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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Savanik</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-15T12:14:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=134260</id>
		<title>v0.31 Talk:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soldier&amp;diff=134260"/>
		<updated>2011-01-01T07:11:58Z</updated>

		<summary type="html">&lt;p&gt;Savanik: Added notes on bad thoughts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bad Thoughts==&lt;br /&gt;
While soldiers do gain bad thoughts like 'enraged from long patrol duty' I'm able to de-recruit my Champions without any unhappy thoughts about it. [[User:Savanik|Savanik]] 07:11, 1 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Coming Soon==&lt;br /&gt;
&lt;br /&gt;
I'll (eventually, hopefully rather shortly) be giving this page a good overhaul. My goal for the page is to have a section for each weapon-type of dwarf with its pros and cons laid out as well as the benefits of mixed soldier types in a squad, then a bit on combat moods like 'martial trance' and then a bit on the appointed Champion. Just a heads up as to why there's nothing right now --[[User:Retro|Retro]] 20:15, 11 April 2010 (UTC)&lt;br /&gt;
:There we go. I verified as much as I could, but I don't know anything about the effects of material/weight/weapon quality in the new version, so someone else will have to add that. --[[User:Retro|Retro]] 18:05, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Great soldiers==&lt;br /&gt;
&lt;br /&gt;
Do dwarfs that reach &amp;quot;Great&amp;quot; status in a military offensive skill become non-civilian (as per 40d)?--[[User:Kwieland|Kwieland]] 15:59, 13 April 2010 (UTC)&lt;br /&gt;
:I recall Toady mentioning this somewhere. I think they can be deactivated again, but I'd guess there's a significant negative thought involved. They should still become Heroes though. Testing this now. --[[User:Retro|Retro]] 16:18, 13 April 2010 (UTC)&lt;br /&gt;
:Yup! They become Heroes at Great+ (though there is no announcement anymore), but can still be deactivated, even at Legendary status. There is a negative thought involve as suspected. --[[User:Retro|Retro]] 17:01, 13 April 2010 (UTC)&lt;br /&gt;
::Great.  You might mention that somewhere in the page since it isn't the same as 40d.  Two other questions.  Can only champions use mood items?  Champions are assigned as a noble position, right?--[[User:Kwieland|Kwieland]] 05:05, 14 April 2010 (UTC)&lt;br /&gt;
:::I took out that note about only champions using artifacts since I think Toady mentioned that wasn't the case anymore, but I'll put a note in as well. And yeah, champions should be assignable once you have a baron or better --[[User:Retro|Retro]] 15:23, 14 April 2010 (UTC)&lt;br /&gt;
:Kinda interesting note... I have a Great Swordsdwarf (my militia commander), who only did training to get that way, and she registers as a plain Swordsdwarf.  Then she decided to undergo a mood (Bowyer, made a blowgun), and now is a Swordmaster.  I do note that due to the schedule rotation, it did announce she was converting to her military job during the mood... but I'm not sure whether she's now a Hero because of the Great-level weapon skill, or the Legendary bowmaking skill. [[Special:Contributions/70.72.143.53|70.72.143.53]] 22:51, 16 April 2010 (UTC)&lt;br /&gt;
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==Archer vs. Bowdwarf==&lt;br /&gt;
My understanding, based on my own experience and other things in the wiki, is that Archer is not a specialized skill, but rather a multiplier for ALL ranged combat. Bowdwarf is the specialized skill for bows. And Blowgunner for blowguns. I don't want to change it myself until I get a affirmation on this, though. --[[User:Zombiejustice|Zombiejustice]] 01:17, 16 April 2010 (UTC)&lt;br /&gt;
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== Once soldier, always soldier ==&lt;br /&gt;
As soon as I put a dwarf on a squad, he will never again do civilian work except hauling and the like, be he peasant, recruit, soldier or experienced worker. No alert works and removing him from  the squad makes him idle or he even keeps training. Is that normal? This also makes the change in Heroes pretty moot.. --[[User:Confused|Confused]] 23:59, 17 April 2010 (UTC)&lt;br /&gt;
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== The New System ==&lt;br /&gt;
&lt;br /&gt;
I have to say that the description of the new system presents a very realistic picture of military in many ways.  [[Special:Contributions/163.251.208.2|163.251.208.2]] 02:07, 2 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Savanik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mechanism&amp;diff=92539</id>
		<title>v0.31 Talk:Mechanism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mechanism&amp;diff=92539"/>
		<updated>2010-04-14T02:22:19Z</updated>

		<summary type="html">&lt;p&gt;Savanik: /* quality mech's and trap accuracy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==quality mech's and trap accuracy==&lt;br /&gt;
I have no intention of assuming that high-quality mechanisms do not help weapons traps - and perhaps others as well - until we have more evidence in.  That's how it worked in the prev version, so I'll act on that until we know diff. However, I'm equally sure that citing a quote from July 2007 is not necessarily relevant to the version just released April 2010. (When was 40d released?)--[[User:Albedo|Albedo]] 22:54, 8 April 2010 (UTC)&lt;br /&gt;
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==Metal==&lt;br /&gt;
Maybe it's just me, but I kind of wish that 'They can also be created at a forge' should get put in HUGE CAPS. Being able to make lava-proof mechanisms out of steel now? HUGE CHANGE! Plus, I almost edited the article to point it out again because I missed that the first time. Perhaps we should just change that . to a , in the first sentence. [[User:Savanik|Savanik]] 02:22, 14 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Savanik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kiln&amp;diff=89507</id>
		<title>v0.31:Kiln</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kiln&amp;diff=89507"/>
		<updated>2010-04-11T03:40:35Z</updated>

		<summary type="html">&lt;p&gt;Savanik: Made it clear that making plaster powder requires fuel.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Furnace|name=Kiln|key=k|job={{L|Furnace operator}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Building designer|Architecture}}&lt;br /&gt;
* {{L|mason|Masonry}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Coke}} or {{L|Charcoal}}&lt;br /&gt;
* {{L|Potash}}&lt;br /&gt;
* {{L|Gypsum}}&lt;br /&gt;
* {{L|Alabaster}}&lt;br /&gt;
* {{L|Selenite}}&lt;br /&gt;
* {{L|Satinspar}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Ash|Pearlash}}&lt;br /&gt;
* {{L|Plaster powder}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''kiln''' is a specific type of {{L|furnace}} used to create {{L|ash|pearlash}} (for clear and crystal glass) from {{L|potash}}. It requires {{L|fuel}} and uses the {{L|Furnace operator}} skill. It also produces {{L|plaster powder}} from {{L|gypsum}}, {{L|alabaster}}, {{L|selenite}} or {{L|satinspar}}, an empty {{L|bag}}, and {{L|fuel}}. &lt;br /&gt;
&lt;br /&gt;
The appropriate tasks will only show up in the workshop if you have the required ingredients ready.&lt;br /&gt;
&lt;br /&gt;
Building a kiln requires a dwarf with the {{L|Building designer|architecture}} {{L|labor}} enabled, after which construction will be completed by a {{L|mason}} or {{L|metalsmith}}, depending on the material used.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Savanik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Burrow&amp;diff=80909</id>
		<title>v0.31:Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Burrow&amp;diff=80909"/>
		<updated>2010-04-03T09:18:52Z</updated>

		<summary type="html">&lt;p&gt;Savanik: Added note about how to use burrows in assigning soldiers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
Part of the new organization of fortresses. Burrows are areas in your fort where dwarves live and work in. You can assign these areas like zones and assign dwarves to them. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to.&lt;br /&gt;
&lt;br /&gt;
== Defining a new burrow ==&lt;br /&gt;
&lt;br /&gt;
To enter the &amp;quot;define burrow&amp;quot; mode, press {{k|w}}.&lt;br /&gt;
&lt;br /&gt;
You'll be presented with a list of all of your existing burrows. Change which burrow is selected with your secondary selection keys.&lt;br /&gt;
&lt;br /&gt;
To add a new burrow to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name.&lt;br /&gt;
&lt;br /&gt;
To configure a burrow, select it and press enter. This is where you'll be able to set the burrow's name, define what tiles it encompasses, and add or remove individual dwarves. Defining the burrow's tiles can be done using rectangles much like other mass-selection or mass-designation situations elsewhere in the game, or you can paint with the mouse. Press {{k|r}} to set whether you're adding or subtracting tiles from the burrow. You can also set the colors and symbols used for different burrows to help tell them apart.&lt;br /&gt;
&lt;br /&gt;
== Using burrow assignments ==&lt;br /&gt;
&lt;br /&gt;
Burrows are one of the ways you can give orders to [[squads]] and civilians during [[alerts]]. Under the squad schedule menu (Press {{k|m}} {{k|s}}) you can enter any particular month with {{k|o}} and edit their orders using {{k|o}} to cycle through the orders given to squads. The order &amp;quot;Defend Burrows&amp;quot; cannot be given without first creating burrows to assign defenders to. Under a &amp;quot;Defend Burrows&amp;quot; order, dwarves in the squad are stationed in the specific area and will defend it proactively.&lt;/div&gt;</summary>
		<author><name>Savanik</name></author>
	</entry>
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