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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-19T13:10:39Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dining_room&amp;diff=14493</id>
		<title>40d:Dining room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dining_room&amp;diff=14493"/>
		<updated>2007-11-24T18:56:15Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''dining room''' is a [[room]] defined from a [[table]]. Dwarves prefer to eat in an unassigned dining room (i.e. belonging to &amp;quot;Nobody&amp;quot;) sitting in an adjacent [[chair]]. They dislike eating on the ground, standing while eating, and sharing a table. The ideal dining room has plenty of tables and chairs, with only one chair at each table. The exceptions are [[nobles]] and [[Noble|appointees]], some of whom require a personal dining room, which need only include one table and chair.&lt;br /&gt;
&lt;br /&gt;
If no dining room is available, dwarves will eat at any undefined table. If not even a table is available, they will sit on the ground to eat, which generates an unhappy [[thought]]. Conversely, eating in a well decorated dining room will generate happy thoughts.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortification&amp;diff=20094</id>
		<title>40d:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortification&amp;diff=20094"/>
		<updated>2007-11-10T19:33:58Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Military]][[Category:Fortress Defense]]&lt;br /&gt;
&lt;br /&gt;
Fortifications are arrow slits used in the defense of your fortress.  They are most commonly used along the outside walls of your fortress, so that [[Marksdwarf|marksdwarves]] and [[siege engine]]s can fire at enemies from within the mountain.  They can be carved from cave walls or built like any other [[construction]].&lt;br /&gt;
&lt;br /&gt;
== Carving ==&lt;br /&gt;
Damaged rock cannot be used for fortifications. &lt;br /&gt;
&lt;br /&gt;
A fortified wall can only be one tile wide.  What this means is that you need to hollow out a room directly behind the wall you want to fortify.  It is smartest to set this room up as a [[barracks]], or to put an [[archery target]] in there.  That way, off-duty soldiers will be milling about at all times, and they will be ready to fire upon anyone who gets too close to the fortress.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the wall you want to carve, smooth the stone along its length using {{K|d}} -&amp;gt; {{K|s}}.  After it has been smoothed, re-designate the same wall for fortifications using {{K|d}} -&amp;gt; {{K|a}}.  Stone smoothing and fortification require a dwarf with the [[Engraver]] labor.  &lt;br /&gt;
&lt;br /&gt;
After completion, marksdwarves, [[ballista]]s, and even [[catapult]]s will be able to fire through the fortifications. However, enemy ranged attackers can attack you from either side of the fortification, no matter which side was fortified. Units that attack without being adjacent to the fortification must make a skill check, or else the projectile will be blocked{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Fortifications can also be constructed from [[block]]s, [[wood]] or [[stone]] using {{K|b}} -&amp;gt; {{K|C}} -&amp;gt; {{K|F}}.  They must be built tile by tile as there is no way to build more than one at a time.{{ver|0.27.169.33a}}  Construction of wooden fortifications require the [[Carpenter|Carpentry]] skill, while fortifications made of block or stone require the [[Mason|Masonry]] skill.  &lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortification&amp;diff=20093</id>
		<title>40d:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortification&amp;diff=20093"/>
		<updated>2007-11-10T19:31:59Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Military]][[Category:Fortress Defense]]&lt;br /&gt;
&lt;br /&gt;
Fortifications are arrow slits used in the defense of your fortress.  They are most commonly used along the outside walls of your fortress, so that [[Marksdwarf|marksdwarves]] and [[siege engine]]s can fire at enemies from within the mountain.  They can be carved from cave walls or built like any other [[construction]].&lt;br /&gt;
&lt;br /&gt;
== Carving ==&lt;br /&gt;
Damaged rock cannot be used for fortifications. &lt;br /&gt;
&lt;br /&gt;
A fortified wall can only be one tile wide.  What this means is that you need to hollow out a room directly behind the wall you want to fortify.  It is smartest to set this room up as a [[barracks]], or to put an [[archery target]] in there.  That way, off-duty soldiers will be milling about at all times, and they will be ready to fire upon anyone who gets too close to the fortress.&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the wall you want to carve, smooth the stone along its length using {{K|d}} -&amp;gt; {{K|s}}.  After it has been smoothed, re-designate the same wall for fortifications using {{K|d}} -&amp;gt; {{K|a}}.  Stone smoothing and fortification require a dwarf with the [[Engraver]] labor.  &lt;br /&gt;
&lt;br /&gt;
After completion, marksdwarves, [[ballista]]s, and even [[catapult]]s will be able to fire through the fortifications. However, enemy ranged attackers can attack you from either side of the fortification, no matter which side was fortified.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Fortifications can also be constructed from [[block]]s, [[wood]] or [[stone]] using {{K|b}} -&amp;gt; {{K|C}} -&amp;gt; {{K|F}}.  They must be built tile by tile as there is no way to build more than one at a time.{{ver|0.27.169.33a}}  Construction of wooden fortifications require the [[Carpenter|Carpentry]] skill, while fortifications made of block or stone require the [[Mason|Masonry]] skill.  &lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6784</id>
		<title>40d:Metalsmith's forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6784"/>
		<updated>2007-11-10T19:30:18Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''metalsmith's forge''' is a [[workshop]] used by dwarves to turn [[metal|metal bars]] into useful objects such as [[weapons]], [[armor]]s, [[furniture]], [[coins]], [[ammunition]] for [[siege]] equipment, [[traps|trap components]], and other [[finished goods]]. To build a forge, you must have an [[anvil]] which you start with by default, using 1000 [[starting points]]. If you don't bring an anvil, then you can trade with dwarven and human [[caravan]]s who often carry Iron anvils at a cost of 1000☼, and Steel anvils at a cost of 3000☼.&lt;br /&gt;
&lt;br /&gt;
==Workshop Skills==&lt;br /&gt;
The metalsmith's forge supports multiple skills, so dwarves will need the correct skill for the item you want them to create. The skills available are [[Weaponsmith|Weaponsmithing]] for weapons, [[Armorsmith|Armoring]] for armor, [[Metalsmith|Blacksmithing]] for [[Iron]] working, [[Metal crafter|Metalcrafting]] for [[Craft|Crafts]] and [[Crossbow-making]] for crossbows.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Finished goods==&lt;br /&gt;
*[[Crafts]] - Three crafts will be made from each metal bar used.&lt;br /&gt;
*[[Goblet]]&lt;br /&gt;
*[[Toy]]&lt;br /&gt;
*[[Instrument]]&lt;br /&gt;
*[[Flask]]&lt;br /&gt;
*[[Coins]]&lt;br /&gt;
*[[Stud]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metalsmith&amp;diff=22385</id>
		<title>40d:Metalsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metalsmith&amp;diff=22385"/>
		<updated>2007-11-10T19:26:35Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Metalsmith's Forge|key=f|job=Metalsmithing&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 [[Anvil]]&lt;br /&gt;
* 1 [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Aluminum]] bar&lt;br /&gt;
* [[Billon]] bar&lt;br /&gt;
* [[Bismuth Bronze]] bar&lt;br /&gt;
* [[Black Bronze]] bar&lt;br /&gt;
* [[Brass]] bar&lt;br /&gt;
* [[Bronze]] bar&lt;br /&gt;
* [[Charcoal]]&lt;br /&gt;
* [[Coke]]&lt;br /&gt;
* [[Copper]] bar&lt;br /&gt;
* [[Electrum]] bar&lt;br /&gt;
* [[Iron]] bar&lt;br /&gt;
* [[Gold]] bar&lt;br /&gt;
* [[Lead]] bar&lt;br /&gt;
* [[Nickel]] bar&lt;br /&gt;
* [[Nickel silver]] bar&lt;br /&gt;
* [[Platinum]] bar&lt;br /&gt;
* [[Fine pewter]] bar&lt;br /&gt;
* [[Trifle pewter]] bar&lt;br /&gt;
* [[Lay pewter]] bar&lt;br /&gt;
* [[Rose Gold]] bar&lt;br /&gt;
* [[Silver]] bar&lt;br /&gt;
* [[Sterling silver]] bar&lt;br /&gt;
* [[Steel]] bar&lt;br /&gt;
* [[Tin]] bar&lt;br /&gt;
* [[Zinc]] bar&lt;br /&gt;
|production=&lt;br /&gt;
* [[Animal trap]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* [[Ballista arrowhead]]&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
* [[Battle axe]]&lt;br /&gt;
* [[Bolts]]&lt;br /&gt;
* [[Boots]]&lt;br /&gt;
* [[Bucket]]&lt;br /&gt;
* [[Buckler]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Cap]]&lt;br /&gt;
* [[Chain]]&lt;br /&gt;
* [[Chain mail]]&lt;br /&gt;
* [[Chest]]&lt;br /&gt;
* [[Coins]]&lt;br /&gt;
* [[Crafts]]&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Flask]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Gauntlets]]&lt;br /&gt;
* [[Giant axe blade]]&lt;br /&gt;
* [[Goblet]]&lt;br /&gt;
* [[Grate]]&lt;br /&gt;
* [[Greaves]]&lt;br /&gt;
* [[Hatch Cover]]&lt;br /&gt;
* [[Helm]]&lt;br /&gt;
* [[Instrument]]&lt;br /&gt;
* [[Large serrated disc]]&lt;br /&gt;
* [[Leggings]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Menacing spike]]&lt;br /&gt;
* [[Metal blocks]]&lt;br /&gt;
* [[Pick]]&lt;br /&gt;
* [[Pipe Section]]&lt;br /&gt;
* [[Plate mail]]&lt;br /&gt;
* [[Sarcophagus]]&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Spear]]&lt;br /&gt;
* [[Spiked ball]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Throne]]&lt;br /&gt;
* [[Toy]]&lt;br /&gt;
* [[War hammer]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[decorations|Studded goods]]&lt;br /&gt;
* [[Adamantine wafers]] (Magma Forge only)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''metalsmith's forge''' turns [[metal bar]]s into various [[weapons]], [[armor]]s, [[furniture]], [[siege ammunition]], [[trap]] components, and other objects.  To build a forge, you must have one [[block]] and an [[anvil]].  If you embark without preparing carefully, you will start with one [[iron]] anvil.  If you lose it or start without an anvil, you can often trade for one.&lt;br /&gt;
&lt;br /&gt;
It takes one unit of [[charcoal]] or [[coke]] to produce items on a forge, unless you use a [[magma forge]].&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
[[Weapons]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]], for one [[metal]] [[bar]] each. The weapons that can be forged are:&lt;br /&gt;
&lt;br /&gt;
* [[Battle axe]]&lt;br /&gt;
* [[War hammer]]&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Spear]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
* [[Pick]]&lt;br /&gt;
* [[Bolts]] (a stack of 25 will be produced)&lt;br /&gt;
&lt;br /&gt;
However, note that crossbows and picks cannot be forged out of silver.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
[[Armor]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]] and [[adamantine]]. Available armor types include:&lt;br /&gt;
&lt;br /&gt;
* [[Plate mail]] (3 [[metal]] bars)&lt;br /&gt;
* [[Chain mail]] (2 metal [[bars]])&lt;br /&gt;
* [[Greaves]] (2 metal bars)&lt;br /&gt;
* [[Leggings]]&lt;br /&gt;
* [[Helm]]&lt;br /&gt;
* [[Cap]]&lt;br /&gt;
* [[Gauntlet]]&lt;br /&gt;
* [[High Boot]]&lt;br /&gt;
* [[Low Boot]]&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Buckler]]&lt;br /&gt;
&lt;br /&gt;
Each piece of armor requires one metal bar to forge, except where noted.&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
[[Furniture]] can forged from any non brittle metal -- in short, all [[metal]]s except for [[pig iron]] and [[Bismuth]]. You can forge:&lt;br /&gt;
&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Chain]] (1 metal bar)&lt;br /&gt;
* [[Animal trap]] (1 metal bar) (metalsmith must have [[Trapper|trapping]] labor enabled as well)&lt;br /&gt;
* [[Bucket]] (1 metal bar)&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* Metal [[block]]s (1 metal bar)&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Hatch Cover]]&lt;br /&gt;
* [[Grate]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Chest]]&lt;br /&gt;
* [[Throne]]&lt;br /&gt;
* [[Sarcophagus]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Bin]]&lt;br /&gt;
* [[Pipe Section]]&lt;br /&gt;
&lt;br /&gt;
All metal furniture requires 3 [[bars]] to forge except for [[chain]]s, animal traps, buckets and blocks.&lt;br /&gt;
&lt;br /&gt;
== Siege Equipment ==&lt;br /&gt;
&lt;br /&gt;
[[Siege Equipment]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]].  Only one piece of siege equipment can be forged: the [[ballista]] arrowhead, which requires 3 [[metal]] [[bars]].  These arrowheads must then be mated with a wooden [[log]] at a [[siege workshop]] to form a complete ballista [[bolt]].  It is also possible to make pure wooden ballista bolts at the siege workshop, which are assumed to do less damage. The [[siege engines]] themselves are also built at the siege workshop, out of three siege engine parts made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
== Trap Components ==&lt;br /&gt;
&lt;br /&gt;
[[Trap|Trap Components]] can be forged from [[copper]], [[iron]], [[bronze]], and [[steel]]. They are:&lt;br /&gt;
&lt;br /&gt;
* [[Giant axe blade]]&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Spiked ball]]&lt;br /&gt;
* [[Large serrated disc]]&lt;br /&gt;
* [[Menacing Spike]]&lt;br /&gt;
&lt;br /&gt;
Note that each requires 2 [[bars]] of [[metal]] to forge.&lt;br /&gt;
&lt;br /&gt;
Corkscrews, Menacing Spikes and spiked balls can also be made from wood at a carpenter's shop, requiring 1 log each.&lt;br /&gt;
&lt;br /&gt;
== Other Objects ==&lt;br /&gt;
&lt;br /&gt;
Other objects can be forged from all [[metal]]s except [[pig iron]]. They are:&lt;br /&gt;
&lt;br /&gt;
* [[Anvil]] ([[iron]], [[steel]] or [[adamantine]])&lt;br /&gt;
* [[Craft]]s&lt;br /&gt;
* [[Goblet]]&lt;br /&gt;
* [[Toy]]&lt;br /&gt;
* [[Instrument]]&lt;br /&gt;
* [[Flask]]s&lt;br /&gt;
* Minted [[Coins]]&lt;br /&gt;
* [[Stud]] an item with metal&lt;br /&gt;
&lt;br /&gt;
Each of the above objects requires one bar of metal to make, including studding.  Like other [[decorations]] (such as [[Jeweler's Workshop|encrusting with gems]], [[Craftsdwarf's Workshop|decorating with bone]] or [[Craftsdwarf's Workshop|decorating with shell]]), you cannot specify which object to stud: the smithy will generally take the nearest available object and stud it.&lt;br /&gt;
&lt;br /&gt;
In addition, 3 [[bars]] of either [[iron]] or [[steel]] can be used to forge [[anvil]]s, which are used in the construction of additional forges.&lt;br /&gt;
&lt;br /&gt;
== Metal Clothing ==&lt;br /&gt;
&lt;br /&gt;
[[Adamantine]] can be used to make anything, even lightweight clothing.&lt;br /&gt;
All the clothing items that can be made at the [[clothier's shop]] can be forged from adamantine if you have it.&lt;br /&gt;
&lt;br /&gt;
== Skills Used ==&lt;br /&gt;
&lt;br /&gt;
* [[Metalsmith]]: All [[furniture]] except [[chain]]s and [[animal trap]]s; [[anvil]]s&lt;br /&gt;
* [[Skills#Metal_Crafter|Metal Crafter]]: Chains; everything in the &amp;quot;all other objects&amp;quot; category except anvils.&lt;br /&gt;
* [[Skills#Weaponsmith|Weaponsmith]]: All weapons and ammunition except for [[Crossbow|crossbows]]; [[Trap|trap components]]; [[siege equipment]]?&lt;br /&gt;
* [[Skills#Bowyer|Bowyer]]: [[Crossbow|Crossbow]]&lt;br /&gt;
* [[Skills#Armorsmith|Armorsmith]]:  All [[armor]]&lt;br /&gt;
* [[Skills#Trapper|Trapper]]: [[Animal trap]]s&lt;br /&gt;
Note: This section is a work in progress; it needs further data and correction.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://mkv25.net/dfma/guides/DF%20Metalcrafts%20Crib%20Sheet.htm Metalcrafts Cribsheet], (based on information on this page)&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category: Workshops]]&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10407</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10407"/>
		<updated>2007-11-10T19:24:32Z</updated>

		<summary type="html">&lt;p&gt;Thexor: Can confirm that floodgates/forges do not need to be steel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magma serves as an energy source, powering [[magma furnace]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
While in previous versions of Dwarf Fortress, every map was guaranteed to have magma, since v0.27.169.32a magma is now a feature of terrain and may or may not be present.&lt;br /&gt;
&lt;br /&gt;
Magma that reaches all the way to the surface is visible on the &amp;quot;local&amp;quot; screen in the starting location chooser.  It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented. trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running water, or a mountain for minerals, or a healthy tree population, or even all three - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanos show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanos on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so the only way to identify them is to scroll past hundreds of local maps while keeping an eye out for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  It is almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits will only be on a few levels, and must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  Presumably, small magma deposits are also most common near volcanoes.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an obsidian &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power magma smelters and forges.  (There are other uses, including defense and possibly even garbage disposal.)  To build forges, etc on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  Use channels to tap into the magma on the level below safely (this is easier if there is more magma on the lower level than the level you wish to build on.  Actually tapping into magma directly, on the same level, instead of using channels, is likely to result in the death of your miner.&lt;br /&gt;
&lt;br /&gt;
To build far away from the magma vent, a long channel will be needed to funnel the magma. Note that magma that is cut off from the vent will harden into obsidian, preventing the use of [[floodgates]] to seal the flow. Buildings that come in contact with the magma (such as forges) need not be built of steel - only bridges, which are conceptually submerged in magma, require steel items.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that at this time Toady has stated that magma doesn't replenish.[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504]  Therefore depending on the amount of magma available it may be inadvisable to attempt to move it across too great a distance or use it in any form of defense that consumes it in the process e.g. steam.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file.  It can still trap and suffocate or simply starve your dwarves in some situations.  It will not melt floodgates, etc. constructed of non-magma-proof materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
Water: If magma happens to contact water it produces some steam and obsidian. This means there is no chance of using a prolonged contact between the two to create a steam trap.&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18772</id>
		<title>40d:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18772"/>
		<updated>2007-11-10T19:18:11Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Armor''' is the protection your dwarves wear, to keep them alive longer. They come in several types, from simple [[clothes]] to shell, bone, [[leather]], chainmail and plate.&lt;br /&gt;
&lt;br /&gt;
Depending on the type, a certain dwarf with certain skills are needed to make the armor, as well as the appropriate materials. While clothes aren't necessarily armor, they do offer a little protection. Shell and bone armors are made by a [[bone carver]] at a [[craftsdwarf's workshop]]. Chainmail and plate are made by a blacksmith at a [[metalsmith's forge]], and the type of [[metal]] used affects their performance. Leather armors are made at a [[leather works]] by a [[leatherworker]].&lt;br /&gt;
&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]] || 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;
[[Toady]] has also [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000013 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;
*  Item  : Basic armor - x1.0 damage reduction&lt;br /&gt;
* -Item- : Well-crafted armor - x1.2 damage reduction&lt;br /&gt;
* +Item+ : Finely Crafted armor - x1.4 damage reduction&lt;br /&gt;
* *Item* : Superior Quality armor - x1.6 damage reduction&lt;br /&gt;
* ≡Item≡ : Exceptional armor - x1.8 damage reduction&lt;br /&gt;
* ☼Item☼ : Masterful armor - x2.0 damage reduction&lt;br /&gt;
&lt;br /&gt;
== Using armor ==&lt;br /&gt;
&lt;br /&gt;
To tell a dwarf to wear armor, {{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]], who will wear leather (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, which is often undesirable.&lt;br /&gt;
Hunters will carry a [[Crossbow]]. Similar behavior for weapons is observed in the [[Mining]] and [[Wood Cutter|Woodcutting]] labors, where civilians may carry either [[Pick|Picks]] or [[Axe|Axes]], to better defend themselves.&lt;br /&gt;
&lt;br /&gt;
== Armor Levels ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&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 [[cap]]&lt;br /&gt;
| metal [[cap]]&lt;br /&gt;
| [[Helm]]&lt;br /&gt;
|-&lt;br /&gt;
| Upper Body&lt;br /&gt;
| [[leather armor]]&lt;br /&gt;
| [[chain mail]]&lt;br /&gt;
| [[plate mail]]&lt;br /&gt;
|-&lt;br /&gt;
| Lower Body&lt;br /&gt;
| leather [[leggings]]&lt;br /&gt;
| metal/bone/shell [[leggings]]&lt;br /&gt;
| [[greaves]]&lt;br /&gt;
|-&lt;br /&gt;
| Foot&lt;br /&gt;
| leather [[boot]]&lt;br /&gt;
| metal [[boot]]&lt;br /&gt;
| metal [[boot]]&lt;br /&gt;
|-&lt;br /&gt;
| Hand&lt;br /&gt;
| glove&lt;br /&gt;
| gauntlet{{verify}}&lt;br /&gt;
| gauntlet&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Electrum&amp;diff=4266</id>
		<title>40d:Electrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Electrum&amp;diff=4266"/>
		<updated>2007-11-10T19:13:32Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy|name=Electrum|color=#FF0|color1=#FF0|color2=#FFF&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[Gold]] [[bar]]&lt;br /&gt;
* 1 [[Silver]] [[bar]]&lt;br /&gt;
- or -&lt;br /&gt;
* 1 [[gold nuggets|Gold nugget]]&lt;br /&gt;
* 1 [[Silver]] [[ore]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 20&lt;br /&gt;
}}&lt;br /&gt;
'''Electrum''' bars can be made at a [[smelter]] by a dwarf with the [[Furnace operator|furnace operating]] labor activated.&lt;br /&gt;
&lt;br /&gt;
One [[gold]] bar and one [[silver]] bar produce two electrum bars.&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=20396</id>
		<title>40d Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=20396"/>
		<updated>2007-11-05T01:53:42Z</updated>

		<summary type="html">&lt;p&gt;Thexor: New page: AFAIK, drafting unhappiness is more precice - ANY military skills will mitigate the &amp;quot;draft&amp;quot; thought, and ANY civilian skills will prevent grumpiness about &amp;quot;being relieved.&amp;quot; Don't have proo...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AFAIK, drafting unhappiness is more precice - ANY military skills will mitigate the &amp;quot;draft&amp;quot; thought, and ANY civilian skills will prevent grumpiness about &amp;quot;being relieved.&amp;quot; Don't have proof, though, and I can't check just ATM - can someone look at this?[[User:Thexor|Thexor]] 20:53, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=14984</id>
		<title>40d:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=14984"/>
		<updated>2007-11-03T04:50:48Z</updated>

		<summary type="html">&lt;p&gt;Thexor: Links to the various bulletted items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A lever is a device that can be linked to other devices to control them. A lever is pulled through its {{K|q}} menu. A nearby dwarf will then pull it.  [[Pressure plate]]s are like levers, but are activated automatically by creatures stepping on it.&lt;br /&gt;
&lt;br /&gt;
A list of objects controlled by a lever:&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] - Turns the bridge into a drawbridge. The lever will raise/lower it.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] - Opens/closes the door. Note that once you connect a door, it is either completely open, or locked. There is no &amp;quot;closed, but can be opened by a dwarf&amp;quot; state anymore.&lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] -Opens/closes the floodgate&lt;br /&gt;
&lt;br /&gt;
* [[Cage/Chain]] - Opens the cage/chain/rope and releases whatever it held. This is permanent and you will have to reinstall and relink the cages/restraints after one use. You recover the mechanism used in the cage/restraint.&lt;br /&gt;
&lt;br /&gt;
* [[Floor Hatch|Hatch]] - Probably opens/closes the hatch&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] - Opens/closes the grate. When it it open, it just disappears. Water goes through it just the same, but it cannot be walked on anymore. Anybody on it will probably fall through(more testing needed).&lt;br /&gt;
&lt;br /&gt;
* [[Support]] - Blows the support, possibly leading to a [[cave-in]] if the support was the only thing holding the room up.&lt;br /&gt;
&lt;br /&gt;
* [[Spear/Spikes]] - ?&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] - Engages/disengages the gear assembly. When it is disengaged, no power goes through it/&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chain&amp;diff=15497</id>
		<title>40d:Chain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chain&amp;diff=15497"/>
		<updated>2007-11-03T04:48:21Z</updated>

		<summary type="html">&lt;p&gt;Thexor: No need to link to a redirect to... this page...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chains are created at the [[Metalsmith's Forge]] with one metal bar. They are used in building [[well]]s and [[restraint]]s. Chains and ropes are interchangeable.&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bed&amp;diff=12552</id>
		<title>40d:Bed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bed&amp;diff=12552"/>
		<updated>2007-11-03T04:44:36Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''bed''' is a simple sleeping pallet to built on the floor.  Dwarves gain unhappy thoughts from sleeping without a bed, so building beds is often a necessity for a happy fortress. Unlike many other pieces of furniture, beds can only be created from [[wood]]; each bed requires a single piece.&lt;br /&gt;
&lt;br /&gt;
When settling treeless areas, it is ideal to bring along several logs during the [[Prepare for the Journey]] screen in order to make beds and [[bucket]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
&lt;br /&gt;
Beds are the base object used to create [[bedroom]]s and [[barracks]].  Toady has stated that beds which are not in any defined room are considered hospital beds, and dwarves will recover faster when sleeping on them.&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Barracks&amp;diff=15753</id>
		<title>40d:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Barracks&amp;diff=15753"/>
		<updated>2007-11-03T04:43:12Z</updated>

		<summary type="html">&lt;p&gt;Thexor: ...stupid square bracket &amp;gt;.&amp;lt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''barracks''' is a [[room]] defined from a [[bed]], armor stand or weapon rack. When set as a barracks, dwarves will not claim the room when they sleep. If no beds are available, dwarves will sleep on the floor of a barracks if one has been designated - otherwise, they will fall asleep exactly where they stand, potentially leaving dwarves in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
Military dwarves may be ordered to sleep in a barracks, even if they have a bedroom.&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Flux&amp;diff=4795</id>
		<title>40d:Flux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Flux&amp;diff=4795"/>
		<updated>2007-11-03T04:35:57Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stones which are classified as flux materials can be used in the creation of [[pig iron]] and [[steel]] at a [[smelter]]. They are considered [[economic stones]].&lt;br /&gt;
The following materials fit in this reaction class:&lt;br /&gt;
*[[Limestone]]&lt;br /&gt;
*[[Calcite]]&lt;br /&gt;
*[[Dolomite]]&lt;br /&gt;
*[[Chalk]]&lt;br /&gt;
*[[Marble]]&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Barracks&amp;diff=15770</id>
		<title>40d Talk:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Barracks&amp;diff=15770"/>
		<updated>2007-11-03T04:32:56Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The page is listed under the 'buildings' box that has been placed on several pages, so I thought I'd make it. If someone thinks it overlaps with [[bedroom]], feel free to slap on a del tag, just be sure to edit the 'buildings' box too.[[User:Thexor|Thexor]] 00:32, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Barracks&amp;diff=15769</id>
		<title>40d Talk:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Barracks&amp;diff=15769"/>
		<updated>2007-11-03T04:32:35Z</updated>

		<summary type="html">&lt;p&gt;Thexor: New page: The page is listed under the 'buildings' box that has been placed on several pages, so I thought I'd make it. If someone thinks it overlaps with bedroom, feel free to slap on a del tag...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The page is listed under the 'buildings' box that has been placed on several pages, so I thought I'd make it. If someone thinks it overlaps with [[bedroom]], feel free to slap on a del tag, just be sure to edit the 'buildings' box too.&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Barracks&amp;diff=15751</id>
		<title>40d:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Barracks&amp;diff=15751"/>
		<updated>2007-11-03T04:31:17Z</updated>

		<summary type="html">&lt;p&gt;Thexor: New page: A '''barracks''' is a [[room] defined from a bed. When set as a barracks, dwarves will not claim the room when they sleep. If no beds are available, dwarves will sleep on the floor of ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''barracks''' is a [[room] defined from a [[bed]]. When set as a barracks, dwarves will not claim the room when they sleep. If no beds are available, dwarves will sleep on the floor of a barracks if one has been designated - otherwise, they will fall asleep exactly where they stand, potentially leaving dwarves in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
Military dwarves may be ordered to sleep in a barracks, even if they have a bedroom.&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gutter_cruor&amp;diff=14637</id>
		<title>Gutter cruor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gutter_cruor&amp;diff=14637"/>
		<updated>2007-11-03T04:19:54Z</updated>

		<summary type="html">&lt;p&gt;Thexor: Redirecting to Alcohol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Alcohol]]&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sunshine&amp;diff=14640</id>
		<title>Sunshine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sunshine&amp;diff=14640"/>
		<updated>2007-11-03T04:19:31Z</updated>

		<summary type="html">&lt;p&gt;Thexor: Redirecting to Alcohol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Alcohol]]&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarven_ale&amp;diff=14605</id>
		<title>40d:Dwarven ale</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarven_ale&amp;diff=14605"/>
		<updated>2007-11-03T04:18:51Z</updated>

		<summary type="html">&lt;p&gt;Thexor: Redirecting to Alcohol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Alcohol]]&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mechanic%27s_workshop&amp;diff=14408</id>
		<title>40d:Mechanic's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mechanic%27s_workshop&amp;diff=14408"/>
		<updated>2007-11-03T04:09:23Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''mechanic's workshop''' is a [[workshop]] which produces [[mechanism]]s out of stone.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Still&amp;diff=14587</id>
		<title>40d:Still</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Still&amp;diff=14587"/>
		<updated>2007-11-03T04:08:20Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The still allows you to do two tasks:&lt;br /&gt;
* {{K|b}} Brew a drink&lt;br /&gt;
* {{K|e}} Extract plant essence&lt;br /&gt;
&lt;br /&gt;
Brewing requires a brewable item (most [[crops]] from your farms as well as most gathered plants can be used) and an empty [[barrel]]. You can define which plants may be brewed from the Overall Status menu ({{k|z}}) under kitchen. Note that when making barrels for brewing, they will often be taken for use as food storage instead. Thus, it may be best to wait until winter, when food production drops, to produce barrels for brewing. It may also be helpful to reserve a few barrels in the stockpiles menu ({{k|p}}).&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Barrel&amp;diff=2230</id>
		<title>40d:Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Barrel&amp;diff=2230"/>
		<updated>2007-11-03T04:05:57Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Barrels are used for storing things such as food, seeds and [[alcohol]]. They can be made out of wood or metal.&lt;br /&gt;
&lt;br /&gt;
If the &amp;quot;Mix Food&amp;quot; toggle is on (from the {{k|o}}rders menu - default is on), then dwarves will store similar food into the same barrel, resulting in &amp;quot;Plant Barrel&amp;quot;, &amp;quot;Meat Barrel&amp;quot;, etc. Turning off this toggle will force the dwarves to store food more explicitly (&amp;quot;Plump Helmet Barrel&amp;quot;, etc.), possibly demanding more barrels. Turning off &amp;quot;Mix Food&amp;quot; is primarily useful if you have stockpiles that specialize based on plant type; for instance, a [[pig tail]] stockpile near the weaver, a [[cave wheat]] stockpile near the mill, etc.&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Thexor&amp;diff=15737</id>
		<title>User talk:Thexor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Thexor&amp;diff=15737"/>
		<updated>2007-11-03T02:42:51Z</updated>

		<summary type="html">&lt;p&gt;Thexor: New page: Feel free to drop me a line... but remember, I have the power to judicially edit any statement you make here, twisting the content and context to suit my warped desires. Thanks!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to drop me a line... but remember, I have the power to judicially edit any statement you make here, twisting the content and context to suit my warped desires.&lt;br /&gt;
Thanks!&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Controls&amp;diff=11433</id>
		<title>40d Talk:Controls</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Controls&amp;diff=11433"/>
		<updated>2007-11-01T00:22:12Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure why we have unused keys at all in this list, but I preserved them from the original author and gave them a bit of formatting to make them less visible ([[:Template:unusedkey]] if you want to change the colour from #aaa). --[[User:JT|JT]] 19:59, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might it be a good idea to link this from the main page? I played the previous DF, but it still took a few minutes to figure out all the controls - I pity any new players who try it, and many basic controls (like moving through Z-levels) aren't easily discovered.&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Enormous_corkscrew&amp;diff=6412</id>
		<title>40d:Enormous corkscrew</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Enormous_corkscrew&amp;diff=6412"/>
		<updated>2007-11-01T00:13:39Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enormous corkscrews are trap components, created out of wood at the [[Carpenter|Carpenter's workshop]] or out of metal at a [[Metalsmith's forge|forge]] and are a component of [[Screw pump]]s.&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Aquifer&amp;diff=11475</id>
		<title>40d Talk:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Aquifer&amp;diff=11475"/>
		<updated>2007-11-01T00:10:58Z</updated>

		<summary type="html">&lt;p&gt;Thexor: New page: Toady mentioned somewhere that, at the moment, only subterrainian water sources can grow towercaps. He then explicitly mentioned underground rivers and lakes, but would an aquifer work as ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Toady mentioned somewhere that, at the moment, only subterrainian water sources can grow towercaps. He then explicitly mentioned underground rivers and lakes, but would an aquifer work as well? If so, given the scarcity of underground water sources, this would provide another bonus to having an aquifer.[[User:Thexor|Thexor]] 20:10, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7663</id>
		<title>40d:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7663"/>
		<updated>2007-11-01T00:07:45Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alcohol is one of the staples of the dwarven diet. Dwarves will drink alcohol exclusively when any is available, allowing a fortress to sustain itself without a source of water. When dwarves are forced to drink water, they begin to work slowly from alcohol dependency.&lt;br /&gt;
&lt;br /&gt;
Alcohol is brewed from a [[still]], and requires a brewable plant and a barrel. Every unit of plant produces 5 units of alcohol. Note that a single stack of brewable plant will be brewed at once, and the resulting booze will be placed into a single barrel - a stack of Plump Helmet [5] will produce Dwarven Wine [25], and will only occupy a single barrel. Skilled Growers, who tend to harvest larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size.&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Barrel&amp;diff=2228</id>
		<title>40d:Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Barrel&amp;diff=2228"/>
		<updated>2007-11-01T00:02:23Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Barrels are used for storing things such as food, seeds and [[alcohol]]. They can be made out of wood or metal.&lt;br /&gt;
&lt;br /&gt;
If the &amp;quot;Mix Food&amp;quot; toggle is on (from the Orders menu ([O]) - default is on), then dwarves will store similar food into the same barrel, resulting in &amp;quot;Plant Barrel&amp;quot;, &amp;quot;Meat Barrel&amp;quot;, etc. Turning off this toggle will force the dwarves to store food more explicitly (&amp;quot;Plump Helmet Barrel&amp;quot;, etc.), possibly demanding more barrels.&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Barrel&amp;diff=11448</id>
		<title>40d Talk:Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Barrel&amp;diff=11448"/>
		<updated>2007-11-01T00:02:16Z</updated>

		<summary type="html">&lt;p&gt;Thexor: New page: Not sure exactly what we should have in this article. I'm taking out info on alcohol and putting that into its own article, but Mix Food might be noted on the Orders page. I'm moderately s...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not sure exactly what we should have in this article. I'm taking out info on alcohol and putting that into its own article, but Mix Food might be noted on the Orders page. I'm moderately sure that I'm right about this order, but I may not have tested sufficiently - change it if you decide otherwise.&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hotkeys&amp;diff=3533</id>
		<title>40d:Hotkeys</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hotkeys&amp;diff=3533"/>
		<updated>2007-10-31T23:48:13Z</updated>

		<summary type="html">&lt;p&gt;Thexor: Added changing of hotkey names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hotkeys are useful: they can help you keep track of where you are in the new z-axis world.&lt;br /&gt;
&lt;br /&gt;
To use a hotkey, simply press the corresponding F1-F9 or Shift+F1...F9&lt;br /&gt;
&lt;br /&gt;
To set a hotkey, enter the hotkey menu ([h]) at the main menu to bring up the screen. You will then see a menu with all your current hotkeys. Move your screen to the 'view' you want to hotkey to, and then press the hotkey sequence you'd like to use for the location. This will get you to the right place on the menu. Then, press [z] and the hotkey will be all set up!&lt;br /&gt;
&lt;br /&gt;
Likewise, to change the name of a hotkey while in the hotkey menu, highlight the hotkey in question, then press [n], then input a name and press [Enter].&lt;br /&gt;
&lt;br /&gt;
By default, the F1 hotkey starts out set to the position of your wagon, with the name &amp;quot;Gate&amp;quot;. All other hotkeys are unselected, and have a generic name (&amp;quot;Hotkey2&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4072</id>
		<title>40d:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4072"/>
		<updated>2007-10-31T23:38:28Z</updated>

		<summary type="html">&lt;p&gt;Thexor: Moved discussion from article to discussion page, added in temp. info until a real article is written&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Building a trade depot will allow you the opportunity to trade with caravans that arrive at your fortress.&lt;br /&gt;
&lt;br /&gt;
...more info needed.&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trade_depot&amp;diff=11373</id>
		<title>40d Talk:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trade_depot&amp;diff=11373"/>
		<updated>2007-10-31T23:36:53Z</updated>

		<summary type="html">&lt;p&gt;Thexor: Moved discussion from article to discussion page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How exactly does the &amp;quot;trader requested at depot&amp;quot; toggle work? Which way is enabled, which way is disabled? And what does it do, even? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Edit: I got to trade with the dwarves by leaving it toggled as &amp;quot;r: Trader requested at depot&amp;quot;. It took a litle while for the trade to show up. Anybody figured this out, though? &lt;br /&gt;
&lt;br /&gt;
Edit: Yes, you want to leave it so it's showing the state you want - in this case &amp;quot;Trader requested&amp;quot; not &amp;quot;No trader needed&amp;quot;, just like with any other toggled setting. An explanation of what it does is already provided below. &lt;br /&gt;
&lt;br /&gt;
-- &lt;br /&gt;
&lt;br /&gt;
Toggling 'Trader Requested at Depot' will queue a job for your trader (designated under [N]obles) to show up at the trade depot. You can check the status of that dwarf at the Trade Depot (it will show their current job in light blue). If you are impatient, you can set the depot to [b] anyone can trade, in which case a dwarf with no job will trade. &lt;br /&gt;
&lt;br /&gt;
I would recommend using a trader with high skill (I believe it is negociation and appraisal) to trade for you, as this will maximise your returns. --Alc 01:11, 30 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Agriculture&amp;diff=11370</id>
		<title>40d Talk:Agriculture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Agriculture&amp;diff=11370"/>
		<updated>2007-10-31T23:34:50Z</updated>

		<summary type="html">&lt;p&gt;Thexor: New page: I'm making this a redirect to Farming. Sorry, but from what I've read (http://en.wikipedia.org/wiki/Agriculture), agriculture refers to cultivated plants, which rules out everything ex...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm making this a redirect to [[Farming]]. Sorry, but from what I've read (http://en.wikipedia.org/wiki/Agriculture), agriculture refers to cultivated plants, which rules out everything except farming from the list (that and irrigation, which is really just a component of farming).&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Agriculture&amp;diff=2844</id>
		<title>40d:Agriculture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Agriculture&amp;diff=2844"/>
		<updated>2007-10-31T23:34:32Z</updated>

		<summary type="html">&lt;p&gt;Thexor: Redirect to Farming (hopefully will work the first time)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Farming]]&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11177</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11177"/>
		<updated>2007-10-31T23:23:49Z</updated>

		<summary type="html">&lt;p&gt;Thexor: New page: Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the Magma smelter article, which state that using Fire-safe materials is enou...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economic_stone&amp;diff=3350</id>
		<title>40d:Economic stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economic_stone&amp;diff=3350"/>
		<updated>2007-10-31T23:18:05Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Economic stone is a designation for stones that have special uses as ores, fuel, or [[flux]] or other uses as far as making special items is concerned. You can use the {{K|z}} -&amp;gt; Stone menu to un-restrict them. Currently, there is a bug in the display on that screen: It will show the Space bar as being both for changing the stone's status, and for Done. Enter is in fact the key to change the stone's status, and Space works as normal.&lt;br /&gt;
&lt;br /&gt;
The Stone menu will also show what each stone can be used for--very useful for figuring out what you need to mine more of to make that obscure metal your noble is whining about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The economic stones are:&lt;br /&gt;
* [[Limestone]]&lt;br /&gt;
* [[Dolomite]]&lt;br /&gt;
* [[Chalk]]&lt;br /&gt;
* [[Marble]]&lt;br /&gt;
* [[Hematite]]&lt;br /&gt;
* [[Limonite]]&lt;br /&gt;
* [[Garnierite]]&lt;br /&gt;
* [[Gold nuggets]]&lt;br /&gt;
* [[Silver nuggets]]&lt;br /&gt;
* [[Copper nuggets]]&lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
* [[Galena]]&lt;br /&gt;
* [[Sphalerite]]&lt;br /&gt;
* [[Cassiterite]]&lt;br /&gt;
* [[Coal bituminous|Bituminous coal]]&lt;br /&gt;
* [[Lignite]]&lt;br /&gt;
* [[Platinum nuggets]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
* [[Horn silver]]&lt;br /&gt;
* [[Bismuthinite]]&lt;br /&gt;
* [[Magnetite]]&lt;br /&gt;
* [[Aluminum]]&lt;br /&gt;
* [[Calcite]]&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bituminous_coal&amp;diff=11158</id>
		<title>40d Talk:Bituminous coal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bituminous_coal&amp;diff=11158"/>
		<updated>2007-10-31T23:17:20Z</updated>

		<summary type="html">&lt;p&gt;Thexor: New page: This is known ingame as &amp;quot;Bituminous coal&amp;quot;, not the other way around, and the article name should probably be changed to reflect that. Anyone with the know-how and/or privilege want to do t...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is known ingame as &amp;quot;Bituminous coal&amp;quot;, not the other way around, and the article name should probably be changed to reflect that. Anyone with the know-how and/or privilege want to do the honours?&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9334</id>
		<title>40d:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9334"/>
		<updated>2007-10-31T23:11:42Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Immigration''' can occur during any season.&lt;br /&gt;
&lt;br /&gt;
[[Migrant]]s will spawn at the edge of your local zone and move towards any meeting area that you have designated. If there is no meeting zone they will simply sit at the edge of the map until their &amp;quot;migrant&amp;quot; status fades and they find a job.&lt;br /&gt;
&lt;br /&gt;
The total number of dwarves in your fort is limited to approximately 200. It will take several years to reach this number, assuming you want to reach it at all. Once you reach the immigration limit, normal immigration will cease.&lt;br /&gt;
&lt;br /&gt;
== How immigration is calculated ==&lt;br /&gt;
&lt;br /&gt;
Immigration figures are based on your fortress's total &amp;quot;Created Wealth&amp;quot; (visible on the Status (['''z''']) screen once you get a [[bookkeeper]] with the [[appraiser]] skill). All objects with any value (including mined-out areas, bridges, and just about every kind of created good) will be included in the total. [[Artifact]]s are one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily decorated can potentially double fortress wealth early in the game.&lt;br /&gt;
&lt;br /&gt;
This created wealth will be witnessed and reported back to the world by the yearly dwarven [[caravan]]. If the caravan dies before making it back to the dwarven capital (if they fail to make it off your map), then the previous caravan's report is used to determine this year's figures. &lt;br /&gt;
&lt;br /&gt;
Immigration is usually limited to about 20 dwarves per wave, plus pets.&lt;br /&gt;
&lt;br /&gt;
=== How to influence the types of dwarves that immigrate ===&lt;br /&gt;
&lt;br /&gt;
You can't, really, although it is believed that the immigrants' skills/careers might be influenced by the type and number of workshops available.&lt;br /&gt;
&lt;br /&gt;
[[Soldiers]] will only arrive if you have made their type of weapon; if you make one battle axe, you will only get axedwarves. If you make a crossbow and a war hammer, you will get crossbowdwarves and hammerdwarves. This is not affected by weapons brought to your fort; getting immigrant carpenters won't let you get immigrant axedwarves. It is not known if the number of weapons created matters.&lt;br /&gt;
&lt;br /&gt;
Nobles do not immigrate, per se, but certain positions may have population requirements. See [[nobles]] for more information.&lt;br /&gt;
&lt;br /&gt;
== What are the drawbacks to immigration? ==&lt;br /&gt;
&lt;br /&gt;
Most of the time, immigration is a ''Good Thing,'' and the more, the merrier. More dwarves means more work gets done (especially hauling, since immigrants are basically peasants), more dwarves can be given &amp;quot;luxury&amp;quot; tasks like defending the fortress or making dyed cloth, and some nobles require a certain number of dwarves before they arrive.&lt;br /&gt;
However, more dwarves also means more CPU cycles eaten up, especially if your fortress is already taxing on your computer.&lt;br /&gt;
&lt;br /&gt;
Of course, additional dwarves also require additional bedrooms, workshops, and booze before they can be properly productive, and some players prefer to increase their population slowly to allow them to add the extra infrastructure at a more sedate pace.&lt;br /&gt;
&lt;br /&gt;
== How can I curb immigration? ==&lt;br /&gt;
&lt;br /&gt;
If your dwarves are very industrious, you can expect to receive ten or more migrants in the first immigration wave, which often occurs in the autumn of your first year. The easiest method to handle immigration is to alter the population cap in init.txt. You can first set it low and raise it as you see fit. Note that you may consider this to be cheating, and it also requires exiting the game each time you want more immigrants.&lt;br /&gt;
&lt;br /&gt;
You can also make sure your fort does not produce or build much. Of course, this is not an especially interesting way to play the game. Since artifacts often account for most of your fortress' wealth, killing dwarves that enter [[strange mood]]s may be a better option. This can often be accomplished by making sure all your [[workshops]] are in enclosed rooms, then locking the door on them until they go [[insane]], then starve to death. This has a drawback in that dwarves that do manage to produce an artifact often gain a desirable [[legendary]] [[skill]].&lt;br /&gt;
&lt;br /&gt;
You can also kill the immigrants themselves, deliberately or otherwise. Very large numbers of deaths at a fortress, from any cause, (exact number unknown) can cause all immigration (except nobles) to cease for a while: your fortress has gained a reputation as a deathtrap!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9333</id>
		<title>40d:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9333"/>
		<updated>2007-10-31T23:09:36Z</updated>

		<summary type="html">&lt;p&gt;Thexor: Noble-related changes with new version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Immigration''' can occur during any season.&lt;br /&gt;
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[[Migrant]]s will spawn at the edge of your local zone and move towards any meeting area that you have designated. If there is no meeting zone they will simply sit at the edge of the map until their &amp;quot;migrant&amp;quot; status fades and they find a job.&lt;br /&gt;
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The total number of dwarves in your fort is limited to approximately 200. It will take several years to reach this number, assuming you want to reach it at all. Once you reach the immigration limit, normal immigration will cease.&lt;br /&gt;
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== How immigration is calculated ==&lt;br /&gt;
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Immigration figures are based on your fortress's total &amp;quot;Created Wealth&amp;quot; (visible on the Status (['''z''']) screen once you get a [[bookkeeper]]). All objects with any value (including mined-out areas, bridges, and just about every kind of created good) will be included in the total. [[Artifact]]s are one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily decorated can potentially double fortress wealth early in the game.&lt;br /&gt;
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This created wealth will be witnessed and reported back to the world by the yearly dwarven [[caravan]]. If the caravan dies before making it back to the dwarven capital (if they fail to make it off your map), then the previous caravan's report is used to determine this year's figures. &lt;br /&gt;
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Immigration is usually limited to about 20 dwarves per wave, plus pets.&lt;br /&gt;
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=== How to influence the types of dwarves that immigrate ===&lt;br /&gt;
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You can't, really, although it is believed that the immigrants' skills/careers might be influenced by the type and number of workshops available.&lt;br /&gt;
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[[Soldiers]] will only arrive if you have made their type of weapon; if you make one battle axe, you will only get axedwarves. If you make a crossbow and a war hammer, you will get crossbowdwarves and hammerdwarves. This is not affected by weapons brought to your fort; getting immigrant carpenters won't let you get immigrant axedwarves. It is not known if the number of weapons created matters.&lt;br /&gt;
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Nobles do not immigrate, per se, but appointing certain nobles may have population-related requirements. See [[nobles]] for more information.&lt;br /&gt;
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== What are the drawbacks to immigration? ==&lt;br /&gt;
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Most of the time, immigration is a ''Good Thing,'' and the more, the merrier. More dwarves means more work gets done (especially hauling, since immigrants are basically peasants), more dwarves can be given &amp;quot;luxury&amp;quot; tasks like defending the fortress or making dyed cloth, and some nobles require a certain number of dwarves before they arrive.&lt;br /&gt;
However, more dwarves also means more CPU cycles eaten up, especially if your fortress is already taxing on your computer.&lt;br /&gt;
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Of course, additional dwarves also require additional bedrooms, workshops, and booze before they can be properly productive, and some players prefer to increase their population slowly to allow them to add the extra infrastructure at a more sedate pace.&lt;br /&gt;
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== How can I curb immigration? ==&lt;br /&gt;
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If your dwarves are very industrious, you can expect to receive ten or more migrants in the first immigration wave, which often occurs in the autumn of your first year. The easiest method to handle immigration is to alter the population cap in init.txt. You can first set it low and raise it as you see fit. Note that you may consider this to be cheating, and it also requires exiting the game each time you want more immigrants.&lt;br /&gt;
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You can also make sure your fort does not produce or build much. Of course, this is not an especially interesting way to play the game. Since artifacts often account for most of your fortress' wealth, killing dwarves that enter [[strange mood]]s may be a better option. This can often be accomplished by making sure all your [[workshops]] are in enclosed rooms, then locking the door on them until they go [[insane]], then starve to death. This has a drawback in that dwarves that do manage to produce an artifact often gain a desirable [[legendary]] [[skill]].&lt;br /&gt;
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You can also kill the immigrants themselves, deliberately or otherwise. Very large numbers of deaths at a fortress, from any cause, (exact number unknown) can cause all immigration (except nobles) to cease for a while: your fortress has gained a reputation as a deathtrap!&lt;br /&gt;
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[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10816</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10816"/>
		<updated>2007-10-31T23:07:38Z</updated>

		<summary type="html">&lt;p&gt;Thexor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10815</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10815"/>
		<updated>2007-10-31T23:06:40Z</updated>

		<summary type="html">&lt;p&gt;Thexor: Started discussion page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Thexor&amp;diff=10814</id>
		<title>User:Thexor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Thexor&amp;diff=10814"/>
		<updated>2007-10-31T23:01:28Z</updated>

		<summary type="html">&lt;p&gt;Thexor: New page: Well, this is... me! What else to say?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, this is... me! What else to say?&lt;/div&gt;</summary>
		<author><name>Thexor</name></author>
	</entry>
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