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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Twiggie</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Twiggie"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Twiggie"/>
	<updated>2026-05-12T08:22:52Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Minotaur&amp;diff=35548</id>
		<title>40d:Minotaur</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Minotaur&amp;diff=35548"/>
		<updated>2009-03-31T15:23:47Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: rewording some stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Minotaur|symbol=M|color={{COLOR:6:0:0}}|butcher=no|bones=9|fat=4|skin=Yes|skulls=1|chunks=9|meat=9|biome= * Any land}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''Minotaur''' is a creature that is half man, half bull.  These creatures mainly live in [[cave]]s.  Town leaders may want these [[creatures]] dead in [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
These creatures use [[wrestling]] to attack.  They have two horns on their head that can do some serious [[damage]] if they attack with them.&lt;br /&gt;
&lt;br /&gt;
They aren't very tall - they are two sizes bigger than [[human]]s - but they ''are'' smaller than few of the possible [[creatures]] in their den, like [[giant bat]]s.&lt;br /&gt;
&lt;br /&gt;
If you manage to get a minotaur attacking your fort, it will destroy [[building]]s if it can.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:MINOTAUR]&lt;br /&gt;
	[NAME:minotaur:minotaurs:minotaur]&lt;br /&gt;
	[TILE:'M'][COLOR:6:0:0]&lt;br /&gt;
	[SEMIMEGABEAST]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:horns]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:2HEAD_HORN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:LHORN:gore:gores:1:6:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:RHORN:gore:gores:1:6:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:8]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:ANY_LAND]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:50]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;br /&gt;
[[Category:Semi-megabeasts]]&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cow&amp;diff=36854</id>
		<title>40d Talk:Cow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cow&amp;diff=36854"/>
		<updated>2009-03-31T15:22:39Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: /* Husbandry queries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Husbandry queries==&lt;br /&gt;
Is it possible to raise cattle? - I have a bull and a cow - will they eventually mate? do i have to cage them or smth? there doesnt seem to be a related workshop (except the butcher 'f course ;)) or skill ? is there an article covering this? --[[User:Koltom|Koltom]] 17:39, 8 February 2008 (EST)&lt;br /&gt;
:Yeah the cow will have some calves sooner or later.--[[User:Ikkonoishi|Ikkonoishi]] 17:46, 8 February 2008 (EST)&lt;br /&gt;
::They ''should be'' [[milk]]able at a [[farmers workshop]] but it seems it is not implemented yet. Do you really want to run a dairy farm, or a [[Dwarf Fortress:About|dwarven fortress]]?? ;) [[User:GarrieIrons|GarrieIrons]] 22:01, 8 February 2008 (EST)&lt;br /&gt;
Yes, it is not implemented yet. My question however was aimed at meat. But actually i would '''love''' to run a dairy ''inside'' a dwarven fortress ;) imagine the happy thoughts of Tobul drinking her first cup of home-made cow milk she so loves.. --[[User:Koltom|Koltom]] 12:41, 9 February 2008 (EST)&lt;br /&gt;
:I guess a related question is, does the game follow real-world herd management: 1 bull can mate with about 30 cows, or as the article currently implies do you need &amp;quot;breeding pairs&amp;quot; (which actually makes expanding a herd a quite difficult task).&lt;br /&gt;
:So far it is hard to monitor this because you don't know which is the mother cow and if you cage animals they just don't breed. And without caging them, it is difficult to keep animals from wandering over the whole map (mine seem to spend most of their time in my dining rooms though... yum yum cat tallow biscuits surrounded by the aroma of cow shit!)[[User:GarrieIrons|GarrieIrons]] 23:13, 15 February 2008 (EST)&lt;br /&gt;
::One male is enough. I had twenty cows popping calves almost simultaneously (inn a couple of days), with only one bull.&lt;br /&gt;
I bet that bulls will be milkable for few versions after milking cows will be implemented... --[[User:Someone-else|Someone-else]] 00:15, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Placing a 3x3 grid of chains/ropes and then chaining a bull in the center tile, surrounded by cows, is an excellent husbandry system. I refer to this as my Meat Harem. --[[User:RomeoFalling|RomeoFalling]] 23:17, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Is proximity important?  People have described animals getting pregnant despite being alone behind a locked door.  Alhough the rope corral system in general is probably the best way to go.--[[User:Maximus|Maximus]] 18:42, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I've never actually checked. Although I was using my lone female horse as a chained sentry on the path to my depot (seven squares from the depot), and she's given birth. I'm assuming that's from the caravan horses. *avoids making obvious jokes* --[[User:RomeoFalling|RomeoFalling]] 19:26, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I started a game with 1 female one-humped camel, and two female + 1 male two-humped camels. After 1.5 years, the two-humped camels have each given birth twice or three times, while I still have only a single one-humped camel. I guess breeding works as soon as you have a male (not necessarily yours) somewhere on the map. [[User:Qwertyu|Qwertyu]] 07:44, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::: It has to be slightly more complex than that. Otherwise a tame female camel on a map with wild camels will give birth. *checks* No, my starting camel is male (I remember reading somewhere that this is always the case). Has anyone tried this? Is anyone willing to try? If I get a female camel, I'll cage my male and stake the female out and see what happens. --[[User:RomeoFalling|RomeoFalling]] 08:55, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::: ummm i walled up a puppy. she then grew up and had puppies of her own - and the only exit was up about 5 levels of vertical well-shaft [[User:Twiggie|Twiggie]]&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to trade for a bull? The liaison screen only lets you request &amp;quot;cow&amp;quot;, so I assume this will also (randomly) include bulls?&lt;br /&gt;
I started with one female cow, and managed to trade for another. Then one of my cows gave birth (mated with a caravan bull perhaps?) - to two happy, healthy... ''female'' calves. Now I've just traded for ''another'' female cow. At the moment all I can do is keep them tied up in my paddock, and enjoy their haunting moos... --[[User:Raumkraut|Raumkraut]] 22:36, 20 June 2008 (EDT)&lt;br /&gt;
:I think it says in one of the tutorials, and I've found it to be the case, that animals selected at embark alternate gender. So, if you get two cows, one will be a bull. If you get four, two will be, and so on. --[[User:Zombiejustice|Zombiejustice]] 22:57, 20 June 2008 (EDT)&lt;br /&gt;
::Yes, but embarkation cows are '''expensive'''! I was operating under the assumption that animals alternated gender throughout the game, not just during initial selection, which from memory seemed to be the case - until that particular game! --[[User:Raumkraut|Raumkraut]] 19:23, 21 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cow ages? ==&lt;br /&gt;
&lt;br /&gt;
What's the age a calf must become to grow into a cow or bull? I've read the .txt but I can't find a [CHILD] or [BABY] token.&lt;br /&gt;
:They have the [CHILD:1] token, so I think they go straight from calves to adults when they turn 1 year old. --[[User:BahamutZERO|BahamutZERO]] 01:50, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smelting Cows? ==&lt;br /&gt;
I've heard the phrase tossed about, can you actually pop cows out of the smelter? How does that work? [[User:Rkyeun|Rkyeun]] 21:55, 4 October 2008 (EDT)&lt;br /&gt;
: I ''think'' that's only meant to be humorous, but there are a number of things you can pop out of the smelter with a bit of editing (See the [[Cheating#Make_Stone_Into_Logs|stone-to-logs cheat]] for more details). I want to say that cows, being living beings, are unsmeltable... although again, could be wrong. I'm not at a computer with DF installed at the moment. -[[User:Fuzzy|Fuzzy]] 08:56, 6 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Even Earlier than Autumn ==&lt;br /&gt;
My cows popped out babies in late summer.  Seems my bulls have been busy.  Worthy of a page update?  --[[User:LucienSadi|LucienSadi]] 19:38, 11 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:How_do_I_get_my_dwarves_to_do_stuff&amp;diff=30839</id>
		<title>40d Talk:How do I get my dwarves to do stuff</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:How_do_I_get_my_dwarves_to_do_stuff&amp;diff=30839"/>
		<updated>2009-03-31T15:17:12Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I believe this page is completely useless for two reasons:&lt;br /&gt;
&lt;br /&gt;
*First, there exist pages on designating all sorts of tasks.  These pages are thorough and up to date, and this page does not add anything not stated elsewhere.&lt;br /&gt;
&lt;br /&gt;
*Second, nobody is going to type &amp;quot;How do I get my dwarves to do stuff&amp;quot; into the search box, and I can't think of any keywords that would redirect here that do not redirect somewhere more useful. &lt;br /&gt;
&lt;br /&gt;
I request that this page be deleted.  [[User:Bouchart|Bouchart]] 20:32, 3 December 2007 (EST)&lt;br /&gt;
:To answer your question, by clicking on the &amp;quot;What links here&amp;quot; to the left of this page, I can see that this page is linked from&lt;br /&gt;
    * [[Frequently Asked Questions]]&lt;br /&gt;
    * [[Starting builds]]&lt;br /&gt;
    * [[Your first fortress]]&lt;br /&gt;
    * [[Location]]&lt;br /&gt;
    * [[Template:Starting FAQ]]&lt;br /&gt;
    * [[What should I build first]]&lt;br /&gt;
    * [[Where in my area should I build my fort]]&lt;br /&gt;
:I think the FAQs are a good idea, but they should simply give some very simple information and link to other existing pages for complete info. What FAQs currently made don't do, or don't do well. Thus, even if I agree that they are pretty much useless in their current form, I still think they are very newbie friendly and should be kept alive. --[[User:Eagle of Fire|Eagle of Fire]] 21:06, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I respectfully disagree.  The &amp;quot;Your First Fortress&amp;quot; page covers a lot of valuable, necessary information for beginners, including specific keystrokes needed to do certain tasks.  It also has plenty of links.  A bunch of FAQ pages are harder to keep up-to-date and accurate.  [[User:Bouchart|Bouchart]] 21:17, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
this page is wrong. if you have a woodcutter with no axe and another dwarf with one but no woodcutting enabled, nothing will happen... [[User:Twiggie|Twiggie]]&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=10752</id>
		<title>40d:Important advice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=10752"/>
		<updated>2008-12-15T16:50:43Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are a few things to keep in mind when playing Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Above all, one must remember that losing is fun! Be prepared to lose a few fortresses before you get the hang of things &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while playing around with the different mechanics.&lt;br /&gt;
But remember: losing means that next time, you'll remember how you lost! In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&lt;br /&gt;
* Keep in mind that Dwarf Fortress doesn't have a &amp;quot;win&amp;quot; condition: It just has a long series of &amp;quot;lose&amp;quot; conditions.&lt;br /&gt;
&lt;br /&gt;
* Learn the [[controls]]. There's lots of them, and learning them may seem daunting at first, but once you get the basics down (like how to check the status of your dwarves or the hotkeys for building certain structures), you'll find yourself playing much more efficiently.  [[Efficient_gameplay|Efficient Gameplay]] offers some time-saving tips.&lt;br /&gt;
&lt;br /&gt;
* Save often! Although it can be a hassle to have to quit out and get back in, it's a lot better than having to build that long hallway of stone-fall traps, plant the whole bag of plump helmet seeds, and make that shipment of steel battleaxes for the caravan next year, &amp;lt;i&amp;gt;all over again.&amp;lt;/i&amp;gt;&lt;br /&gt;
** In this vein, there is now a seasonal auto-save feature which you can turn on by editing your /data/init/init.txt file.&lt;br /&gt;
&lt;br /&gt;
* If a dwarf drinks only water, the rate at which he gets tasks done decreases. If the fortress has no alcohol for years, things will slow down quite a bit.&lt;br /&gt;
&lt;br /&gt;
* If your game is running slowly, see [[Maximizing_framerate]] for advice.&lt;br /&gt;
&lt;br /&gt;
* If you cannot find your answer on this wiki, check out the forums at [http://www.bay12games.com/cgi-local/ultimatebb.cgi?&amp;amp;category=3 Bay12games.com]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* To find a dead dwarf, go under status ({{k|z}}), then select stock&amp;gt;&amp;gt;corpses. Hit tab, and use {{k|z}} to zoom to the particular dwarf to find a hint on where and how he died.&lt;br /&gt;
&lt;br /&gt;
* Usually the closest available material is used for ambiguous tasks such as a floodgate, but not always. To prevent frustration, you can make a custom stockpile (e.g. for [[bauxite]]) next to your workshop and close the dwarf in. Don't forget theres a z-axis, so make sure there aren't unwanted materials above/below your workshop. (A good start for magma maps is to build the workshop next to the wagon, and get your magma-proof grate/floodgate/mechanisms painlessly)&lt;br /&gt;
&lt;br /&gt;
* Dwarves get trapped easily. They like building things/digging/.. from certain directions of the site so make sure there is a way out. For more assumptions see [[Digging#Dig_Priority|digging]].&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wagon_(embark)&amp;diff=24560</id>
		<title>40d Talk:Wagon (embark)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wagon_(embark)&amp;diff=24560"/>
		<updated>2008-11-25T19:18:57Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cliff climbing wagons? ==&lt;br /&gt;
&lt;br /&gt;
Alright. I'm just playing a great map with a open magma vent hell'uva lot of magnetite, when some humans arrived. I had long prepared my self for their precious wagons and had rebuilt the whole path leading to my main entrance, where my trade depots are. At the beginning they were somewhat chaotic in their pathfinding, but I was just clearing some trees to make access to my depots more direct, so I wrote that off as an oddity relating to that. However, soon I noticed that the wagons were following their old path. The thing is, I had dug out the old ramps leading to my entrance, so that the old path was no longer usable. Strangely enough it didn't bother the wagons. They simply climbed the cliffs and acted like it was totally normal for wagons to climb 90* cliffs. Freaky... At least no good were lost or damaged and those damned Fire Imps didn't put em on fire! Ugh... Hate those buggers. [[User:Noctis|Noctis]] 11:11, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They're no longer very slow as of 33b. --[[User:Geofferic|Geofferic]] 01:58, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Multiple Wagons ==&lt;br /&gt;
I was playing around with cheatomatic and i brought a few thousand items with me for my starting fortress. I ended up with five wagons! [[User:Diabl0658|Diabl0658]] 03:03, 8 January 2008 (EST)&lt;br /&gt;
:Yea. The game doesn't actually try to pack *EVERYTHING* in one wagon, and distributes them as humans bringing the same goods would. --[[User:N9103|Edward]] 05:15, 8 January 2008 (EST)&lt;br /&gt;
::All right - so how many rocks (which are 3 points each) do I need to bring to get a second wagon? If it is less than 30 - it's a cheap way of getting an extra 2 beasts of burden.[[User:GarrieIrons|GarrieIrons]] 20:23, 9 February 2008 (EST)&lt;br /&gt;
:::Spending all points on lead bars didn't get me a second wagon. Nor did spending it all on basalt. It is not less than 30. It is in fact more than 600. Brought 2060 seeds. Also only one wagon although thats probably because they ended up in 21 bags.&lt;br /&gt;
::::Pretty sure that the number of wagons you get is based more on variety (due to an entire unit of storage being taken, wether in barrel or bag, for the min or max. e.g. those 21 bags were what determined the number of wagons. An easy way to get the second would probably be one each of anything cheap, working up. I don't know when the 2nd wagon kicks in, though it's probably over 100 storage units. --[[User:N9103|Edward]] 07:25, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== What, did the wheels all fall off? ==&lt;br /&gt;
&lt;br /&gt;
All right... so I can come all the way from the capital, to pretty much the centre of my map.&lt;br /&gt;
&lt;br /&gt;
So '''why can't I move the wagon to where I want the entrance to the mine to be?'''&lt;br /&gt;
&lt;br /&gt;
Can somebody ''please'' confirm that my poor dwarves hauling everything from the centre of the wagon to the best spot for my mine to go is the only way of avoiding digging a hidey-hole, then the ''real deal''?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:48, 9 February 2008 (EST)&lt;br /&gt;
:Unfortunately so. [[User:VengefulDonut|VengefulDonut]] 10:33, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The only real influence you have on where the wagon will arrive is which biome is selected when embarking.--[[User:N9103|Edward]] 07:27, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== dismantling ==&lt;br /&gt;
dismantling the wagon when its near the edge can make you lose a whole load of stuff... either because it falls off the map or because its in that 1-tile border :( just had to restart a game because of this [[User:Twiggie|Twiggie]] 14:18, 25 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie&amp;diff=40278</id>
		<title>User:Twiggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie&amp;diff=40278"/>
		<updated>2008-11-20T18:13:17Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;yup. this is my page. yay.&lt;br /&gt;
&lt;br /&gt;
==Undersea Map==&lt;br /&gt;
Sorry for taking so long to get back to you - I basically took a 4 month break from the game.  I'd love to give you the seed for the world, but I honestly don't know how to find it without abandoning the fortress.  If I can figure out which file it is, I may be able to provide the save (although you'd probably need the world save too, wouldn't you... bother).  If you have definite ideas on how I can get you this, let me know. --[[User:Squirrelloid|Squirrelloid]] 11:37, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Exit completely out of the game and make a copy of your entire /save folder, then you can abandon.  Once you've figured out what you need to, delete the /save folder and rename the backup copy to /save to restore your working fortress.  If you know which region it is for sure, you can just copy that, although backing up the whole save folder is more error-proof.--[[User:Maximus|Maximus]] 13:31, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Random Stuff==&lt;br /&gt;
&lt;br /&gt;
I had a hunter, Ducim Melbilmezum, returning her hoary marmot that she'd killed interrupted by a giant eagle. She promptly dropped the marmot corpse, shot the eagle, and took that home instead.&lt;br /&gt;
&lt;br /&gt;
In the same fortress, I was getting tired of looking for iron, so i asked the dwarven liaison to bring me some magnetite. Of course, they decided my site was inaccessible to their wagons, and so when the mules finally arrived, they were carrying a grand total of ''three'' items - two bits of magnetite and a horse in a cage.&lt;br /&gt;
&lt;br /&gt;
The irony was, five minutes later, I found a gigantic area of magnetite whilst looking for some magma.&lt;br /&gt;
&lt;br /&gt;
It was a happy day for that fortress when my legendary miner married my legendary carpenter, deciding to forego any celebrations. That was over 2 years ago, and 6 children have been born since then. My carpenter still has nothing :(.&lt;br /&gt;
&lt;br /&gt;
I had four people sleeping in one bed. My marksdwarf, who had a broken head, and was resting, her husband, who was sleeping, and their two kids. Gonna be so weird if she has another kid any time soon...&lt;br /&gt;
&lt;br /&gt;
-_- animals can reproduce asexually, apparently. i caught and tamed a mountain goat (f), and it had one lot of kids. i butchered them all, thinking she'd got pregnant before i caught her, but no. she just had another kid, so unless she mated with a dog, cow, horse, donkey, mule, cat or hoary marmot, im pretty sure they can reproduce asexually.&lt;br /&gt;
&lt;br /&gt;
in other news, i walled up a puppy by accident. its now a stray dog. im just waiting until it falls down the well shaft...&lt;br /&gt;
&lt;br /&gt;
it's now had a puppy. its been walled up there since childhood and has puppies. /sigh&lt;br /&gt;
&lt;br /&gt;
in other other news, i believe it is possible to 'farm' kids. just make one of a married couple a recruit, and make them spar against an axe/swordsdwarf. then they'll be forced to stay in bed, meaning whenever their other half goes to sleep, another chance at conception. im pretty sure this is how it works, because in the above case with the legendary guys, they both went to bed at different times....&lt;br /&gt;
&lt;br /&gt;
i had some child abuse in my fortress. one of my kids had its upper leg broken. nobody fed her, so she went melancholy, eventually dying in the corridor. strange thing was, nobody was offended (apart from her family) by her death, until she started to rot...&lt;br /&gt;
&lt;br /&gt;
==Wishlist==&lt;br /&gt;
&lt;br /&gt;
[[User:Twiggie/Wishlist|my wishlist! yay!]]&lt;br /&gt;
&lt;br /&gt;
==Raw stuff==&lt;br /&gt;
&lt;br /&gt;
add the [REACTION_CLASS:FLUX] tag to anything in stone_layer to make it a flux.&lt;br /&gt;
&lt;br /&gt;
add the [SOIL_SAND] tag to anything in stone_soil to make it into sand.&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire-safe&amp;diff=12303</id>
		<title>40d Talk:Fire-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire-safe&amp;diff=12303"/>
		<updated>2008-09-24T16:50:33Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a in-game distinction between fire-safe and magma safe. Apparently some stones are better at heat than others.&lt;br /&gt;
Fire-safe are only meant for regular furnaces, not magma. (although magma resisting materials are also fire-safe, of course).&lt;br /&gt;
That's why I linked to two separate pages.&lt;br /&gt;
A suggestion could be to make a table of materials and check which one can withstand regular heat and which ones can withstand magma.&lt;br /&gt;
[[User:Sergius|Sergius]] 22:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== flux not fire safe? ==&lt;br /&gt;
&lt;br /&gt;
I'm fairly sure flux is no longer considered fire-safe.&lt;br /&gt;
&lt;br /&gt;
== obsidian ==&lt;br /&gt;
&lt;br /&gt;
im fairly sure this isnt fire safe, but someone else better double check before adding it. [[User:Twiggie|Twiggie]] 12:50, 24 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Squirrelloid&amp;diff=40406</id>
		<title>User talk:Squirrelloid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Squirrelloid&amp;diff=40406"/>
		<updated>2008-09-08T15:57:35Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==AI issues I've noticed==&lt;br /&gt;
Is there some place to report bugs, because the following have been really annoying me.  &lt;br /&gt;
&lt;br /&gt;
And many of them cumulatively add up to many more dwarf deaths than would be expected if dwarves actually followed orders or behaved mildly intelligently.  (And since they seem to enjoy ignoring orders which would lead to more intelligent behavior, and you can't actually control their actions, a halfway decent AI seems necessary - the goblins have a far better AI than the dwarves, which is silly).&lt;br /&gt;
&lt;br /&gt;
===Animals try to path through tightly closed doors===&lt;br /&gt;
I've long noticed that making a door tightly closed was the best way to get a pet trapped on the wrong side of the door.  This is pretty annoying as I can't see any way to kill off pets without making elaborate death traps, and because tightly closing ends up doing the *opposite* of what its supposed to do all those annoying pets end up cluttering my hallways.  So I did an experiment.  To a location with 2+ modes of entry, I forbade all but one of them, and tightly closed the last door.  All the pets attempting to gain access to the other area immediately moved toward the tightly closed door.  While they were stuck &amp;quot;?&amp;quot;ing outside the door, I forbade that door and made another door passable but tightly closed, and immediately the pets moved to the new door.  If I forbade all the doors the pets wandered around randomly and stopped trying to access the other section.&lt;br /&gt;
&lt;br /&gt;
So apparently pets draw paths like dwarves, and don't understand why they can't get through tightly closed doors, so each time they fail to follow their path they repath through the same door and sit there - leading to pet pile-ups at tightly closed doors and ultimately pets getting through them when dwarves pass through.  Shouldn't a tightly closed door be treated as forbidden by pets, and thus they shouldn't try to path through it?&lt;br /&gt;
&lt;br /&gt;
===Dwarves Stay Inside option doesn't work properly===&lt;br /&gt;
So, ordering your dwarves to stay inside doesn't stop them from targetting items/locations outside to work in.  Instead, they walk outside, sometimes many squares outside, before realizing they are in a forbidden area and then head back in.  This is really aggravating during things like a goblin siege where as soon as the first goblin dies all your civilians will immediately try to pick up its corpse and loot it, walking outside into the line of fire.  As there is a 'dwarves ignore refuse outside' option which causes dwarves to not even target refuse outside, shouldn't 'stay inside' work the same such that nothing outside can be targetted by dwarves?  This would actually lead to the expected behavior of dwarves actually staying inside when told to stay inside.&lt;br /&gt;
&lt;br /&gt;
===Military 'stay close to station' fails sometimes===&lt;br /&gt;
I've often resorted to drafting idiot dwarves who can't seem to run in a decent direction and ordered them to stay close to their station and stationed them somewhere away from the menace and towards an escape route.  However, it often feels like, despite their station being *screens* away and with a perfectly good route to trace to it, if they can see the chasing goblin they'll often turn and attack it despite being told to stay close to their distant station.&lt;br /&gt;
&lt;br /&gt;
Really, the military interface needs a 'retreat to station' option.  But as it is the 'stay close to station' option definitely seems to fail spectacularly on occasion.&lt;br /&gt;
&lt;br /&gt;
===Dwarves only run till they can't see goblins, goblins know exactly where the dwarves are===&lt;br /&gt;
Does it make sense that dwarves only run until the goblin menace is no longer visible (sometimes as few as 2-3 squares in a heavily forested map) and then often turn back around towards the pursuing goblin, whereas the goblin has perfect knowledge of their location even if they are screens away and continues to move directly towards them?  This leads to unbelievably stupid AI actions and dead dwarves who should have been able to escape.  Shouldn't dwarves who spot an enemy retreat to a 'safe' location?  (Meeting zone/hall/etc... report there are goblins out there?  Run a marathon in the original sense?  something?)  &lt;br /&gt;
&lt;br /&gt;
Most of the dwarves I've lost to goblins have died to their own stupidity (and often not immediately heading inside despite 'dwarves stay inside' turned on, a direction that was *also* away from the goblins).&lt;br /&gt;
&lt;br /&gt;
===Goblins have omniscience, breaks attack AI===&lt;br /&gt;
Similarly, if you close off all entrances to your fortress (with all dwarves inside), ambushers and siege forces simply mill around outside even if they can't see the locked doors.  How can they possibly know that around 3 blind corners you locked all the doors without walking down those corridors?  Shouldn't they bring battering rams/something to break down doors if they're a siege force - locking the doors should be an 'expected' response, not something which breaks the siege AI.  (And of course, if you unlock the doors, your dwarves gleefully try to take tasks outside despite being ordered to stay inside...).&lt;br /&gt;
&lt;br /&gt;
hi. i dont spose there's any way you can post the seed/world of your underwater fortress? i would like to play around with that :) also, sorry for messing up your pristine talk page :p [[User:Twiggie|Twiggie]] 11:57, 8 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire&amp;diff=2010</id>
		<title>40d:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire&amp;diff=2010"/>
		<updated>2008-08-29T18:06:16Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A border of exclamation marks (!!) on an item or [[dwarf]] name indicates that it is on '''fire'''.&lt;br /&gt;
Items on fire also release smoke and ignite adjacent items.&lt;br /&gt;
&lt;br /&gt;
This had problems in the old version, in that the burning items set other nearby items on fire.  A good example:&lt;br /&gt;
&lt;br /&gt;
#Dwarf gets hit by fireball from [[fire imp]] at the [[magma forge]]&lt;br /&gt;
#Dwarf runs around his business, as he takes burning damage he goes for a rest, and heads for the [[barracks]]&lt;br /&gt;
#The dwarf dies on the way.  Someone comes and picks up his !![[giant cave spider]] [[silk]] [[shoe]]!! and puts it on.  His clothing catches on fire&lt;br /&gt;
::i noticed that cave spider silk clothes dont catch fire. i had a guy incinerated by magma touching him - he managed to move away and his silk clothing was all that was left [[User:Twiggie|Twiggie]] 14:06, 29 August 2008 (EDT)&lt;br /&gt;
#This dwarf also feels hurt and heads for the barracks, but this one gets on the [[wood]]en [[bed]], lighting that up.&lt;br /&gt;
#Nearby beds light up; dwarves sleep on that [[bed]] and the others near it and get lit up themselves, as well as the dwarves going for the !![[cave spider]] [[silk]] [[robe]]!!&lt;br /&gt;
#Some of these dwarves go past the [[alcohol]] stores for a drink, these light up.  now a fair portion of the fortress is on fire.&lt;br /&gt;
#Remaining dwarves will have other barracks to sleep in, and some of them have rooms.  they go back and set more of their stuff on fire&lt;br /&gt;
#Three months later: everything is burning and all your dwarves are dead because none of them fell in the [[river]].&lt;br /&gt;
#Wasn't that [[fun]]?&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8798</id>
		<title>40d Talk:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8798"/>
		<updated>2008-08-27T21:32:42Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It'd be nice if someone could reformat this following the format of [[Farming]] -- that format should be the standard. --[[User:Infinity|Infinity]] 05:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forcing stones to be hauled ==&lt;br /&gt;
&lt;br /&gt;
Even with one dwarf set to having [[stone hauling]] as his only active job, I still have problems getting my stones hauled out of the way... any hints?[[User:GarrieIrons|GarrieIrons]] 01:26, 4 January 2008 (EST)&lt;br /&gt;
:Yes.  For heavy-duty stone clearance, I prefer to use dumps.  Set up a dump (any size).  Mark the stones you want to shift as &amp;quot;dump&amp;quot; (use either the object display screen or the stockpiles interface).  Order a bunch of dwarves to haul refuse.  HTH.  [[User:Fedor|Fedor]] 01:46, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Talk page from Digging ==&lt;br /&gt;
&lt;br /&gt;
I think this should be merged with [[mining]]. --[[User:Mizipzor|Mizipzor]] 07:20, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Move the 3D map stuff from [[Design strategies]] here and integrate. I feel it explains better how the floor/wall system works. -- [[User:Zaratustra|Zaratustra]] 10:49, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Markavian explained the 3d system far better then i ever could - i vote it be the only way it's explained on this page for clarity. [[User:dethb0y|dethb0y]] 7:04, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone else noticed that the 'dig priority' holds true also for constructed items?&amp;lt;br&amp;gt;&lt;br /&gt;
i.e. You tell a dwarf to build a windmill, he'll TRY to be on the west side first? --[[User:CrushU|CrushU]] 22:13, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Whoa. We have [[Digging]] AND [[Mining]]? Major R violation. *merges* --[[User:Savok|Savok]] 11:45, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One-way corridor? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to create a one-way corridor? It's annoying trying to lead invaders into my traps, without all my stupid workers rushing to collect their friends' dead bodies. --[[User:AlexFili]], unsigned&lt;br /&gt;
&lt;br /&gt;
:Nay. I, personally, keep all civilians in a giant squad. When danger comes, they are drafted and stationed in safety.&lt;br /&gt;
:Well, all but a few key ones (siege operators, The Lever Puller in the Control Room, etc). --[[User:Savok|Savok]] 11:31, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I am a noob at this game (it was highly recommended to me) and I can't even figure out how to mine. I followed the exact directions given below, but when I hit ENTER a second time to designate an area to mine, all that happens is the flashing green cross disappears. What should I do?&lt;br /&gt;
&lt;br /&gt;
:Are you sure you're really on &amp;quot;Mine&amp;quot; and not &amp;quot;Chop down trees&amp;quot; ? Things like that can happen when you're outside. [[User:Timst|Timst]] 04:26, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You need a wall or face to mine into. If you are trying to designate ground that dwarves are standing on then you need to be telling them to [[channel]] not [[mine]] but that isn't the way to go for most uses. If you're really stuck look at some tutorial vids on you-tube maybe (it worked for me!)[[User:GarrieIrons|GarrieIrons]] 04:43, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Try digging a downward staircase, then build an upward staircase on the level below. Then experiment with the digging tools. That's how I learned. --[[User:AlexFili|AlexFili]] 06:37, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ramp action change? ==&lt;br /&gt;
&lt;br /&gt;
Call me crazy but I just sat here watching my dwarves dig out a series of ramps from the bottom. Ramp up; then above and next to it a ramp up; for a number of tiles. I had intended it to be dug from the top down; but they got to the ramps from the bottom first and just went to school. Anyone confirm that its not just a bad file on my machine?   --[[User:Silver|Silver]] 22:40, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Digging upward ==&lt;br /&gt;
&lt;br /&gt;
Any tips on digging out the level above from below? It gets more than a little fiddly with staircases all over the place, and it's also tricky to avoid dwarves getting stranded on disconnected outcrops of floor. --[[User:Theory|Theory]] 07:40, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't forget you can &amp;quot;remove up stairs/ramps&amp;quot; from the designate menu. If you're digging out an entire floor from below, you could just get up there and dig channels, though, right? You could also place a support under the level you're removing, dig out tiles surrounding the level you're removing, wire the support to a lever and pull it, causing a cave-in. You can also designate entire blocks of up staircases, and ''then'' dig out your ceiling (and then designate a mass &amp;quot;remove up stair&amp;quot;). --[[User:MarauderIIC|MarauderIIC]] 04:47, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Job preferences==&lt;br /&gt;
&lt;br /&gt;
anyone else noticed that miners will prefer to do normal digging first, then downward staircases, then up/down staircases? in my fort, i designated two staircases to the bottom of the map looking for minerals, so the miner dug the down staircase (at the top) for one, then trundled across half the map to dig the other one. halfway through doing the middle of one of the shafts, i designated a normal dig area back at my fortress, so he ran all the way back and started digging that instead.... [[User:Twiggie|Twiggie]] 17:32, 27 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Turtle&amp;diff=44543</id>
		<title>40d Talk:Turtle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Turtle&amp;diff=44543"/>
		<updated>2008-08-22T20:49:21Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: New page: 'If your dwarves are not eating your turtles fast enough for your preferences you can always delegate them to a dedicated stockpile in a sealed room, and remove the stockpile and lock the ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'If your dwarves are not eating your turtles fast enough for your preferences you can always delegate them to a dedicated stockpile in a sealed room, and remove the stockpile and lock the door to let them rot away. '&lt;br /&gt;
&lt;br /&gt;
why would you want to trash food? ever? just make a bigger stockpile... [[User:Twiggie|Twiggie]] 16:49, 22 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36027</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36027"/>
		<updated>2008-08-21T22:00:01Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Consolidation of Trading, Trade Depot, Caravans, and Wagon ==&lt;br /&gt;
&lt;br /&gt;
This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yea thanks, this is my first try at a wiki-page. sorry if it was crappy... --[[User:CombatWombat|CombatWombat]] 06:42, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Nah, there's no such thing as a crappy wiki edit, when its got content in it. Just remember to be bold, otherwise there would be nothing here. --[[User:Maska|Maska]] 07:29, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well this thread's a little old, but I re-wrote and consolidated some more information on this page.  There was also some discussion of this on [[Talk:Caravan#Merge_this_into_Trading]].  If you don't approve, please don't just revert it, I organized and cleaned up a lot of the scattered info, so at the very least it should be split from where it is now on the Trading page to where it should ultimately go. --[[User:Marble Dice|Marble Dice]] 02:48, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Extraction from different articles ==&lt;br /&gt;
&lt;br /&gt;
All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --[[User:Maska|Maska]] 08:29, 27 January 2008 (EST)&lt;br /&gt;
:Looking good, is there a 'your first caravan'-type tutorial anywhere we could link to? Something with advice on the sort of goods to prepare and what to buy for the first winter, with new players in mind. I'll try and find one somewhere. --[[User:TangoThree|TangoThree]] 09:07, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Done, linked to the trade section in the new player guide. --[[User:TangoThree|TangoThree]] 09:11, 27 January 2008 (EST)&lt;br /&gt;
::Done++ Someone else finish merging the information from Caravans into the page. Make sure to get that awesome Elf trader image. --[[User:Ikkonoishi|Ikkonoishi]] 12:10, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Haulers? ==&lt;br /&gt;
In my experience the &amp;quot;bring item to depot&amp;quot; tasks were performed by any dwarf, even without any hauling labors enabled. Can also be my imagination. I cannot check it for now, so, anyone, please verify.--[[User:Dorten|Dorten]] 23:49, 27 January 2008 (EST)&lt;br /&gt;
:That's correct, as many times my pure crafters will stop crafting to haul goods to the depot, despite having only one or two production labors enabled. --[[User:N9103|Edward]] 03:41, 28 January 2008 (EST)&lt;br /&gt;
::Is this similar to plant gathering where even non-working nobles and children will do it, or is it limted to any regular dwarf regardless of labour? --[[User:TangoThree|TangoThree]] 19:04, 31 January 2008 (EST)&lt;br /&gt;
:::Yes, nobles and children will haul stuff to the depot. --[[User:Janus|Janus]] 00:19, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Moving goods on afterwards ==&lt;br /&gt;
&lt;br /&gt;
To get things ''out'' of the depot.... do I have to order them removed while the caravan is still around?&lt;br /&gt;
I have starving dwarves... and food going rotten in the depot![[User:GarrieIrons|GarrieIrons]] 06:36, 5 February 2008 (EST)&lt;br /&gt;
:AFAIK, no. in my experience, anything bought is treated as like it's just lying there, not being traded.&lt;br /&gt;
Well, yes and no. Once trading is finished dwarves will start bringing the bought goods in while the caravan still is there. But you cant 'order' them to per se ;) Your own stuff that wasnt sold however will remain in depot till the caravan leaves. --[[User:Koltom|Koltom]] 18:45, 13 February 2008 (EST)&lt;br /&gt;
::Unless you go back into the {{k|g}}oods menu at the Depot and unmark them for trading. --[[User:N9103|Edward]] 04:25, 14 February 2008 (EST)&lt;br /&gt;
I've a question in the same vein: I just traded for a truckload of goods, but the traders didn't even leave them in the depot! They just carried my goods out with them. Were my dwarves supposed to carry all of the goods back earlier? --[[User:Gh3yz0r|Gh3yz0r]] 14:08, 16 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Duplicate Page?==&lt;br /&gt;
The page &amp;quot;Caravan&amp;quot; has very similar information, though this &amp;quot;trading&amp;quot; page seems more complete.[Samyotix]&lt;br /&gt;
&lt;br /&gt;
== culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;everything is ruined now&amp;quot; ==&lt;br /&gt;
I just accidentally tried to trade the elves a wooden bin full of stone goods. Now ALL my stone goods, including ones not actually in that bin, are unacceptable. I ended up just seizing the rope I needed, but I'd like to know if this is a glitch, or if I just made them too angry to trade.	&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:It's not a glitch.  Elves refuse to trade at all after you give them even a single wood or animal product. After you do that the trade option is locked until they come back to trade next year. [[User:Hex Decimal|Hex Decimal]] 14:52, 27 February 2008 (EST)&lt;br /&gt;
:The wooden bin told the elves you hate trees. Elves don't trade with people who hate trees. Elves don't trade with people who hate animals. Don't trade dead trees or dead animal parts to elves. [[User:Rkyeun|Rkyeun]] 13:18, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Depot Access==&lt;br /&gt;
Not a single square on my map is accessible by the caravan. What should i do? --[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
EDIT: My bad. It seems that it shows every square as inaccessible if the depot is not fully constructed--[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading Margins ==&lt;br /&gt;
In regards to this submission:&lt;br /&gt;
&amp;quot;If you have a somewhat experienced broker or you already raised the traiders mood to pleased or above you can usually trade with marginal profit for them and you can also safely ignore their counteroffers, offering the same trade a second time, successfully.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You do realize that when they make a counteroffer they automatically add those counteroffer goods to the pot, right? Just making sure. Are you saying you go back through and remove each item their counteroffer added to your side of the deal? Seems much simpler to just stick to the ~50% rule of thumb, especially at the beginning with low skills and again once you reach the point of having so many trade goods that you can easily buy everything you need from each caravan with plenty of goods left over. --[[User:Janus|Janus]] 14:55, 22 March 2008 (EDT)&lt;br /&gt;
: Yes, exactly. Whenever i get a counteroffer I remove all items from the list they added until their profit is back to what i deem fit, sometimes leaving a low value item, say, 50☼, they chose, if I wanted to trade it anyway. Since this is not a beginners guide page, I think it's wrong to advise people to a 50% profit margin that is much higher than necessary. Once the traders are happy, they will even agree to trading an anvil for an anvil. I tested this extensively because usually i want them to leave early and thus try to make them angry. Almost impossible. We could however add smth about the (suspected) advantages of having high export totals like bigger caravans, more immigrants, arrival of king. --[[User:Koltom|Koltom]] 06:39, 23 March 2008 (EDT)&lt;br /&gt;
::The 50% rule of thumb is a good starting point either way. &amp;quot;Advanced&amp;quot; page or not, before I posted that, there was no guidance on what profit margin the visiting traders would generally accept, so that people were left to find out the hard way.&lt;br /&gt;
::Going back through a long list of your trade goods to hunt down and remove the items which the visiting trader added to the offer seems like a bit of a waste of time to me, unless you just have very few trade goods or a really tight budget at your fortress.&lt;br /&gt;
::As for being able to get away with lower margins once the trader is happy, that is definitely useful knowledge and could be expanded upon. --[[User:Janus|Janus]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There is no way to refuse a counter-offer, is there? The only option is to hit {{k|Enter}}, and the &amp;quot;goods are added to the pot&amp;quot; as you say ... correct? --[[User:Juckto|Juckto]] 09:07, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Correct, however, you're free to simply remove the additionally requested items and re-offer. In the case of a new trader in his first few trade sessions, this will likely work, as he gained experience (probably a LOT) just by offering. Even if it doesn't, as long as you don't repeat it many times (4+ I'd say) then there's no real risk of driving them off. --[[User:N9103|Edward]] 13:16, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I find it easiest to commence one dwarf with novice valuer that way you already know prices... within the first trading I can usually get some items at straight trade (0% profit) maybe it depends on civilisation demands.[[User:GarrieIrons|GarrieIrons]] 01:14, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::If you want a trade to succeed just make sure the trader gets 100-1000* profit. Almost every trade I made with this method was accepted. --[[User:AlexFili|AlexFili]] 06:09, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Goblins butchering my caravans. ==&lt;br /&gt;
&lt;br /&gt;
Every time I trade with the caravans, a goblin ambush comes and the merchants are all killed. Ive taken new measures to prevent this, but will merchants come back to trade? and what effect does their death have? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Wafl|Wafl]] ([[User talk:Wafl|talk]]•[[Special:Contributions/Wafl|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My caravans get shot up by goblins all the time.  Then you get to loot their stuff.  The caravans always seem to come back next year.  [[User:Ripheus|Ripheus]] 22:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
&lt;br /&gt;
:Ask and ye shall receive&lt;br /&gt;
{|cellspacing=0 align=center&lt;br /&gt;
|-&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Arrive at fortress location&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Create Goods&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Build Depot&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Check Depot is accessible&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Set goods to be traded&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan to arrive at depot and merchants to finish unloading&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for goods to be hauled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Request the trader at the depot and turn off his other labours&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Trade&lt;br /&gt;
|}&lt;br /&gt;
You'll note I shifted the location of requesting trader --[[User:Juckto|Juckto]] 08:46, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offerings ==&lt;br /&gt;
&lt;br /&gt;
Can anyone expound on the function of {{K|o}}ffering goods as gifts to traders? I tried giving the elves about 1000 worth of tchotchkes, and the next year they showed up with more goods than I've ever seen -- lots of caged animals, whereas I usually get very few, and so on. However, other times I gave them more and it seemed nothing changed. [[User:Anydwarf|Anydwarf]] 12:01, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Gifts to the traders (and large trading profits) should increase the number of traders / wagons you get the following year, so they'll bring more stuff to trade. AFAIK no-one knows about the numbers for sure though. [[User:Samyotix|Samyotix]] 14:51, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Add hint: &amp;quot;Buy everything ... in case you get a strange mood&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
Personally I've found it very useful to do this:&lt;br /&gt;
&lt;br /&gt;
When traders arrive, &lt;br /&gt;
a) optionally check stocks.&lt;br /&gt;
b) Buy everything you can't make or harvest in your own fort.&lt;br /&gt;
c) In the diplomat meeting, order everything you can't make or harvest.&lt;br /&gt;
&lt;br /&gt;
To be specific: Thread, Silk, cloth, metal bars (anything else?).&lt;br /&gt;
&lt;br /&gt;
The reason: &lt;br /&gt;
a) Dwarves sometimes demand items out of some metal or alloy they like.&lt;br /&gt;
b) Dwarves who are possessed or get a strange mood will sometimes demand silk or cloth.&lt;br /&gt;
&lt;br /&gt;
Players who proactively (harr!) seek to stock materials for possible moods will IMO have much less of a problem with dwarves going insane from moods. However I couldn't figure out where (or if) I should insert that, so I'll just add this idea (adding a hint: buy everything you don't have) to the discussion.&lt;br /&gt;
&lt;br /&gt;
Also, as far as I know, possessed/moody dwarves in the current version (27.176.38c) do not demand specific items. Rather, they want a) any metal bar b) any metal ore c) Silk d) Cloth e) wood f) raw gem g) any stone ... that was it, right?. So probably such a hint could read something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NOTE: If your fortress cannot harvest silk, it would be useful to order some from the caravans. If you do not have a cloth industry yet, maybe order some cloth as well. Having a small stock of materials which you are not actively using in your economy - e.g. GCS silk - will increase the likelihood of your fortress gaining an artifact from any mood or possession.&amp;quot;&lt;br /&gt;
[[User:Samyotix|Samyotix]] 14:49, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Clear the perimeter? ==&lt;br /&gt;
&lt;br /&gt;
Is clearing the entire perimeter of the map really necessary? While my depot has been accessible at all, the caravan has '''always''' appeared at a point with access to the depot. --[[User:Raumkraut|Raumkraut]] 13:13, 12 July 2008 (EDT)&lt;br /&gt;
:What the article says is:&lt;br /&gt;
:#Caravans enter the map from a random direction which does not coincide with the relative direction of the originating civilization, &lt;br /&gt;
:#they may appear from different directions or z-levels each year&lt;br /&gt;
:#they cannot use stairs&lt;br /&gt;
:#they may leave without trading if it takes too long to reach the trade depot&lt;br /&gt;
:With the above points in mind:&lt;br /&gt;
:#In order to guarantee perfect, permanent wagon accessibility, a three tile path must be cleared around the entire perimeter of the map, with at least one joining path from the border to the trade depot. Any parts of this path system which have grass must be paved with floor tiles, bridges, or roads to prevent trees from growing. Ramps must be used to adjust z-level elevation. &lt;br /&gt;
&lt;br /&gt;
I have certainly had a depot accessible to the southern border, then had the human merchants only turn up with mules because they were approaching from a different direction. &lt;br /&gt;
&lt;br /&gt;
The recommendations are how to ensure the human wagons turn up every summer (it also helps to remember to have your drawbridge down as soon as summer commences!) If you are not so concerned about human merchants then ignore the advice. If you don't have enough dwarf-power then ignore the advice. Some of it only needs to be done once (ie: adjusting slopes), and some of it just gives you more territory to consider for defending from invaders (being open to merchants also opens you to invaders).[[User:GarrieIrons|GarrieIrons]] 00:33, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Seizing goods==&lt;br /&gt;
&amp;quot;It is worth noting that in the Mac port (untested for other ports), you can simply remove the depot that the merchants are camped out on to recieve all their goods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I can confirm that this also works in the PC version.[[User:Moonman|Moonman]] 14:07, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Empty caravans ==&lt;br /&gt;
&lt;br /&gt;
human, elf, and dwarf caravans bringing me nothing.&lt;br /&gt;
is it possible to have a depot too full? --[[User:Eerr|Eerr]] 07:30, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:In recent versions of the game I've noticed that traders, after their initial visit, will only bring what was mentioned in your previous trade agreement with them. In earlier versions they'd bring all sorts of tat along too. Did you perhaps not request any goods for import? I don't imagine this could affect the Elves as well though. --[[User:Raumkraut|Raumkraut]] 08:02, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Prior to the latest group of releases, I'd been getting empty caravans for a LONG time, Elves and Humans alike, and occasionally even the Dwarves. Hasn't happened to me in the e release yet though (hadn't spent too much time on the other releases). --[[User:N9103|Edward]] 13:13, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== starvation ==&lt;br /&gt;
&lt;br /&gt;
it must be because they brought food to my starving settlement&lt;br /&gt;
(dwarves will run out and get food straight from the caravan)&lt;br /&gt;
&lt;br /&gt;
== Added a small bit. ==&lt;br /&gt;
&lt;br /&gt;
I quickly changed the section about the possible exploit of deleting a trade depot from Mac-only-bug to an across the board phenomenon.&lt;br /&gt;
&lt;br /&gt;
== Caravan at Inaccessible Depot ==&lt;br /&gt;
&lt;br /&gt;
I assume it is related to the 3 wide path only showing as 1 green square, but the caravan has stopped at a trade depot that is listed as inaccessible.  Does this mean that some trade depots will show bad with SHIFT-D but are actually okay? --[[User:Aristoi|Aristoi]] 21:15, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The three-wide path showing only one green square is, to my knowledge, correct. That green is the center of the path, along which the center of the wagon must align with to fit within the three-wide path. --[[User:Mattmoss|Mattmoss]] 23:14, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks.  It'd be nice then if the Shift-D showed that as a caravan accessible depot then. --[[User:Aristoi|Aristoi]] 01:21, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Correction: It does, there was a boulder in the way that I did not see. --[[User:Aristoi|Aristoi]] 22:10, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 50% profit rule ==&lt;br /&gt;
&lt;br /&gt;
This really, REALLY needs to be made clearer in the game. There's nothing wrong with the trader telling us how much profit he'd expect from our goods! I've got tens of thousands worth of goods that I haven't sold for two years straight because the bloody traders wouldn't tell me how much they want, and I didn't find the 50% rule buried in this article until just now! --[[User:Theory|Theory]] 09:36, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's hardly 'buried' in the article, it's certainly not a rule, and it is made pretty clear in the game. I'm not just trying to be contrary; let me explain: A skilled broker can routinely trade with only a thirty or twenty percent profit, even down to ten percent if the merchant is in a good mood. If the merchant wants more profit, he will either put forth a counter-offer or say &amp;quot;With your trade goods such as they are, I can't possibly imagine you getting all of those items.&amp;quot; This seems like a pretty clear indication that he wants a bigger margin. As to its place in the article: a full half of the section titled &amp;quot;Trading&amp;quot; details the fifty percent suggestion. If you think it deserves increased prominence, I encourage you to edit it yourself. Them's my six cents. --[[User:Zombiejustice|Zombiejustice]] 17:16, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: afaik, traders will accept ''any'' profit, as long as they're not annoyed and also as long as you're not trying to buy 'high-tech' items like steel anvils or bars, with 'low-tech' items such as poorly crafted pieces of stone, bone etc [[User:Twiggie|Twiggie]] 17:58, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Elves and dead stuff==&lt;br /&gt;
&lt;br /&gt;
it seems elves will make counter-offers for dead stuff, like totems, bone and shell crafts... needs to be fixed imo [[User:Twiggie|Twiggie]] 18:00, 21 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36026</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36026"/>
		<updated>2008-08-21T21:58:36Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: /* 50% profit rule */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Consolidation of Trading, Trade Depot, Caravans, and Wagon ==&lt;br /&gt;
&lt;br /&gt;
This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yea thanks, this is my first try at a wiki-page. sorry if it was crappy... --[[User:CombatWombat|CombatWombat]] 06:42, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Nah, there's no such thing as a crappy wiki edit, when its got content in it. Just remember to be bold, otherwise there would be nothing here. --[[User:Maska|Maska]] 07:29, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well this thread's a little old, but I re-wrote and consolidated some more information on this page.  There was also some discussion of this on [[Talk:Caravan#Merge_this_into_Trading]].  If you don't approve, please don't just revert it, I organized and cleaned up a lot of the scattered info, so at the very least it should be split from where it is now on the Trading page to where it should ultimately go. --[[User:Marble Dice|Marble Dice]] 02:48, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Extraction from different articles ==&lt;br /&gt;
&lt;br /&gt;
All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --[[User:Maska|Maska]] 08:29, 27 January 2008 (EST)&lt;br /&gt;
:Looking good, is there a 'your first caravan'-type tutorial anywhere we could link to? Something with advice on the sort of goods to prepare and what to buy for the first winter, with new players in mind. I'll try and find one somewhere. --[[User:TangoThree|TangoThree]] 09:07, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Done, linked to the trade section in the new player guide. --[[User:TangoThree|TangoThree]] 09:11, 27 January 2008 (EST)&lt;br /&gt;
::Done++ Someone else finish merging the information from Caravans into the page. Make sure to get that awesome Elf trader image. --[[User:Ikkonoishi|Ikkonoishi]] 12:10, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Haulers? ==&lt;br /&gt;
In my experience the &amp;quot;bring item to depot&amp;quot; tasks were performed by any dwarf, even without any hauling labors enabled. Can also be my imagination. I cannot check it for now, so, anyone, please verify.--[[User:Dorten|Dorten]] 23:49, 27 January 2008 (EST)&lt;br /&gt;
:That's correct, as many times my pure crafters will stop crafting to haul goods to the depot, despite having only one or two production labors enabled. --[[User:N9103|Edward]] 03:41, 28 January 2008 (EST)&lt;br /&gt;
::Is this similar to plant gathering where even non-working nobles and children will do it, or is it limted to any regular dwarf regardless of labour? --[[User:TangoThree|TangoThree]] 19:04, 31 January 2008 (EST)&lt;br /&gt;
:::Yes, nobles and children will haul stuff to the depot. --[[User:Janus|Janus]] 00:19, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Moving goods on afterwards ==&lt;br /&gt;
&lt;br /&gt;
To get things ''out'' of the depot.... do I have to order them removed while the caravan is still around?&lt;br /&gt;
I have starving dwarves... and food going rotten in the depot![[User:GarrieIrons|GarrieIrons]] 06:36, 5 February 2008 (EST)&lt;br /&gt;
:AFAIK, no. in my experience, anything bought is treated as like it's just lying there, not being traded.&lt;br /&gt;
Well, yes and no. Once trading is finished dwarves will start bringing the bought goods in while the caravan still is there. But you cant 'order' them to per se ;) Your own stuff that wasnt sold however will remain in depot till the caravan leaves. --[[User:Koltom|Koltom]] 18:45, 13 February 2008 (EST)&lt;br /&gt;
::Unless you go back into the {{k|g}}oods menu at the Depot and unmark them for trading. --[[User:N9103|Edward]] 04:25, 14 February 2008 (EST)&lt;br /&gt;
I've a question in the same vein: I just traded for a truckload of goods, but the traders didn't even leave them in the depot! They just carried my goods out with them. Were my dwarves supposed to carry all of the goods back earlier? --[[User:Gh3yz0r|Gh3yz0r]] 14:08, 16 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Duplicate Page?==&lt;br /&gt;
The page &amp;quot;Caravan&amp;quot; has very similar information, though this &amp;quot;trading&amp;quot; page seems more complete.[Samyotix]&lt;br /&gt;
&lt;br /&gt;
== culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;everything is ruined now&amp;quot; ==&lt;br /&gt;
I just accidentally tried to trade the elves a wooden bin full of stone goods. Now ALL my stone goods, including ones not actually in that bin, are unacceptable. I ended up just seizing the rope I needed, but I'd like to know if this is a glitch, or if I just made them too angry to trade.	&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:It's not a glitch.  Elves refuse to trade at all after you give them even a single wood or animal product. After you do that the trade option is locked until they come back to trade next year. [[User:Hex Decimal|Hex Decimal]] 14:52, 27 February 2008 (EST)&lt;br /&gt;
:The wooden bin told the elves you hate trees. Elves don't trade with people who hate trees. Elves don't trade with people who hate animals. Don't trade dead trees or dead animal parts to elves. [[User:Rkyeun|Rkyeun]] 13:18, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Depot Access==&lt;br /&gt;
Not a single square on my map is accessible by the caravan. What should i do? --[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
EDIT: My bad. It seems that it shows every square as inaccessible if the depot is not fully constructed--[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading Margins ==&lt;br /&gt;
In regards to this submission:&lt;br /&gt;
&amp;quot;If you have a somewhat experienced broker or you already raised the traiders mood to pleased or above you can usually trade with marginal profit for them and you can also safely ignore their counteroffers, offering the same trade a second time, successfully.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You do realize that when they make a counteroffer they automatically add those counteroffer goods to the pot, right? Just making sure. Are you saying you go back through and remove each item their counteroffer added to your side of the deal? Seems much simpler to just stick to the ~50% rule of thumb, especially at the beginning with low skills and again once you reach the point of having so many trade goods that you can easily buy everything you need from each caravan with plenty of goods left over. --[[User:Janus|Janus]] 14:55, 22 March 2008 (EDT)&lt;br /&gt;
: Yes, exactly. Whenever i get a counteroffer I remove all items from the list they added until their profit is back to what i deem fit, sometimes leaving a low value item, say, 50☼, they chose, if I wanted to trade it anyway. Since this is not a beginners guide page, I think it's wrong to advise people to a 50% profit margin that is much higher than necessary. Once the traders are happy, they will even agree to trading an anvil for an anvil. I tested this extensively because usually i want them to leave early and thus try to make them angry. Almost impossible. We could however add smth about the (suspected) advantages of having high export totals like bigger caravans, more immigrants, arrival of king. --[[User:Koltom|Koltom]] 06:39, 23 March 2008 (EDT)&lt;br /&gt;
::The 50% rule of thumb is a good starting point either way. &amp;quot;Advanced&amp;quot; page or not, before I posted that, there was no guidance on what profit margin the visiting traders would generally accept, so that people were left to find out the hard way.&lt;br /&gt;
::Going back through a long list of your trade goods to hunt down and remove the items which the visiting trader added to the offer seems like a bit of a waste of time to me, unless you just have very few trade goods or a really tight budget at your fortress.&lt;br /&gt;
::As for being able to get away with lower margins once the trader is happy, that is definitely useful knowledge and could be expanded upon. --[[User:Janus|Janus]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There is no way to refuse a counter-offer, is there? The only option is to hit {{k|Enter}}, and the &amp;quot;goods are added to the pot&amp;quot; as you say ... correct? --[[User:Juckto|Juckto]] 09:07, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Correct, however, you're free to simply remove the additionally requested items and re-offer. In the case of a new trader in his first few trade sessions, this will likely work, as he gained experience (probably a LOT) just by offering. Even if it doesn't, as long as you don't repeat it many times (4+ I'd say) then there's no real risk of driving them off. --[[User:N9103|Edward]] 13:16, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I find it easiest to commence one dwarf with novice valuer that way you already know prices... within the first trading I can usually get some items at straight trade (0% profit) maybe it depends on civilisation demands.[[User:GarrieIrons|GarrieIrons]] 01:14, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::If you want a trade to succeed just make sure the trader gets 100-1000* profit. Almost every trade I made with this method was accepted. --[[User:AlexFili|AlexFili]] 06:09, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Goblins butchering my caravans. ==&lt;br /&gt;
&lt;br /&gt;
Every time I trade with the caravans, a goblin ambush comes and the merchants are all killed. Ive taken new measures to prevent this, but will merchants come back to trade? and what effect does their death have? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Wafl|Wafl]] ([[User talk:Wafl|talk]]•[[Special:Contributions/Wafl|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My caravans get shot up by goblins all the time.  Then you get to loot their stuff.  The caravans always seem to come back next year.  [[User:Ripheus|Ripheus]] 22:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
&lt;br /&gt;
:Ask and ye shall receive&lt;br /&gt;
{|cellspacing=0 align=center&lt;br /&gt;
|-&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Arrive at fortress location&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Create Goods&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Build Depot&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Check Depot is accessible&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Set goods to be traded&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan to arrive at depot and merchants to finish unloading&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for goods to be hauled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Request the trader at the depot and turn off his other labours&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Trade&lt;br /&gt;
|}&lt;br /&gt;
You'll note I shifted the location of requesting trader --[[User:Juckto|Juckto]] 08:46, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offerings ==&lt;br /&gt;
&lt;br /&gt;
Can anyone expound on the function of {{K|o}}ffering goods as gifts to traders? I tried giving the elves about 1000 worth of tchotchkes, and the next year they showed up with more goods than I've ever seen -- lots of caged animals, whereas I usually get very few, and so on. However, other times I gave them more and it seemed nothing changed. [[User:Anydwarf|Anydwarf]] 12:01, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Gifts to the traders (and large trading profits) should increase the number of traders / wagons you get the following year, so they'll bring more stuff to trade. AFAIK no-one knows about the numbers for sure though. [[User:Samyotix|Samyotix]] 14:51, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Add hint: &amp;quot;Buy everything ... in case you get a strange mood&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
Personally I've found it very useful to do this:&lt;br /&gt;
&lt;br /&gt;
When traders arrive, &lt;br /&gt;
a) optionally check stocks.&lt;br /&gt;
b) Buy everything you can't make or harvest in your own fort.&lt;br /&gt;
c) In the diplomat meeting, order everything you can't make or harvest.&lt;br /&gt;
&lt;br /&gt;
To be specific: Thread, Silk, cloth, metal bars (anything else?).&lt;br /&gt;
&lt;br /&gt;
The reason: &lt;br /&gt;
a) Dwarves sometimes demand items out of some metal or alloy they like.&lt;br /&gt;
b) Dwarves who are possessed or get a strange mood will sometimes demand silk or cloth.&lt;br /&gt;
&lt;br /&gt;
Players who proactively (harr!) seek to stock materials for possible moods will IMO have much less of a problem with dwarves going insane from moods. However I couldn't figure out where (or if) I should insert that, so I'll just add this idea (adding a hint: buy everything you don't have) to the discussion.&lt;br /&gt;
&lt;br /&gt;
Also, as far as I know, possessed/moody dwarves in the current version (27.176.38c) do not demand specific items. Rather, they want a) any metal bar b) any metal ore c) Silk d) Cloth e) wood f) raw gem g) any stone ... that was it, right?. So probably such a hint could read something like:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NOTE: If your fortress cannot harvest silk, it would be useful to order some from the caravans. If you do not have a cloth industry yet, maybe order some cloth as well. Having a small stock of materials which you are not actively using in your economy - e.g. GCS silk - will increase the likelihood of your fortress gaining an artifact from any mood or possession.&amp;quot;&lt;br /&gt;
[[User:Samyotix|Samyotix]] 14:49, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Clear the perimeter? ==&lt;br /&gt;
&lt;br /&gt;
Is clearing the entire perimeter of the map really necessary? While my depot has been accessible at all, the caravan has '''always''' appeared at a point with access to the depot. --[[User:Raumkraut|Raumkraut]] 13:13, 12 July 2008 (EDT)&lt;br /&gt;
:What the article says is:&lt;br /&gt;
:#Caravans enter the map from a random direction which does not coincide with the relative direction of the originating civilization, &lt;br /&gt;
:#they may appear from different directions or z-levels each year&lt;br /&gt;
:#they cannot use stairs&lt;br /&gt;
:#they may leave without trading if it takes too long to reach the trade depot&lt;br /&gt;
:With the above points in mind:&lt;br /&gt;
:#In order to guarantee perfect, permanent wagon accessibility, a three tile path must be cleared around the entire perimeter of the map, with at least one joining path from the border to the trade depot. Any parts of this path system which have grass must be paved with floor tiles, bridges, or roads to prevent trees from growing. Ramps must be used to adjust z-level elevation. &lt;br /&gt;
&lt;br /&gt;
I have certainly had a depot accessible to the southern border, then had the human merchants only turn up with mules because they were approaching from a different direction. &lt;br /&gt;
&lt;br /&gt;
The recommendations are how to ensure the human wagons turn up every summer (it also helps to remember to have your drawbridge down as soon as summer commences!) If you are not so concerned about human merchants then ignore the advice. If you don't have enough dwarf-power then ignore the advice. Some of it only needs to be done once (ie: adjusting slopes), and some of it just gives you more territory to consider for defending from invaders (being open to merchants also opens you to invaders).[[User:GarrieIrons|GarrieIrons]] 00:33, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Seizing goods==&lt;br /&gt;
&amp;quot;It is worth noting that in the Mac port (untested for other ports), you can simply remove the depot that the merchants are camped out on to recieve all their goods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I can confirm that this also works in the PC version.[[User:Moonman|Moonman]] 14:07, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Empty caravans ==&lt;br /&gt;
&lt;br /&gt;
human, elf, and dwarf caravans bringing me nothing.&lt;br /&gt;
is it possible to have a depot too full? --[[User:Eerr|Eerr]] 07:30, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:In recent versions of the game I've noticed that traders, after their initial visit, will only bring what was mentioned in your previous trade agreement with them. In earlier versions they'd bring all sorts of tat along too. Did you perhaps not request any goods for import? I don't imagine this could affect the Elves as well though. --[[User:Raumkraut|Raumkraut]] 08:02, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Prior to the latest group of releases, I'd been getting empty caravans for a LONG time, Elves and Humans alike, and occasionally even the Dwarves. Hasn't happened to me in the e release yet though (hadn't spent too much time on the other releases). --[[User:N9103|Edward]] 13:13, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== starvation ==&lt;br /&gt;
&lt;br /&gt;
it must be because they brought food to my starving settlement&lt;br /&gt;
(dwarves will run out and get food straight from the caravan)&lt;br /&gt;
&lt;br /&gt;
== Added a small bit. ==&lt;br /&gt;
&lt;br /&gt;
I quickly changed the section about the possible exploit of deleting a trade depot from Mac-only-bug to an across the board phenomenon.&lt;br /&gt;
&lt;br /&gt;
== Caravan at Inaccessible Depot ==&lt;br /&gt;
&lt;br /&gt;
I assume it is related to the 3 wide path only showing as 1 green square, but the caravan has stopped at a trade depot that is listed as inaccessible.  Does this mean that some trade depots will show bad with SHIFT-D but are actually okay? --[[User:Aristoi|Aristoi]] 21:15, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The three-wide path showing only one green square is, to my knowledge, correct. That green is the center of the path, along which the center of the wagon must align with to fit within the three-wide path. --[[User:Mattmoss|Mattmoss]] 23:14, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks.  It'd be nice then if the Shift-D showed that as a caravan accessible depot then. --[[User:Aristoi|Aristoi]] 01:21, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Correction: It does, there was a boulder in the way that I did not see. --[[User:Aristoi|Aristoi]] 22:10, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 50% profit rule ==&lt;br /&gt;
&lt;br /&gt;
This really, REALLY needs to be made clearer in the game. There's nothing wrong with the trader telling us how much profit he'd expect from our goods! I've got tens of thousands worth of goods that I haven't sold for two years straight because the bloody traders wouldn't tell me how much they want, and I didn't find the 50% rule buried in this article until just now! --[[User:Theory|Theory]] 09:36, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's hardly 'buried' in the article, it's certainly not a rule, and it is made pretty clear in the game. I'm not just trying to be contrary; let me explain: A skilled broker can routinely trade with only a thirty or twenty percent profit, even down to ten percent if the merchant is in a good mood. If the merchant wants more profit, he will either put forth a counter-offer or say &amp;quot;With your trade goods such as they are, I can't possibly imagine you getting all of those items.&amp;quot; This seems like a pretty clear indication that he wants a bigger margin. As to its place in the article: a full half of the section titled &amp;quot;Trading&amp;quot; details the fifty percent suggestion. If you think it deserves increased prominence, I encourage you to edit it yourself. Them's my six cents. --[[User:Zombiejustice|Zombiejustice]] 17:16, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: afaik, traders will accept ''any'' profit, as long as they're not annoyed and also as long as you're not trying to buy 'high-tech' items like steel anvils or bars, with 'low-tech' items such as poorly crafted pieces of stone, bone etc [[User:Twiggie|Twiggie]] 17:58, 21 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:What%27s_the_easiest_way_to_check_dwarves_happiness&amp;diff=44299</id>
		<title>40d Talk:What's the easiest way to check dwarves happiness</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:What%27s_the_easiest_way_to_check_dwarves_happiness&amp;diff=44299"/>
		<updated>2008-08-19T12:40:51Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Err, I edited this article but accidentally marked it minor when it was actually more of a significant edit. Sorry about that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
shouldnt this be a sub-section of moods? [[User:Twiggie|Twiggie]] 08:40, 19 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40421</id>
		<title>User:Twiggie/Wishlist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40421"/>
		<updated>2008-08-19T12:36:15Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# pottery - more work for kilns, etc...&lt;br /&gt;
# system of changing quality/material of weapons/armour used&lt;br /&gt;
# candles etc - light up the underground! also this'd provide another use for tallow...&lt;br /&gt;
# milking for cows, camels etc&lt;br /&gt;
# sheepsies? plus wool etc&lt;br /&gt;
#*No wool yet, but you can add sheep with the Zoo Mod linked to from [[New Creatures]]. [[User:Bryan Derksen|Bryan Derksen]] 21:24, 18 June 2008 (EDT)&lt;br /&gt;
# make leather bags able to hold sand. i think they cant, correct me if im wrong...&lt;br /&gt;
# scythes - as  a weapon/harvesting tool?&lt;br /&gt;
# sniper rifles... jk :D&lt;br /&gt;
# stockpiles for EMPTY bags/barrels/bins - or a tag for these saying what they're to be used for...&lt;br /&gt;
# system of checking what is in a specific stockpile square (inside bins/barrels)&lt;br /&gt;
#*Press k, hover over the barrel/bin, and press enter. --[[User:Juckto|Juckto]] 09:33, 19 May 2008 (EDT)&lt;br /&gt;
#*Use + and - to select a particular bin/barrel in the list for that tile. --[[User:N9103|Edward]] 21:50, 19 May 2008 (EDT)&lt;br /&gt;
# Conveyor belts for speeding up large scale mining/tree-cutting ops. -- or just make wagons build- and  driveable&lt;br /&gt;
# plowing with horses/cows to speed up farming...&lt;br /&gt;
# switch siege operator to a soldier's profession, and make siege engines a weapon&lt;br /&gt;
# be able to have a fortress in the middle of a mountain formation - with the weight of things you can take cut down, and mules/horses etc carrying the stuff instead of a wagon.&lt;br /&gt;
# boats :D&lt;br /&gt;
# distillation equipment for those settlements by the sea&lt;br /&gt;
# make big creatures - whales, colossi etc, occupy more than one square&lt;br /&gt;
# make weapons poisonable with venom and liquid fire&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Chunk&amp;diff=23655</id>
		<title>40d Talk:Chunk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Chunk&amp;diff=23655"/>
		<updated>2008-08-19T12:32:55Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this true? I thought they could be cooked. [[User:Xaque|Xaque]] 01:50, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Chunks are worthless.[[User:Kefkakrazy|Kefkakrazy]] 01:19, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::This page violates rule P.  Suggest putting the content on [[Chunk]] instead.--[[User:Draco18s|Draco18s]] 20:29, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Use : when answering other comments, helps readability quite a lot. --[[User:Mizipzor|Mizipzor]] 20:31, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Rule p violation resolved.--[[User:Soyweiser|Soyweiser]] 07:27, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Moved talk page to chunk as well. [[User:Jikor|Jikor]]&lt;br /&gt;
::I apologize for all the history changes I forgot to hit preview [[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
Chunks are produced by unskilled butchers instead of some of the expected meat? [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
:No, chunks are produced, along with meat, by any butcher or slaughter task, regardless of skill.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:51, 23 November 2007 (EST)&lt;br /&gt;
:: well, more skilled ''Axedwarves'' '''do''' produce more chunks *hehehe* --[[User:Koltom|Koltom]] 13:15, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Where do chunks come under the refuse ordering? Obviously I have missed it as they never get hauled. --[[User:Gorfob|Gorfob]]&lt;br /&gt;
&lt;br /&gt;
:Probably under 'other' (o-r-k), but they should be hauled with either setting if you have designated a dump area ('i') ; either to the dump or the refuse pile. --[[User:Koltom|Koltom]] 13:15, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
make tame animals eat them tbh.... [[User:Twiggie|Twiggie]] 08:32, 19 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Schm0&amp;diff=22892</id>
		<title>User talk:Schm0</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Schm0&amp;diff=22892"/>
		<updated>2008-08-15T12:56:23Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm going to make a list of things Toady can fix:&lt;br /&gt;
&lt;br /&gt;
* Not have to cancel construction jobs due to stones in the way. Move them out of the way like it works when you construct doors.&lt;br /&gt;
: this already happens. the reason the stones aren't moved is because they are already tasked to a different jobs, and the same stone cant have two jobs attached to it [[User:Twiggie|Twiggie]] 08:56, 15 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24613</id>
		<title>40d Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24613"/>
		<updated>2008-07-12T20:45:07Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: /* Confirming having children in cages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do you put more than one animal in a cage? [[User:Runspotrun|Runspotrun]] 11:41, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Once you hit (A)ssign, you should have a list of all tame animals in your fort. From here you can toggle whether or not a given animal is assigned to that cage by hitting Enter. You can do this for a number of creatures at once. Creatures already assigned to a cage or chain will have [A] out to the right of their listing. IIRC, there is a limit on the number of critters in a cage, but it's pretty high. One nice benefit is that if you put a male and female of the same species in a cage together, they can still breed.--[[User:RedKing|RedKing]] 12:25, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Um...&lt;br /&gt;
::(A)ssign? Uh, I don't see that. (a) is announcements, and (A) does nothing. I can see a list of animals with both (u) and (z)-&amp;gt;Animals, but they only let me assign to owners, slaughter, etc. Do I need a specific noble? [[User:Runspotrun|Runspotrun]] 12:41, 9 November 2007 (EST)&lt;br /&gt;
::Ah, hold on. I appear to have only caught untamable creatures (yay... I guess). Does (A)ssign only work if I have caged, tame creatures? [[User:Runspotrun|Runspotrun]] 12:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Cage options menu, I think {{k|q}} or {{k|t}}. --[[User:Savok|Savok]] 12:48, 9 November 2007 (EST)&lt;br /&gt;
::::Wow, I'm being really awkward here. Sorry. {{k|q}} and {{k|t}} both give me options about the animal stockpile the cages are sitting on, or the ground below that. [[User:Runspotrun|Runspotrun]] 12:55, 9 November 2007 (EST)&lt;br /&gt;
:::::Ahh, now I see the problem. You have to {{k|b}}uild the cage first, which moves it from the stockpile to whatever location you specify, then you can assign animals to it. Animal stockpiles just serve as collection points for your trappers to dump off their catch, or for new animals bought from caravans.--[[User:RedKing|RedKing]] 13:19, 9 November 2007 (EST)&lt;br /&gt;
::::::AHA! I see it now. Thanks for your help! [[User:Runspotrun|Runspotrun]] 13:37, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible addition ==&lt;br /&gt;
&lt;br /&gt;
Maybe worth adding to the article : How do you empty cages of bones and seeds? What's the best way to get rid an untameable creature in a cage? [[User:Runspotrun|Runspotrun]] 21:15, 13 November 2007 (EST)&lt;br /&gt;
Answer to both questions is lava. [[User:Rkyeun|Rkyeun]] 17:21, 23 December 2007 (EST)&lt;br /&gt;
:Alternatively, if you're just trying to get them out, melting the cage will work as well. (assuming metal of course)&lt;br /&gt;
::bones and seeds in a cage can be dumped, the cage will remain where it is. Lava and melting will destroy the cage too, so thats not exactly helpful.--[[User:Koltom|Koltom]] 13:59, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Captured thieves ==&lt;br /&gt;
So, if you manage to catch a thief or a snatcher in a cage trap '''after''' he has already managed to steal something/one, is there any way to get it off him, without releasing and killing him in process?--[[User:Dorten|Dorten]] 23:35, 13 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:There might conceivably be some way to make him go [[melancholy]], at which point he might ditch all his items.  I wouldn't know how to induce it, though.--[[User:Maximus|Maximus]] 04:43, 14 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Found this at forum: You can find the items, carried by caged goblins/kobolds/whatever in the stocks menu and designate them for dumping, then dwarves will strip the prisoner. Cant check now. Anyone, confirm?--[[User:Dorten|Dorten]] 07:06, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yep, this works. Got a human macelord in cage, found (*steel morningstar*) at stock menu, {{K|z}}oomed to it - it pointed on macelord's cage so, it's his morningstar,  {{K|d}}umped it, and voila: a dwarf comes to cage and gets morningstar out. The only thing unclear - how do you free a child from a bag?--[[User:Dorten|Dorten]] 02:39, 16 January 2008 (EST)&lt;br /&gt;
:Magma works well I hear. [[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
:Alright, so this works with dumping. If I designate an item to be melted, will the furnace operator come take it off the captured goblin? How about if I have a standing order to improve clothing? Will my clothier come and take the (narrow cave spider silk trousers) and sew his cloth image on them? Or is actual dumping the only way? --[[User:Zombiejustice|Zombiejustice]] 09:12, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dissapearing metal cages ==&lt;br /&gt;
&lt;br /&gt;
I keep trying to make metal cages for a prison, but each time it gets completed the smith stands around a while and then it just dissapears. He doesn't even put it on a stockpile. Can anyone tell me what's happening?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Have you tried tracking the cage in the stocks menu? Are you sure it disappeared? [[User:VengefulDonut|VengefulDonut]] 20:44, 25 January 2008 (EST)&lt;br /&gt;
:check with {{key|t}} if the cage is still in the workshop - also, u need an animal stockpile (not a furniture one)--[[User:Koltom|Koltom]] 22:42, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== '''Stopping''' certain dwarves from un/caging ==&lt;br /&gt;
&lt;br /&gt;
All right, I know how to {{key|q}}{{key|a}}sign animals to a cage. But even with [[animal hauling]] turned off, my dwarves still love putting furries into cages - how do I make it so that only my animal carers and animal trainers do this job? My miner drags herself from one end of the mine to the other to do this job![[User:GarrieIrons|GarrieIrons]] 05:44, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Did you try with both hauling and care off? --[[User:N9103|Edward]] 08:17, 13 February 2008 (EST)&lt;br /&gt;
::All of my trades-dwarves (carpenters, miners, woodcutters etc) have '''only''' the following enabled: their trade, Health Care ('cause I don't want anyone to die for no real reason), Burial ('cause if they do die I wanna get rid of the evidence), and Cleaning (cause from what I hear, dwarves clean less than I do even with that one turned on). So yeah, I've got both Animal Hauling AND Animal Care turned off AFAIK.[[User:GarrieIrons|GarrieIrons]] 03:25, 14 February 2008 (EST)&lt;br /&gt;
:::yep, seems anyone will cage/uncage. no way to stop it. --[[User:Koltom|Koltom]] 22:43, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Confirming having children in cages ==&lt;br /&gt;
&lt;br /&gt;
I noticed that the page says it's unsure whether or not animals can bear children when while in cages. To my experience they do, I recently had some donkey foals born when everything but my wardogs were caged up. They were also standing around right next to the cages. Anyone care to confirm this so we can add it to the page? --[[User:Eurytus|Eurytus]] 3:14, 28 March 2008 (EST)&lt;br /&gt;
:It says 'It is unsure if animals in a cage will mate, but animals can bear children when caged.' You just approved second part. What are you going to change?--[[User:Dorten|Dorten]] 05:01, 28 March 2008 (EDT)&lt;br /&gt;
: I get what you're saying, I think. I'll spade it a little more to see if the couple continues to bear children even though they're both in the cage at all time before I consider changing anything.--[[User:Eurytus|Eurytus]] 5:34, 28 March 2008 (EST)&lt;br /&gt;
:: I'm still on it too. I'm waiting for the last offspring to be adults to make sure this isn't blocking new ones, plus 3 years to be sure, but it looks like the donkeys and groundhogs have really stopped breeding and the rest too. The requirements for getting pregnant seem to be rather low; having a free male and female ''somewhere'' on the map for a short time seems to be enough. --[[User:Koltom|Koltom]] 22:58, 28 March 2008 (EDT)&lt;br /&gt;
: I've confirmed that caged animals do not, in fact, mate. I did a controlled study with animals in cages, specifically with dogs. I brought along two dogs on a new fortress. As soon as they had puppies, I slaughtered the parents and caged the puppies. As immigrants came along, all newborn puppies were immediately caged, and I paid specific attention to which animals were giving birth. Over a 5 year period, 12 puppies matured into dogs (2 are still puppies), none of which gave birth. The only source of puppies were the pets. --[[User:JeebusSez|JeebusSez]] 22:10, 20 May 2008 (EDT)&lt;br /&gt;
:: animals reproduce asexually anyway, for some reason - i had a walled up puppy that grew up and had a puppy of its own, as well as a single (tame) mountain goat in my fortress, which had two sets of kids - i butchered the first lot so no, they didnt impregnate their mother... [[User:Twiggie|Twiggie]] 16:45, 12 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cages and Fluids ==&lt;br /&gt;
Do creatures need to breath in a cage? If you have an unconstructed/constructed cage underwater does the inhabitant drown? If you have a unconstructed/constructed magma-proof cage under magma does the inhabitant burn up? [[User:Yvain|Yvain]] 08:29, 6 April 2008 (EDT)&lt;br /&gt;
:Here is the experiment I conducted:&lt;br /&gt;
:* built a large deep empty pool&lt;br /&gt;
:* put a goblin cage and a cage stockpile at the bottom of it&lt;br /&gt;
:* waiting for a dwarf to put some goblin cages in the stockpile&lt;br /&gt;
:* turned on the pumps to flood the room&lt;br /&gt;
:* had a dwarf throw (pit/pond) another goblin into the pool&lt;br /&gt;
:* waiting until the thrown (pit/ponded) goblin drowned and then emptied the pool&lt;br /&gt;
:Results: Neither the goblins in the constructed cage or the goblins in the unconstructed cage in the stockpile died. So in conclusion it appears that caged creatures do not need air. [[User:Yvain|Yvain]] 23:25, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Does this also hold for fish? [[User:VengefulDonut|VengefulDonut]] 02:11, 10 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Building materials ==&lt;br /&gt;
It appears that it takes four bars of metal to make a cage. How many logs of wood? How many bags of sand? These are things it would be nice to have in the article. --[[User:zombiejustice|zombiejustice]] 00:51, 03 June 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Trading caged animals ==&lt;br /&gt;
&lt;br /&gt;
Okay, so I just tried ordering my caged [[Fire Imp]] (wooden cage, go figure ^_^) to the trade depot so that the humans could take it away. A dwarf instead opened the cage and let the thing go, and the now empty cage was taken to the depot. Fortunately the humans smote it before it could set anything alight, but it would've been nice to sell the thing to them, so they could've smitten it on their own time. Does this always happen with caged wild animals? --[[User:Raumkraut|Raumkraut]] 14:28, 12 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40420</id>
		<title>User:Twiggie/Wishlist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40420"/>
		<updated>2008-07-12T20:38:00Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# pottery - more work for kilns, etc...&lt;br /&gt;
# system of changing quality/material of weapons/armour used&lt;br /&gt;
# candles etc - light up the underground! also this'd provide another use for tallow...&lt;br /&gt;
# milking for cows, camels etc&lt;br /&gt;
# sheepsies? plus wool etc&lt;br /&gt;
#*No wool yet, but you can add sheep with the Zoo Mod linked to from [[New Creatures]]. [[User:Bryan Derksen|Bryan Derksen]] 21:24, 18 June 2008 (EDT)&lt;br /&gt;
# make leather bags able to hold sand. i think they cant, correct me if im wrong...&lt;br /&gt;
# scythes - as  a weapon/harvesting tool?&lt;br /&gt;
# sniper rifles... jk :D&lt;br /&gt;
# stockpiles for EMPTY bags/barrels/bins - or a tag for these saying what they're to be used for...&lt;br /&gt;
# system of checking what is in a specific stockpile square (inside bins/barrels)&lt;br /&gt;
#*Press k, hover over the barrel/bin, and press enter. --[[User:Juckto|Juckto]] 09:33, 19 May 2008 (EDT)&lt;br /&gt;
#*Use + and - to select a particular bin/barrel in the list for that tile. --[[User:N9103|Edward]] 21:50, 19 May 2008 (EDT)&lt;br /&gt;
# Conveyor belts for speeding up large scale mining/tree-cutting ops. -- or just make wagons build- and  driveable&lt;br /&gt;
# plowing with horses/cows to speed up farming...&lt;br /&gt;
# switch siege operator to a soldier's profession, and make siege engines a weapon&lt;br /&gt;
# be able to have a fortress in the middle of a mountain formation - with the weight of things you can take cut down, and mules/horses etc carrying the stuff instead of a wagon.&lt;br /&gt;
# boats :D&lt;br /&gt;
# distillation equipment for those settlements by the sea&lt;br /&gt;
# make big creatures - whales, colossi etc, occupy more than one square&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40418</id>
		<title>User:Twiggie/Wishlist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40418"/>
		<updated>2008-06-18T22:51:14Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# pottery - more work for kilns, etc...&lt;br /&gt;
# system of changing quality/material of weapons/armour used&lt;br /&gt;
# candles etc - light up the underground! also this'd provide another use for tallow...&lt;br /&gt;
# milking for cows, camels etc&lt;br /&gt;
# sheepsies? plus wool etc&lt;br /&gt;
# make leather bags able to hold sand. i think they cant, correct me if im wrong...&lt;br /&gt;
# scythes - as  a weapon/harvesting tool?&lt;br /&gt;
# sniper rifles... jk :D&lt;br /&gt;
# stockpiles for EMPTY bags/barrels/bins - or a tag for these saying what they're to be used for...&lt;br /&gt;
# system of checking what is in a specific stockpile square (inside bins/barrels)&lt;br /&gt;
#*Press k, hover over the barrel/bin, and press enter. --[[User:Juckto|Juckto]] 09:33, 19 May 2008 (EDT)&lt;br /&gt;
#*Use + and - to select a particular bin/barrel in the list for that tile. --[[User:N9103|Edward]] 21:50, 19 May 2008 (EDT)&lt;br /&gt;
# Conveyor belts for speeding up large scale mining/tree-cutting ops.&lt;br /&gt;
# plowing with horses/cows to speed up farming...&lt;br /&gt;
# switch siege operator to a soldier's profession, and make siege engines a weapon&lt;br /&gt;
# be able to have a fortress in the middle of a mountain formation - with the weight of things you can take cut down, and mules/horses etc carrying the stuff instead of a wagon.&lt;br /&gt;
# boats :D&lt;br /&gt;
# distillation equipment for those settlements by the sea&lt;br /&gt;
# make big creatures - whales, colossi etc, occupy more than one square&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40417</id>
		<title>User:Twiggie/Wishlist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40417"/>
		<updated>2008-06-17T20:54:04Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# pottery - more work for kilns, etc...&lt;br /&gt;
# system of changing quality/material of weapons/armour used&lt;br /&gt;
# candles etc - light up the underground! also this'd provide another use for tallow...&lt;br /&gt;
# milking for cows, camels etc&lt;br /&gt;
# sheepsies? plus wool etc&lt;br /&gt;
# make leather bags able to hold sand. i think they cant, correct me if im wrong...&lt;br /&gt;
# scythes - as  a weapon/harvesting tool?&lt;br /&gt;
# sniper rifles... jk :D&lt;br /&gt;
# stockpiles for EMPTY bags/barrels/bins - or a tag for these saying what they're to be used for...&lt;br /&gt;
# system of checking what is in a specific stockpile square (inside bins/barrels)&lt;br /&gt;
#*Press k, hover over the barrel/bin, and press enter. --[[User:Juckto|Juckto]] 09:33, 19 May 2008 (EDT)&lt;br /&gt;
#*Use + and - to select a particular bin/barrel in the list for that tile. --[[User:N9103|Edward]] 21:50, 19 May 2008 (EDT)&lt;br /&gt;
# Conveyor belts for speeding up large scale mining/tree-cutting ops.&lt;br /&gt;
# plowing with horses/cows to speed up farming...&lt;br /&gt;
# switch siege operator to a soldier's profession, and make siege engines a weapon&lt;br /&gt;
# be able to have a fortress in the middle of a mountain formation - with the weight of things you can take cut down, and mules/horses etc carrying the stuff instead of a wagon.&lt;br /&gt;
# boats :D&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie&amp;diff=40275</id>
		<title>User:Twiggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie&amp;diff=40275"/>
		<updated>2008-06-17T20:52:41Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;yup. this is my page. yay.&lt;br /&gt;
&lt;br /&gt;
==Random Stuff==&lt;br /&gt;
&lt;br /&gt;
I had a hunter, Ducim Melbilmezum, returning her hoary marmot that she'd killed interrupted by a giant eagle. She promptly dropped the marmot corpse, shot the eagle, and took that home instead.&lt;br /&gt;
&lt;br /&gt;
In the same fortress, I was getting tired of looking for iron, so i asked the dwarven liaison to bring me some magnetite. Of course, they decided my site was inaccessible to their wagons, and so when the mules finally arrived, they were carrying a grand total of ''three'' items - two bits of magnetite and a horse in a cage.&lt;br /&gt;
&lt;br /&gt;
The irony was, five minutes later, I found a gigantic area of magnetite whilst looking for some magma.&lt;br /&gt;
&lt;br /&gt;
It was a happy day for that fortress when my legendary miner married my legendary carpenter, deciding to forego any celebrations. That was over 2 years ago, and 6 children have been born since then. My carpenter still has nothing :(.&lt;br /&gt;
&lt;br /&gt;
I had four people sleeping in one bed. My marksdwarf, who had a broken head, and was resting, her husband, who was sleeping, and their two kids. Gonna be so weird if she has another kid any time soon...&lt;br /&gt;
&lt;br /&gt;
-_- animals can reproduce asexually, apparently. i caught and tamed a mountain goat (f), and it had one lot of kids. i butchered them all, thinking she'd got pregnant before i caught her, but no. she just had another kid, so unless she mated with a dog, cow, horse, donkey, mule, cat or hoary marmot, im pretty sure they can reproduce asexually.&lt;br /&gt;
&lt;br /&gt;
in other news, i walled up a puppy by accident. its now a stray dog. im just waiting until it falls down the well shaft...&lt;br /&gt;
&lt;br /&gt;
it's now had a puppy. its been walled up there since childhood and has puppies. /sigh&lt;br /&gt;
&lt;br /&gt;
in other other news, i believe it is possible to 'farm' kids. just make one of a married couple a recruit, and make them spar against an axe/swordsdwarf. then they'll be forced to stay in bed, meaning whenever their other half goes to sleep, another chance at conception. im pretty sure this is how it works, because in the above case with the legendary guys, they both went to bed at different times....&lt;br /&gt;
&lt;br /&gt;
i had some child abuse in my fortress. one of my kids had its upper leg broken. nobody fed her, so she went melancholy, eventually dying in the corridor. strange thing was, nobody was offended (apart from her family) by her death, until she started to rot...&lt;br /&gt;
&lt;br /&gt;
==Wishlist==&lt;br /&gt;
&lt;br /&gt;
[[User:Twiggie/Wishlist|my wishlist! yay!]]&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40416</id>
		<title>User:Twiggie/Wishlist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40416"/>
		<updated>2008-06-17T12:54:12Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# pottery - more work for kilns, etc...&lt;br /&gt;
# system of changing quality/material of weapons/armour used&lt;br /&gt;
# candles etc - light up the underground! also this'd provide another use for tallow...&lt;br /&gt;
# milking for cows, camels etc&lt;br /&gt;
# sheepsies? plus wool etc&lt;br /&gt;
# make leather bags able to hold sand. i think they cant, correct me if im wrong...&lt;br /&gt;
# scythes - as  a weapon/harvesting tool?&lt;br /&gt;
# sniper rifles... jk :D&lt;br /&gt;
# stockpiles for EMPTY bags/barrels/bins - or a tag for these saying what they're to be used for...&lt;br /&gt;
# system of checking what is in a specific stockpile square (inside bins/barrels)&lt;br /&gt;
#*Press k, hover over the barrel/bin, and press enter. --[[User:Juckto|Juckto]] 09:33, 19 May 2008 (EDT)&lt;br /&gt;
#*Use + and - to select a particular bin/barrel in the list for that tile. --[[User:N9103|Edward]] 21:50, 19 May 2008 (EDT)&lt;br /&gt;
# Conveyor belts for speeding up large scale mining/tree-cutting ops.&lt;br /&gt;
# plowing with horses/cows to speed up farming...&lt;br /&gt;
# switch siege operator to a soldier's profession, and make siege engines a weapon&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie&amp;diff=40274</id>
		<title>User:Twiggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie&amp;diff=40274"/>
		<updated>2008-05-20T15:44:32Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;yup. this is my page. yay.&lt;br /&gt;
&lt;br /&gt;
==Random Stuff==&lt;br /&gt;
&lt;br /&gt;
I had a hunter, Ducim Melbilmezum, returning her hoary marmot that she'd killed interrupted by a giant eagle. She promptly dropped the marmot corpse, shot the eagle, and took that home instead.&lt;br /&gt;
&lt;br /&gt;
In the same fortress, I was getting tired of looking for iron, so i asked the dwarven liaison to bring me some magnetite. Of course, they decided my site was inaccessible to their wagons, and so when the mules finally arrived, they were carrying a grand total of ''three'' items - two bits of magnetite and a horse in a cage.&lt;br /&gt;
&lt;br /&gt;
The irony was, five minutes later, I found a gigantic area of magnetite whilst looking for some magma.&lt;br /&gt;
&lt;br /&gt;
It was a happy day for that fortress when my legendary miner married my legendary carpenter, deciding to forego any celebrations. That was over 2 years ago, and 6 children have been born since then. My carpenter still has nothing :(.&lt;br /&gt;
&lt;br /&gt;
I had four people sleeping in one bed. My marksdwarf, who had a broken head, and was resting, her husband, who was sleeping, and their two kids. Gonna be so weird if she has another kid any time soon...&lt;br /&gt;
&lt;br /&gt;
-_- animals can reproduce asexually, apparently. i caught and tamed a mountain goat (f), and it had one lot of kids. i butchered them all, thinking she'd got pregnant before i caught her, but no. she just had another kid, so unless she mated with a dog, cow, horse, donkey, mule, cat or hoary marmot, im pretty sure they can reproduce asexually.&lt;br /&gt;
&lt;br /&gt;
in other news, i walled up a puppy by accident. its now a stray dog. im just waiting until it falls down the well shaft...&lt;br /&gt;
&lt;br /&gt;
in other other news, i believe it is possible to 'farm' kids. just make one of a married couple a recruit, and make them spar against an axe/swordsdwarf. then they'll be forced to stay in bed, meaning whenever their other half goes to sleep, another chance at conception. im pretty sure this is how it works, because in the above case with the legendary guys, they both went to bed at different times....&lt;br /&gt;
&lt;br /&gt;
i had some child abuse in my fortress. one of my kids had its upper leg broken. nobody fed her, so she went melancholy, eventually dying in the corridor. strange thing was, nobody was offended (apart from her family) by her death, until she started to rot...&lt;br /&gt;
&lt;br /&gt;
==Wishlist==&lt;br /&gt;
&lt;br /&gt;
[[User:Twiggie/Wishlist|my wishlist! yay!]]&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23931</id>
		<title>40d Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23931"/>
		<updated>2008-05-19T15:02:02Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;br /&gt;
&lt;br /&gt;
{{unsigned|Doler 12}}&lt;br /&gt;
&lt;br /&gt;
Dunno about that! but I did rewrite the article. Hope the formal wikipedia style isn't too far out of whack here, [[User talk:GarrieIrons|slap me]] if I need it.[[User:GarrieIrons|GarrieIrons]] 06:19, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dwarves can get married at any point, if they like each other enough. Does anyone know if dwarves will ever not 'forgo any formal arrangements'? Someone better than me should write a marriage page. --[[User:Niaba|Niaba]] 12:27, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::see [[Marriage]] [[User:Twiggie|Twiggie]] 13:16, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== out of date ==&lt;br /&gt;
&lt;br /&gt;
relationships and marriage has been added recently, so this ought to updated to reflect the new, less mysterious process.&lt;br /&gt;
&lt;br /&gt;
== How many children again? ==&lt;br /&gt;
Hmmm 25 children and only 10 dwarves... Maybe unleashing that dragon was a bad idea.&lt;br /&gt;
&lt;br /&gt;
== kids and alcohol ==&lt;br /&gt;
&lt;br /&gt;
gotta love em when they lift up the whole 56 weight barrel... and thats from as young at two as well ^_^ [[User:Twiggie|Twiggie]] 08:53, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==child abuse?==&lt;br /&gt;
&lt;br /&gt;
my child has a broken upper leg... idk how it happened :( my guess is  one of its parents hit it really hard, or one of them sat/laid on top of it in bed - that family often has all four of them in the same bed. [[User:Twiggie|Twiggie]] 08:48, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;:(&amp;lt;/nowiki&amp;gt; nobody wanted to feed the kid, or bring it water, so it went melancholy within a year. [[User:Twiggie|Twiggie]] 10:15, 19 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23930</id>
		<title>40d Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23930"/>
		<updated>2008-05-19T14:15:07Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;br /&gt;
&lt;br /&gt;
{{unsigned|Doler 12}}&lt;br /&gt;
&lt;br /&gt;
Dunno about that! but I did rewrite the article. Hope the formal wikipedia style isn't too far out of whack here, [[User talk:GarrieIrons|slap me]] if I need it.[[User:GarrieIrons|GarrieIrons]] 06:19, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dwarves can get married at any point, if they like each other enough. Does anyone know if dwarves will ever not 'forgo any formal arrangements'? Someone better than me should write a marriage page. --[[User:Niaba|Niaba]] 12:27, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::see [[Marriage]] [[User:Twiggie|Twiggie]] 13:16, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== out of date ==&lt;br /&gt;
&lt;br /&gt;
relationships and marriage has been added recently, so this ought to updated to reflect the new, less mysterious process.&lt;br /&gt;
&lt;br /&gt;
== How many children again? ==&lt;br /&gt;
Hmmm 25 children and only 10 dwarves... Maybe unleashing that dragon was a bad idea.&lt;br /&gt;
&lt;br /&gt;
== kids and alcohol ==&lt;br /&gt;
&lt;br /&gt;
gotta love em when they lift up the whole 56 weight barrel... and thats from as young at two as well ^_^ [[User:Twiggie|Twiggie]] 08:53, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==child abuse?==&lt;br /&gt;
&lt;br /&gt;
my child has a broken upper leg... idk how it happened :( my guess is  one of its parents hit it really hard, or one of them sat/laid on top of it in bed - that family often has all four of them in the same bed. [[User:Twiggie|Twiggie]] 08:48, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:( nobody wanted to feed the kid, or bring it water, so it went melancholy within a year. [[User:Twiggie|Twiggie]] 10:15, 19 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40413</id>
		<title>User:Twiggie/Wishlist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40413"/>
		<updated>2008-05-19T12:53:27Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# pottery - more work for kilns, etc...&lt;br /&gt;
# system of changing quality/material of weapons/armour used&lt;br /&gt;
# candles etc - light up the underground!&lt;br /&gt;
# milking for cows, camels etc&lt;br /&gt;
# sheepsies? plus wool etc&lt;br /&gt;
# make leather bags able to hold sand. i think they cant, correct me if im wrong...&lt;br /&gt;
# scythes - as  a weapon/harvesting tool?&lt;br /&gt;
# sniper rifles... jk :D&lt;br /&gt;
# stockpiles for EMPTY bags/barrels/bins - or a tag for these saying what they're to be used for...&lt;br /&gt;
# system of checking what is in a specific stockpile square (inside bins/barrels)&lt;br /&gt;
# Conveyor belts for speeding up large scale mining/tree-cutting ops.&lt;br /&gt;
# plowing with horses/cows to speed up farming...&lt;br /&gt;
# switch siege operator to a soldier's profession, and make siege engines a weapon&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23929</id>
		<title>40d Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23929"/>
		<updated>2008-05-19T12:48:30Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;br /&gt;
&lt;br /&gt;
{{unsigned|Doler 12}}&lt;br /&gt;
&lt;br /&gt;
Dunno about that! but I did rewrite the article. Hope the formal wikipedia style isn't too far out of whack here, [[User talk:GarrieIrons|slap me]] if I need it.[[User:GarrieIrons|GarrieIrons]] 06:19, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dwarves can get married at any point, if they like each other enough. Does anyone know if dwarves will ever not 'forgo any formal arrangements'? Someone better than me should write a marriage page. --[[User:Niaba|Niaba]] 12:27, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::see [[Marriage]] [[User:Twiggie|Twiggie]] 13:16, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== out of date ==&lt;br /&gt;
&lt;br /&gt;
relationships and marriage has been added recently, so this ought to updated to reflect the new, less mysterious process.&lt;br /&gt;
&lt;br /&gt;
== How many children again? ==&lt;br /&gt;
Hmmm 25 children and only 10 dwarves... Maybe unleashing that dragon was a bad idea.&lt;br /&gt;
&lt;br /&gt;
== kids and alcohol ==&lt;br /&gt;
&lt;br /&gt;
gotta love em when they lift up the whole 56 weight barrel... and thats from as young at two as well ^_^ [[User:Twiggie|Twiggie]] 08:53, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==child abuse?==&lt;br /&gt;
&lt;br /&gt;
my child has a broken upper leg... idk how it happened :( my guess is  one of its parents hit it really hard, or one of them sat/laid on top of it in bed - that family often has all four of them in the same bed. [[User:Twiggie|Twiggie]] 08:48, 19 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie&amp;diff=40273</id>
		<title>User:Twiggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie&amp;diff=40273"/>
		<updated>2008-05-19T12:26:38Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;yup. this is my page. yay.&lt;br /&gt;
&lt;br /&gt;
==Random Stuff==&lt;br /&gt;
&lt;br /&gt;
I had a hunter, Ducim Melbilmezum, returning her hoary marmot that she'd killed interrupted by a giant eagle. She promptly dropped the marmot corpse, shot the eagle, and took that home instead.&lt;br /&gt;
&lt;br /&gt;
In the same fortress, I was getting tired of looking for iron, so i asked the dwarven liaison to bring me some magnetite. Of course, they decided my site was inaccessible to their wagons, and so when the mules finally arrived, they were carrying a grand total of ''three'' items - two bits of magnetite and a horse in a cage.&lt;br /&gt;
&lt;br /&gt;
The irony was, five minutes later, I found a gigantic area of magnetite whilst looking for some magma.&lt;br /&gt;
&lt;br /&gt;
It was a happy day for that fortress when my legendary miner married my legendary carpenter, deciding to forego any celebrations. That was over 2 years ago, and 6 children have been born since then. My carpenter still has nothing :(.&lt;br /&gt;
&lt;br /&gt;
I had four people sleeping in one bed. My marksdwarf, who had a broken head, and was resting, her husband, who was sleeping, and their two kids. Gonna be so weird if she has another kid any time soon...&lt;br /&gt;
&lt;br /&gt;
==Wishlist==&lt;br /&gt;
&lt;br /&gt;
[[User:Twiggie/Wishlist|my wishlist! yay!]]&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dungeon_master&amp;diff=23764</id>
		<title>40d Talk:Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dungeon_master&amp;diff=23764"/>
		<updated>2008-05-18T20:49:29Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone know what triggers the dungeon master now? I have absolutely NO coins whatsoever and he just showed up at the start of my 4th spring. [[User:Rpb|Rpb]] 11:54, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there a point to the image? --[[User:Eagle of Fire|Eagle of Fire]] 01:38, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think it's there to show what skills the Dungeon Master starts with. Putting the same in plain text would work better, methinks. --[[User:Zirik|Zirik]] 03:08, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::My oppinion also. --[[User:Eagle of Fire|Eagle of Fire]] 00:45, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
He showed up here in summer 1055 with the 'normal'/standard skill level in those four skills mentioned in the article (Animal Trainer, Animal Caretaker, Furnace Operator, Metal Crafter).  I've got no coins either. Created wealth was around 70k, around 60-70 dwarves. Maybe it's the number of pets? I have 123.--[[User:SL|SL]] 00:43, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Probably not. I got him in 1054 with no more than 25 animals, and had passed 70k wealth long ago so that wasn't it either. Number of dwarves? 1054 would have been the first year after I hit 50 dwarves, which might be the case with yours as well. [[User:Rpb|Rpb]] 01:36, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:When I got him, I had 57 dwarves. The requirement is probably 50 dwarves, we all have that number in common. --[[User:Valdemar|Valdemar]] 10:19, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I dont think the requirement is 50 dwarves, i have the dungeon master arrive when i was nearing the 80 Mark, and had a wealth of around 200k. --[[User:Fedaykin|Fedaykin]] 20:48, 15 November 2007 (EST)&lt;br /&gt;
::Were you nearing the 80 mark BEFORE or AFTER the migration when he showed up? A requirement of 50 dwarves to trigger him would mean you would probably have 70+ dwarves by the time he actually arrives, since he generally shows up at the same time as 20 other immigrants.&lt;br /&gt;
:::It was before the migration ofcourse, ill try it again when i have time [[User:Fedaykin|Fedaykin]] 14:44, 17 November 2007 (EST)&lt;br /&gt;
:My numbers were 68 dwarves (I went from 36 to 60+ in the last wave), roughly 2.7M in wealth (and I'd been over 1M for years) in year 1056 with a moderate number of pets and no coins.  I'd also dug to the deepest level the first year, in case folks were considering that as a criterion.  I have fought numerous slugmen, goblins and kobolds, but nothing exotic (I had to reload after the dragon arrived and burned everything down).  Bear in mind that if there's a pop requirement, then it's important how many you have before the DM arrives, but it's equally important how many you had before the ''previous'' wave.  Those numbers form the bounds.  So if you had 80 before the DM arrived, but 31 of them arrived or were born in that last wave, then this will have been the first time the caravan saw you with 50+ pop. [[User:Doctorlucky|Doctorlucky]] 01:56, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think his arrival might be related to your stored animals. He seems to arrive for me whenever I get my first goblin in a cage trap. [[User:Moonman|Moonman]] 09:04, 21 December 2007 (EST)&lt;br /&gt;
:I just had this happen again. My pop. went from 57 to 80 or so and it was the first wave after I had captured a dragon and some goblins. [[User:Moonman|Moonman]] 09:22, 24 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I can confirm that he does NOT arrive simply at 50 dwarves. Just got an immigration wave that raised my pop from 52 to 60, and no DM.&lt;br /&gt;
--[[User:Tyrving|Tyrving]] 02:56, 22 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How about using skill names that are shown in the game? For example armor crafting -&amp;gt; Armorsmith , weapon smithing -&amp;gt; Weaponsmith and so on. Its a bit confusing now with blacksmithing and all.&lt;br /&gt;
&lt;br /&gt;
Have you considered that the DM has /a percentage based chance of arriving once you fortress reaches the population of 50?/ --[[User:Hamenopi|Hamenopi]] 07:13, 17 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I had about 53 dwarves then an immigration wave took me up to 62 but it wasnt until the next wave which gave me 81 that I got him also in requirements says you need to discover hidden site feature, but i havent discovered anything yet. Imported wealth is 128245 Exported is 682 Created wealth is 429483 and on the off chance his arrival is related to animal numbers i have 5 trained and 21 others [[User:Thatguyyaknow|Thatguyyaknow]] 07:26, 19 January 2008 (EST) - I hadnt caught anything in a trap but i had nicked a cougar from the elves. Also I'd smithed a massive amount of gold and copper as well as some silver reckon it might be related to that? [[User:Thatguyyaknow|Thatguyyaknow]] 07:49, 19 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I snagged the DM right as my population hit 80. I have &amp;gt;700K wealth (got lucky with artifacts), and hardly any jobs (as Economy requires), so I would imagine it's either a population thing, or a mix of things including population.&lt;br /&gt;
&lt;br /&gt;
Here's a bit of fun to smash pretty much all the speculation so far... I've had over or around 100 dwarves for the past year or two (at 142, now), I've captured goblins, I've captured and trained vermin, I've trained war dogs, I have no coins (though we seem to know that isn't a requirement), and I have&lt;br /&gt;
over a million in fortress wealth. Also, nearly half a million in imported wealth. I'm fairly certain none of the previously discussed conditions are the requirement. I'm wondering if it really is 'dungeon feature' related. The only thing I haven't had is greater beasts (unless a single Titan counts).&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A titan certainly would count, but that's not the 'map feature' that's required. Do you have magma, chasm, cave water, pits and/or a cave? Those might be what's the trigger, if you don't have any of those, then perhaps one (or more than one) is the trigger? I've gotten a DM without any invasions or sieges and an equally impressive amount of wealth in and out (turned off invasions cause I was tired of getting attacked while I was moving from my initial dig-in to an ideal spot). Mine came before 50 (a kid being born took me to 51,) and he came with the last migration before the birth. My site has magma, a brook, and pits. --[[User:N9103|Edward]] 23:42, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I have none of those, that I've found, so it might be one of those. I'm wishing I'd known about how to identify magma on the embark screen prior to doing this, but that's neither here nor there. I wouldn't be surprised if it's pits or magma, or maybe just any feature that has monsters. [[User:Rabek|Rabek]] 05:43, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Don't feel too bad, as you could consider it cheating to know what you're going to get... Us 'cheaters' will quickly call it time-saving or whatnot instead ;) Check out Regional Prospector if you haven't, and don't mind crossing that grey line. --[[User:N9103|Edward]] 12:43, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hm, the DM just arrived after 68 Dwarves, 380k Wealth and no map feature whatsoever. [[User:Drahflow|Drahflow]] 17:40, 28 January 2008 (EST)&lt;br /&gt;
:So you're in an area that you've revealed, and has nothing previously mentioned? --[[User:N9103|Edward]] 07:19, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
DM just arrived at 66 dwarfs, can't think of any map feature i have/discovered (no magma, chasm, cave, cave water, pit - however, i do have an ordinary river). I traded with the elves for a tiger, elk, camel and crocodile just before, but i already had other animals like leopard and saltwater crocodile. I have lots of animals (79), lots of war dogs (65). wealth 1818000. export 40700. --[[User:Koltom|Koltom]] 15:20, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
hmm... my dungeon master is wearing a hood, cloak, mittens and nothing else xD [[User:Twiggie|Twiggie]] 16:49, 18 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortification&amp;diff=20107</id>
		<title>40d:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortification&amp;diff=20107"/>
		<updated>2008-05-18T20:34:13Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Fortifications''' are arrow slits used in the defense of your fortress. They are probably most commonly used along the outside walls of your fortress and on the upper levels of constructed watchtowers so that [[Marksdwarf|marksdwarves]] and [[siege engine]]s can fire at enemies from within your walls. Much like real world embrasures on battlements, their utility is limited if the enemy is close and at the same height; their true power lies in shooting from above and at distance, as it is possible to shoot at targets on other z-levels.&lt;br /&gt;
&lt;br /&gt;
Fortifications allow ranged attacks (including [[siege weapon]]s), fireballs/breath, [[water]], [[magma]], [[steam]], etc. to pass through. Archers firing through fortifications must pass a skill test of some sort if they are not standing directly next to the fortification. This test is more difficult from further distances.&lt;br /&gt;
&lt;br /&gt;
==Building fortifications==&lt;br /&gt;
Fortifications can be [[Carve fortifications|carved]] from wood or stone walls or built like any other [[construction]].&lt;br /&gt;
&lt;br /&gt;
=== Carving ===&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;
Built walls do not require smoothing before carving fortifications, regardless if they are smooth block walls (built from stone blocks) or rough block walls (build from raw stone).&lt;br /&gt;
&lt;br /&gt;
Damaged rock cannot be used for fortifications. &lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
Fortifications can also be constructed from [[metal]], [[wood]], or [[stone]] (in lump or block form) 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.  Construction of wooden fortifications require the [[Carpenter|Carpentry]] skill, fortifications made of stone require the [[Mason|Masonry]] skill, and those made of metal require [[Metalsmith|Metalsmithing]].&lt;br /&gt;
&lt;br /&gt;
As of version 38c, building fortifications does not include the floor on the level above.&lt;br /&gt;
&lt;br /&gt;
==Uses and strategies==&lt;br /&gt;
Fortifications are designed to allow your marksdwarves to make pincushions of your enemies without exposing themselves to the dangers of melee, and providing them with cover from return fire. Obviously, their utility is derived entirely from their placement. It's a good idea to place fortifications above the Z-level that they will be defending, because otherwise ranged enemies could conceivably stand directly outside them and receive no penalty from them. Raising them above ground makes them inaccessible to enemies. &lt;br /&gt;
&lt;br /&gt;
It's helpful to make the room that the fortifications look out of a [[barracks]] or [[archery range]], along with an [[ammo]] [[stockpile]], to insure that there are always military dwarves milling about at all times, ready to fire upon any attackers that threaten the fortress.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floodgate&amp;diff=13678</id>
		<title>40d Talk:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floodgate&amp;diff=13678"/>
		<updated>2008-05-16T16:09:50Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;... but only '''stone''' and metal will hold back magma.&lt;br /&gt;
&lt;br /&gt;
Is this true? In the last version only steel was strong enough to contain magma. --[[User:Mizipzor|Mizipzor]] 15:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Well, my dolomite floodgates were enough to hold magma. So stone floodgates are capable of holding magma. Dunnoe about wooden ones though. [[User:Noctis|Noctis]] 15:59, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not true. I used stone floodgates all the time with magma in the last version. --[[User:RedKing|RedKing]] 00:52, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Perhaps the confusion comes from the fact that you needed steel to bridge over magma --[[User:Moller|Moller]] 02:11, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Alright, the dolomite floodgates that I've mentioned earlier seem to have disappeared, presumably melted away. Thus I'm led to belive that only steel(or better) floodgates are capable of holding magma now. [[User:Noctis|Noctis]] 09:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::From what I've seen stone floodgates are, at the moment, one use like the steel ones listed in the article...but for different reasons.  A closed stone floodgate will hold back magma indefinitely (probably for the same reason that the normal stone walls hold magma as they do), but once you link  and open it the magma enters the same tile and turns any stone into it's molten counterpart.  This means both your stone floodgate and stone mechanism are turned to slag and eventually lost to the magma forever.  I would bet that the steel floodgates are still there, but forever locked in their open state since your mechanism just got turned to goo and you can no longer select the flood gate from the lever's link menu.  Perhaps [[Bauxite|Bauxite]] might be able to survive the magma, but I need to find some first in order to test that theory.{{version|0.27.169.33b}}   --[[User:TheUbie|TheUbie]] 04:28, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Interesting note, floodgates seem to take approximately 100 steps to open after activation, from my experimentation. Maybe this could be used in the article somehow? &lt;br /&gt;
[[User:NullAshton|NullAshton]] 23:51, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== opening and closing ==&lt;br /&gt;
&lt;br /&gt;
do I '''have''' to use a lever to open and close a floodgate? Early on - I have a room next to a river - I want to put a floodgate in the corridor and &amp;quot;bucket fill&amp;quot; a &amp;quot;pond&amp;quot; from the outside.&lt;br /&gt;
&lt;br /&gt;
will this plan work or do I '''need''' a lever?[[User:GarrieIrons|GarrieIrons]] 01:55, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You need some kind of machine to trigger it, yes. Pressure plates work as well. --[[User:N9103|Edward]] 06:20, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
All right... I have a 1-wide channel, with a floodgate &amp;quot;placed&amp;quot; not &amp;quot;built&amp;quot; somewhere along it.&lt;br /&gt;
Access is from a stair to the right.&lt;br /&gt;
No matter if I put the build command closer to the stair, or further away from the stair, the dwarves seem to build the floodgate so that it cuts off their exit! WTF is one to do here? I keep ordering the dwarf that just built the floodgate to remove it so they can get out again.[[User:GarrieIrons|GarrieIrons]] 23:34, 2 February 2008 (EST)&lt;br /&gt;
:Hook it to a mechanism and open it. --[[User:Ikkonoishi|Ikkonoishi]] 00:59, 3 February 2008 (EST)&lt;br /&gt;
::Yeah well when I get a mechanic that is the general plan ;) but right now it's sitting in the middle of a channel while I prey for more immigrants before all of my dwarves die of thirst![[User:GarrieIrons|GarrieIrons]] 01:48, 3 February 2008 (EST)&lt;br /&gt;
:::All right, I have opening and closing floodgates now.[[User:GarrieIrons|GarrieIrons]] 07:45, 5 February 2008 (EST)&lt;br /&gt;
::::Would you mind posting a pic of your setup?  I'm a mite confused on this also....[[User:Holyfool|Holyfool]] 22:38, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==River crossings==&lt;br /&gt;
I can dam/divert a river with floodgates I hope. &lt;br /&gt;
If I dig a channel 1 z-level down, then build a wall, the top is a floor I can walk across. Why isn't the top of a floodgate a floor? it is silly that I have to build a floodgate then a bridge as well, and connect them to the same lever, if I want a floodgate I can walk over. (in real life even a simple drop-board weir - which is pretty mcuh a timber floodgate - can be walked over so that you can put the boards in and out).[[User:GarrieIrons|GarrieIrons]] 07:45, 5 February 2008 (EST)&lt;br /&gt;
:PS. I am diverting my brook by digging a channel through it while it is frozen then building a series of floodgates in the resulting channel. I guess this will work (here's for trying) but how would one divert a river?[[User:GarrieIrons|GarrieIrons]] 07:47, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Non-freezing? Very difficult to get to work properly, dependent on the terrain of course. Basically, you'd have to dig quite a large pond/lake for the river to fill while scrambling like mad to get those dwarves to install all the floodgates or build the walls before the flow into the lake slows enough for construction-blocking waterlevels to start flowing again. Definitely suggest a stockpile immediately adjacent to the closest entry point to the downstream side of the dam to hopefully avoid a waste of time if only one or two dwarves get their lazy butts over to the work that needs to be done! As for freezing; well, that's always been child's play, and I always wonder why people bother asking someone &amp;quot;if the map they're on freezes,&amp;quot; anytime someone says they need help trying to dam a flow. ;) --[[User:N9103|Edward]] 09:30, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, I have dug a channel in the ice. There are some boulders left behind as well as it seems some ice blocks. I think these will be off to make a pond as ice hauling seems much more efficient to me than bucket hauling?&lt;br /&gt;
:But anyway, the channel is all marked as &amp;quot;blocked&amp;quot; when I try to build floodgates. Will see what it's like when the ice blocks are all gone.[[User:GarrieIrons|GarrieIrons]] 06:40, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Floodgate swept away ==&lt;br /&gt;
With version 38a I noticed that floodgates can be swept away by molten rock which is pushed by the flowing lava. I don't know if this also happend with earlier versions since this was the first time, because of lack of fule and wood, that I actually used magma.&lt;br /&gt;
Somebody should probably mention in the article that it is advisable to remove rocks from the magma channel to prevent this. [[User:Buckermann|Buckermann]] 11:53, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The floodgate was verified beforehand to have been built, and not simply dropped and forgotten? --[[User:N9103|Edward]] 07:39, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm quite sure that it was build, and not just dropped. It was even connected to a lever and was working. For a short time at least... And I'm also quite sure that I used Bauxit mechanism for it. [[User:Buckermann|Buckermann]] 09:53, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::A non-bauxite mech. would be my next point of inquiry, and just to make sure we're not missing the obvious, the floodgate itself was magma-proof? --[[User:N9103|Edward]] 04:14, 14 February 2008 (EST)&lt;br /&gt;
::::Yes, the floodgate too was made of Bauxit, and it is still visible in my magma silo. ([http://i162.photobucket.com/albums/t243/TaBu-NiW/magmachamber.png?t=1203005405 Link to image]) [[User:Buckermann|Buckermann]] 11:11, 14 February 2008 (EST)&lt;br /&gt;
:::::Can you reproduce this? [[User:VengefulDonut|VengefulDonut]] 12:21, 14 February 2008 (EST)&lt;br /&gt;
::::::No. I tried a few times to reproduce this, but never succeeded. Probably I just forgot to use bauxit mechanism the first time. Though, I would have sworn that I did. [[User:Buckermann|Buckermann]] 20:14, 8 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No Access ==&lt;br /&gt;
&lt;br /&gt;
I dug a diagonal tunnel towards a water source and I wanted to put a floodgate inside it - and one on the end where my farm will be - to create a reservoir.  But I get the message, &amp;quot;no access&amp;quot; when I try to build the floodgate inside the tunnel.  Apparently floodgates can only be placed when there is horizontal or vertical access to the square?  (I planned to connect a lever to it so I don't need to stand next to it.)&amp;lt;br /&amp;gt;&lt;br /&gt;
That does indeed seem to be the case.  I was able to place one in the middle of a horizontal tunnel but not in a diagonal one.  I dug an extra square (ruining my perfect symmetry with an ugly dogleg :)) and was able to put the floodgate inside my diagonal tunnel.  --[[User:Danny Rathjens|Danny Rathjens]] 01:15, 6 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==bug?==&lt;br /&gt;
&lt;br /&gt;
i wanted to water some rock below my fortress with the water from my moat, so i built a setup like this:&lt;br /&gt;
..~.&amp;lt;br&amp;gt;&lt;br /&gt;
..x.&amp;lt;br&amp;gt;&lt;br /&gt;
.&amp;gt; .    surface level -1&amp;lt;br&amp;gt;&lt;br /&gt;
..x.&amp;lt;br&amp;gt;&lt;br /&gt;
..~.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
....&amp;lt;br&amp;gt;&lt;br /&gt;
.&amp;lt; x   surface level -2&amp;lt;br&amp;gt;&lt;br /&gt;
....&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
basically, the idea was that the area between the floodgates on the top level would fill with water, BUT while the top two were open, the bottom one would be closed. so i hooked up the top two to a lever, pulled it, built the third floodgate, linked that to the lever. so now my top two gates are open, and the bottom one closed. this would make sure that only the amount of water i wanted would go onto my plot. however, when i next pulled the lever, the top two closed, but the bottom one didnt open. i pulled it again and all 3 opened. so dont go doing this yourself, use two levers instead of 1. [[User:Twiggie|Twiggie]] 12:09, 16 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40412</id>
		<title>User:Twiggie/Wishlist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40412"/>
		<updated>2008-05-12T20:51:48Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# pottery - more work for kilns, etc...&lt;br /&gt;
# system of changing quality/material of weapons/armour used&lt;br /&gt;
# candles etc - light up the underground!&lt;br /&gt;
# milking for cows, camels etc&lt;br /&gt;
# sheepsies? plus wool etc&lt;br /&gt;
# make leather bags able to hold sand. i think they cant, correct me if im wrong...&lt;br /&gt;
# scythes - as  a weapon/harvesting tool?&lt;br /&gt;
# sniper rifles... jk :D&lt;br /&gt;
# stockpiles for EMPTY bags/barrels/bins - or a tag for these saying what they're to be used for...&lt;br /&gt;
# system of checking what is in a specific stockpile square (inside bins/barrels)&lt;br /&gt;
# Conveyor belts for speeding up large scale mining/tree-cutting ops.&lt;br /&gt;
# plowing with horses/cows to speed up farming...&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Blood&amp;diff=33936</id>
		<title>40d Talk:Blood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Blood&amp;diff=33936"/>
		<updated>2008-04-19T20:24:35Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The spreading mud/blood issue is fixed as of 0.27.169.33f. Toady One has disabled mud/blood spreading for the time being.&lt;br /&gt;
&lt;br /&gt;
:Did it spread like infinite water?--[[User:CrazyMcfobo|CrazyMcfobo]] 19:36, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: afaik, the blood/mud became fresh any time anything stepped in it, so if it got into a major hallway or a chokepoint, it covered your whole fortress... [[User:Twiggie|Twiggie]] 16:24, 19 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie&amp;diff=40272</id>
		<title>User:Twiggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie&amp;diff=40272"/>
		<updated>2008-04-18T20:52:57Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;yup. this is my page. yay.&lt;br /&gt;
&lt;br /&gt;
==Random Stuff==&lt;br /&gt;
&lt;br /&gt;
I had a hunter, Ducim Melbilmezum, returning her hoary marmot that she'd killed interrupted by a giant eagle. She promptly dropped the marmot corpse, shot the eagle, and took that home instead.&lt;br /&gt;
&lt;br /&gt;
In the same fortress, I was getting tired of looking for iron, so i asked the dwarven liaison to bring me some magnetite. Of course, they decided my site was inaccessible to their wagons, and so when the mules finally arrived, they were carrying a grand total of ''three'' items - two bits of magnetite and a horse in a cage.&lt;br /&gt;
&lt;br /&gt;
The irony was, five minutes later, I found a gigantic area of magnetite whilst looking for some magma.&lt;br /&gt;
&lt;br /&gt;
It was a happy day for that fortress when my legendary miner married my legendary carpenter, deciding to forego any celebrations. That was over 2 year ago, and 6 children have been born since then. My carpenter still has nothing :(.&lt;br /&gt;
&lt;br /&gt;
==Wishlist==&lt;br /&gt;
&lt;br /&gt;
[[User:Twiggie/Wishlist|my wishlist! yay!]]&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40411</id>
		<title>User:Twiggie/Wishlist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40411"/>
		<updated>2008-04-18T17:15:19Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# pottery - more work for kilns, etc...&lt;br /&gt;
# system of changing quality/material of weapons/armour used&lt;br /&gt;
# candles etc - light up the underground!&lt;br /&gt;
# milking for cows, camels etc&lt;br /&gt;
# sheepsies? plus wool etc&lt;br /&gt;
# make leather bags able to hold sand. i think they cant, correct me if im wrong...&lt;br /&gt;
# scythes - as  a weapon/harvesting tool?&lt;br /&gt;
# sniper rifles... jk :D&lt;br /&gt;
# stockpiles for EMPTY bags/barrels/bins - or a tag for these saying what they're to be used for...&lt;br /&gt;
# system of checking what is in a specific stockpile square (inside bins/barrels)&lt;br /&gt;
# Conveyor belts for speeding up large scale mining/tree-cutting ops.&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie&amp;diff=40271</id>
		<title>User:Twiggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie&amp;diff=40271"/>
		<updated>2008-04-18T13:36:59Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;yup. this is my page. yay.&lt;br /&gt;
&lt;br /&gt;
==Random Stuff==&lt;br /&gt;
&lt;br /&gt;
I had a hunter, Ducim Melbilmezum, returning her hoary marmot that she'd killed interrupted by a giant eagle. She promptly dropped the marmot corpse, shot the eagle, and took that home instead.&lt;br /&gt;
&lt;br /&gt;
In the same fortress, I was getting tired of looking for iron, so i asked the dwarven liaison to bring me some magnetite. Of course, they decided my site was inaccessible to their wagons, and so when the mules finally arrived, they were carrying a grand total of ''three'' items - two bits of magnetite and a horse in a cage.&lt;br /&gt;
&lt;br /&gt;
The irony was, five minutes later, I found a gigantic area of magnetite whilst looking for some magma.&lt;br /&gt;
&lt;br /&gt;
It was a happy day for that fortress when my legendary miner married my legendary carpenter, deciding to forego any celebrations.&lt;br /&gt;
&lt;br /&gt;
==Wishlist==&lt;br /&gt;
&lt;br /&gt;
[[User:Twiggie/Wishlist|my wishlist! yay!]]&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40410</id>
		<title>User:Twiggie/Wishlist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40410"/>
		<updated>2008-04-18T13:24:54Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# pottery - more work for kilns, etc...&lt;br /&gt;
# system of changing quality/material of weapons/armour used&lt;br /&gt;
# candles etc - light up the underground!&lt;br /&gt;
# milking for cows, camels etc&lt;br /&gt;
# sheepsies? plus wool etc&lt;br /&gt;
# make leather bags able to hold sand. i think they cant, correct me if im wrong...&lt;br /&gt;
# scythes - as  a weapon/harvesting tool?&lt;br /&gt;
# sniper rifles... jk :D&lt;br /&gt;
# stockpiles for EMPTY bags/barrels/bins - or a tag for these saying what they're to be used for...&lt;br /&gt;
# system of checking what is in a specific stockpile square (inside bins/barrels)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23928</id>
		<title>40d Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23928"/>
		<updated>2008-04-18T12:53:00Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;br /&gt;
&lt;br /&gt;
{{unsigned|Doler 12}}&lt;br /&gt;
&lt;br /&gt;
Dunno about that! but I did rewrite the article. Hope the formal wikipedia style isn't too far out of whack here, [[User talk:GarrieIrons|slap me]] if I need it.[[User:GarrieIrons|GarrieIrons]] 06:19, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dwarves can get married at any point, if they like each other enough. Does anyone know if dwarves will ever not 'forgo any formal arrangements'? Someone better than me should write a marriage page. --[[User:Niaba|Niaba]] 12:27, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::see [[Marriage]] [[User:Twiggie|Twiggie]] 13:16, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== out of date ==&lt;br /&gt;
&lt;br /&gt;
relationships and marriage has been added recently, so this ought to updated to reflect the new, less mysterious process.&lt;br /&gt;
&lt;br /&gt;
== How many children again? ==&lt;br /&gt;
Hmmm 25 children and only 10 dwarves... Maybe unleashing that dragon was a bad idea.&lt;br /&gt;
&lt;br /&gt;
== kids and alcohol ==&lt;br /&gt;
&lt;br /&gt;
gotta love em when they lift up the whole 56 weight barrel... and thats from as young at two as well ^_^ [[User:Twiggie|Twiggie]] 08:53, 18 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40409</id>
		<title>User:Twiggie/Wishlist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40409"/>
		<updated>2008-04-18T00:45:21Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# pottery - more work for kilns, etc...&lt;br /&gt;
# system of changing quality/material of weapons/armour used&lt;br /&gt;
# candles etc - light up the underground!&lt;br /&gt;
# milking for cows, camels etc&lt;br /&gt;
# sheepsies? plus wool etc&lt;br /&gt;
# make leather bags able to hold sand. i think they cant, correct me if im wrong...&lt;br /&gt;
# scythes - as  a weapon?&lt;br /&gt;
# sniper rifles... jk :D&lt;br /&gt;
# stockpiles for EMPTY bags/barrels/bins - or a tag for these saying what they're to be used for...&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie&amp;diff=40270</id>
		<title>User:Twiggie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie&amp;diff=40270"/>
		<updated>2008-04-18T00:44:24Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;yup. this is my page. yay.&lt;br /&gt;
&lt;br /&gt;
==Random Stuff==&lt;br /&gt;
&lt;br /&gt;
I had a hunter, Ducim Melbilmezum, returning her hoary marmot that she'd killed interrupted by a giant eagle. She promptly dropped the marmot corpse, shot the eagle, and took that home instead.&lt;br /&gt;
&lt;br /&gt;
In the same fortress, I was getting tired of looking for iron, so i asked the dwarven liaison to bring me some magnetite. Of course, they decided my site was inaccessible to their wagons, and so when the mules finally arrived, they were carrying a grand total of 'three' items - two bits of magnetite and a horse in a cage.&lt;br /&gt;
&lt;br /&gt;
The irony was, five minutes later, I found a gigantic area of magnetite whilst looking for some magma.&lt;br /&gt;
&lt;br /&gt;
It was a happy day for that fortress when my legendary miner married my legendary carpenter, deciding to forego any celebrations.&lt;br /&gt;
&lt;br /&gt;
==Wishlist==&lt;br /&gt;
&lt;br /&gt;
[[User:Twiggie/Wishlist|my wishlist! yay!]]&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17246</id>
		<title>40d Talk:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17246"/>
		<updated>2008-04-18T00:43:50Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from the old version of the Wiki==&lt;br /&gt;
1.This new page seems to be about two different things, 'containers' as they refer to bins and barrels (in the casual usage), and 'container' as the game uses (chests and so on.)  Note that the [http://archive.dwarffortresswiki.net/index.php/Containers old wiki] devoted this page exclusively to the latter, to help people understand what was meant when a noble requested a container or when they saw containers on their stocks menu.  That hasn't changed, has it?  Maybe barrels, bins, etc should be excluded from this page. --[[User:Aquillion|Aquillion]] 16:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.Is there still the bug where decorated barrels and bags are unusable?  Please confirm.&lt;br /&gt;
&lt;br /&gt;
3.Does anybody know if goblins will still stuff dwarven children into bags? That was always hilarious. Especially watching the bag-children grow up into bag-adults. --[[User:DDouble|DDouble]] 15:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
4.What is a &amp;quot;stationary container&amp;quot; mentioned under Bags? --[[User:DDouble|DDouble]] 18:05, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
in reply to 3.Yer the gobbos will stuff dwarf kids into bags, tho I think the kids get outta the bags when the gobbo goes down ;).  &amp;quot;he/she is depressed at being confined.&amp;quot; --[[User:Frostedfire|Frostedfire]] 06:33, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Compulsive seed storage in bags==&lt;br /&gt;
How do you reserve bags for sand-hauling?  If any empty bags sit in the glass furnaces for even a brief time a food hauler comes by and puts a seed into it, making it unusable for sand collection.  I guess I could have no food haulers, but then food spoils quite quickly in the kitchens. [[User:Julius|Julius]]&lt;br /&gt;
&lt;br /&gt;
:Keep a set of bags away from dwarves who are hauling seeds.  Dwarves will use bags to carry (and hold) seeds, but only if the bags are along the route they're taking to store the seeds.  Although it might seem like it at first, they aren't actually combing your fortress looking for bags to put one seed in.  I put a bag-only stockpile along the little circuit between my sand and my glass furnaces (which is far away from any source of seeds), and have no problems.--[[User:Hobbes|Hobbes]] 11:31, 19 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Tell that to the dwarves who, immediately after I followed your suggestion, ran up four flights of stairs PAST my seed stockpile to steal the empty bag next to the glass furnace. [[User:Zaranthan|Zaranthan]] 20:10, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==leather bags==&lt;br /&gt;
i think there's a problem with using these for some tasks, like gathering sand, cos i had a bunch sitting in the workshop (no they werent tasked to be hauled)... anyone else confirm/deny this? [[User:Twiggie|Twiggie]] 20:43, 17 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40408</id>
		<title>User:Twiggie/Wishlist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40408"/>
		<updated>2008-04-18T00:42:09Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: New page: # pottery - more work for kilns, etc... # system of changing quality/material of weapons/armour used # candles etc - light up the underground! # milking for cows, camels etc # sheepsies? p...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# pottery - more work for kilns, etc...&lt;br /&gt;
# system of changing quality/material of weapons/armour used&lt;br /&gt;
# candles etc - light up the underground!&lt;br /&gt;
# milking for cows, camels etc&lt;br /&gt;
# sheepsies? plus wool etc&lt;br /&gt;
# make leather bags able to hold sand. i think they cant, correct me if im wrong...&lt;br /&gt;
# scythes - as  a weapon?&lt;br /&gt;
# sniper rifles... jk :D&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Marriage&amp;diff=40306</id>
		<title>40d Talk:Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Marriage&amp;diff=40306"/>
		<updated>2008-04-17T15:44:20Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;out of 5 marriages in my fortress so far, 5 involved a man and woman, and 5 'decided to forego marriage celebrations'.&lt;br /&gt;
please post results from your fortress, and I'd also like to know what kind of celebrations they do undertake. [[User:Twiggie|Twiggie]] 13:27, 15 April 2008 (EDT)&lt;br /&gt;
: Of mine, 3 of 3 (in 2 different fortresses) have celebrated. The celebration is a party at a (probably random) dining room / zoo/ statue - both of the couple get Attend Party for a while, as do at least some other dwarves. Are you perhaps not defining anywhere for them to hold a party? (I also remember reading on the forums that they wouldn't celebrate in the first year, as with any other party, though I can't find that now) - [[User:Cim|Cim]] 17:26, 15 April 2008 (EDT)&lt;br /&gt;
:: yea :p i got fed up with them throwing parties after the first one.... [[User:Twiggie|Twiggie]] 19:24, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
ok i changed the main page... if anyone gets dwarves that dont celebrate marriage in a statue garden, zoo etc, please change it so that it is appropriate. [[User:Twiggie|Twiggie]] 11:44, 17 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Marriage&amp;diff=40286</id>
		<title>40d:Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Marriage&amp;diff=40286"/>
		<updated>2008-04-17T15:43:18Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves will get married occassionally. It is unknown if Dwarves will involve in same-sex relationships. Dwarves will celebrate marriages with a party if you have provided a room for them to do so in.&lt;br /&gt;
&lt;br /&gt;
In the Relationships screen ( {{k|v}} {{k|p}} {{k|z}} {{k|r}} ), '''Husband''' or '''Wife''' tops the list, coming above their deity.&lt;br /&gt;
[[category:Stub]]&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20150</id>
		<title>40d:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20150"/>
		<updated>2008-04-16T17:32:25Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Dwarves are considered '''children''' for their first twelve years. They learn how to become a dwarf through living in and participating in dwarven society with no formal schools, apprenticeships or other formal learning; even parenting seems quite minimal.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may bring children. Children who immigrate to your fortress might be any age from 2 to 12, and there is no way to determine the age of a child.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; dwarves may also give birth to children. This can be stopped or reduced by editing the init file. Dwarves even can have miscarriages, which causes an unhappy thought for the mother but not for the father.&lt;br /&gt;
&lt;br /&gt;
Some fortresses seem to have a higher fertility rate than others.&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
&lt;br /&gt;
When children are born, they are looked after by their parents, who will continue working, leaving the baby in the workshop if they go to get materials. It is thought that babies sharing a tile with their parents always lie down, not the parent. It is unknown who takes care of a baby if the mother should be killed, as the father does not appear to have a big part of the child's life. Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
Children may not be assigned any labors, but perform some activities without any intervention:&lt;br /&gt;
&lt;br /&gt;
* socialising, through arranging [[party|parties]] in [[meeting hall]]s;&lt;br /&gt;
* [[harvest|harvesting]] [[crops]], if the 'All dwarves harvest' order is on;&lt;br /&gt;
* removing [[construction]]s (such as walls, floors, ramps);&lt;br /&gt;
* pulling [[lever]]s;&lt;br /&gt;
* filling designated ponds;&lt;br /&gt;
* [[hauling]] items to the [[trade depot]];&lt;br /&gt;
* eating, drinking, and sleeping as necessary.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the [[noble|nobility]].&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Children seem to eat and drink with similar preferences to adult dwarves, including a preference for [[alcohol]] over plain water. &lt;br /&gt;
&lt;br /&gt;
==Kidnapping==&lt;br /&gt;
Children are also the target of [[goblin|goblin snatchers]], who will sneak into your fortress and try to kidnap young dwarves by stuffing one in a sack and hightailing it out of there. Like stolen objects, children who are removed from the map are lost forever.&lt;br /&gt;
&lt;br /&gt;
==Moods==&lt;br /&gt;
[[Strange mood]]s affect children in the same way as adults. [[Experience]] gained through a strange mood will lead to the dwarf having legendary skill in either [[woodcrafting]], [[bone carving]] or [[stonecrafting]], depending on the artifact made.&lt;br /&gt;
&lt;br /&gt;
==Adulthood==&lt;br /&gt;
At the age of twelve, children become adult [[dwarf|dwarves]]. While most then become unskilled peasants, those who have successfully completed a strange mood other than possession will become legendary [[craftsdwarf|Craftsdwarves]]; those who help in harvesting plants throughout childhood may have built up sufficient experience points in the [[grower]] skill to become Planters. &lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood==&lt;br /&gt;
&lt;br /&gt;
As an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst. This is aimed to be fixed at a later update.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23927</id>
		<title>40d Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23927"/>
		<updated>2008-04-16T17:16:44Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;br /&gt;
&lt;br /&gt;
{{unsigned|Doler 12}}&lt;br /&gt;
&lt;br /&gt;
Dunno about that! but I did rewrite the article. Hope the formal wikipedia style isn't too far out of whack here, [[User talk:GarrieIrons|slap me]] if I need it.[[User:GarrieIrons|GarrieIrons]] 06:19, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dwarves can get married at any point, if they like each other enough. Does anyone know if dwarves will ever not 'forgo any formal arrangements'? Someone better than me should write a marriage page. --[[User:Niaba|Niaba]] 12:27, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::see [[Marriage]] [[User:Twiggie|Twiggie]] 13:16, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== out of date ==&lt;br /&gt;
&lt;br /&gt;
relationships and marriage has been added recently, so this ought to updated to reflect the new, less mysterious process.&lt;br /&gt;
&lt;br /&gt;
== How many children again? ==&lt;br /&gt;
Hmmm 25 children and only 10 dwarves... Maybe unleashing that dragon was a bad idea.&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Relationship&amp;diff=37689</id>
		<title>40d Talk:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Relationship&amp;diff=37689"/>
		<updated>2008-04-16T16:25:59Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Experimentation==&lt;br /&gt;
Ran a small experiment on whether or not relationships are affected by social skills.  I assigned the original dwarves various social skills at various levels, and let them sit in a meeting area until the traders came in the fall, no labor assigned.  The skills assigned were:&lt;br /&gt;
&lt;br /&gt;
Dwarf 1: Proficient Comedian/Proficient Conversationalist&lt;br /&gt;
Dwarf 2: Proficient Liar/Proficient Intimidator&lt;br /&gt;
Dwarf 3: Proficient Judge of Intent&lt;br /&gt;
Dwarf 4: Conversationalist/Comedian&lt;br /&gt;
Dwarf 5: Novice Comedian/Novice Flatterer/Novice Consoler/Novice Pacifier&lt;br /&gt;
Dwarf 6: Control (nothing)&lt;br /&gt;
Dwarf 7: Control&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
&lt;br /&gt;
Dwarf 1: 1 lover (Dwarf 5), 2 friends (4, 3).  Personality types: Likes art, dislikes intellectual conversation, guarded in relationships.&lt;br /&gt;
&lt;br /&gt;
Dwarf 2: 1 lover (3), 0 friends.  Personality types: Calm demeanor, Quick to anger, Comfortable in social situations, Relaxed, Not given to flights of fancy, no more work than necessary, given to procrastination.&lt;br /&gt;
&lt;br /&gt;
Dwarf 3: 1 lover (2), 2 friends (1, 5).  Personality types: Overindulges, Can handle stress, Prefers familiar routines, Does not go out of way to help others, Not easily moved to pity, very disorganized, strong sense of duty.&lt;br /&gt;
&lt;br /&gt;
Dwarf 4: 2 friends (6, 1).  Personality types: Slow to anger, often feels discouraged, thrillseeker, not easily moved to pity, lacks confidence, disorganized, thinks through every alternative and consequence before acting,&lt;br /&gt;
&lt;br /&gt;
Dwarf 5: 1 lover (1), 1 friend (3).  Personality types: Calm demeanor, can handle stress, not a risk-taker, candid and sincere in dealings with others, disorganized.&lt;br /&gt;
&lt;br /&gt;
Dwarf 6: 1 friend (4). Personality types: Thrillseeker, Art-lover, Tends not to openly express emotion, slow to trust others, very willing to compare herself favorably with others, not easily moved to pity, does the first thing that comes to mind.&lt;br /&gt;
&lt;br /&gt;
Dwarf 7: 0 friends.  Personality types: Slow to anger, cracks easily under pressure, tends to avoid crowds, unassertive, relaxed, art-lover, prefers familiar routines, trusting, guarded in relationships with others, very rarely does more work than necessary, takes time when making decisions.&lt;br /&gt;
&lt;br /&gt;
In order to do this, I classified the skills into three rough categories - beneficial, harmful, and neutral.  Beneficial included comedian, conversationalist, flatterer and pacifier.  Harmful included liar and intimidator, and neutral included judge of intent and negotiator.&lt;br /&gt;
&lt;br /&gt;
Some things I noticed from this experiment: There is a definite increase in the number of friends that dwarves with social skills have over the controls, with the exception of the one dwarf with harmful skills.  However, even this dwarf had a lover - the one who had high judge of intent.  Perhaps judge of intent is necessary to establish a positive relationship with a liar or intimidator?  Furthermore, the two dwarves that ended up with the most relationships were those who had the most negative personality traits in regard to social situations among those who had social skills.&lt;br /&gt;
&lt;br /&gt;
Furthermore, there seemed to be very little influence in personality types on friend-making.  The friendships between 3/5 and 6/4 were the only two that shared any personality types, and those do not seem to be particularly applicable to the situation at hand.  It's also worth noting that the only dwarf comfortable in social situations, #2, also only had the one lover - likely due to problems brought about by his social skills.&lt;br /&gt;
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I will run some more tests to try to flesh out these findings more.  Anybody else willing to join in? [[User:Some1else|Some1else]] 11:22, 19 February 2008 (EST)&lt;br /&gt;
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Grudges are definately rare. In my fortress with 150 dwarves, only two have a grudge between themselves.[[User:ThVaz|ThVaz]]&lt;br /&gt;
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:''I classified the '''personality types''' into three rough categories - beneficial, harmful, and neutral.'' You mean skills? -- [[User:Zaratustra|Zaratustra]] 17:11, 19 February 2008 (EST)&lt;br /&gt;
:: Yes.  Yes I did.  Edited to fix that. [[User:Some1else|Some1else]] 18:02, 19 February 2008 (EST)&lt;br /&gt;
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Idea: Social skills generally wouldn't cause increases in physical stats, you'd think... but something like Liar or Intimidator might train up toughness and agility because the dwarf would need to quickly learn how to dodge punches and slaps. :D --[[User:Alfador|Alfador]] 12:10, 22 February 2008 (EST)&lt;br /&gt;
:I can confirm that they do cause increases in all physical stats.  --[[User:Some1else|Some1else]] 13:19, 22 February 2008 (EST)&lt;br /&gt;
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There's another relationship thing of note: If a parent has more than one child, they get titles on the relationship screen, like 'eldest daughter'.&lt;br /&gt;
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==Grudge==&lt;br /&gt;
'Grudges are definately rare'... my marksdwarf managed to make about 5, 75 population. Thing is, she is 'comfortable in social situations... very friendly...truly fulfilled by helping those in need... modest'. The only bad personality feature is that she is 'guarded in relationships with others'. She's also a 'risk-taker and thrill-seeker','avoids crowds', 'doesnt often experience strong cravings or urges', 'does not have a great aesthetic appreciation' and 'thinks it is incredibly important to strive for excellence'. &lt;br /&gt;
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she is friends with all her marksdwarves... one of her 'grudges' has a legendary skill... lovers and spouses do not seem to make grudges against the same people... [[User:Twiggie|Twiggie]] 08:07, 16 April 2008 (EDT)&lt;br /&gt;
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: I also had another marksdwarf hold a grudge against another guy, im pretty sure it was an argument about art, becuase, one of them liked art, the other had 'no aesthetic appreciation' [[User:Twiggie|Twiggie]] 12:25, 16 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Attribute&amp;diff=35278</id>
		<title>40d Talk:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Attribute&amp;diff=35278"/>
		<updated>2008-04-16T16:05:07Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Which Attribute?==&lt;br /&gt;
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What determines which attribute you get when you gain an attribute? Is it random, does it follow a preset order, or does it depend on which skills you've been increasing? --[[User:Valdemar|Valdemar]] 19:32, 21 January 2008 (EST)&lt;br /&gt;
:It is random. [[User:VengefulDonut|VengefulDonut]] 01:09, 22 January 2008 (EST)&lt;br /&gt;
::hehe yes, my legendary clerk has max strength and agility, and is very tough. never done a days manual labour in his life... [[User:Twiggie|Twiggie]] 12:05, 16 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=20409</id>
		<title>40d Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=20409"/>
		<updated>2008-04-16T16:00:44Z</updated>

		<summary type="html">&lt;p&gt;Twiggie: &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;br /&gt;
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I checked a little.  Dabbling skills are not enough, but novice military skills are sufficient to prevent unhappiness about being drafted, while novice civilian skills prevent angst when the dwarves are relived.  Is it ok as long as they don't become peasants or recruits? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
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Tests:&lt;br /&gt;
* Novice Jeweler&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - did not complain&lt;br /&gt;
* Dabbling Butcher&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - unhappy&lt;br /&gt;
Will update again when dwarfs are no longer unhappy.  Also, it seems to me that marksdwarves need to be stationed near the barracks to practice when they are standing down - can anyone confirm this? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
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I can also add results to the tests above:&lt;br /&gt;
* Novice Marksdwarf / Novice Butcher&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - No unhappy thought&lt;br /&gt;
* Novice Butcher only&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** unenlisted - no unhappy thought&lt;br /&gt;
* Novice Axedwarf / Dabbling Planter&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - unhappy.&lt;br /&gt;
Dwarves don't need to be stationed near the barracks for sparring practice when off-duty, mine (Axedwarves and Marksdwarves) are stationed almost 5 full screens away. [[User:Matryx|Matryx]] 03:59, 5 November 2007 (EST)&lt;br /&gt;
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== Injuries while sparring ==&lt;br /&gt;
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It IS still possible to get grievous injuries while sparring. I currently have two guards resting with injuries, one maimed and one with a broken limb. Mitigating circumstances? Near-masterwork steel battleaxes and no armor. On the other hand, none of them are Strong or anything (or Tough, for that matter). Also I just checked and I have a Wrestler with a left lung and upper spine maimed too, couldn't be from anything else but sparring with the over-equipped guards, and he was wearing iron chainmail AND was Agile, Tough. I'd make the change myself but I'm too clueless about wikis and don't want to break some law of etiquette.&lt;br /&gt;
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I wrote the paragraph before, I shall amend if with your new information --[[User:Matryx|Matryx]] 09:19, 5 November 2007 (EST)&lt;br /&gt;
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Interestingly, I've had no major injuries with wrestler sparring in 3 years.  A couple bruises, nothing more.  Only thing I can see different is that I have a massive barracks, with 3 rooms and inner doors.  When they 'spar' next to each other, there can be some minor bruising, but they gain skill when they aren't next to each other.  They do have iron bucklers and full steel chainmail which helps, but my barracks doesn't even have blood on the floor 95% of the time.  Perhaps larger barracks are the way to go, or was I just lucky? --Gotthard 12:03, 10 December 2007 (EST)&lt;br /&gt;
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I've had many announcements of guards/soldiers suffocating to death due to sparring with a wrestler. --Esoterrik 6:27, 4/10/08&lt;br /&gt;
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== Discarded equipment ==&lt;br /&gt;
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I have noticed that if I have civilians wandering around who get interrupted by wild critters, if I draft them they are fairly inclined to dump whatever they are carrying and then follow orders. If their preferences are set to have certain millitary equipment then they will disregard whatever other orders I set to go off and try to make their inventory match their orders.&lt;br /&gt;
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I don't really have a problem with any of that.&lt;br /&gt;
What I '''do''' have a problem with, is when I de-list/de-{{key|A}}ctivate them, they dump their millitary items wherever they happen to be.&lt;br /&gt;
So it means I should really only deactivate millitary types when they are close to a weapon &amp;amp; armour stockpile I guess?&lt;br /&gt;
Any other opinion/advice/observations on this issue?[[User:GarrieIrons|GarrieIrons]] 04:55, 13 February 2008 (EST)&lt;br /&gt;
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== War ==&lt;br /&gt;
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A goblin just snatched one of the babies out of my fortress....  Any way to take the war to these b@$+@rds? - [[User:Holyfool|Holyfool]] 09:22, 23 March 2008 (EST)&lt;br /&gt;
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:Not yet... that's the Army Arc, which Toady is working on right now. --[[User:Savok|Savok]] 10:31, 23 March 2008 (EDT)&lt;br /&gt;
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==Dual wield?==&lt;br /&gt;
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(note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
why then does my dwarf carry a short silver sword in each hand? [[User:Twiggie|Twiggie]] 12:00, 16 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Twiggie</name></author>
	</entry>
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