? Did I stop my dwarves from aimlessly wandering the countryside looking for a fire imp to slay? Of course not. And sure enough, one of those buggers jumped up and done shoved a dagger straight into old Catsacks SackRealms' eye! My crazed genius, the apple of my eye! No one knows how to use catgut the way Catsacks does! I'm not sure what to do with the poor guy. He insists he's fine, but he keeps passing out while in the middle of butchering some beasty. All my meat is going to rot because of him, and the winter snows are about to come upon us. I doubt we'll get any replacements this soon.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=45305</id>
		<title>User:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=45305"/>
		<updated>2009-09-19T03:01:12Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Vaboksholid, The Clutched Orb */ replaced with new story arc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Carving an empire out of Sand and Cat Bone=&lt;br /&gt;
&lt;br /&gt;
My current load-out, inspired by finding a nice thickly-forested, heavily populated space of Black Sand with a magma pipe in it, and then discovering that the randomly-chosen name for the group was The Infamous Cat-Sacks.&lt;br /&gt;
&lt;br /&gt;
Clearly, I've been playing for far too long.&lt;br /&gt;
&lt;br /&gt;
== The Dwarves ==&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Competent Consoler&lt;br /&gt;
* Skilled Pacifier&lt;br /&gt;
&lt;br /&gt;
Since the top couple of layers are sand, anyway, he'll have plenty of time to level up in his actual trade skill. Ideally, he ought to be proficient in Persuader, but then I thought to myself, &amp;quot;No, that's going too far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''2. Cat-Into-Sack Stuffer'''&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Proficient Leatherworker&lt;br /&gt;
* Competent Mechanics&lt;br /&gt;
&lt;br /&gt;
Hey, he can't kill cats all the time. He also spends a lot of time devising cruel torture implements and death traps. Uh.....why do we want him along, again? Oh yeah, he's the whole reason we're ''The Infamous Cat-Sacks.''&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Skilled Stonecrafter&lt;br /&gt;
* Novice Record Keeper&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Glassmaker&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Wood Burner&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
Despite magma somewhere on the map, I trade a point of Bowyer for Wood Burner, for the early game. He's an essential part of my plans for an army of cat-bone clad marksdwarves armed with cat bone crossbows, shooting cat bone bolts at our enemies! He also makes a pretty nice cat meat biscuit.&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Proficient Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Proficient Architect&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
== Their Stuff ==&lt;br /&gt;
*4 Copper Picks&lt;br /&gt;
*1 Steel Axe&lt;br /&gt;
*2 Hunting Dogs&lt;br /&gt;
*2 War Dogs&lt;br /&gt;
*2 cats&lt;br /&gt;
*1 pig tail rope (for the sentry cat)&lt;br /&gt;
*1 Lead cage (for the rest of the cats)&lt;br /&gt;
*21 units each of the 4 kinds of alcohol&lt;br /&gt;
*31 Seeds of Plump Helmet and Pig Tail&lt;br /&gt;
*11 Seeds of the others&lt;br /&gt;
*11 turtles still in their shell&lt;br /&gt;
*1 each of all the food we can get (10gp and less)&lt;br /&gt;
&lt;br /&gt;
Which should leave us enough for nearly 40 cats! If we end up with anything left over, we can spend it on cat leather, cat meat, or seeds.&lt;br /&gt;
&lt;br /&gt;
New Version: 2 muskox, 2 cows instead of cats for a more generally carnivorous society.&lt;br /&gt;
&lt;br /&gt;
= Osodrigoth, Bonecrafts =&lt;br /&gt;
&lt;br /&gt;
==1st Granite, 201. Early Spring==&lt;br /&gt;
&lt;br /&gt;
We have arrived. The site is a gently sloped dune surrounded by forest, with no flowing water (at least, not above-ground). What is visible, to our dismay, is the demon-infested mouth of a volcano, on the southwest side of the dune. A few murky pools shall be our only source of water, so I note that I must build some kind of cistern system for catching as much rainfall as we can from the pitiful supplies available. &lt;br /&gt;
&lt;br /&gt;
Thankfully, our menagerie has arrived in good health. I will, I suppose, need to find somewhere to store them besides the barracks.&lt;br /&gt;
&lt;br /&gt;
==18th Felsite, 201, Late Spring==&lt;br /&gt;
&lt;br /&gt;
I've had to curtail the zeal of Uvash Zonibmat, our outdoorsdwarf. It seems he felt that the best way to ensure the success of our fortress was to perform animal sacrifices. First, he hunted down a unicorn, only to leave the bloody carcass on our doorstep when he realized that we didn't have so much as a statue of Akil, much less a temple. As Akil is the god of volcanos, he decided to hunt down one of the imps and slay it while screaming &amp;quot;Blood and Souls!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I certainly appreciate his piety, but I would prefer him to wait until we've at least dug deep enough to find some stone to replace the wooden door that is our only protection currently.&lt;br /&gt;
&lt;br /&gt;
Also, the well construction will have to be delayed until the next caravan. One of our war dogs has taken to wearing the one piece of rope we brought with us, and none of the pig tails will be even planted until next season.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=45304</id>
		<title>User:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=45304"/>
		<updated>2009-09-18T23:53:41Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Their Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Carving an empire out of Sand and Cat Bone=&lt;br /&gt;
&lt;br /&gt;
My current load-out, inspired by finding a nice thickly-forested, heavily populated space of Black Sand with a magma pipe in it, and then discovering that the randomly-chosen name for the group was The Infamous Cat-Sacks.&lt;br /&gt;
&lt;br /&gt;
Clearly, I've been playing for far too long.&lt;br /&gt;
&lt;br /&gt;
== The Dwarves ==&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Competent Consoler&lt;br /&gt;
* Skilled Pacifier&lt;br /&gt;
&lt;br /&gt;
Since the top couple of layers are sand, anyway, he'll have plenty of time to level up in his actual trade skill. Ideally, he ought to be proficient in Persuader, but then I thought to myself, &amp;quot;No, that's going too far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''2. Cat-Into-Sack Stuffer'''&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Proficient Leatherworker&lt;br /&gt;
* Competent Mechanics&lt;br /&gt;
&lt;br /&gt;
Hey, he can't kill cats all the time. He also spends a lot of time devising cruel torture implements and death traps. Uh.....why do we want him along, again? Oh yeah, he's the whole reason we're ''The Infamous Cat-Sacks.''&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Skilled Stonecrafter&lt;br /&gt;
* Novice Record Keeper&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Glassmaker&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Wood Burner&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
Despite magma somewhere on the map, I trade a point of Bowyer for Wood Burner, for the early game. He's an essential part of my plans for an army of cat-bone clad marksdwarves armed with cat bone crossbows, shooting cat bone bolts at our enemies! He also makes a pretty nice cat meat biscuit.&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Proficient Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Proficient Architect&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
== Their Stuff ==&lt;br /&gt;
*4 Copper Picks&lt;br /&gt;
*1 Steel Axe&lt;br /&gt;
*2 Hunting Dogs&lt;br /&gt;
*2 War Dogs&lt;br /&gt;
*2 cats&lt;br /&gt;
*1 pig tail rope (for the sentry cat)&lt;br /&gt;
*1 Lead cage (for the rest of the cats)&lt;br /&gt;
*21 units each of the 4 kinds of alcohol&lt;br /&gt;
*31 Seeds of Plump Helmet and Pig Tail&lt;br /&gt;
*11 Seeds of the others&lt;br /&gt;
*11 turtles still in their shell&lt;br /&gt;
*1 each of all the food we can get (10gp and less)&lt;br /&gt;
&lt;br /&gt;
Which should leave us enough for nearly 40 cats! If we end up with anything left over, we can spend it on cat leather, cat meat, or seeds.&lt;br /&gt;
&lt;br /&gt;
New Version: 2 muskox, 2 cows instead of cats for a more generally carnivorous society.&lt;br /&gt;
&lt;br /&gt;
= Vaboksholid, The Clutched Orb =&lt;br /&gt;
&lt;br /&gt;
''Warning: Heavy Artistic License''&lt;br /&gt;
&lt;br /&gt;
First, I should admit that the above Embark Profile is not the one I'm using. Rather, the ''Sand and Bone'' profile is a modification based on my current game. I was given a group named The Infamous Cat Sacks, but at the time I was way too literal, and just bought a bunch of cat leather bags. This way is much more fun, and probably a more intelligent plan in the end.&lt;br /&gt;
&lt;br /&gt;
Also, my current fortress is not named The Clutched Orb. Vaboksholid is actually Orbclutched. But this one sounds better. Neither name is the one in the computer files, which is calling my home Ushilducim, or Iceworks. But in the journal, I'm calling it Vaboksholid, which is the randomly generated name I got while streamlining the Sand and Bone embark profile, and rings quite nicely with events already in progress. &lt;br /&gt;
&lt;br /&gt;
Since I'm using so much artistic license already, I figure I should come clean and invite anyone still reading this to join me for the fun. If any named character in these journals strikes some kind of resemblance to someone from your games that you remember, chime in on my talk page and we'll figure out if we can link the two together somehow. Or just shout out suggestions.&lt;br /&gt;
&lt;br /&gt;
Maybe this kind of cross-pollination will encourage me to play the game past my first goblin ambush, which is where I keep stopping in the four or five weeks that I've been playing so far. &lt;br /&gt;
&lt;br /&gt;
--[[User:RomeoFalling|RomeoFalling]] 00:21, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 1st Hematite, 204 Early Summer ==&lt;br /&gt;
''Reloading from an earlier savepoint.''&lt;br /&gt;
&lt;br /&gt;
I awoke from a nightmare like none I had ever known. I can only call it a prophetic vision of blood and death. I realized then that I, Edzul Cryptpaddles, called The Old Cat-Sack Himself, having been leading my fortress to its certain ruin. &lt;br /&gt;
&lt;br /&gt;
I shuddered again at the dream-memory of 'Gutgear' Standardbrush fleeing from the carnage only to fall into the river north of us, eaten by carp while he drowned. Ast Blockpaged on her knees, wailing over the goblin-mangled corpse of her baby as Vobuksholid fell around her. The human caravan guard falling one after the other off the bridge and into our empty moat. These things had not yet come to pass, but surely would if I did not change my ways, and soon.&lt;br /&gt;
&lt;br /&gt;
I lingered for a moment over the real tragedies which had befallen Vobuksholid in the three years since its founding. The poor unloved kitten who pounced on a [[fire snake]] and perished in flames for his curiosity. The horrible sparring accident which took the lives of our first two militia men, just as Eral was telling them that obsidian makes a surprisingly sharp sword.&lt;br /&gt;
&lt;br /&gt;
But nothing was worse than the bear that snuck into our larder during the second year, and tore out half Nomal Atrildok's throat before he felled the beast. Nomal lived, but the accident had disillusioned Nil, the outdoorsdwarf who had first led us through the wilderness and to our new home. He'd thought we were just going camping. Now it dawned on him that we were responsible for the lives of others, and I suppose that was what prompted him to try to wrestle a two-humped [[camel]] bare-handed.&lt;br /&gt;
&lt;br /&gt;
There had been such promise in those early days! So many reasons to hope. The elves had heard of The Infamous Cat-Sacks, and on their first visit brought a Giant Jaguar for us to admire. We took that beast in, and chained him at the front gate for all to see our glory.&lt;br /&gt;
&lt;br /&gt;
Then, too, came Vabok Vabokotung, son of Vabok (I believe his name translates to Orb Orbshock). Though he claimed to be little more than a Hardbodied pump operator, he brought with him many [[cross-training | strange ideas]] which seemed so wise. I'd ordered the &amp;quot;gym,&amp;quot; as he called it, built, but never let any of my dwarves actually use it.&lt;br /&gt;
&lt;br /&gt;
I'd started so many projects, and none of them yet finished. My inability to focus will be our doom if I do not change my ways. For the prophecy I'd seen had told me without question that goblins will come. I have but one season to stop my idle ways and act like a real Mayor. I have but one season to save the 50 dwarves under my command from my own folly.&lt;br /&gt;
&lt;br /&gt;
Enough with this melancholy nostalgia! I shall put a halt to everything, and reconsider our situation anew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 21st Malachite, 204 Mid-Summer ==&lt;br /&gt;
&lt;br /&gt;
As it came from prophecy, I let it begin with prophecy. I unchained the giant feline from our front gate, and the whole village turned out to see what he would do. &lt;br /&gt;
&lt;br /&gt;
I should have known the great beast would pick one of our farmers. The farmers are the only ones in the entire village who like having ''living'' cats. In fact, they're pretty much the only ones who have any pets at all.&lt;br /&gt;
&lt;br /&gt;
Kadol Sabrefainted had come to us as a thresher of pig tails, who had never seen the fires of war. But when he looked into that great cat's eyes, he heard the call. The call of Vabok, son of Vabok, who put a fine coat of catskin armor on this dwarf who had never done anything more violent than grind flour, and though I was pained to lose one of our most skilled farmers to the military, I knew it had to be so.&lt;br /&gt;
&lt;br /&gt;
He and Vabok Vabokson joined out military together, and spent many hours sparring amidst the masons hard at work plugging up the holes in our defenses. Vabok has been pressing me hard to equip the soldiers with our supply of obsidian swords, but the things are just too deadly to train with. I haven't let anyone touch them since that first sparring incident.&lt;br /&gt;
&lt;br /&gt;
We were arguing over the trap arrangements for the Corridor of Death when the human caravan arrived. Gutgear left the details to his young apprentice, Litast, and went back to procuring more bones for our catbow bolts. &lt;br /&gt;
&lt;br /&gt;
Litast went to work designing the traps, so engrossed in her task that the caravan practically ran her over.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the goblin ambush squad did roll right over her, just as she was building a trap meant for them. &lt;br /&gt;
&lt;br /&gt;
Thankfully, Vabok Son of Vabok was there to close the breach. He waded into the goblin scum wielding a masterwork obsidian sword, and took out three of them in one blow. The remaining goblin shrieked in terror, turned to run, and stepped right onto one of Litast's traps.&lt;br /&gt;
&lt;br /&gt;
It's funny, really. One of the few complaints Gutgear ever had about Litast was that she was too much of a pacifist. She hated traps that killed. She preferred cage traps.&lt;br /&gt;
&lt;br /&gt;
This is not a flaw I share with her. I've had a few conversations with her family. They don't seem to have a problem with any of my plans. In fact, you could say it downright cheered them up.&lt;br /&gt;
&lt;br /&gt;
So we've work to do, and I'm starting to think this new red ink still smears a little too much for my tastes. We need an alchemist to keep it from clotting.&lt;br /&gt;
&lt;br /&gt;
==23rd Malachite, 204 Mid Summer==&lt;br /&gt;
We threw a party to celebrate the victory of Vabok Vabokson and his squad against the goblins. We even invited the human merchants from the Blue Unions. At one point, Gutgear and I were discussing art with the merchants. Gutgear commented that the same human has been depicted on some of the items which they've sold us: he appears on a rope reed, etched with giant leopard bone, on a zinc cage in native platinum, and even graces a finely decorated barrel of whip wine. The barrel particularly intrigued us, as it was wrought with steel spikes, bands of cat bone, and the image of this same human in cat leather.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, you mean Ted Dresssound,&amp;quot; the merchants told us. &amp;quot;Famed in many lands he is, and his image is carved in many places.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
They then began to tell us his tale: who his parents were, the name of the woman he married, the brief period he spent as a guard of The Band of Tunneling, his time with The Rapid Cult, how he moved to Puzzledsport and became a guard there, only to move to Passaura and become a shopkeeper, finally to have spent the last decade as a diplomat for the Blue Unions.&lt;br /&gt;
&lt;br /&gt;
After a pause, Gutgear asked curiously, &amp;quot;And what of his deeds? His glories? From where has he earned such honor as to grace the finest casks of whip wine to be exported from your country?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The merchants just stared at us blankly. &amp;quot;Well, he's been living in Passaura for a while now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Another pause, which I filled with the only question I could think of. &amp;quot;Ah, yes, of course. Remind me, where is Passuara again?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, just upriver from here about three days journey northeast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have been thinking of renaming the river in honor of Vabok Vabokson. Tell me, what do you think of the idea?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The merchants appeared horrified, &amp;quot;Why would you wish to rename Bedscorched The Nasty Child?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I shall never understand humans.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=45303</id>
		<title>User:RomeoFalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:RomeoFalling&amp;diff=45303"/>
		<updated>2009-09-18T23:36:59Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* The Dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Carving an empire out of Sand and Cat Bone=&lt;br /&gt;
&lt;br /&gt;
My current load-out, inspired by finding a nice thickly-forested, heavily populated space of Black Sand with a magma pipe in it, and then discovering that the randomly-chosen name for the group was The Infamous Cat-Sacks.&lt;br /&gt;
&lt;br /&gt;
Clearly, I've been playing for far too long.&lt;br /&gt;
&lt;br /&gt;
== The Dwarves ==&lt;br /&gt;
&lt;br /&gt;
'''1. The Guy With The Bright Idea'''&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Appraisal&lt;br /&gt;
* Competent Consoler&lt;br /&gt;
* Skilled Pacifier&lt;br /&gt;
&lt;br /&gt;
Since the top couple of layers are sand, anyway, he'll have plenty of time to level up in his actual trade skill. Ideally, he ought to be proficient in Persuader, but then I thought to myself, &amp;quot;No, that's going too far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''2. Cat-Into-Sack Stuffer'''&lt;br /&gt;
* Novice Butcher&lt;br /&gt;
* Novice Tanner&lt;br /&gt;
* Proficient Leatherworker&lt;br /&gt;
* Competent Mechanics&lt;br /&gt;
&lt;br /&gt;
Hey, he can't kill cats all the time. He also spends a lot of time devising cruel torture implements and death traps. Uh.....why do we want him along, again? Oh yeah, he's the whole reason we're ''The Infamous Cat-Sacks.''&lt;br /&gt;
&lt;br /&gt;
'''3. Three Words: Cat Bone Armor'''&lt;br /&gt;
* Proficient Bone Carver&lt;br /&gt;
* Skilled Stonecrafter&lt;br /&gt;
* Novice Record Keeper&lt;br /&gt;
&lt;br /&gt;
Need I say any more?&lt;br /&gt;
&lt;br /&gt;
'''4. Not The Weaponsmith You Were Looking For'''&lt;br /&gt;
* Competent Bowyer&lt;br /&gt;
* Average Glassmaker&lt;br /&gt;
* Average Cook&lt;br /&gt;
* Novice Wood Burner&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
Despite magma somewhere on the map, I trade a point of Bowyer for Wood Burner, for the early game. He's an essential part of my plans for an army of cat-bone clad marksdwarves armed with cat bone crossbows, shooting cat bone bolts at our enemies! He also makes a pretty nice cat meat biscuit.&lt;br /&gt;
&lt;br /&gt;
'''5. Outdoor Dwarf'''&lt;br /&gt;
* Novice Wood Cutter&lt;br /&gt;
* Proficient Carpenter&lt;br /&gt;
* Novice Herbalism&lt;br /&gt;
* Novice Hunter&lt;br /&gt;
* Novice Axe&lt;br /&gt;
* Novice Armor&lt;br /&gt;
&lt;br /&gt;
He still thinks we're just going camping for the weekend. Don't tell him!&lt;br /&gt;
&lt;br /&gt;
'''6. Farmer'''&lt;br /&gt;
* Proficient Grower&lt;br /&gt;
* Competent Brewer&lt;br /&gt;
* Novice Miller&lt;br /&gt;
* Novice Thresher&lt;br /&gt;
&lt;br /&gt;
Because you can't make beer out of cats. Yet.&lt;br /&gt;
&lt;br /&gt;
'''7. Chief Architect'''&lt;br /&gt;
* Proficient Mason&lt;br /&gt;
* Proficient Architect&lt;br /&gt;
&lt;br /&gt;
I figure this is somebody's kid brother. Maybe I'll call him Junior.&lt;br /&gt;
&lt;br /&gt;
== Their Stuff ==&lt;br /&gt;
*4 Copper Picks&lt;br /&gt;
*1 Steel Axe&lt;br /&gt;
*2 War Dogs&lt;br /&gt;
*1 pig tail rope (for the sentry cat)&lt;br /&gt;
*1 Lead cage (for the rest of the cats)&lt;br /&gt;
*41 units each of the 4 kinds of alcohol&lt;br /&gt;
*43 Seeds of Plump Helmet and Pig Tail&lt;br /&gt;
*29 Seeds of the others&lt;br /&gt;
*11 turtles still in their shell&lt;br /&gt;
*1 each of all the food we can get &lt;br /&gt;
&lt;br /&gt;
Which should leave us enough for nearly 40 cats! If we end up with anything left over, we can spend it on cat leather, cat meat, or seeds.&lt;br /&gt;
&lt;br /&gt;
= Vaboksholid, The Clutched Orb =&lt;br /&gt;
&lt;br /&gt;
''Warning: Heavy Artistic License''&lt;br /&gt;
&lt;br /&gt;
First, I should admit that the above Embark Profile is not the one I'm using. Rather, the ''Sand and Bone'' profile is a modification based on my current game. I was given a group named The Infamous Cat Sacks, but at the time I was way too literal, and just bought a bunch of cat leather bags. This way is much more fun, and probably a more intelligent plan in the end.&lt;br /&gt;
&lt;br /&gt;
Also, my current fortress is not named The Clutched Orb. Vaboksholid is actually Orbclutched. But this one sounds better. Neither name is the one in the computer files, which is calling my home Ushilducim, or Iceworks. But in the journal, I'm calling it Vaboksholid, which is the randomly generated name I got while streamlining the Sand and Bone embark profile, and rings quite nicely with events already in progress. &lt;br /&gt;
&lt;br /&gt;
Since I'm using so much artistic license already, I figure I should come clean and invite anyone still reading this to join me for the fun. If any named character in these journals strikes some kind of resemblance to someone from your games that you remember, chime in on my talk page and we'll figure out if we can link the two together somehow. Or just shout out suggestions.&lt;br /&gt;
&lt;br /&gt;
Maybe this kind of cross-pollination will encourage me to play the game past my first goblin ambush, which is where I keep stopping in the four or five weeks that I've been playing so far. &lt;br /&gt;
&lt;br /&gt;
--[[User:RomeoFalling|RomeoFalling]] 00:21, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== 1st Hematite, 204 Early Summer ==&lt;br /&gt;
''Reloading from an earlier savepoint.''&lt;br /&gt;
&lt;br /&gt;
I awoke from a nightmare like none I had ever known. I can only call it a prophetic vision of blood and death. I realized then that I, Edzul Cryptpaddles, called The Old Cat-Sack Himself, having been leading my fortress to its certain ruin. &lt;br /&gt;
&lt;br /&gt;
I shuddered again at the dream-memory of 'Gutgear' Standardbrush fleeing from the carnage only to fall into the river north of us, eaten by carp while he drowned. Ast Blockpaged on her knees, wailing over the goblin-mangled corpse of her baby as Vobuksholid fell around her. The human caravan guard falling one after the other off the bridge and into our empty moat. These things had not yet come to pass, but surely would if I did not change my ways, and soon.&lt;br /&gt;
&lt;br /&gt;
I lingered for a moment over the real tragedies which had befallen Vobuksholid in the three years since its founding. The poor unloved kitten who pounced on a [[fire snake]] and perished in flames for his curiosity. The horrible sparring accident which took the lives of our first two militia men, just as Eral was telling them that obsidian makes a surprisingly sharp sword.&lt;br /&gt;
&lt;br /&gt;
But nothing was worse than the bear that snuck into our larder during the second year, and tore out half Nomal Atrildok's throat before he felled the beast. Nomal lived, but the accident had disillusioned Nil, the outdoorsdwarf who had first led us through the wilderness and to our new home. He'd thought we were just going camping. Now it dawned on him that we were responsible for the lives of others, and I suppose that was what prompted him to try to wrestle a two-humped [[camel]] bare-handed.&lt;br /&gt;
&lt;br /&gt;
There had been such promise in those early days! So many reasons to hope. The elves had heard of The Infamous Cat-Sacks, and on their first visit brought a Giant Jaguar for us to admire. We took that beast in, and chained him at the front gate for all to see our glory.&lt;br /&gt;
&lt;br /&gt;
Then, too, came Vabok Vabokotung, son of Vabok (I believe his name translates to Orb Orbshock). Though he claimed to be little more than a Hardbodied pump operator, he brought with him many [[cross-training | strange ideas]] which seemed so wise. I'd ordered the &amp;quot;gym,&amp;quot; as he called it, built, but never let any of my dwarves actually use it.&lt;br /&gt;
&lt;br /&gt;
I'd started so many projects, and none of them yet finished. My inability to focus will be our doom if I do not change my ways. For the prophecy I'd seen had told me without question that goblins will come. I have but one season to stop my idle ways and act like a real Mayor. I have but one season to save the 50 dwarves under my command from my own folly.&lt;br /&gt;
&lt;br /&gt;
Enough with this melancholy nostalgia! I shall put a halt to everything, and reconsider our situation anew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 21st Malachite, 204 Mid-Summer ==&lt;br /&gt;
&lt;br /&gt;
As it came from prophecy, I let it begin with prophecy. I unchained the giant feline from our front gate, and the whole village turned out to see what he would do. &lt;br /&gt;
&lt;br /&gt;
I should have known the great beast would pick one of our farmers. The farmers are the only ones in the entire village who like having ''living'' cats. In fact, they're pretty much the only ones who have any pets at all.&lt;br /&gt;
&lt;br /&gt;
Kadol Sabrefainted had come to us as a thresher of pig tails, who had never seen the fires of war. But when he looked into that great cat's eyes, he heard the call. The call of Vabok, son of Vabok, who put a fine coat of catskin armor on this dwarf who had never done anything more violent than grind flour, and though I was pained to lose one of our most skilled farmers to the military, I knew it had to be so.&lt;br /&gt;
&lt;br /&gt;
He and Vabok Vabokson joined out military together, and spent many hours sparring amidst the masons hard at work plugging up the holes in our defenses. Vabok has been pressing me hard to equip the soldiers with our supply of obsidian swords, but the things are just too deadly to train with. I haven't let anyone touch them since that first sparring incident.&lt;br /&gt;
&lt;br /&gt;
We were arguing over the trap arrangements for the Corridor of Death when the human caravan arrived. Gutgear left the details to his young apprentice, Litast, and went back to procuring more bones for our catbow bolts. &lt;br /&gt;
&lt;br /&gt;
Litast went to work designing the traps, so engrossed in her task that the caravan practically ran her over.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the goblin ambush squad did roll right over her, just as she was building a trap meant for them. &lt;br /&gt;
&lt;br /&gt;
Thankfully, Vabok Son of Vabok was there to close the breach. He waded into the goblin scum wielding a masterwork obsidian sword, and took out three of them in one blow. The remaining goblin shrieked in terror, turned to run, and stepped right onto one of Litast's traps.&lt;br /&gt;
&lt;br /&gt;
It's funny, really. One of the few complaints Gutgear ever had about Litast was that she was too much of a pacifist. She hated traps that killed. She preferred cage traps.&lt;br /&gt;
&lt;br /&gt;
This is not a flaw I share with her. I've had a few conversations with her family. They don't seem to have a problem with any of my plans. In fact, you could say it downright cheered them up.&lt;br /&gt;
&lt;br /&gt;
So we've work to do, and I'm starting to think this new red ink still smears a little too much for my tastes. We need an alchemist to keep it from clotting.&lt;br /&gt;
&lt;br /&gt;
==23rd Malachite, 204 Mid Summer==&lt;br /&gt;
We threw a party to celebrate the victory of Vabok Vabokson and his squad against the goblins. We even invited the human merchants from the Blue Unions. At one point, Gutgear and I were discussing art with the merchants. Gutgear commented that the same human has been depicted on some of the items which they've sold us: he appears on a rope reed, etched with giant leopard bone, on a zinc cage in native platinum, and even graces a finely decorated barrel of whip wine. The barrel particularly intrigued us, as it was wrought with steel spikes, bands of cat bone, and the image of this same human in cat leather.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, you mean Ted Dresssound,&amp;quot; the merchants told us. &amp;quot;Famed in many lands he is, and his image is carved in many places.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
They then began to tell us his tale: who his parents were, the name of the woman he married, the brief period he spent as a guard of The Band of Tunneling, his time with The Rapid Cult, how he moved to Puzzledsport and became a guard there, only to move to Passaura and become a shopkeeper, finally to have spent the last decade as a diplomat for the Blue Unions.&lt;br /&gt;
&lt;br /&gt;
After a pause, Gutgear asked curiously, &amp;quot;And what of his deeds? His glories? From where has he earned such honor as to grace the finest casks of whip wine to be exported from your country?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The merchants just stared at us blankly. &amp;quot;Well, he's been living in Passaura for a while now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Another pause, which I filled with the only question I could think of. &amp;quot;Ah, yes, of course. Remind me, where is Passuara again?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, just upriver from here about three days journey northeast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have been thinking of renaming the river in honor of Vabok Vabokson. Tell me, what do you think of the idea?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The merchants appeared horrified, &amp;quot;Why would you wish to rename Bedscorched The Nasty Child?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I shall never understand humans.&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45629</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45629"/>
		<updated>2009-02-01T08:51:54Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Cloth */  mentioned Weave Only Dyed Thread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry. Note that if you don't want to grow them you can [[Trading|trade]] for them or, if they are an above ground crop, you can [[herbalist|gather]] them.&lt;br /&gt;
&lt;br /&gt;
=====Under ground=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested the plants you must process the pig tails and/or rope weed at the [[farmer's workshop]]. Alternatively you can [[trade]] for thread directly.&lt;br /&gt;
&lt;br /&gt;
In the farmer's workship there are several options for processing plants: either to [[bag]], [[barrel]], [[vial]], or normal. To create thread you want to select normal. The other options produce different products, such as [[#Dyeing|dye]] and [[flour]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and some [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the loom. You may want to Set Workshop Orders only weave [[#Dyeing|dyed]] thread.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=45494</id>
		<title>40d:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cross-training&amp;diff=45494"/>
		<updated>2009-02-01T01:07:27Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: /* Organizing */ suggested custom rank titles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cross-training (starting a reserves program)==&lt;br /&gt;
Cross-training your military dwarf candidates in civilian disciplines has multiple benefits.  First, and most importantly, it gives you several extra stat increases.  Toughness, especially, is extremely important for military dwarves; it allows them to take more wounds before passing out from pain, and to recover from wounds faster.  Second, it provides a ready pool of recruits in case your military takes a beating at one point or another.  Third, it ensures that your dwarves have some domestic skills so they will not receive [[thoughts|unhappy thoughts]] from being dismissed from the military in the event you need to downsize.  Finally, most reserves programs provide chronic idlers with some work to do, which can be essential for unskilled workers like peasants to break out of their poverty (and therefore, unhappiness) cycle once the [[dwarven economy]] kicks in.  There is nothing saying you have to use only one of these ideas; they are all various approaches to solving this problem.&lt;br /&gt;
&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something 'just for a little while' and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Gym ([[pump operator]])===&lt;br /&gt;
[[Image:Pump_farm.png|thumb|right|71px|No pain, no gain.]]&lt;br /&gt;
The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[beds]], and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for your reservists.&lt;br /&gt;
&lt;br /&gt;
[[Toughness]] influences how tired your dwarves get.  Tougher dwarves can operate a pump longer before getting tired, meaning they will gain skill more quickly than non-tough dwarves.  Once dwarves hit Unbelievably Tough, they can operate pumps non-stop.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up; 4 pumps in the gym will keep at least 8-10 reservists busy around the clock.&lt;br /&gt;
*Extra pumps can be added to expand operations very easily.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very safe; gyms can be placed anywhere in the comfort of your fortress with no issues.&amp;lt;br&amp;gt;&lt;br /&gt;
*If you're really clever, you might be able to arrange your pumps so they power one or more indoor [[waterfall]]s.  To get the full benefit of this approach, you would probably have to design your fortress around the waterfalls.  Remember not to dig under their feeding tubes!&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Tons of cancel job spam.  Every time a reservist exhausts himself and goes to satisfy his basic needs, you'll see &amp;quot;&amp;lt;dwarf&amp;gt; cancels Operate Pump: Exhausted.&amp;quot;&lt;br /&gt;
*If you have any pumps around that actually DO need to be operated every so often (refilling your [[well]], for example), it could be a serious pain to juggle the useless gym pumps and the ones that are actually useful.&lt;br /&gt;
&lt;br /&gt;
===Artillery proving ground ([[siege operator]])===&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
&lt;br /&gt;
===Internship ([[bookkeeper]])===&lt;br /&gt;
Turn on highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a legendary bookkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a bookkeeper anyway!&lt;br /&gt;
*Totally safe; a bookkeeper spends basically all his discretionary time snug in his office.&lt;br /&gt;
*Trains outrageously fast; if the office is very close to [[food]], [[beds]], and [[drink]], a bookkeeper can be legendary or close to it in a mere season.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
&lt;br /&gt;
===Gulag ([[miner]])===&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[iron]], or, if you are really living large, [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of [[speardwarf|speardwarves]], who have a habit of losing their weapons in an enemy, or [[marksdwarf|marksdwarves]], who are forced to use the [[hammerdwarf]] skill in melee, which they may not even have. &lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[bowyer]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[crossbows]] are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper.&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
&lt;br /&gt;
===Renovation ([[stone detailing]])===&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass [[stone detailing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  [[food]], [[beds]] or [[drink]]. Just turn on [[stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many [[immigrants]].&lt;br /&gt;
*Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]] or a [[river]].&lt;br /&gt;
&lt;br /&gt;
===Sweatshop ([[mason]])===&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]] or a [[magma glass furnace]] to train [[mechanic]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[carpenter]] skill, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs.  Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*The gym is the best way to train large amounts of dwarves, though it is relatively slow compared to other methods.&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship is very fast, but only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
&lt;br /&gt;
Note that the gym, artillery training, and internship don't take away [[strange mood]] potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
==Army corps of engineers==&lt;br /&gt;
Your actual soldiers are obviously only one facet to your military preparation.  [[defense|defensive]] structures like [[fortification]]s, [[moat]]s, and above-ground bunkers need civilian support.  Further, [[siege engine]]s can only be crewed by civilians, which complicates things somewhat.&lt;br /&gt;
&lt;br /&gt;
The incredible amount of effort required to complete full defensive preparations on many maps (even building a single-floor above ground bunker can take multiple seasons of full-time effort) means that the military can benefit greatly from having a corps of dwarves to support the development full time.&lt;br /&gt;
&lt;br /&gt;
Organizing a corps of engineers requires extra effort and planning on your part, but pays off big later on.  Corps engineers become incredibly useful and will produce superior, happiness-inducing structures and items even after their chief issues are done.  Also, since their highest [[strange mood]] eligible skill tends to be [[masonry]], it improves your chances of getting a legendary [[mason]], which is always a treat.&lt;br /&gt;
&lt;br /&gt;
===Organizing===&lt;br /&gt;
The bread and butter skills of the engineer corps are [[mechanics]], [[masonry]], [[architecture]], and, optionally, [[siege operating]].  Candidates really don't need any prior skills, but if you can throw some immigrants that come with one of these skills already, awesome.  Note, however, that in its infancy, the engineer corps is going to be producing fairly little, so you should not use any dwarves who are fairly important.  Assign [[potash maker]]s, [[soaper]]s, and the like instead.  Miners that have run out of digging work and are suddenly idle are also good candidates.  You may wish to swap [[masonry]] with [[carpentry]] if you are doing a challenge where your structures are chiefly made out of wood, but the gist of it is the same.&lt;br /&gt;
&lt;br /&gt;
A suitable number of engineer corps members is 5 to 6 for most fortresses.  As a rule of thumb, it's most productive to keep the Engineer Corps at about 7-10% of your population, rounded down.  This might seem like a lot when you have the [[fortress guard]] demanding 10%, the [[royal guard]] demanding another 5%, plus what dwarves you have committed to reserves programs or in the regular army.  Remember, though, that engineer corps members are civilians and can be pulled away from their normal work for large hauling tasks when the need arises; you will not feel many downsides to occupying them.&lt;br /&gt;
&lt;br /&gt;
After you've decided who you want in the engineer corps, it's suggested that you give them a custom rank.  They behave so much like normal civilians that it's hard to keep track of them if you don't.  Don't use &amp;quot;Engineer&amp;quot;, because that can be a dwarf's auto-rank. Some suggestions for custom ranks are &amp;quot;ROTC,&amp;quot; &amp;quot;Reserves,&amp;quot; and &amp;quot;Multiple.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After your main fortress is mined out and things are relatively settled, build some [[mason's workshop]]s for the corps to work out of.  Build as many as you have corps engineer members, to make sure that everyone is guaranteed to have work, and do it in areas that are suffused with stone, preferably in low-traffic areas, but be careful about [[noise]].  Corps workshops are extremely noisy, so don't build them too close to bedrooms.  A good place to start is near your stockpiles, because stone in your stockpiles interferes with the items you can put there.&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
After the corps' workshops are set up, we'll need to change the workshop profiles to make sure the regular masons don't use them.  You can do this one of two ways:&amp;lt;br&amp;gt;&lt;br /&gt;
*Go down the Allowed Users list and enable each of the engineer corps' members individually.  Tedious, but very effective.  Also allows you to stick with the same engineer corps for a long time.&amp;lt;br&amp;gt;&lt;br /&gt;
*Lower the max skill threshhold to &amp;quot;Proficient&amp;quot;.  Useful if you're more interested in training [[mason]]s than keeping a static engineer corps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, set the corps' workshops to produce stone blocks.  Put it on repeat.  Keep it there.  This is going to be the corps' only job for it's few seasons, to train up masonry.&lt;br /&gt;
&lt;br /&gt;
'''Why are we building blocks?:''' A couple of reasons.&amp;lt;br&amp;gt;&lt;br /&gt;
* 1) Blocks have no quality modifier.  That means that your dabbling mason engineer corps members are producing blocks every bit as good as your legendary masons.&amp;lt;br&amp;gt;&lt;br /&gt;
* 2) Blocks can be used in building constructions.  What was the Corps' first job?  Building, of course!&amp;lt;br&amp;gt;&lt;br /&gt;
* 3) Blocks make higher-value constructions than normal stone.  Constructions made out of stone will become &amp;quot;Rough (rock) (construction)&amp;quot;, while block constructions will eliminate the rough modifier and contribute more to the fortress's wealth.&amp;lt;br&amp;gt;&lt;br /&gt;
* 4) Blocks can be organized into bins or simply left in the workshop, reducing stone clutter.  This is important for planning stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
* 5) Blocks make it easier to budget stone for constructions, so you can see if you're running low on material or using more than you expected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All along the training process, you should, of course, be building constructions as needed.  Greenhouse floors and basic walls are extremely important and should not be delayed.  This just provides a nice blueprint to making an effective engineer corps.&lt;br /&gt;
&lt;br /&gt;
After you're satisfied with where the masons are (no-tag is a good place to be), move on to training mechanics.  Shut down the [[mason's workshop]]s and build [[mechanic's workshop]]s right next to them.  Start churning out mechanisms.  After you've got a decent handful, you may decide to build experience by building and deconstructing levers, or linking them all a door.  Don't go too overboard with training mechanics.  Again, no-tag is a good place to be.  Mechanics are not used enough to warrant going all out.&lt;br /&gt;
&lt;br /&gt;
After you're done with mechanics, switch to architecture.  The easiest way to do this is to build a bunch of supports around the mason's workshops (16 total).  Use the blocks you've been producing.  After they're done, tear them down to reclaim the block, then put them back up again.  This trains both architecture and masonry, giving you more net experience, but stagnating block production.  Further, as long as architecture is not enabled on your regular masons, they will not interfere with the training.  Architecture is useful, because dwarves trained in it will erect buildings faster, and seeing them will cause happy thoughts.  Factor in how easy it is to train up and it's a no-brainer.  Of course, feel free to stop this at any time to attend to more urgent matters.&lt;br /&gt;
&lt;br /&gt;
After the architecture is at proficient or so, you can, at your discretion, enable the [[siege operating]] labor to train the engineer corps in the use of artillery.  This is mainly to give them an actual military use, and since cross-training them like this reduces the military's overall impact on your society.  If you've got enough dwarves to make a separate artillery corps, go right ahead.&lt;br /&gt;
&lt;br /&gt;
===The payoff===&lt;br /&gt;
After the training starts taking hold, you will have a cadre of proficient building designers, proficient masons, skilled mechanics, and (optionally) proficient siege operators.  This can happen in as little as 3 years of training.  You can (and should!) continue to train them until they are legendary in all of these, but that is very long term.  In the shorter, 3 year term, you have a rock-solid foundation to react to any construction demand with speed, efficiency, and awesome quality.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=613</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=613"/>
		<updated>2009-01-31T22:55:16Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: Latest Version?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The &amp;quot;Bedroom Design&amp;quot; page is broken ==&lt;br /&gt;
&lt;br /&gt;
When trying to load the page I get this error:&lt;br /&gt;
&lt;br /&gt;
Fatal error: Maximum execution time of 30 seconds exceeded in /home/virtual/site152/fst/var/www/html/dwarf/includes/Parser.php on line 2717&lt;br /&gt;
&lt;br /&gt;
It's been this way for a couple days at least. The rest of the wiki works fine. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Phillstac3|Phillstac3]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The culprit was too much QD, which caused the page to load too slowly. The wiki gave up when it didnt load fast enough. I have the culprit for now, but I have idea for a more permanent solution. [[User:VengefulDonut|VengefulDonut]] 08:28, 15 August 2008 (EDT)&lt;br /&gt;
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== &amp;quot;new version&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
ShunterAlhena changed &amp;quot;new version&amp;quot; to &amp;quot;new (3D) version&amp;quot; to &amp;quot;3D version&amp;quot;.  I changed this to &amp;quot;Z-axis version&amp;quot;, to reduce newbie confusion (thinking there's a fully-3D graphical version could be disappointing) but now I'm starting to wonder if maybe &amp;quot;new version&amp;quot; would be best after all.  As far as I can tell, &amp;quot;new version&amp;quot; doesn't just mean all of the versions since the October 2007 release, but rather the ''latest'' version.&amp;lt;br&amp;gt;&lt;br /&gt;
That said, that's what I'll tweak it to. --[[User:JT|JT]] 19:47, 29 July 2008 (EDT)&lt;br /&gt;
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:IMO if the phrase &amp;quot;new version&amp;quot; is being used to refer to the &amp;quot;Z-axis version&amp;quot; of the game, then it isn't really clear enough. With Toady's regular updates, talking just about &amp;quot;new versions&amp;quot; is a little too ambiguous. How about the phrases &amp;quot;multi-level version&amp;quot; or &amp;quot;multi-floor version&amp;quot;? Either of those would be clearer I think. &amp;quot;Z-axis version&amp;quot; is also good for me. (This is my first suggestion/edit on a Wiki, so I hope it turns out ok!) --[[User:Saiph|Saiph]] 07:59, 28 November 2008 (EST)&lt;br /&gt;
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:: You're correct about it being ambiguous. Your suggestion is ok (and welcome to the Wiki! :-)), but I don't think the notice box is still needed. Its purpose was to keep people from just copying over old material from the archived wiki to fill gaps in this one, but that's not really a danger anymore, so I just removed it and moved the release date down to the download link. &amp;amp;mdash; [[User:Alya|Alya]] 10:40, 28 November 2008 (EST)&lt;br /&gt;
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== Offline Version? ==&lt;br /&gt;
&lt;br /&gt;
Is there an offline version of DwarfFortressWiki (ala [http://static.wikipedia.org/ Wikipedia])?  I'm going to be doing some traveling, and would like to use this resource when I don't have internet access :) --[[User:Sim9]], unsigned&lt;br /&gt;
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:I know that obtaining one is possible. --[[User:Savok|Savok]] 23:31, 6 June 2008 (EDT)&lt;br /&gt;
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:I was told that a torrent was circulating on 4chan and other places but I don't know anything else about it. --[[User:Senso|Senso]] 12:46, 7 June 2008 (EDT)&lt;br /&gt;
:Go to [[Special:Export]] then go to [[Special:Allpages]] in another window/tab. Make a copy of every article's name. Paste it into the export page and click export. Now its just a matter of finding a way to parse the xml file you get.&lt;br /&gt;
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:I now have an offline copy.  I can post it if anyone is interested in a copy :) --[[User:Sim9|Sim9]] 22:57, 8 June 2008 (EDT)&lt;br /&gt;
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:: Just found this: [http://www.wikitaxi.org/delphi/doku.php/products/wikitaxi/index WikiTaxi]. It took me a while to find a suitable program for viewing Wiki XML dumps, so I thought I'd save some others the time. By 'suitable', I mean easy to use and without requiring a lot of extras before it will work (most I found require you to set up a server with a MySQL database and apache - I already meet those requirements on my desktop, but that almost defeats the purpose of downloading the wiki in the first place). This one however is completely portable - I can have it on external storage and use it on any computer I find myself needing to. --[[User:Tyranic-Moron|Tyranic-Moron]] 13:57, 15 June 2008 (EDT)&lt;br /&gt;
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== Coincidence? ==&lt;br /&gt;
&lt;br /&gt;
I got a quote that said:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
--Savok&amp;lt;br&amp;gt;&lt;br /&gt;
right after creating this account... Is this a coincidence or a command?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Peewee|Peewee]] 20:02, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Coincidence. That's the end of a newbie-welcoming template that someone found funny enough to put in the [[Main Page/Quote|Quote list]], which delivers randomized quotes to the main page. --[[User:Savok|Savok]] 22:49, 31 May 2008 (EDT)&lt;br /&gt;
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::Both coincidence AND command. [[User:VengefulDonut|VengefulDonut]] 11:41, 1 June 2008 (EDT)&lt;br /&gt;
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== Russian Interwiki == &lt;br /&gt;
&lt;br /&gt;
I've made a deal with the admin of the Russian wiki, we can both link to each other. So if you know Russian, you're welcome to add links to the bottom of pages to their equivalent Russian pages.&lt;br /&gt;
For example, on the [[Carp]] page, I have added &amp;amp;#91;&amp;amp;#91;ru:Карп&amp;amp;#93;&amp;amp;#93; - so there is now a link to its Russian counterpart in the left-side navigation bar, under the &amp;quot;In other languages&amp;quot; header. --[[User:Senso|Senso]] 13:37, 2 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like the other wiki may be down/broken. I don't have a suggested action though.  -- [[User:Vaevictus|Vaevictus]] 13:33, 3 June 2008 (EDT)&lt;br /&gt;
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::I have made new russian wiki. URL: http://www.dfwk.ru. I do translation now. -- [[User:igoreklim|igoreklim]] 22:15, 13 August 2008 (EDT)&lt;br /&gt;
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== Many Laughs ==&lt;br /&gt;
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Congrats to whomever made the april's fool's day changes. [[User:Yvain|Yvain]] 04:34, 1 April 2008 (EDT)&lt;br /&gt;
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:Agreed. I didn't think of doing anything myself so kudos for going in. Nobody changes it for the whole day, I'll revert any reverts. :) --[[User:Senso|Senso]] 08:56, 1 April 2008 (EDT)&lt;br /&gt;
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== Navigation on bottom ==&lt;br /&gt;
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Since recently (2 or 3 days) the navigation and search box are at the very bottom of every page (opera user). Can someone please fix this? --[[User:Koltom|Koltom]] 07:38, 21 March 2008 (EDT)&lt;br /&gt;
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:It's at the bottom of the page for me too, and I'm using Firefox. [[User:Klada|Klada]] 11:43, 21 March 2008 (EDT)&lt;br /&gt;
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::Confirm this is happening for me as well, Firefox 2.0.0.12 ubuntu 7.04. --[[User:Nunix|Nunix]] 14:56, 21 March 2008 (EDT)&lt;br /&gt;
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:::For what it's worth, ditto, and FF 2.0.0.12 Windows XP Home Edition Version 2002 Service Pack 2. --[[User:Savok|Savok]] 15:07, 21 March 2008 (EDT)&lt;br /&gt;
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::::Hah! Sorry, meant Senso. XD Good to have another confirmation regardless. Anyway, I went ahead and emailed him. It's weird how it just cropped up all of a sudden, hopefully something easily fixed. --[[User:Nunix|Nunix]] 02:00, 22 March 2008 (EDT)&lt;br /&gt;
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:It should be back to normal now, sorry for that. --[[User:Senso|Senso]] 11:54, 22 March 2008 (EDT)&lt;br /&gt;
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::No worries, looks good here. Thanks! --[[User:Nunix|Nunix]] 17:54, 22 March 2008 (EDT)&lt;br /&gt;
::: *[[User:Koltom|Koltom]] jumps up and rejoices*&lt;br /&gt;
:::: &amp;quot;[[User:Koltom|Koltom]] was pleased to have a mandate deadline met lately.&amp;quot;?  --[[User:FunnyMan|FunnyMan]] 06:13, 27 March 2008 (EDT)&lt;br /&gt;
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== &amp;quot;American&amp;quot; English or Rest-Of-The-World English? ==&lt;br /&gt;
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Just a minor question, while spell-checking articles, I've encountered a few discrepancies between the two, but I usually see the &amp;quot;rest of the world English&amp;quot; more. So what's the official rule here, assuming we're going for a constant? --[[User:Snoob|Snoob]] 08:40, 7 March 2008 (EST)&lt;br /&gt;
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:Haha. You don't sound biased at all ;). I figure we can go one of two routes. We can either claim that DF is an american topic, since it's being made in america by an american and the wiki is on an american domain&amp;amp;mdash;or we can say DF is an international topic since people from all over are funding Toady. If it's an international topic, we might as well follow the  [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style#National_varieties_of_English wikipedia manual of style]. Wikipedia has no preference over the variant used, but there should be consistency in each article. The first user who makes an edit which disambiguates the variety being used in the article is considered the first major contributor and all subsequent edits to that article should use the same type of english. If in doubt, we have history pages. I think the reason you see british english more often in the wiki is because we've had a few editors who in their extreme modesty decided british english is superior and changed several of the american english articles over. I've noticed this happening on a few occasions. (please dont do that). [[User:VengefulDonut|VengefulDonut]] 09:53, 7 March 2008 (EST)&lt;br /&gt;
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::I second sticking with the Wikipedia's Manual of Style for language.  And as a note, there isn't a &amp;quot;Rest of the World English.&amp;quot;  In fact, the language is documented to vary [http://en.wikipedia.org/wiki/Regional_accents_of_English_speakers|as much as the countries that speak it].&lt;br /&gt;
::So, how does the Namibian English variant sound to everyone?  At least then most of us are at an equal starting point!  :P  --[[User:TarrVetus|TarrVetus]] 11:25, 7 March 2008 (EST)&lt;br /&gt;
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:::I made a pretty bad assumption there, I suppose. I was trying to not sound biased, but I suppose I accidentally let it creep in somewhere. I'll just leave the variations to you guys and stick to cleaning up actual typos then. :P --[[User:Snoob|Snoob]] 11:37, 7 March 2008 (EST)&lt;br /&gt;
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::::Hehe.  I can sympathize, Snoob.  I've had this debate with myself in the past, though it was from the other side.  --[[User:TarrVetus|TarrVetus]] 13:17, 7 March 2008 (EST)&lt;br /&gt;
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:::::This is a late reply, but I am an American in China. Here, English is classified either as American English or British English, and American English is widely preferred even though British English is taught to beginning students. I wouldn't say calling it &amp;quot;rest-of-the-world English&amp;quot; is very accurate. I would venture that many countries in Latin America also prefer American English, but what do it know.--[[User:RustyMcloon|Rusty Mcloon]] 01:16, 17 May 2008 (EDT)&lt;br /&gt;
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== Version updates ==&lt;br /&gt;
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There's a new version out today, so the version number and release date need changing. Unfortunately I have absolutely no idea how to do this as they appear to use some kind of function instead of being typed in. Somebody with the know-how fancy making the change? --[[User:TangoThree|TangoThree]] 10:04, 24 February 2008 (EST)&lt;br /&gt;
:[[Template:current/version]]&lt;br /&gt;
:[[Template:current/lastupdate]]&lt;br /&gt;
:[[User:VengefulDonut|VengefulDonut]] 10:15, 24 February 2008 (EST)&lt;br /&gt;
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== Quote randomization ==&lt;br /&gt;
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VengefulDonut, if you want to randomize that for improved quality, you'll need to do it right: Many (most?) of the quotes in the quote archive are in an ARCHIVE: They are bad quotes never intended to be reused. Also, what do we do when we get new quotes? Do they get put in a database, not to be used till the RNG chooses? --[[User:Savok|Savok]] 20:11, 7 February 2008 (EST)&lt;br /&gt;
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:What would you like? [[User:VengefulDonut|VengefulDonut]] 20:36, 7 February 2008 (EST)&lt;br /&gt;
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::I suggest that one quote is permanant, and the other quote refresh everytime we visit the page. So far, I noticed that even if I refresh the page, the same quotes stay. --[[User:Eagle of Fire|Eagle of Fire]] 05:49, 8 February 2008 (EST)&lt;br /&gt;
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:::A new quote on the left, and a randomized archive quote on the right? As for the refesh: the template checks the time. --[[User:Jackard|Jackard]] 06:35, 8 February 2008 (EST)&lt;br /&gt;
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::::What is the tick? Every few minutes? --[[User:Eagle of Fire|Eagle of Fire]] 08:14, 8 February 2008 (EST)&lt;br /&gt;
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:::The template checks the time, but the time doesn't update because the server caches the page. It gets a new one whenever the server refreshes it; you can force this by editing the page or by clicking the preview button. Also, I could make it so that one of the quote boxes picks from the newest x quotes. [[User:VengefulDonut|VengefulDonut]] 10:43, 8 February 2008 (EST)&lt;br /&gt;
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::::Having a newer quote on the left and an archived one on the right sounds better than a permanent quote on either. PS. Might want to remove a few of them, like the 'palisade' quote. --[[User:Jackard|Jackard]] 11:47, 8 February 2008 (EST)&lt;br /&gt;
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:::::The goal of the quote archive was to archive every single quote which ever got to the main page. If you want to thin out only the best quotes, I suggest you use a separate database for that. Even then, how &amp;quot;good&amp;quot; is a quote is very open to interpretation and taste. If I had to remove all the quotes I find bad or unfunny myself, I'd probably remove 80% of the present quotes in the archive. --[[User:Eagle of Fire|Eagle of Fire]] 18:46, 8 February 2008 (EST)&lt;br /&gt;
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::::::Ok. The right quotebox now chooses from the last 10 quotes instead of from among all of them. If anyone feels like they want to prune out or fiddle with quotes, go for it. I think what I've set up should be pretty straightforward, but if you have questions I'll be glad to answer them. [[User:VengefulDonut|VengefulDonut]] 20:11, 8 February 2008 (EST)&lt;br /&gt;
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:::I added two new quotes (40, and 41), but only 40 is showing up at the moment, am I doing something wrong? --[[User:Markavian|Markavian]] 10:10, 10 March 2008 (EDT)&lt;br /&gt;
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::::You did it exactly right. The left quote box randomly chooses between all quotes. The right quote box randomly chooses between the 10 newest. It will come up eventually. [[User:VengefulDonut|VengefulDonut]] 10:17, 10 March 2008 (EDT)&lt;br /&gt;
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:::If possible can we implement a check to insure that the left quote and the right quote are not in fact the same quote? I suppose it wouldn't be a big deal with a small quote, however when it is large, such as the 7 line one I ran into today appearing in both boxes, it makes the page seem a bit crowded and symmetrical. --[[User:Elvang|Elvang]] 14:51, 10 June 2008 (EDT)&lt;br /&gt;
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::::We could do that, but the probability of identical quotes is &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;⁄&amp;lt;sub&amp;gt;totalquotenumber&amp;lt;/sub&amp;gt;, so I don't think it's really needed. --[[User:Savok|Savok]]&lt;br /&gt;
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:::::And yet it still manages to happen. like at the time of this edit. --[[User:Zeta|Zeta]] 12:30, 19 January 2009 (EST)&lt;br /&gt;
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== Requesting installation of ParserFunctions extension ==&lt;br /&gt;
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It would be nice if the ParserFunctions[http://meta.wikimedia.org/wiki/Help:ParserFunctions] extension was installed (#if, #expr, etc).  It would be useful for having templates that exclude parts of it if no values are provided.  Note: I cannot find a place for requesting extensions --[[User:Aygar|Aygar]] 13:00, 21 January 2008 (EST)&lt;br /&gt;
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:ParserFunctions has been '''installed'''. I did a quick test and it works. Let me know if you run into problems. --[[User:Senso|Senso]] 11:54, 22 January 2008 (EST)&lt;br /&gt;
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== Translation ==&lt;br /&gt;
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I've got requests for either having a German wiki or Namespace. I'd like to have everybody's opinion on this. If you people think that having German (and maybe other languages eventually) translations on the main wiki is going to be annoying, tell me. I can also setup a new wiki on a subdomain (de.dwarffortresswiki.net for example). How would it be best organized? Should I use [http://www.mediawiki.org/wiki/Template:Languages LanguageTemplates]? Is there a need for other additional languages? --[[User:Senso|Senso]] 09:31, 17 January 2008 (EST)&lt;br /&gt;
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:Since Dwarf Fortress is only available in English, if you can play the game, you can also read the wiki. I really don't think a German (or any other language) wiki version is worth the effort.--[[User:Siliziumleben|Siliziumleben]] 14:22, 18 January 2008 (EST)&lt;br /&gt;
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::My oppinion also. This doesn't mean we should stop those enthusiam people though. --[[User:Eagle of Fire|Eagle of Fire]] 13:06, 17 January 2008 (EST)&lt;br /&gt;
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::There's a big difference between understanding a game interface and reading long and complex tutorials, descriptions, discussions etc. I know French people who play this game; they can understand the UI but they use the French wiki for reference. Also, if I decide to use a separate wiki/subdomain, this will be totally transparent to you. --[[User:Senso|Senso]] 16:40, 17 January 2008 (EST)&lt;br /&gt;
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:::My first language, the one I used since I'm born, is French. Yet, I way prefer this wiki over the french one. --[[User:Eagle of Fire|Eagle of Fire]] 10:06, 18 January 2008 (EST)&lt;br /&gt;
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::::I'm French too, you know. But when I offered to host a DF wiki, I didn't do it in French because I know English is widely used. But I'm still glad that someone else started a French wiki. --[[User:Senso|Senso]] 22:58, 20 January 2008 (EST)&lt;br /&gt;
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:::::I don't see what harm could come from hosting a German, Japanese, and Russian wiki. It's not like it will interfere with the English one. Also, as a student of languages, I would love to read equivalent articles in German and Japanese. --[[User:DDouble|DDouble]] 22:01, 17 February 2008 (EST)&lt;br /&gt;
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::::::I am german and while I can read english books like german ones, I have to agree that being able to use a UI and understanding the finer points in a tutorial etc. are two quite different things. I guess that if the bandwidth of the wiki is no burden on anyone, it could actually lead to an influx of new ideas and players, which is very important for a &amp;quot;community&amp;quot; game like DF. --[[User:Caiburn|Caiburn]] 20:44, 18 February 2008 (CET+1)&lt;br /&gt;
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Hello everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
I'm from Austria speaking and reading English very well, why should we not translate this wiki? If we are enough fellows we could do a good job. So give us a chance ;)&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Geri|Geri]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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----&lt;br /&gt;
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Like [[User:Eagle of Fire|EoF]] implied, a translated wiki is simply not nearly as up to date as the main one. If it was, we would have to rely on an active community of those fluent in English and the language of the translated wiki to keep the wikis coordinated. For this reason, I do not believe that we can successfully create a DFwiki in a different language with the resources that we have at the moment. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
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== Version of MediaWiki? ==&lt;br /&gt;
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Sorry if this is completely the wrong place, but does anybody know which version of MediaWiki these pages uses?&lt;br /&gt;
Maybe that information could be included in the page About DwarfFortressWiki? --[[User:Gauteamus|Gauteamus]] 17:00, 17 December 2007 (EST)&lt;br /&gt;
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:I think I found out. This page: [[Special:Version]] says the version is 1.10.1, which should mean that limited #for-loops are supported. I will delete these comments soonishly, but will let them stay for a while incase someone has comments --[[User:Gauteamus|Gauteamus]] 17:28, 17 December 2007 (EST)&lt;br /&gt;
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== Combat Logs? ==&lt;br /&gt;
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What about a section where people could post cool combat logs from adventurer mode. This would different from the &amp;quot;Stories&amp;quot; section, which is more prose. (This is 'cause I'd like to post the log of a battle I had with a particularly clumsy Giant, who slammed into a wall allowing me to stab him in the back of the head for the eventual win. Its no dragon-slaying tale, but I still think its good.) --[[User:Wahnsinniger|Wahnsinniger]] 11:59, 2 December 2007 (EST)&lt;br /&gt;
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== Humor? / Link to quote archive? ==&lt;br /&gt;
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Any thoughts about possibly linking [[Main Page/Quote Archive]] page somewhere on the main page? Its an orphan at the moment and is pretty funny and relevant. [[User:Vanan|Vanan]] 15:19, 13 November 2007 (EST)&lt;br /&gt;
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I'd like to be able to see that happen.  New people coming here might get overwhelmed if we don't amuse them with some good humor here and there.--[[User:AlBorland|AlBorland]] 13:42, 20 November 2007 (EST)&lt;br /&gt;
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:I second that. This second is adorned with hanging rings of Goshenite and menaces with spikes of Goshenite. - [[User:Laugurinn|Laugurinn]] 22:57, 13 April 2008 (EDT)&lt;br /&gt;
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Where does one stick new funny quotes? Namely, this:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;&amp;quot;Thikut Atheludib, Marksdwarf cancels shooting at Archery Range: Interrupted by Groundhog pup&amp;quot; - What brave soldiers I have&amp;quot; [[User:Juckto|Juckto]] 18:45, 10 December 2007 (EST)&lt;br /&gt;
:That's not exactly funny, but [[Main_Page/Quote]]. --[[User:GreyMario|GreyMario]] 00:43, 14 April 2008 (EDT)&lt;br /&gt;
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Just for the record, does anybody mind if I put a link to the [[Main Page/Quote Archive]] page on the front page? [[User:Shabang50|Shabang50]] 12:58, 30 September 2008 (EDT)&lt;br /&gt;
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:I say go for it. --[[User:Zeta|Zeta]] 22:27, 12 January 2009 (EST)&lt;br /&gt;
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== Demystify messages? ==&lt;br /&gt;
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Probably against the spirit of 'losing is fun', but how about a page that explains smoe of the more cryptic messages, such as; 'job item misplaced' and 'job item lost or destroyed'? [[User:Runspotrun|Runspotrun]] 16:43, 8 November 2007 (EST)&lt;br /&gt;
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Also, is there a suggestions pages? This probably isn't the best page to add ideas... [[User:Runspotrun|Runspotrun]] 16:44, 8 November 2007 (EST)&lt;br /&gt;
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== Importing old entries ==&lt;br /&gt;
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What's the stance on importing entries from the old wiki for stuff like general item stats? Most of them are still correct (or nearly so) and it would be nice not to have to switch between this and the old wiki any more. I can add a disclaimer to them stating I pulled them from the archives if that's appropriate. --[[User:Xazak|Xazak]] 15:07, 2 November 2007 (EDT)&lt;br /&gt;
:IMO (and I'm not admin or anything) it should be ok but only if you are 100% sure EVERYTHING is correct, and have verified it personally. I've edited at least one article someone copy-pasted with no changes that had old info in it so far and it makes me sad. --[[User:BurnedToast|BurnedToast]] 15:38, 2 November 2007 (EDT)&lt;br /&gt;
::Yes, I second this. Please be diligent if you are going to import old information. Even if you can't do it yourself, at least categorize it as needing verification so someone with the free time can. --[[User:EighenIndemnis|EighenIndemnis]] 15:37, 6 November 2007 (EST)&lt;br /&gt;
:You could use [[Template:Verify]] to indicate that something needs confirmation in the new version. --[[User:Senso|Senso]] 15:47, 6 November 2007 (EST)&lt;br /&gt;
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I have noticed an increase of pages in which only an old Wiki page is copied/pasted along with a warning that it was copied and thus may not be accurate. Is it just me or that's ''exactly'' what we didn't want to happen, and one of the reasons we started fresh with the new Wiki to begin with? --[[User:Eagle of Fire|Eagle of Fire]] 01:45, 9 November 2007 (EST)&lt;br /&gt;
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== Basic Format ==&lt;br /&gt;
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I think the [[Farming]] page is a good format for most of the key pages, perhaps the structure from the archive should be followed. --[[User:Infinity|Infinity]] 05:56, 31 October 2007 (EDT)&lt;br /&gt;
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:Agreed, I've tried to copy this style on several pages, e.g. [[Gear Assembly]]. --[[User:Markavian|Markavian]] 23:30, 31 October 2007 (EDT)&lt;br /&gt;
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I would like to add a request for a 'build tree' of sorts.  It would, for example, make figuring out how to get iron bars a whole lot less frustrating. --[[User:Dogcow|Dogcow]] 17:18, 1 November 2007 (EDT)&lt;br /&gt;
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:Hello, I've added a whole page on the various metals you can make now.  This is my first time editing a wiki so feel free to make corrections for me if you want, just leave me a message on the page letting me know where I went wrong.  Also, since some Alloys involve smelting 3 bars of metal now, I have included a new template called Alloy3 to display these.  I'm not sure on the colors though so have at it where I'm off :)  --[[User:Chthon|Chthon]] 11:33, 3 November 2007 (EDT)&lt;br /&gt;
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:Would like to second the build-tree suggestion.  New player here, and I use the wiki to reference items I require but do not know how to build.  I may be a bit slow, but it took me half a year to figure out I needed a Weaponsmith to make new Iron Picks.  The wiki page only mentions the Metalsmith's Forge, and it never occurred to me that Weaponsmiths use the same workshop, since a pick is physically both wood and iron.  Having a description that says exactly what is needed to create an item would be very useful for new players.  --[[User:T.D.|tuxdelux]] 15:15, 8 October 2008 (EDT)&lt;br /&gt;
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::A pick is actually all iron, at the moment, no wood to it. I expect that Toady will eventually get to redoing that whole system, but I doubt that he'll touch it until then. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
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== Change guide? ==&lt;br /&gt;
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Was just thinking, perhaps one of the links (or sections) on the main page should be a guide to the major changes between last version and this one.  Yes, a TON of stuff has changed, but a lot also has not, and a lot of the core concepts are the same... so I would imagine many of us who have played the previous version(s) would love a section where we can see a list of new basics we have to learn, along with links to those things' individual pages... like, z-axis (obviously), mechanisms, fluid dynamics, nobles, elevation/slope, farming... you get the idea.  --[[User:Cliffjeff|Cliffjeff]] 11:43, 30 October 2007 (EDT)&lt;br /&gt;
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:Yea, I'm thinking not. Isn't the whole point of DF finding things out on your own? &amp;quot;Losing is Fun&amp;quot; and all that. Ok, so if we summarized all the changes, and someone (like me) didn't want to know we could not just not look at it right? What can I say? I'M WEAK! If we summarize the changes I will CONSUME it! (I'm only here because I still have another 6 hours of work before I can go home and try it!)&lt;br /&gt;
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::Meanwhile, I'm lazy and stubborn and would love a consolidated list of only new things I need to know =p and I'm also trapped at work and unable to mess around in the game :( but if the whole point was finding out things on your own, why would we have a wiki? ;p --[[User:Cliffjeff|Cliffjeff]] 15:58, 30 October 2007 (EDT)&lt;br /&gt;
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:::I agree, I think the change guide is a good idea, and it would also help us direct our attention at the articles that are likely to need the most work. --[[User:Peristarkawan|Peristarkawan]] 16:01, 30 October 2007 (EDT)&lt;br /&gt;
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::::It ought not to be very hard to generate a basic change guide based on the official change notes, and then update it as the details are discovered.  --[[User:Bobson|Bobson]] 16:26, 30 October 2007 (EDT)&lt;br /&gt;
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:::A change guide 'page' might be useful pointing out major differences but I think the style of the wiki should be aimed at new users who know nothing of previous versions. I think we should not compare old/vs new as a rule, but if necessary we should include comparisons at the bottom of a page as apposed to the main article. That is how I am writing my edits. --[[User:Markavian|Markavian]] 23:26, 31 October 2007 (EDT)&lt;br /&gt;
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::The thing is, the whole idea of the wiki kind of goes against 'finding things out on your own'.  If you want to be completely surprised by a game, don't read a wiki specifically intended to reveal all the details about it...  sure, we do put warnings on the most spoily stuff, but at the end of the day this is a Wiki intended to document everything about Dwarf Fortress, so just about every page is going to be a spoiler to some degree. --[[User:Aquillion|Aquillion]] 03:12, 9 May 2008 (EDT)&lt;br /&gt;
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:To add my take on this subject... I think that this is a gigantic game, in some ways more complex then any of the Elder Scrolls game. I mean, in the ES games, you have weapons, armor and others... In this game you have an exceptionally large number of items of many different types and purposes... It's very difficult for newbies to fathom exactly what an item is used for. Without this Wiki, I think a lot of people would struggle with this game. [[User:AlexFili|AlexFili]] 05:59, 9 May 2008 (EDT)&lt;br /&gt;
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:Although this is a bit late, Toady does summarize version changes in a text file in the game's main folder. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
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== Possible bugs ==&lt;br /&gt;
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Hi, this is my first time writing to any wiki.&lt;br /&gt;
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I am writing about possible bugs. I have seen, that some sections of this wiki contain information about bugs. I think I have found one, but don't where to put it, or whether it is already here. I am also sorry, if this isn't the right place. If so, please delete this entry.&lt;br /&gt;
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Anyway, if your furniture stockpile isn't big enough, and you try to put furniture into a specific room,it is sometimes possible, that that furniture won't be put. Instead, it will be blinking forever. You can change it functioning (make bedroom, throne room...) but to be honest, I don't know if this item is actually there, or not.&lt;br /&gt;
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== alternate site???? ==&lt;br /&gt;
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there appears to be a very similar site at &lt;br /&gt;
http://dwarf.lendemaindeveille.com/index.php/Immigration&lt;br /&gt;
(not just that adress)&lt;br /&gt;
what is the diffrence???&lt;br /&gt;
&lt;br /&gt;
That's the address which was originally used for the site, before Senso registered a separate domain for it (dwarffortresswiki.net). Both domains are valid and point to the same content, so they're interchangeable. --[[User:Janus|Janus]] 20:59, 21 August 2008 (EDT)&lt;br /&gt;
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== Shutting down the archive ==&lt;br /&gt;
&lt;br /&gt;
In about two weeks, I will shutdown the read-only archive (http://archive.dwarffortresswiki.net) as I believe we've been using the current versions long enough. I'm also looking at ways to reduce the server load, disk space used and bandwidth consumed. So there. If articles were not ported to the current wiki, please do ASAP. If you have objections, please speak now. --[[User:Senso|Senso]] 12:33, 9 October 2008 (EDT)&lt;br /&gt;
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:Regarding outright deletion: I'd prefer you didn't.  Is there at least a way to preseve it in some downloadable format?  The old version of the game was interesting in its intrinsic danger, and besides that, I have a succession game using that version.  I think a downloadble, locally-running copy would be a good idea.--[[User:Dadamh|Dadamh]] 13:19, 11 October 2008 (EDT)&lt;br /&gt;
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::Mediawiki allows for database dumps to be made. Any chance you could do this? I am interested in this content. See http://www.mediawiki.org/wiki/Manual:Backing_up_a_wiki - you'd just follow the procedures for an xml dump and make the resulting files available for a limited time. [[User:Random832|Random832]] 17:14, 20 October 2008 (EDT)&lt;br /&gt;
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== PSA ==&lt;br /&gt;
&lt;br /&gt;
While the intention is great, the main page isn't the place to post it.&lt;br /&gt;
It should be added to the editing/creating dialog, probably so that it appears under any previews, and above the actual editing box. --[[User:N9103|Edward]] 16:53, 20 October 2008 (EDT)&lt;br /&gt;
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:Gladly - just tell me how to do it without the required permissions. --[[User:GreyMario|GreyMaria]] 19:50, 20 October 2008 (EDT)&lt;br /&gt;
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::It was my intention that you would bring it up to Senso to do it. --[[User:N9103|Edward]] 22:35, 20 October 2008 (EDT)&lt;br /&gt;
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:::Agreed, putting editing pet peeves at the top of the main page is overkill.  Ask Senso to make the changes Edward suggests.--[[User:Maximus|Maximus]] 01:34, 21 October 2008 (EDT)&lt;br /&gt;
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:Frankly, I think it's important enough, and unknown enough, that it should stay on the front page. -- [[User:RomeoFalling|RomeoFalling]] 20:58, 20 October 2008 (EDT)&lt;br /&gt;
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::If it does stay on the main page, professionalize it a bit more and remove the sigs. My vote's for taking it down anyways. I almost hit revert as a &amp;quot;knee-jerk response to vandalism&amp;quot;. The main page article is not a place to air your grievances about how people edit. --[[User:Rkyeun|Rkyeun]] 06:02, 21 October 2008 (EDT)&lt;br /&gt;
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:::If it could be moved to the Editing/Creating page, then I wouldn't object to moving it off the main page. But I'm on several wikis, and not one of them lists the sign-off info anywhere that's easy or intuitive to discover. [[User:RomeoFalling|RomeoFalling]] 20:06, 21 October 2008 (EDT)&lt;br /&gt;
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::::It can be, it just needs edit permissions on the host. While it looks a tad better now (thanks RF), it's still entirely out of place. --[[User:N9103|Edward]] 20:34, 21 October 2008 (EDT)&lt;br /&gt;
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::::This is a very jarring thing to see on the main page. It is completely out of place and affects the first impression people get when they see the wiki. It just makes us look bad. Put the issue on Senso's talk page and he is likely to add it to the editing dialog, but it should be taken down first. [[User:VengefulDonut|VengefulDonut]] 09:34, 22 October 2008 (EDT)&lt;br /&gt;
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::::I have removed the PSA under the premise that changes to the main page are wrong until proven right, rather than the other way around. We can return it after agreement has been reached regarding its presence. [[User:VengefulDonut|VengefulDonut]] 23:44, 22 October 2008 (EDT)&lt;br /&gt;
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:I'll mess with the code today and include such a warning directly on the Editing template. I'm also tired of people not using signatures. --[[User:Senso|Senso]] 15:59, 23 October 2008 (EDT)&lt;br /&gt;
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There may be a page in the MediaWiki namespace that can be used. [[Mediawiki:Edittools]] will add text _after_ the edit box; I don't know about before. I know Wikipedia has a feature for that but I think it's an extension. [[User:Random832|Random832]] 08:41, 28 October 2008 (EDT)&lt;br /&gt;
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Huh. after going through the source code I can now say there is NOT one - there's ones for all kinds of special cases (creating a page, recreating a deleted page, editing a protected page as an admin, editing a Mediawiki: page as an admin) but not one to just always show. Nevermind, then [[User:Random832|Random832]] 08:54, 28 October 2008 (EDT)&lt;br /&gt;
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:I don't even see a huge problem with people not signing their posts, anyway.  If a person only makes one or two posts, knowing their &amp;quot;name&amp;quot; isn't important.  People who intend to stick around should be [[template:newbie|clued in]].--[[User:Maximus|Maximus]] 15:39, 28 October 2008 (EDT)&lt;br /&gt;
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== Lets Download Dwarf Fortress! ==&lt;br /&gt;
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Well you can't, and that's the issue. Are there any plans on changing the main page's link to a mirror? Since this wiki comes in second on Google only to the official Bay 12 homepage, it'd make sense for there to be a working download for potential players. [[User:Raithah|Raithah]] 01:05, 24 October 2008 (EDT)&lt;br /&gt;
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: I added the links for mirrors 2-4 to the downtime notice.  &amp;quot;Mirror&amp;quot; 1 is B12G itself. - [[User:FunnyMan|FunnyMan]] 01:15, 24 October 2008 (EDT)&lt;br /&gt;
::Per my PM to FunnyMan, is there a mirror link available for the Mac version? These are just the Windows version. [[User:23skidoo|23skidoo]] 21:35, 25 October 2008 (EDT)&lt;br /&gt;
::Though for obvious reasons I am unable to vouch for it's integrity (ie. infected by virus, spyware, etc.), [http://mac.softpedia.com/get/Games/Dwarf-Fortress.shtml|Softpedia] has a mirror of the most recent version, OS X edition. [[User:Raithah|Raithah]] 00:33, 26 October 2008 (EDT)&lt;br /&gt;
:::The download link is just the Bay12 site again, which is down, however Funnyman has just added a Mac download mirror link to the main page. [[User:23skidoo|23skidoo]] 16:26, 26 October 2008 (EDT)&lt;br /&gt;
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== ETA? ==&lt;br /&gt;
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I miss Bay 12 Games! Does anyone have any idea when we should be getting it back? I just want to know if I should stop constantly clicking my bookmark and sit back and wait for a few weeks. --[[User:Zoodle|Zoodle]] 16:23, 26 October 2008 (EDT)&lt;br /&gt;
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: I think it's safe to say that since we can't make donations to Toady while the site's down, it'll be back up pretty soon. --[[User:Fossaman|Fossaman]] 13:58, 27 October 2008 (PDT)&lt;br /&gt;
::You can make donations: if you go to an archived version of the page, the paypal buttons still work since paypal didn't crash. According to Toady on at least two occasions, the site was supposed to be back up today (monday). But that doesn't seem to be happening. It should happen soon, though. --[[User:Penguinofhonor|Penguinofhonor]] 22:23, 27 October 2008 (EDT)&lt;br /&gt;
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::Looks like the main site just came back up. The forums are still not back up yet, though I imagine they will be within the next few hours. --[[User:Janus|Janus]] 08:32, 28 October 2008 (EDT)&lt;br /&gt;
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::You'll be pleased to know that the forums are now back up as well, and seem to be functioning normally. [[User:Ryo|Ryo]] 13:00, 29 October 2008 (EDT)&lt;br /&gt;
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::So Random### decided to say that the forums are '''not''' up. Last I checked, being able to reach the &amp;quot;you are banned&amp;quot; screen means the forums are back up. --[[User:GreyMario|GreyMaria]] 14:16, 29 October 2008 (EDT)&lt;br /&gt;
...huh? (way to insult me behind my back btw - if you have something to say, next time say it on [[user talk:random832|my talk page]]) - anyway, it was a DNS problem, and the page I did see was a PHP error message, NOT a forum software &amp;quot;you are banned&amp;quot; messages. [[User:Random832|Random832]] 16:35, 10 November 2008 (EST)&lt;br /&gt;
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== Forums? ==&lt;br /&gt;
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A short time ago but after the forums crashed I got a pair of PMs claiming to be from the bay12games forum.&lt;br /&gt;
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Are these forums up somewhere, or how would I explain those PMs? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Sukasa|Sukasa]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:Last I checked, the b12g forums were actually back up and linked to from the bay12games site. &amp;lt;_&amp;lt; --[[User:GreyMario|GreyMaria]] 23:47, 20 November 2008 (EST)&lt;br /&gt;
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::Nope, when I go to /forum/ I just get a mostly-empty directory view --[[User:Sukasa|Sukasa]] 09:14, 21 November 2008 (EST)&lt;br /&gt;
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DNS problems. See instructions at http://www.dwarffortresswiki.net/index.php?title=Main_Page&amp;amp;oldid=34213 . [[User:Random832|Random832]] 11:57, 21 November 2008 (EST)&lt;br /&gt;
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:Not helpful- I've already flushed my DNS several times, used ''different'' DNS's, and tried that fix- I'm still getting the 'empty' forum folder.  And according to cmd&amp;gt;ping, the DNS addresses are already correct.&lt;br /&gt;
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::Strange. Try going specifically to http://www.bay12games.com/forum/index.php. --[[User:Janus|Janus]] 22:21, 21 November 2008 (EST)&lt;br /&gt;
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:::404, actually --[[User:Sukasa|Sukasa]] 01:03, 22 November 2008 (EST)&lt;br /&gt;
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::::OK then, what IP address is it indicating when you ping the server (which you mentioned above)? The new, current IP (which I double checked) for bay12games.com is 216.97.239.212. --[[User:Janus|Janus]] 03:59, 22 November 2008 (EST)&lt;br /&gt;
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::::That -is- the IP ._.  In fact, that`s been the IP for months.&lt;br /&gt;
::::That said, manually going to http://216.97.239.212/forum/ worked, but trying to click -anything- redirects me to a 404 on bay12games.com/forum/.  About the only other thing I can see is that I'm getting wwwRedirect in the GET string.&lt;br /&gt;
:::: Hm, found what may be the issue.  Despite having flushed/registered the DNS a week or so ago, my DNS records still have the wrong IP in for bay12games.  Confusing as all get-out, since /dwarves/dev_now.html works fine for me. {{unsigned|Sukasa}}&lt;br /&gt;
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:::::The ping command should resolve DNS entries exactly the same as your browser would, so that was why I was asking (i.e. &amp;quot;ping bay12games.com&amp;quot; should resolve to 216.97.239.212). Glad you've got it nailed down as a DNS issue though. --[[User:Janus|Janus]] 19:25, 22 November 2008 (EST)&lt;br /&gt;
:::::Uh, by the way: do you access the internet through a router? Sometimes they can muck things up, and in fact I've seen one cause problems by caching DNS entries. Fixing such a problem would vary from one router to the next, though. --[[User:Janus|Janus]] 19:34, 22 November 2008 (EST)&lt;br /&gt;
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:::::It's a Linksys Router, yes.  It's definitely not the router and instead my internal cache, since the problem persists even when I bring my laptop to work or to University. --[[User:Sukasa|Sukasa]] 23:53, 22 November 2008 (EST)&lt;br /&gt;
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:::::Firefox also maintains its own cache, IIRC. [[User:Random832|Random832]] 11:13, 24 November 2008 (EST)&lt;br /&gt;
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:::::Nah, I use Chrome.  Anyways, managed to fix it, thanks for the help --[[User:Sukasa|Sukasa]] 16:51, 25 November 2008 (EST)&lt;br /&gt;
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== Notice box at the top of Main Page ==&lt;br /&gt;
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As we can see from the edit history, [[User:Alya|Alya]] states that &amp;quot;it was intended to ensure information from the old wiki didn't just get copied over; it isn't really needed anymore, especially that prominently.&amp;quot; [[User:N9103|Edward]] replies, &amp;quot;Versions still update regularly, and accuracy should always be a priority.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Right under &amp;quot;Download Dwarf Fortress&amp;quot; is emblazoned the same text as the notice box except for a reminder to ensure that info is accurate for the ''latest'' version. I'm inclined to think that the sort that wouldn't do that won't be listening to the notice box any more than Rules [[DwarfFortressWiki:Community_Portal#F|F]], [[DwarfFortressWiki:Community_Portal#V|V]], and sometimes [[DwarfFortressWiki:Community_Portal#Y|Y]]. No, ''especially'' Y.&amp;lt;br&amp;gt;&lt;br /&gt;
Opinions?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]],&amp;lt;br&amp;gt;&lt;br /&gt;
not wanting to start revert wars at 00:44, 30 November 2008 (EST)&lt;br /&gt;
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:I think that's going to end up being true, what with the current state of the average human brain. Though I'm fresh out of suggestions, except giant red blinking text. --[[User:GreyMario|GreyMaria]] 01:13, 30 November 2008 (EST)&lt;br /&gt;
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:I have to agree with Alya.  We barely have a problem with people adding inaccurate info of any kind, let alone outdated info.  It gets outdated on its own, and if we're lucky, we spot it and fix it.  We could toss the notice box altogether.--[[User:Maximus|Maximus]] 02:25, 30 November 2008 (EST)&lt;br /&gt;
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Consensus seems against me. Notice Removed. --[[User:N9103|Edward]] 05:21, 30 November 2008 (EST)&lt;br /&gt;
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== &amp;quot;Meeting Hall' page for general questions. ==&lt;br /&gt;
&lt;br /&gt;
Wowwiki (for Warcraft and related things) has a 'Village pump' page, that functions as kind of a general question area. Is there something like that here, or could there be? I've seen references to the forums, but the links don't seem to work, usually, at least for me. (I'm on a company network, which may be why.) --[[User:Azaram|Azaram]] 23:03, 9 December 2008 (EST)&lt;br /&gt;
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:I'd say the forums really are the best place for that stuff.  It's a pity if you can't use 'em.  But feel free to ask questions on any talk page on the wiki, however; there are plenty of people who watch [[Special:Recentchanges]].--[[User:Maximus|Maximus]] 18:00, 10 December 2008 (EST)&lt;br /&gt;
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::Since Toady fairly recently restructured the forums, some of the links to them are still broken. If you can't access [http://www.bay12games.com/forum/index.php the real forums], though, I can't help you.&lt;br /&gt;
::Like he said, most questions should be asked on the talk page of the appropriate subject, and we have enough people reading the changes in the wiki that you should be answered. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
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:This could be a good replacement for the currently (and for a good while now) unused [[Current_events]] page, perhaps changing it's title to something more appropriate, while maintaining it's presence as a 'Main Navigation Link'. That's my two dwarfbucks on ideas for a replacement for that page anyways. --[[User:N9103|Edward]] 00:18, 30 December 2008 (EST)&lt;br /&gt;
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::IMO, 95% of questions are asked on the appropriate talk page and 80% of the remaining could have been. I don't think that we need a &amp;quot;Gameplay Questions&amp;quot; area, since we've got a forum for that, like Maximus stated. --[[User:Savok|Savok]] 10:25, 31 December 2008 (EST)&lt;br /&gt;
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☼ ☼!!!!! I personally think it needs a sandbox page, where new, or even experienced who wnat to try a new thing, users can test stuff and see how to do things like upload images, or what the many edit buttons do.--[[User:Destor|Destor]] 01:23, 30 December 2008 (EST)☼ ☼&lt;br /&gt;
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:Typically, any page under your username (like [[Special:Mypage/blah]]) is an appropriate sandbox page, for use when you need to disturb the wiki for more than a minute while getting some unusual formatting to work. When your code is normal, you can just use the preview button... --[[User:Savok|Savok]], a bit puzzled at 10:25, 31 December 2008 (EST)&lt;br /&gt;
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== Latest Version ==&lt;br /&gt;
The latest version is 40d9. Is there a reason we're not linking to it yet? --[[User:RomeoFalling|RomeoFalling]] 17:55, 31 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishing&amp;diff=22924</id>
		<title>40d Talk:Fishing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fishing&amp;diff=22924"/>
		<updated>2009-01-31T22:50:25Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: Artificial fishing holes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of this was taken from the old wiki as it all seems applicable here. Whether or not fish can be depleted or not I do not know - at this point it seems that the turtle supply is endless.--[[User:Decanter|Decanter]] 05:03, 7 November 2007 (EST)&lt;br /&gt;
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:I had a 'there is nothing to catch in the swamps' message a few times. so it is possible to deplete all the fish in a pond, but haven't been able to get rid of all the fish. --[[User:Soyweiser|Soyweiser]] 06:40, 7 November 2007 (EST)&lt;br /&gt;
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Does anyone with more experience than I know what make (or made) Carp so dangerous?  In 0.27.169.33a and previous, swimming creatures would gain incredible attributes due to gaining experience by swimming all the time, which would obviously make combat more dangerous.  In the latest version (0.27.169.33b) though, innate swimmers no longer gain swim skill, which sounds like it would make fish rather less dangerous.--[[User:Kmgraba|Kmgraba]] 22:37, 18 November 2007 (EST)&lt;br /&gt;
== Useful stuff to add to article. ==&lt;br /&gt;
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Are brooks fishable? Streams? Are swamps depleted permanently or temporarily? [[User:Runspotrun|Runspotrun]] 09:24, 13 November 2007 (EST)&lt;br /&gt;
:Brooks are fishable and can be depleted. Swamps, brooks and artificial underground lakes are depleted temporarily. When any biome becomes depleted - a fishing zone anywhere near the water in that biome shows that there are 0 (zero) squares suitable for fishing.&lt;br /&gt;
:Also of notice is that the swamp will only repopulate with turtles/whatever was there in the first time even if you connect it to brook with other fish by a channel.&lt;br /&gt;
:My question now is whether the amount to be fished out before depletion is correlated with the amount of tiles with water or does every biome have a fixed amount preset on map generation?--[[User:Another|Another]] 11:07, 13 November 2007 (EST)&lt;br /&gt;
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::I'd have to say it's at least partially connected to the amount of water; I have 3 different fortresses right now and the one with the fewest lakes definitely gets depleted more commonly, and faster, than the rest of the maps.  I haven't ruled out the confound of the biome itself; perhaps there is a larger amount on biomes like swamp, and they also have more water.  Anyone know if making lakes larger, or making your own artificial lakes helps with depletion? -Gotthard&lt;br /&gt;
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== Frozen rivers ==&lt;br /&gt;
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Can you fish a frozen river / lake?[[User:GarrieIrons|GarrieIrons]] 00:21, 6 January 2008 (EST)&lt;br /&gt;
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== Fishing in caves ==&lt;br /&gt;
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Is it a problem to fish in a underwater lake filled with snakemen and lizardmen?&lt;br /&gt;
I'd guess they could be fished and kill off the dwarf...&lt;br /&gt;
I kinda wanta catch em like pokemon.--[[User:Seaneat|Seaneat]] 15:33, 3 July 2008 (EDT)&lt;br /&gt;
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== Fishing is the labor used to catch fish. ==&lt;br /&gt;
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&amp;quot;Fishing is the labor used to catch fish.&amp;quot;&lt;br /&gt;
This is somewhat inaccurate. When I asked on [http://www.bay12games.com/forum/index.php?topic=25736.0 the forum], I was told that what you catch is unrelated to the actual number of fish in the river. The river can apparently be depleted when you can see fish vermin in it. Perhaps this should be changed to saying that fishing creates raw fish. [[User:DanielLC|DanielLC]] 14:53, 4 October 2008 (EDT)&lt;br /&gt;
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== Fishing Indoors ==&lt;br /&gt;
How large of an artificial lake or murky pool must you make in order for it to be a functional fishing spot? Can you fish through grates, bars or hatches? --[[User:RomeoFalling|RomeoFalling]] 17:50, 31 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Lake&amp;diff=47176</id>
		<title>40d Talk:Lake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Lake&amp;diff=47176"/>
		<updated>2009-01-31T22:49:54Z</updated>

		<summary type="html">&lt;p&gt;RomeoFalling: Fish-able artificial lakes?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How large of an artificial lake or murky pool must you make in order for it to be a functional fishing spot? --[[User:RomeoFalling|RomeoFalling]] 17:49, 31 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>RomeoFalling</name></author>
	</entry>
</feed>