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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Trorbes</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-04T14:38:50Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_dissector&amp;diff=121569</id>
		<title>v0.31 Talk:Animal dissector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_dissector&amp;diff=121569"/>
		<updated>2010-07-15T19:19:39Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: /* Antivenin */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;are these useful yet?&lt;br /&gt;
:The animal dissector was useful even in 40d, it produces blood?, venom and other things out of dead animals. --[[User:Niggy|Niggy]] 14:04, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Antivenin ==&lt;br /&gt;
&lt;br /&gt;
Was it ever confirmed that extracts could be used to cure syndromes?  I remember a similar mention on the Syndrome page, that was eventually removed because there was no evidence that it was possible. [[User:Trorbes|Trorbes]] 19:19, 15 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bronze_colossus&amp;diff=112308</id>
		<title>v0.31:Bronze colossus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bronze_colossus&amp;diff=112308"/>
		<updated>2010-05-21T20:21:13Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31&lt;br /&gt;
|name=Bronze colossus&lt;br /&gt;
|symbol=C&lt;br /&gt;
|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* Any land&lt;br /&gt;
|wiki=no&lt;br /&gt;
|butcher=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
:''A gigantic magic statue made of bronze and bent on mayhem.''&lt;br /&gt;
&lt;br /&gt;
A '''bronze colossus''' is a [[:Category:Megabeasts|megabeast]]. When one takes up residence near a fortress, it's up to those within to make an end of it, or it will make an end of them. Upon its death, a bronze colossus becomes a {{L|item value|masterwork}} {{L|bronze}} {{L|statue}} (worth 1500☼), great decoration for a grand entrance hall (only when the death does not include melting).&lt;br /&gt;
&lt;br /&gt;
Despite what one might expect, the plural of &amp;quot;bronze colossus&amp;quot; as specified in the raws is actually &amp;quot;bronze colossuses&amp;quot; rather than &amp;quot;bronze colossi&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At the moment{{version|0.31.02}}, bronze colossuses are virtually impossible to kill. Wounds that are not instantly fatal do not accumulate to cause death, so typically only killing blows such as head removals will take one down, though presently [http://www.bay12forums.com/smf/index.php?topic=56935.0 only one such feat has been documented](using a {{L|Fluffy wambler}} no less). Bronze colossuses, until further patching, are invincible to dwarfs in melee. The Dwarven Atom Smashing technique may work, although this has yet to be tested. Pouring magma on a bronze colossus should kill it, however it will take a long, long time melting unless large amounts of magma are used. A tamed {{L|Dragon}} might also be quite effective, since the colossuses can be melted with dragonfire (which is also much faster than small amounts of magma). Freezing or solidifying a bronze colossus in obsidian should kill it, as will a {{L|cave-in}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Weather&amp;diff=112301</id>
		<title>v0.31:Weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Weather&amp;diff=112301"/>
		<updated>2010-05-21T20:17:39Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: The 'acid rain' bug has been fixed as of 0.31.04, and dwarves should no longer melt from simply getting wet.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
Weather refers to any type of weather effect in DF. As of this version, it will be either be [[rain]] or [[snow]]. Rain falling in concentrated areas will muddy the ground, and eventually create standing water. Rain also cleans any tile it lands on, removing blood, vomit and other bodily fluids on contact. Any dwarf caught outside when it rains will receive a minor unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Weather can be disabled by changing [WEATHER:YES] to [WEATHER:NO] in the [[init]] file.&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Entity_token&amp;diff=109385</id>
		<title>v0.31 Talk:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Entity_token&amp;diff=109385"/>
		<updated>2010-05-12T21:27:56Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: METAL_PREF and STONE_PREF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== METAL_PREF and STONE_PREF ==&lt;br /&gt;
&lt;br /&gt;
The article is certainly wrong about METAL_PREF, as DAMAGE_PERC and BLOCK_PERC no longer exist.  In fact, I don't believe METAL_PREF does ''anything'' anymore - it seems that STONE_PREF is what determines a race's ability to use metals other than bronze now. [[User:Trorbes|Trorbes]] 21:27, 12 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=89875</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=89875"/>
		<updated>2010-04-11T18:44:11Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
&lt;br /&gt;
 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
&lt;br /&gt;
:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=89874</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=89874"/>
		<updated>2010-04-11T18:43:08Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
&lt;br /&gt;
 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
&lt;br /&gt;
:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not.&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Corpse&amp;diff=89623</id>
		<title>v0.31:Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Corpse&amp;diff=89623"/>
		<updated>2010-04-11T07:55:28Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: Added information on corpses and butchering; not sure about decay descriptions, needs additional verification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
A '''corpse''' is the remains of a fallen creature.  The corpses of vermin are called '''remains'''.&lt;br /&gt;
&lt;br /&gt;
A corpse has several levels of decay, it will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, then to &amp;quot;(creature or name) partially decayed corpse&amp;quot;, and finally become &amp;quot;(creature or name) skeleton&amp;quot;.  Alternatively, if the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in respective descriptions, and the parts (if still on the map) will decay in a similar fashion.  Remains, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
&lt;br /&gt;
Butchering a corpse produces quantities of {{l|meat}}, {{l|prepared organs}}, {{l|bones}}, a {{l|skull}}, {{l|skin}}, and nails/hoofs, as well as cartilage, nervous tissue, and other types of useless byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part.  It is unknown whether or not it is possible to butcher the decayed corpse of an animal, and the returns of such an action, but &amp;quot;butchering&amp;quot; a skeleton produces only a skull, bones, and cartilage, and possibly other non-decaying tissues.&lt;br /&gt;
&lt;br /&gt;
Corpses and remains will produce {{l|miasma}} in subterranean areas, but not above ground.&lt;br /&gt;
&lt;br /&gt;
Note that it's possible to view the corpse's description, like that of a living creature's, through the {{k|u}}nits menu, but it will always report that the creature's upper body is gone, regardless of it's true conditions.&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Prepared_organs&amp;diff=89617</id>
		<title>v0.31:Prepared organs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Prepared_organs&amp;diff=89617"/>
		<updated>2010-04-11T07:44:02Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: Removed the part about not being able to cook prepared organs; current version allows it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
This will be a catch-all for the new edible body parts consisting of prepared organs. Individual pages and searches (like the current Intestines) should forward here.&lt;br /&gt;
&lt;br /&gt;
Can someone help me out with moving this to the proper category?&lt;br /&gt;
==Prepared Organs==&lt;br /&gt;
Prepared organs are edible products of butchering. The exact conditions for their generation are currently not known. Speculation rests on the {{L|Butchery}} skill level.&lt;br /&gt;
&lt;br /&gt;
They are listed on the Stocks menu under {{L|Meat}}.&lt;br /&gt;
&lt;br /&gt;
Many aspects of the new meat system are still unknown, such as corellation between the creature's body type, the skill level of the butcher, and the condition of the corpse.  It is also unknown if dwarves can have a preference to types of prepared organs.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|+'''Some Types of Prepared Meats'''&lt;br /&gt;
|-&lt;br /&gt;
!  Name&lt;br /&gt;
!  Value Modifier&lt;br /&gt;
!  Butchery Skill Requirement(?)&lt;br /&gt;
|-&lt;br /&gt;
!  (creature) sweetbread&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  (creature) tripe&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) brain&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) eye(s)&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) heart&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) intestines&lt;br /&gt;
!  2&lt;br /&gt;
!  0&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) kidney&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) liver&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) lung&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|-&lt;br /&gt;
!  prepared (creature) spleen&lt;br /&gt;
!  2&lt;br /&gt;
!  Unknown&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Important_advice&amp;diff=89550</id>
		<title>v0.31:Important advice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Important_advice&amp;diff=89550"/>
		<updated>2010-04-11T06:18:23Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
Soap is very important now.  If a dwarf is injured, soap will be necessary to clean the wound, otherwise infection will set in.&lt;br /&gt;
&lt;br /&gt;
Do not take on an armoured opponent with your fists; you will lose.  Wrestling is no longer very effective and the use of quality weapons is strongly encouraged.&lt;br /&gt;
&lt;br /&gt;
To easily create an underground farm, c{{key|h}}annel above where you want the farm to be and remove all the down ramps.  Des{{key|i}}gnate the area above the farm as a pond and dwarves will begin to fill it (Don't forget to designate a water source and make sure you have buckets).&lt;br /&gt;
&lt;br /&gt;
Don't dig too greedily or too deep without a proper army - expecting a couple rookies to fend off a {{l|Giant cave spider}} (or {{l|Hidden_Fun_Stuff|worse}}) results in much {{l|fun}}.  Make sure to properly train and equip your soldiers before breaching the depths.&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Anatomy&amp;diff=89546</id>
		<title>v0.31 Talk:Anatomy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Anatomy&amp;diff=89546"/>
		<updated>2010-04-11T06:09:03Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should arteries/tendons/bones/muscles be added to this? --[[User:Me|*Flexes*]] 03:19, 11 April 2010 (UTC)&lt;br /&gt;
:Not to this, but perhaps a more general &amp;quot;Anatomy&amp;quot; article which includes those '''and''' organs would be better. [[User:Trorbes|Trorbes]] 06:09, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Arena&amp;diff=89544</id>
		<title>v0.31 Talk:Arena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Arena&amp;diff=89544"/>
		<updated>2010-04-11T05:47:38Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: Interesting things re: the Arena&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some interesting things I've noticed about the Arena, but don't necessarily think it warrants mention in the article:&lt;br /&gt;
*The arena is composed of Stone, as in the default stone template.  Cooled magma produces rough Stone walls, as well.&lt;br /&gt;
**Related to the above, destruction of Stone/dust kicked up by falling Stone in the Arena produces particles of random minerals and gems, which can collect on creatures and objects, but can't be picked up.&lt;br /&gt;
*Magma/water-created walls on the highest z-level won't fall.&lt;br /&gt;
*The Arena functions a lot like Adventure mode; you can observe the date, temperature, and weather/daylight conditions.  It's even possible to {{k|T}}ravel (although actual traveling is impossible) or view the {{k|Q}}uest page, and the Arena appears under Sites in the latter.  It is impossible to talk to other creatures, though, even ones on the same team.&lt;br /&gt;
*I once saw it rain.  I don't know how it happened, but I kept seeing specks of rain falling on the ground.&lt;br /&gt;
*Almost anything seems to be capable of wearing armor - I accidentally spawned a whale without clearing the objects list, and, if I remember correctly, it was able to wear everything except leggings or weapons.&lt;br /&gt;
Has anyone else found anything interesting? [[User:Trorbes|Trorbes]] 05:47, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cheating&amp;diff=89540</id>
		<title>v0.31:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cheating&amp;diff=89540"/>
		<updated>2010-04-11T05:26:51Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: Removing the SHOW_EMBARK_etc &amp;quot;cheat,&amp;quot; as it's non-functional as mentioned in the discussion page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adding the [SPEED:1] tag will make things super fast. Something like [SPEED:200] feels less like cheating for some, though.&lt;br /&gt;
&lt;br /&gt;
Some of the new raw structures are a tad confusing, but here are some pre-made rawhacks.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:F_ADAMANTINE_WAFERS]&lt;br /&gt;
[NAME:create adamantine wafers]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:10:BAR:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:F_ADAMANTINE_THREAD]&lt;br /&gt;
[NAME:create adamantine thread]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:THREAD:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:F_OAK_WOOD]&lt;br /&gt;
[NAME:create Oak Wood]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:OAK:WOOD][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
[REACTION:F_COKE]&lt;br /&gt;
[NAME:create coke (fuel)]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:5:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Copy that into the end of your raw/objects/reaction_smelter.txt file and generate a new world. You can now produce these things at a Smelter for no material cost.&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheating&amp;diff=89539</id>
		<title>v0.31 Talk:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheating&amp;diff=89539"/>
		<updated>2010-04-11T05:25:10Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Free Food==&lt;br /&gt;
Anyone know how to update my &amp;quot;Free Food&amp;quot; hack?--[[User:Aescula|Aescula]] 05:11, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Relevance==&lt;br /&gt;
Does the site finder stuff still have relevance? If not, I don't think it has any business being here. [[User:Deimos56|Deimos]] 21:33, 9 April 2010 (UTC)&lt;br /&gt;
:Such features do not even exist in the old sense, they've either been removed or integrated into the current world geography in such a way that &amp;quot;finding&amp;quot; them would be pointless. Regardless of that reasoning, I tested it and it does not reveal anything. Removing... [[User:Trorbes|Trorbes]] 05:25, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Help== &lt;br /&gt;
Anyone know why the pre-made rawhacks available on this page don't work for me? I've created a new world, everything...&lt;br /&gt;
*I believe you have to add the reaction to the civilisation's entity definition now - look in entity_default.txt --[[User:Samthere|Samthere]] 01:30, 11 April 2010 (UTC)&lt;br /&gt;
**Thanks.  I'll try that.&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Age&amp;diff=89536</id>
		<title>v0.31:Age</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Age&amp;diff=89536"/>
		<updated>2010-04-11T05:16:09Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: Added basic information on age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
Age is the statistic of a creature relating to how many years it has existed (even extending to before history).  All creatures have an age, but only your own {{l|dwarf|dwarves}} will have their ages observable.  Many creatures, like dwarves and {{l|human|humans}}, can eventually grow old and die of old age, but others, such as {{l|elf|elves}}, {{l|goblin|goblins}}, and most unintelligent or unnatural creatures, will continue to live forever until killed.&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wagon_(embark)&amp;diff=89530</id>
		<title>v0.31:Wagon (embark)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wagon_(embark)&amp;diff=89530"/>
		<updated>2010-04-11T04:56:36Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: Wagons are now constructed of a randomized type of wood e.g. saguaro rib logs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
''(For information on wagons as they pertain to [[DF2010:caravan|caravan]]s, see [[DF2010:Trading#Wagons|Trading]].)''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In [[DF2010:Fortress Mode|Fortress Mode]], you start with a single ''immobile'' '''wagon''' that represents the transportation vehicle for all your supplies.  A wagon is not a real vehicle, and never moves or serves any other purpose - it simply sits there at the start of the game, representing where your dwarves decided to stop.  Any and all supplies were selected at [[DF2010:embark|embark]] by you and bought with points; supplies cannot be bought later, but your dwarves can (try to) [[DF2010:trade|trade]] for whatever the seasonal [[DF2010:caravan|caravan]]s bring.&lt;br /&gt;
&lt;br /&gt;
To empty a wagon, your dwarves need the appropriate [[DF2010:hauling|hauling]] [[DF2010:labor|labor]] enabled (all are enabled by default at embark), no other jobs to distract them, an appropriate [[DF2010:stockpile|stockpile]] designated, and a valid [[DF2010:path|path]] between the stockpile and the items.  And, depending on how many items you brought, patience.&lt;br /&gt;
&lt;br /&gt;
You can can break down your wagon into three [[DF2010:log|log]]s by pressing {{K|q}}, highlighting the wagon, and pressing {{K|x}}.  A dwarf with the [[DF2010:Carpentry|Carpentry]] labor enabled will then deconstruct the wagon into its component logs.  The items will then be scattered in a slightly wider pattern in that same location.  A wagon cannot be used for ''any'' other purpose - might as well break it down for the lumber, now or later.&lt;br /&gt;
&lt;br /&gt;
If that dis-assembly is finished while a dwarf is returning to the wagon to [[DF2010:haul|haul]] an item to a stockpile, the dwarf will cancel that [[DF2010:job|job]].  An [[DF2010:announcement|announcement]] will be generated, to the effect of &amp;quot;Job Item lost or misplaced&amp;quot;. Don't panic - nothing has been lost, except that dwarf's train of thought, as the item they were retrieving is no longer in the wagon but instead on the ground.  They may adopt another hauling job, that same or a different one, and sooner or later that item will get hauled, but that particular job is cancelled for that moment.&lt;br /&gt;
&lt;br /&gt;
In rare cases you might start on a level or spot that doesn't have a 3x3 square (e.g. mountain peak). In this case your wagon will be missing/inaccessible via the {{K|k}} or {{K|q}} menu, but your goods will still be there (all?). In Addition if you require the logs from the wagon when dismantled, they will not be there (like the wagon never existed).&lt;br /&gt;
&lt;br /&gt;
Dismantling the wagon when its very near (1-2 tiles) the edge of the map, a [[DF2010:river|river]] or [[DF2010:magma|magma]] vent can cause you to lose part of your embark equipment if it lands where your dwarves can't go.  If it's within a couple tiles of such a location, it's recommended you wait until the wagon is 100% empty before dismantling it.&lt;br /&gt;
&lt;br /&gt;
Unless/until you formally designate a new one, your Wagon is a default [[DF2010:Activity zone#Meeting Area|Meeting Area]] or [[DF2010:Meeting hall|Meeting Hall]].  A meeting zone is where any [[DF2010:domestic animal|domestic animal]]s or [[DF2010:On break|idle]] dwarfs will congregate in their spare time, and also provide some measure of defense for your possessions from any [[DF2010:rhesus macaque|rhesus macaque]]s or [[DF2010:kobold|kobold]] [[DF2010:thieves|thieves]] before you finish securing your valuables. If you deconstruct your wagon but do not define a new meeting area, your dwarves and animals will wander aimlessly.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Galena&amp;diff=86495</id>
		<title>v0.31 Talk:Galena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Galena&amp;diff=86495"/>
		<updated>2010-04-08T00:07:32Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Silver Production Rates ==&lt;br /&gt;
&lt;br /&gt;
I'm starting to wonder if perhaps it's not &amp;quot;50% chance to produce silver&amp;quot; but &amp;quot;50% of a full bar of silver will be produced.&amp;quot;  Much like how melting weapons and stuff down to reclaim the metal stores fractional amounts of the metal at the smelter until a full bar can be produced, I think galena (and tetrahedrite) smelting only creates a fraction of a bar of silver, requiring multiple pieces of galena to produce a bar rather than just random chance. [[User:Trorbes|Trorbes]] 23:50, 7 April 2010 (UTC)&lt;br /&gt;
:Nevermind that.  It actually '''is''' a chance to produce silver, at least in the 40d version - three smelters managed to produce two bars of silver total from one piece of ore each.  Still, I'm glad I proved myself wrong, though I feel kind of stupid for questioning it now. [[User:Trorbes|Trorbes]] 00:07, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Galena&amp;diff=86490</id>
		<title>v0.31 Talk:Galena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Galena&amp;diff=86490"/>
		<updated>2010-04-07T23:50:49Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: Silver Production Rates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Silver Production Rates ==&lt;br /&gt;
&lt;br /&gt;
I'm starting to wonder if perhaps it's not &amp;quot;50% chance to produce silver&amp;quot; but &amp;quot;50% of a full bar of silver will be produced.&amp;quot;  Much like how melting weapons and stuff down to reclaim the metal stores fractional amounts of the metal at the smelter until a full bar can be produced, I think galena (and tetrahedrite) smelting only creates a fraction of a bar of silver, requiring multiple pieces of galena to produce a bar rather than just random chance. [[User:Trorbes|Trorbes]] 23:50, 7 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attribute&amp;diff=86475</id>
		<title>v0.31 Talk:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attribute&amp;diff=86475"/>
		<updated>2010-04-07T23:22:02Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why is Agility on the attribute page, but every other attribute has its own page?  Should we redirect all the attributes individual pages to here and condense information, or put links here and give agility its own page? --[[User:Squirrelloid|Squirrelloid]] 14:29, 2 April 2010 (UTC)&lt;br /&gt;
:You know, screw it, the page proliferation is ridiculous, I'm consolidating. --[[User:Squirrelloid|Squirrelloid]] 14:39, 2 April 2010 (UTC)&lt;br /&gt;
::Here are strings for mental attributes:&lt;br /&gt;
(snipped since they're in article)&lt;br /&gt;
::[[User:Denspb|Denspb]]&lt;br /&gt;
:::Well, someone saw these and added them while i was screwing around trying to extract them from my dwarves... lol.  Thanks, and pardon the snipping, but it was big --[[User:Squirrelloid|Squirrelloid]] 15:34, 2 April 2010 (UTC)&lt;br /&gt;
(Because we have newbie editors who don't bother to think of the larger picture or look at the old wiki as a pattern. [[Dwarf_Fortress_Wiki:Community_Portal#B|'''B''' is for '''Be Bold''']], Squirrelloid - you're doin' great!)--[[User:Albedo|Albedo]] 19:17, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Experience?==&lt;br /&gt;
Are attributes no longer affected by experience? [[User:Caradhras|Caradhras]] 21:55, 3 April 2010 (UTC)&lt;br /&gt;
:It's not been confirmed either way. --[[User:Briess|Briess]] 21:55, 3 April 2010 (UTC)&lt;br /&gt;
::No, they are no longer affected by experience, my legendary miners did not gain '''any''' experience from the months at work.--[[User:Tarran|Tarran]] 02:35, 4 April 2010 (UTC)&lt;br /&gt;
:Ones physical attributes will improve in Adventure mode, especially noticable between starting with no skills (low to average) versus starting with a full set of skills (high to very high); I don't know if &amp;quot;soul&amp;quot; attributes can improve, but most of the physical ones can.  I imagine it's based on the skill involved, though, so no more ultramighty legendary bookkeepers. [[User:Trorbes|Trorbes]] 23:22, 7 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=58770</id>
		<title>40d Talk:Bed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=58770"/>
		<updated>2009-11-27T22:07:03Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: /* Married Dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarves not using beds==&lt;br /&gt;
What are the causes of dwarves not sleeping on beds? I've made beds and rooms for my dwarves yet they just go to sleep wherever they are when they get tired. [[User:Yvain|Yvain]] 17:07, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hunters never seem to use beds.  If a dwarf can't afford a room when the economy is turned on, they'll sleep in a barracks, possibly on the floor there.  [[User:Bouchart|Bouchart]] 19:38, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks but this was a brand new fortress so no economy and it was all seven of them. And its still happening after getting first migrants. [[User:Yvain|Yvain]] 23:48, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Did you assign each dwarf to a bed? [[User:Robje|Robje]] 09:27, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You usually don't need to assign beds, they'll claim them on their own, however sometimes it will take a few sleep cycles before they do. I think it works something like this - once a dwarf has a bed, he will strongly prefer sleeping there, and will walk the extra distance to it when he gets sleepy. However, if a dwarf without a bed gets sleepy, and is a long walk from any unclaimed beds, he'll just go &amp;quot;Eh, screw it.&amp;quot; and sleep on the ground. --[[User:Erom|Erom]] 09:38, 6 March 2008 (EST)&lt;br /&gt;
:But I've seen cases where a dwarf '''with an assigned bed''' just decides to sleep in his workshop, or even occasionally in the corridor. With the corresponding negative thoughts. Is there any way to tell dwarves to properly go to bed rather than just occasionally decide to sleep on the floor? --[[User:AlexChurchill|AlexChurchill]] 06:15, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Usually that's because you don't have enough beds. Otherwise, just make sure theres lots of spare beds in the barracks. --[[User:AlexFili|AlexFili]] 07:09, 16 June 2008 (EDT)&lt;br /&gt;
:::Really? Just to be 100% sure: are you saying the amount of spare beds in barracks or bedrooms still matters, even if the dwarf in question '''has an assigned bed'''? --[[User:AlexChurchill|AlexChurchill]] 06:06, 17 June 2008 (EDT)&lt;br /&gt;
::::As far as I know, dwarves will usually seek beds with the following preference; Their own assigned bed, Unassigned bed (in bedroom), Barracks-owned bed, Beds that have been built but not assigned to any room, the floor. --[[User:AlexFili|AlexFili]] 07:02, 17 June 2008 (EDT)&lt;br /&gt;
:::::So no current explanation for why a dwarf with an assigned bed would decide to sleep in his workshop. Anyone else got any explanations for this? --[[User:AlexChurchill|AlexChurchill]] 12:35, 17 June 2008 (EDT)&lt;br /&gt;
::::::Maybe he's working overtime, or simply can't be bothered to find his bed. Maybe the bed is too far away from him? --[[User:AlexFili|AlexFili]] 05:10, 18 June 2008 (EDT)&lt;br /&gt;
::::::Was the bed in question located within another room? I think I once had the problem that my dwarves would not sleep in beds that were standing in my bookkeeper's office.[[User:Qwertyu|Qwertyu]] 09:59, 18 June 2008 (EDT)&lt;br /&gt;
::::::Maybe the bed was behind a locked door.[[User:Wagawaga|Wagawaga]] 21:31, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Occupied==&lt;br /&gt;
It seems that dwarves will not sleep in their bed if another creature is standing on it when he 'gets sleepy'. I just started a new fortress and had temporary beds and meeting hall in the middle of a corridor. The dogs and such were standing on the beds, so 2 of my dwarves decided to sleep on the ground (they had claimed the beds last sleep cycle, and my entire fort is less than 2 screens big). --[[User:Juckto|Juckto]] 17:42, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hospital beds? ==&lt;br /&gt;
&lt;br /&gt;
It is confirmed that dwarves use &amp;quot;hospital&amp;quot; beds in the current version?&lt;br /&gt;
&lt;br /&gt;
I've had a bed set up in an area which isn't a room, nor did I create a room defined by this bed, yet a recently-injured dwarf went to &amp;quot;rest&amp;quot; in his own, normal bed. He is being given food and water, though.&lt;br /&gt;
&lt;br /&gt;
:I'm not certain what you mean by &amp;quot;Hospital beds&amp;quot;. However, injured dwarves that require rest will use any available bed that isn't assigned to someone else. This includes their personal bed, barracks beds, and other undesignated beds, likely in that order. --[[User:N9103|Edward]] 19:38, 24 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I mean exactly what the article says: &amp;quot;Toady has stated that beds which are not in any defined room are considered hospital beds, and dwarves will recover faster when sleeping on them.&amp;quot; If dwarves recover more efficiently on these, you'd think dwarves would see them as higher-priority for resting than their own bed or a barracks bed.  -- [[User:G-Flex|G-Flex]] 21:00, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I've had dwarves with stately rooms opt for the old beds laying around in the dining room when they are injured.  I don't know about recovery time though, it was a brainpan injury.  A guy with a broken head just doesn't come back.--[[User:Dadamh|Dadamh]] 06:41, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Heads? Those can heal just fine, as long as it's not the brain proper. The aforementioned dwarf had either a broken or mangled &amp;quot;head&amp;quot;, a missing eye, and a bruised neck (which never healed due to it being technically a nervous system injury). The head got right back to normal status. [[User:G-Flex|G-Flex]] 04:33, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: We need a Chiropractor class to replace Fish Dissector. Then he can help cure spinal problems in dwarves. --[[User:AlexFili|AlexFili]] 07:04, 17 June 2008 (EDT)&lt;br /&gt;
:::::: The Chiropractor is a named Giant Cave Spider, and resides at 1515 Throw the Dwarf in the Chasm Ave. -- [[User:Rkyeun|Rkyeun]] 09:33, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::An injured dwarf will walk himself to his own bed to rest, but 'recover wounded' will cause the helping dwarf to put the injured dwarf in a &amp;quot;hospital&amp;quot; bed. So, yes. While hard to tell I also think they recover faster then. --[[User:Höhlenschreck|Höhlenschreck]] 13:55, 14 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moving beds. ==&lt;br /&gt;
&lt;br /&gt;
How does one move a bed after it's been &amp;quot;built&amp;quot;, i.e. after it's been produced but before it's been placed.  Sorry to ask such an idiotic question.&lt;br /&gt;
:A bed will sit around in a [[stockpile]] until you place it.  To move it to a specific location, you can manipulate the stockpiles, or create a temporary dump [[zone]] to dump it in. --[[User:LegacyCWAL|LegacyCWAL]] 12:25, 28 February 2009 (EST)&lt;br /&gt;
:Open the {{k|b}}uild menu choose {{k|b}}ed and choose where to place it.[[User:Wagawaga|Wagawaga]] 21:34, 1 May 2009 (UTC)&lt;br /&gt;
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== Married Dwarves  ==&lt;br /&gt;
&lt;br /&gt;
When two Dwarves get married, I noted that the guy's room becomes the girl's room too. But do they sleep in the same bed together or do I need to make another bed? &lt;br /&gt;
&lt;br /&gt;
I ask this because above someone said that they don't go to sleep if there is someone in their bed. &lt;br /&gt;
&lt;br /&gt;
And what about children? (unsigned by [[user:Die Nacht]], 14:34, August 18, 2009)&lt;br /&gt;
&lt;br /&gt;
* Married dwarves ''will'' share a bed.  And according to this post: [http://www.bay12games.com/forum/index.php?topic=44893.msg873769#msg873769], family members will use additional beds in the same room, although I would like verification of this fact before it is added to the page.  [[User:Trorbes|Trorbes]] 22:07, 27 November 2009 (UTC)&lt;br /&gt;
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== Beds in a barracks ==&lt;br /&gt;
&lt;br /&gt;
Most of the time there needs to be more than 1 bed in a barracks. Also a barracks might have quite a few items in it any of which could be used to designate the room as a barracks.&lt;br /&gt;
&lt;br /&gt;
Beds which have not been designated as a room are &amp;quot;hospital beds&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If I have three beds in a space, and that space has been designated as a barracks (say using a weapon rack in the corner of a physical room), are these beds &amp;quot;hospital beds&amp;quot; or &amp;quot;barracks beds&amp;quot;?&lt;br /&gt;
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&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:21, 10 September 2009 (UTC)&lt;br /&gt;
:If the bed is in the space of the barracks, it's a barracks bed. [[User:Goffrie|Goffrie]] 23:20, 11 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Galena&amp;diff=4043</id>
		<title>40d Talk:Galena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Galena&amp;diff=4043"/>
		<updated>2007-11-01T00:06:49Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;According to the Stone restrictions, Galena is:&lt;br /&gt;
* Ore of silver (50%)&lt;br /&gt;
* Ore of lead.&lt;br /&gt;
Not sure exactly what the 50% means. --[[User:Peristarkawan|Peristarkawan]] 00:48, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I haven't been getting anywhere near 50/50 silver/lead with my galena - i've smelted around 50 units of ore and lead bars are significantly more commonly produced--[[User:Alc|Alc]] 00:52, 30 October 2007 (EDT)&lt;br /&gt;
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:Well, my guess is that it has half as much chance of producing silver as of producing lead, so that you average 33% silver and 67% lead. --[[User:Peristarkawan|Peristarkawan]] 00:59, 30 October 2007 (EDT)&lt;br /&gt;
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Smelting is currently bugged (doesn't produce enough bars), so we may have to wait until the next patch to see how galena is supposed to be working. [[User:Furiousfish|Furiousfish]] 16:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I smelted some galena ore, and I noticed that it always produced lead, and only sometimes did it also produce silver. Which most likely means that galena produces lead 100% of the time, and has a 50% chance of producing silver as well. --[[User:Trorbes|Trorbes]] 20:06, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Room&amp;diff=8818</id>
		<title>40d:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Room&amp;diff=8818"/>
		<updated>2007-10-31T18:46:30Z</updated>

		<summary type="html">&lt;p&gt;Trorbes: Fixed Spelling mistakes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rooms are areas of land designated for a purpose. Rooms are defined from a single piece of furniture; other pieces of furniture will count as being in that room (e.g a dining room is designated from a single table, but all the other tables count as part of it). Rooms are a square focused on the item you are designating from but are blocked by walls and doors.&lt;br /&gt;
&lt;br /&gt;
==List of rooms==&lt;br /&gt;
*[[Bedroom]] ([[Bed]])&lt;br /&gt;
*[[Dining room]] ([[Table]])&lt;br /&gt;
*[[Office]] ([[Chair]])&lt;/div&gt;</summary>
		<author><name>Trorbes</name></author>
	</entry>
</feed>