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	<updated>2026-05-12T12:15:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tetrahedrite&amp;diff=98974</id>
		<title>v0.31:Tetrahedrite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tetrahedrite&amp;diff=98974"/>
		<updated>2010-04-25T09:00:08Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{human}}&lt;br /&gt;
&lt;br /&gt;
Tetrahedrite is an ore of both {{L|copper}} and {{L|silver}}.&lt;br /&gt;
&lt;br /&gt;
Smelting Tetrahedrite will always produce a copper bar and has an additional 20% chance of producing a silver bar. &lt;br /&gt;
&lt;br /&gt;
Tetrahedrite can be used in all reactions requiring a copper ore, but will only be used as ''silver'' ore if no other silver ores are available.&lt;br /&gt;
&lt;br /&gt;
Two Tetrahedrite ore can be smelted together to make two [[billon]] bars, if you have no other silver ore.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Stone}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tetrahedrite&amp;diff=98973</id>
		<title>v0.31:Tetrahedrite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tetrahedrite&amp;diff=98973"/>
		<updated>2010-04-25T08:59:14Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{human}}&lt;br /&gt;
&lt;br /&gt;
Tetrahedrite is an ore of both {{L|copper}} and {{L|silver}}.&lt;br /&gt;
&lt;br /&gt;
Smelting Tetrahedrite will always produce a copper bar and has an additional 20% chance of producing a silver bar. &lt;br /&gt;
&lt;br /&gt;
Tetrahedrite can be used in all reactions requiring a copper ore, but will only be used as ''silver'' ore if no other silver ores are available.&lt;br /&gt;
&lt;br /&gt;
Two Tetrahedrite ore can be smelted together to make two [[billon]] bars.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Stone}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Smoothing&amp;diff=98926</id>
		<title>40d:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Smoothing&amp;diff=98926"/>
		<updated>2010-04-25T07:30:40Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Smoothing''' natural {{L|wall}}s and {{L|floor}}s increases the {{L|value of room}}s. It is done by {{L|dwarves}} with the {{L|Stone detailing}} {{L|labor}}, and it trains the {{L|Engraver}} {{L|skill}}. Smoothed floors look like {{L|construction|construct}}ed floors. Smoothed walls look similar to manually constructed {{L|wall}}s and join neatly with corners, T-junctions and straight bits. A single tile of smoothed rock wall will appear as a free-standing pillar until joined to adjacent walls.&lt;br /&gt;
&lt;br /&gt;
Only smoothed surfaces can be {{L|engrave}}d to increase the room's [[value]] further, and only smoothed walls can be carved into {{L|Fortification|fortification}}s.&lt;br /&gt;
&lt;br /&gt;
== Smoothing an area ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}} to open the designate menu.&lt;br /&gt;
# Press {{K|s}} to select &amp;quot;Smooth Stone&amp;quot;.&lt;br /&gt;
# Move the cursor to a position on or near a wall or floor and press {{K|enter}}.&lt;br /&gt;
# The spot you marked changes to a blinking green &amp;quot;+&amp;quot; indicating where the area you wish to smooth extends from.&lt;br /&gt;
# Move the cursor to any position, across the area you wish to smooth and then press {{K|enter}} again.&lt;br /&gt;
# The wall and floor tiles in the area you defined will blink with a white regular pattern.&lt;br /&gt;
# Wait for a {{L|dwarf}} with the {{L|Stone Detailing}} skill to smooth the {{L|stone}} on the walls and floors.&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
&lt;br /&gt;
* You cannot smooth {{L|soil}}, such as silt, clay, loam, peat or {{L|sand}}.  However, unlike previous versions, metal {{L|ores}} and other {{L|Gem|valuable stones}} can be smoothed.&lt;br /&gt;
* Smoothing a muddy floor will remove the {{L|mud}} - it is therefore a bad idea to smooth your {{L|underground}} {{L|farm}}.&lt;br /&gt;
* Smoothing a stone {{L|aquifer}} wall will cause it to stop leaking {{L|water}}.&lt;br /&gt;
* If a smoothed floor is muddied, it will remain smooth - however, if/when {{L|shrub}}s and/or {{L|tower cap}}s grow on it, those tiles will become rough stone again.&lt;br /&gt;
* Smoothing a {{L|boulder}} allows {{L|wagon}}s to pass over that tile.&lt;br /&gt;
* If a {{L|miner}} begins digging a tile of stone but does not finish, it cannot later be smoothed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=98872</id>
		<title>v0.31 Talk:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=98872"/>
		<updated>2010-04-25T05:05:18Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: /* Cave Wide Web */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cave Wide Web==&lt;br /&gt;
Does anyone know where giant cave spiders create their web? I've captured one in a cagetrap and released it in a room (in a layer of clay, if that matters). I hoped it to fill it with webs, cagetrap it again and gather the precious giant cave spider webs safely. But it doesn't make a single one web. I wonder why? --[[User:Doub|Doub]] 17:05, 24 April 2010 (UTC)&lt;br /&gt;
:If it's like the previous version, a better way to get them to web is to provoke them with animals or dwarves that they'll shoot at (for example, you could have your spider be an engine that turns kittens into high-quality clothing!). --[[User:Vaniver|Vaniver]] 05:05, 25 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=95344</id>
		<title>40d:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=95344"/>
		<updated>2010-04-18T18:13:00Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
There are many ways to design the layout of {{L|bedroom}}s.  Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to {{L|noise}} should also be considered.&lt;br /&gt;
&lt;br /&gt;
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal {{L|barracks}}. The smallest ''bedroom design'' possible is a corridor with with notched spaces for beds. &lt;br /&gt;
&lt;br /&gt;
Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. This process is further complicated when the {{L|dwarven economy}} kicks in, and a wide range of &amp;quot;{{L|Room#Specific_room_quality_grades|room qualities}}&amp;quot; are needed, and low-budget dwarves are kicked out of any over-priced quarters. To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12games.com/forum/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
                         NOTE - EDITORS/CONTRIBUTORS:&lt;br /&gt;
=LEVEL 1= SUBSECTIONS WERE CHOSEN FOR VISIBILITY. THIS PAGE IS FAR TOO BUSY FOR ==LEVEL 2== SUBSECTION HEADERS.&lt;br /&gt;
FOR SPECIFIC EXAMPLES, USE ===LEVEL 3=== &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=Minimalism=&lt;br /&gt;
&lt;br /&gt;
Sometimes, simpler is better... not always, but sometimes...&lt;br /&gt;
&lt;br /&gt;
=== 1x1 bed only, no walls ===&lt;br /&gt;
&lt;br /&gt;
By far the most minimal design is to take a bed, place it anywhere you want, then set it as a 1x1 room. This bed 'room' can be assigned to a dwarf early on, or rented once the economy kicks in, and will at least serve the bare minimum purpose of avoiding unhappy thoughts from the lack of a room. It will not, of course, leave the dwarves with any space to store any possessions at all -- but with the economy active, it will also have an absolute minimal rent, which makes it worth having a few such rooms set up. And, of course, it requires the absolute minimum work to set up; all you need is existing empty space, preferably with no noise nearby, and a bed to place in it. &lt;br /&gt;
&lt;br /&gt;
An additional refinement is to expand the room area of each bed to 3x3, deliberately causing them to overlap.  This lowers the value of each bed, which in turn lowers the rent and provides some low-rent housing for impoverished dwarves to stay -- it can drop as low as 7 coins depending on the arrangement.&lt;br /&gt;
&lt;br /&gt;
=== Communal barracks ===&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds and a single {{L|weapon rack}} in a room, designate a {{L|barracks}} from the rack (do not assign the rack to anyone), and, voila, instant flophouse.  On maps with no {{L|tree}}s, this is pretty much your only option for sleeping quarters.  (Dwarves will sleep on the floor of the barracks if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality {{L|food}}, {{L|alcohol}}, an expansive {{L|dining room}}, and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give {{L|noble}}s their own rooms, however; they tend to get upset when their {{L|Noble#Room_Requirements_Summary|requirements}} are not met.)&lt;br /&gt;
&lt;br /&gt;
More than one barracks can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to the nearest empty bed when it is time for them to sleep.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Plain square design ===&lt;br /&gt;
[[Image:square_bedroom.png|right]]&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player values his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
=== Line design ===&lt;br /&gt;
[[Image:line_bedroom.png|right|thumb| '''Line design''', laid out (left) and finished (right)]]&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voila, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.&lt;br /&gt;
&lt;br /&gt;
===Decentralized living===&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF|right]]&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public barracks and dining room for poorer dwarves on the left and right to 3x3 private rooms to the top and bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
&lt;br /&gt;
There's also built-in areas for impressive things like statues and cages (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to Decent or higher to keep your most useful dwarves happy as clams.  They're also conveinent for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the Barrack and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or, alternatively, 2 statues.  This may be better because Statues block movement and is effectively the same as surrounding the prisoner with walls) and in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
&lt;br /&gt;
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public barrack rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
=== High density single floor housing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=High density, multi-level=&lt;br /&gt;
&lt;br /&gt;
Optimizing space, minimizing walking distance, these are good things... for some...&lt;br /&gt;
&lt;br /&gt;
===Magical Three-way Doors===&lt;br /&gt;
&lt;br /&gt;
The main point of this design is that it squeezes six bedrooms in a space of six by seven squares. It's meant to be built across several Z-levels, making it take up a minimal amount of practical space. It can be easily mirrored, although that requires a wider corridor (or the use of four bedrooms instead of six on the other side).&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 Level -1  ║   Level 0   ║   Level 1&lt;br /&gt;
 ╔══╦══╗   ║   ╔══╦══╗   ║   ╔══╦══╗&lt;br /&gt;
 ║..║..║   ║   ║..║..║   ║   ║..║..║&lt;br /&gt;
╔╩╗.║.╔╩╗  ║  ╔╩╗.║.╔╩╗  ║  ╔╩╗.║.╔╩╗&lt;br /&gt;
║.╚┼╩┼╝.║  ║  ║.╚┼╩┼╝.║  ║  ║.╚┼╩┼╝.║&lt;br /&gt;
║..║X║..║  ║  ║..║X║..║  ║  ║..║X║..║&lt;br /&gt;
╠══╩┼╩══╣  ║  ╩══╝.╚══╩  ║  ╠══╩┼╩══╣&lt;br /&gt;
║...║...║  ║  .........  ║  ║...║...║&lt;br /&gt;
╚═══╩═══╝  ║             ║  ╚═══╩═══╝}}&lt;br /&gt;
&lt;br /&gt;
===Sandwich===&lt;br /&gt;
&lt;br /&gt;
A design to move bedrooms vertically spread across many unused Z levels easily. The rooms can be preferentially scaled up or down depending on needs. If space is reserved serves well for expansion of each bedroom as suitable.&lt;br /&gt;
&lt;br /&gt;
The sandwich basically consists of a three tile wide hallway or wider. Up/Down Stairways are evenly distributed in increments which lead to one or more bedrooms as needed. Hatches can be used between the individual bedrooms as vertical doors.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Level -1       ║   Level 0       ║    Level 1&lt;br /&gt;
╔══╦══╦══╦══╗  ║                 ║  ╔══╦══╦══╦══╗&lt;br /&gt;
║B.║B.║B.║B.║  ║                 ║  ║B.║B.║B.║B.║&lt;br /&gt;
║..║..║..║..║  ║  ═════════════  ║  ║..║..║..║..║&lt;br /&gt;
║X.║X.║X.║X.║  ║  .X..X..X..X..  ║  ║X.║X.║X.║X.║&lt;br /&gt;
╠══╬══╬══╬══╣  ║  .............  ║  ╠══╬══╬══╬══╣&lt;br /&gt;
║X.║X.║X.║X.║  ║  .X..X..X..X..  ║  ║X.║X.║X.║X.║&lt;br /&gt;
║..║..║..║..║  ║  ═════════════  ║  ║..║..║..║..║&lt;br /&gt;
║B.║B.║B.║B.║  ║                 ║  ║B.║B.║B.║B.║&lt;br /&gt;
╚══╩══╩══╩══╝  ║                 ║  ╚══╩══╩══╩══╝}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bedroom design can be copied several times further up and down starting from Level 1 or -1 to exploit available space in neighbouring Z levels. The design is excellent as the space surrounding the hallway can be used for directly tying to the dining/meeting hall.&lt;br /&gt;
&lt;br /&gt;
===6-room clusters===&lt;br /&gt;
&lt;br /&gt;
[[File:ClusterBedrooms.png|thumb|350 pix|'''6-room clusters'''  ''(click to enlarge)'']]&lt;br /&gt;
This one is quite dense. There are six bedroom clusters. They can be built close to each other.&lt;br /&gt;
&lt;br /&gt;
There are 7 6-room clusters here. If 5 Z-Levels of this is built, that's 5*7*6=210, which is plenty for most any fortress.&lt;br /&gt;
&lt;br /&gt;
=== Living Pods (Residential Flats) ===&lt;br /&gt;
   &lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles plus a door. To add to the complex build an apartment level one level above or below the lobby - the stairs allow direct access. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as visually impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.  The pods are very quick to deploy as the interior (mined out) width of the pods exactly equals one {{k|Shift}}+move of the cursor.  Highlight a full squar with a horizontal shift+move then a vertical.  Then ''un''mark the 3 internal walls in both horizontal and vertical directions (each also 1 shift+move distance long), and finally mark in the four staircases. Sixteen bedrooms with extremely efficient pathing laid out in as many seconds.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower Apartment Level:     Lobby Level:&lt;br /&gt;
╔══╦══╦══╦══╗                    ╔══╦══╦══╦══╗..&lt;br /&gt;
║..║..║..║..║                    ║..║..║..║..║.. O&lt;br /&gt;
║.┼╩┼.║.┼╩┼.║                    ║.┼╩┼.║.┼╩┼.║.. u&lt;br /&gt;
╠═╣X╠═╬═╣X╠═╣                    ╠═╣X╚═╩═╝X╚═╝.. t&lt;br /&gt;
║.┼╦┼.║.┼╦┼.║                    ║.┼╗..Ω........ e&lt;br /&gt;
║..║..║..║..║                    ║..║........... r&lt;br /&gt;
╠══╬══╬══╬══╣                    ╠══╣Ω...Ω╔══╗..&lt;br /&gt;
║..║..║..║..║                    ║..║.....║..║.. H&lt;br /&gt;
║.┼╩┼.║.┼╩┼.║                    ║.┼╝..Ω..╚┼.║.. a&lt;br /&gt;
╠═╣X╠═╬═╣X╠═╣                    ╠═╣X╔═╦═╗X╠═╣.. l&lt;br /&gt;
║.┼╦┼.║.┼╦┼.║                    ║.┼╦┼.║.┼╦┼.║.. l&lt;br /&gt;
║..║..║..║..║                    ║..║..║..║..║..&lt;br /&gt;
╚══╩══╩══╩══╝                    ╚══╩══╩══╩══╝..}}&lt;br /&gt;
&lt;br /&gt;
==== Pod variant ====&lt;br /&gt;
&lt;br /&gt;
This is an example of varying the above to suit personal taste. Three significant changes have been made: &lt;br /&gt;
&lt;br /&gt;
:1) 2 pair of vertical access stairs feed upward, instead of one horizontal hallway.&lt;br /&gt;
&lt;br /&gt;
:2) The entire design has been expanded (to 15x15, vs 13x13 above), but rooms have not been expanded to fill all available space - not yet.  That will be done if/as need arises, and many of the 3-tile rooms can become 5- or 7-tile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, or two joined together to become 12-tile suites&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
:3) Allow for a central waterfall with drain system*.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Upper Apartment Level(s*):    Lobby Level:           Lower Apartment Level(s*):&lt;br /&gt;
╔══╦══╗ ╔══╦══╗              ╔══╦══╗ ╔══╦══╗              ╔══╦══╗ ╔══╦══╗&lt;br /&gt;
║..║..║ ║..║..║              ║..║..║ ║..║..║              ║..║..║ ║..║..║&lt;br /&gt;
║.┼╩┼.║ ║.┼╩┼.║              ║.┼╩┼.║ ║.┼╩┼.║              ║.┼╩┼.║ ║.┼╩┼.║&lt;br /&gt;
╠═╣X╠═╣ ╠═╣X╠═╣              ╠═╣X╠═╩═╩═╣X╠═╣              ╠═╣X╠═╩╦╩═╣X╠═╣&lt;br /&gt;
║.┼╣┼.║ ║.┼╦┼.║              ║.┼╣┼.ΩΩΩ.┼╦┼.║              ║.┼╣┼..║..┼╦┼.║&lt;br /&gt;
║..║..║ ║..║..║              ║..║.......║..║              ║..║.╔═╩═╗.║..║&lt;br /&gt;
╚══╬══╩═╩══╬══╝              ╚══╣..###..╠══╝              ╚══╣.║~~~║.╠══╝&lt;br /&gt;
   ║XX#~#XX║                    ║&amp;lt;&amp;lt;#~#&amp;lt;&amp;lt;║                    ╠═╣~▓~╠═╣ &lt;br /&gt;
╔══╬══╦═╦══╬══╗              ╔══╣..###..╠══╗              ╔══╣.║~~~║.╠══╗ &lt;br /&gt;
║..║..║ ║..║..║              ║..║.......║..║              ║..║.╚═╦═╝.║..║&lt;br /&gt;
║.┼╩┼.║ ║.┼╩┼.║              ║.┼╩┼.ΩΩΩ.┼╩┼.║              ║.┼╩┼..║..┼╩┼.║&lt;br /&gt;
╠═╣X╠═╣ ╠═╣X╠═╣              ╠═╣X╠═╦═╦═╣X╠═╣              ╠═╣X╠═╦╩╦═╣X╠═╣&lt;br /&gt;
║.┼╦┼.║ ║.┼╦┼.║              ║.┼╦┼.║ ║.┼╦┼.║              ║.┼╦┼.║ ║.┼╦┼.║&lt;br /&gt;
║..║..║ ║..║..║              ║..║..║ ║..║..║              ║..║..║ ║..║..║&lt;br /&gt;
╚══╩══╝ ╚══╩══╝              ╚══╩══╝ ╚══╩══╝              ╚══╩══╝ ╚══╩══╝&amp;lt;/pre&amp;gt;Legend:&lt;br /&gt;
:X = up/down stair&lt;br /&gt;
:&amp;lt; = up stair&lt;br /&gt;
:~ = flowing water, in waterfall and drain&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; = {{L|grate}} or floor {{L|bars}} over drain&lt;br /&gt;
:▓ = solid block at base of waterfall&lt;br /&gt;
:Ω = {{L|statue}}s (though a {{L|zoo}} or booze stockpiles could work as well)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
:1) Expanding out one more tile can create size 5-11 rooms, or size 19 if two are connected.&lt;br /&gt;
:2) A size 15 room is ample for any noble, with the possible exception of a {{L|king|king/queen}}.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The floor plan for the waterfall/drain system may vary from floor to floor, and by personal taste.  Eventually it can be routed off and out one side, and the full interior area of all levels below that reserved for apartments.&lt;br /&gt;
&lt;br /&gt;
''(Note - It's easy to {{L|flood}} an area with a waterfall such as this - be sure you are familiar with the technique before risking an entire dormitory (or the lower parts, at least) on it.)''&lt;br /&gt;
&lt;br /&gt;
=== Greek Cross design===&lt;br /&gt;
[[image:VaniverGreek48.png|right|thumb| 48 tile design]]&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors- 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (walking up/down stairs counts as one distance.). It can also be easily adapted for 3x3 rooms (simply combine two adjacent 3x1 rooms) and is probably somewhat more efficient if the hallways are also up/down stairs (though this precludes placing statues in the hallways unless you make space for them when carving out the stairs, or remove the stairs later).[[image:VaniverGreek32.png|center|thumb| 32 tile design]]&lt;br /&gt;
&lt;br /&gt;
=== Shaft design ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create bedrooms, dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accommodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accommodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
=== Tileable shaft design ===&lt;br /&gt;
&lt;br /&gt;
The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the centralmost tile (marked red in the examples) to allow z-level stacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Repeating patterns &amp;amp; fractals=&lt;br /&gt;
&lt;br /&gt;
Art for art's sake... and if it's functional, so much the better...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tessellated Apartments ===&lt;br /&gt;
&amp;lt;!-- Originally &amp;quot;GnomeChomskey's...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣θ╚╣X╠╗θ║    &lt;br /&gt;
   ║.θ║..┼╦┼╬═╩╗   &lt;br /&gt;
   ║.╔╬══╬╝.║.θ║   &lt;br /&gt;
 ╔═╬┼╩┼..║θ.║.╔╬══╗&lt;br /&gt;
 ║θ╚╣X╠╗θ╠╦═╬┼╩┼..║&lt;br /&gt;
 ║..┼╦┼╬═╩╣θ╚╣X╠╗θ║&lt;br /&gt;
 ╚══╬╝.║.θ║..┼╦┼╬═╝&lt;br /&gt;
    ║θ.║.╔╬══╬╝.║  &lt;br /&gt;
    ╚╦═╬┼╩┼..║θ.║  &lt;br /&gt;
     ║θ╚╣X╠╗θ╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       &lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣÷╚╝X╚╗θ║    &lt;br /&gt;
   ║.θ║.╥...╚═╩╗   &lt;br /&gt;
   ║.╔╝.╤.╥...÷║   &lt;br /&gt;
 ╔═╬┼╝....╤.╤╥╔╬══╗&lt;br /&gt;
 ║θ╚╣X.╥╤.....╚┼..║&lt;br /&gt;
 ║..┼╗.....╤╥.X╠╗θ║&lt;br /&gt;
 ╚══╬╝╥╤.╤....╔┼╬═╝&lt;br /&gt;
    ║÷...╥.╤.╔╝.║  &lt;br /&gt;
    ╚╦═╗...╥.║θ.║  &lt;br /&gt;
     ║θ╚╗X╔╗÷╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       --&amp;gt;&lt;br /&gt;
[[File:Tessellatedrooms.jpg‎]]&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
===Noble Hive Pods===&lt;br /&gt;
&lt;br /&gt;
A geometric pattern for Noble housing trying for interesting aesthetics and high mobility.  The basic tiling pattern is shown on the left;  one possible way to join them, involving surrounding corridors and a central staircase and a jillion doors, on the right.&lt;br /&gt;
&lt;br /&gt;
[[File:Noblehive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fractal designs ===&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be at the same time very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
More fractal bedroom designs based upon the H-Tree (pictured above) can be found at [[User:Tenebrous|this user page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fractal modified for 3d===&lt;br /&gt;
This was created by palin88 from [http://www.bay12games.com/forum/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
[[File:Palin88_Bedroom_Design.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom_design&amp;diff=95342</id>
		<title>40d Talk:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom_design&amp;diff=95342"/>
		<updated>2010-04-18T18:09:22Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: /* Personalisation? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams and/or ''clear'' and well-sized [http://www.mediawiki.org/wiki/Help:Images| images] or [[screenshot]]s if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, a '''B''' is a bed, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Also, please don't personalize a submission by adding a name to it - it discourages the collaborative effort that ''is'' a wiki.  If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
&lt;br /&gt;
== Improvement on tiled shaft design ==&lt;br /&gt;
&lt;br /&gt;
[[File:Bedroom_tiles.PNG|left|thumb|Successive room expansions of the basic tile quartet.]] So I love 3-tile wide hallways and nice FPS. The design  found most convenient here was the tiled shaft one, but it has very nasty single tile chokepoints. I ended up expanding it in my fortresses, and having done that I decided I might as well put up the result here.&lt;br /&gt;
&lt;br /&gt;
You can have a look at the image yourself, I've added a grid with purple lines separating 10x10 tile blocks. Oranges are doors and blues are stairs. This is not much bigger space-wise but I think much better for FPS.&lt;br /&gt;
&lt;br /&gt;
Should I append this to the relevant section, replace the old one, or just put it on my user page? --[[User:Ar-Pharazon|Ar-Pharazon]] 02:56, 22 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Designs vs max population==&lt;br /&gt;
Isn't 200 the absolute maximum number of dwarves one can have at any time?&lt;br /&gt;
&lt;br /&gt;
If so, the High density single floor housing plan of 77x77 is... rather useless, isn't it?&lt;br /&gt;
&lt;br /&gt;
[[User:MagicGuigz|MagicGuigz]] 16:51, 29 September 2008 (EDT)&lt;br /&gt;
:The max number of dwarves can be changed in the init files. So no. --[[User:GreyMario|GreyMaria]] 16:55, 29 September 2008 (EDT)&lt;br /&gt;
:Even if you had only 200 dwarves, linking 2, 3, or even 4 rooms together to make noble housing, offices, and the like is quite useful. --[[User:ThunderClaw|ThunderClaw]] 10:14, 30 September 2008 (EDT)&lt;br /&gt;
::I've always found it more space efficient to throw all my nobles into about a 10x10 room filled with 20x value gem encrusted furniture (granted, I *did* have a legendary gem setter making this easier the last time I did it) and just plop down all their necessities. I currently have a countess/count consort, hammerer, tax collecter, and duchess/duke consort all in one room with all their buildings set as royal. They also have a legendary mechanism hooked up to some gem encrusted spikes. Heh. Heh heh heh. [[User:Milskidasith|Milskidasith]] 04:19, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==cpu use vs fractal desings==&lt;br /&gt;
I have heard that fractal based designs (like the High density single floor housing) can cause the game to slow down is this true? --[[User:Rwindmtg|Rwindmtg]] 06:02, 10 November 2008 (EST)&lt;br /&gt;
:the designs have to be set up by hand - they are just passages that dwarves  / creatures path through - so there shouldn't be any reason for the game to slow down other than complex pathing or huge populations.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 09:08, 14 July 2009 (UTC)&lt;br /&gt;
== Bitmap designs ==&lt;br /&gt;
&lt;br /&gt;
Coudl we get some kind of colour key for these? Or standardise them or something if there isn't one? It can be very confusing to tell what is what in them. - [[User:Alloy|Alloy]] 01:37, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Seconded... GnomeChomsky's Tessellated Apartments in particular are munged, looks like an earthquake broke them along several faultlines... --[[User:Azaram|Azaram]] 00:11, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::GnomeChomsky's looks fine - only the beds look weird.  Its virtually everything after that which isn't in the standard tile set and needs to be changed.  --[[User:Squirrelloid|Squirrelloid]] 04:08, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't see why any of them are hard to understand.  Access corridors, walls, doors, sometimes furniture.  How hard is it to figure out that the small enclosed areas are the bedrooms, and that a door goes at the entrance to each?--[[User:Maximus|Maximus]] 17:32, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Its not about hard to understand, its about our style guidelines.  All graphics are supposed to be in the standard tileset. --[[User:Squirrelloid|Squirrelloid]] 18:50, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Most of these diagrams are are large-scale designs that can't be shown via a screenshot, so insisting on &amp;quot;standard tilesets&amp;quot; doesn't even make sense.  We could change them to use a consistent set of colors, however.  Gnome Chomsky's diagrams use [[template:qd]], which is one of our accepted standards for small diagrams.--[[User:Maximus|Maximus]] 22:03, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Azaram, what browser are you using and what fonts do you have installed? Can you post a screenshot of what the diagram looks like? [[User:Random832|Random832]] 09:23, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Weapon/Armour Racks==&lt;br /&gt;
&lt;br /&gt;
You don't need a weapon rack/armor rack to designate a barracks.  You can do that with the bed.  So why build the racks? [[User:Kwieland|Kwieland]]&lt;br /&gt;
:Soldiers banging around against beds and other furniture is the number one cause of wounds and deaths during sparring.  Designating a barrack from an armor stand will provide an open dojo without clutter. --[[User:ThunderClaw|ThunderClaw]] 14:05, 6 January 2009 (EST)&lt;br /&gt;
::(added header) Actually, I believe consensus is that beds cause no injuries when collided with, and that the only real difference (until weapon and armour racks become functional, at least) is that you won't get random homeless dwarves trying to sleep in a barracks that have no beds (unless you have a severe shortage of beds), so you can have barracks in military areas without the risk of civilians sleeping in potentially dangerous places.--[[User:Quil|Quil]] 16:37, 6 January 2009 (EST)&lt;br /&gt;
:::I'm not sure what to tell you aside from the fact that I routinely had dwarves die of suffocation (broken necks) before I moved my beds out of my barracks.  And these were armored legendary (or close to it) wrestlers, to boot.  I've never seen civilians get hurt by being in the middle of a sparring match, but I have definitely seen dwarf after dwarf after dwarf turn up dead on top of a barrack bed with the excuse 'suffocation'.  Moving the beds out reduced accidents by 100%.  I have not had a dwarf get hurt or die in 5 years, where I would otherwise see one to four a year. --[[User:ThunderClaw|ThunderClaw]] 16:50, 6 January 2009 (EST)&lt;br /&gt;
:::::I see, thanks for the heads up.  I wondered about the suffocation as well. Another question - do dwarfs train faster as a guard or as an off-duty military dwarf?  Does it make a difference?  It seems if I have several (say 6) off duty, only two will spar in the barracks, but 6 guards will all spar at the same time.  Do I need to designate more barracks?  Does it mack a difference if I have two weapon racks in the same room and designate both as barracks?--[[User:Kwieland|Kwieland]] 01:47, 8 January 2009 (EST)&lt;br /&gt;
::::::Fortress/Royal Guards are well known for sparring enthusiastically.  The dwarves in the regular military don't have a clear determiner, so it's probably either their stats or their personality.  I unfortuantely don't have a clearer answer for you. --[[User:ThunderClaw|ThunderClaw]] 11:10, 8 January 2009 (EST)&lt;br /&gt;
::::RE the bed/suffocation thing, I've had barracks with beds in them and barracks without beds in them, and I must confess I've not seen a statistically significant difference in the amount of  injuries that people have suffered when sparring, even with unarmoured sparrers. Although I've only ever had one case of suffocation, long ago, so maybe there's a large element of random chance or some other variable involved.--[[User:Quil|Quil]] 17:35, 8 January 2009 (EST)&lt;br /&gt;
:::::Entirely possible.  For my mileage, though, I've had a bunch of broken necks and/or crushed lungs from idiots knocking eachother up against beds, so I avoid them in the barrack. --[[User:ThunderClaw|ThunderClaw]] 17:47, 8 January 2009 (EST)&lt;br /&gt;
:RE op, because if you have no [[wood]] you cant make [[beds]].--[[User:Mrdudeguy|Mrdudeguy]] 19:20, 16 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sharing Spaces ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves get upset if bedrooms are used as hallways to one or two more bedrooms? --[[User:Spreggo|Spreggo]] 22:13, 30 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I believe that opening and closing doors causes noise, which will wake a sleeping dwarf. But if you only have one door into the bedroom suite, that should be fine. Although then you risk locking some dwarves in with your mad dwarves. [[User:RomeoFalling|RomeoFalling]] 06:10, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've done some testing and there doesn't seem to be any negative effects, which is useful because a lot of my diagonal room designs require this. I'll keep an eye on it and see what happens though --[[User:Spreggo|Spreggo]] 23:10, 2 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Database error?wtf? ==&lt;br /&gt;
&lt;br /&gt;
Whenever i try to access this article,i get the following error.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Database error&lt;br /&gt;
From Dwarf Fortress Wiki&lt;br /&gt;
Jump to: navigation, search&lt;br /&gt;
A database query syntax error has occurred. This may indicate a bug in the software. The last attempted database query was:&lt;br /&gt;
&lt;br /&gt;
    SELECT page_id,page_len,page_is_redirect FROM `wiki_dpage` WHERE page_namespace = '10' AND page_title = 'Qd/switch/╔' LIMIT 1 &lt;br /&gt;
&lt;br /&gt;
from within function &amp;quot;LinkCache::addLinkObj&amp;quot;. MySQL returned error &amp;quot;1267: Illegal mix of collations (latin1_bin,IMPLICIT) and (utf8_general_ci,COERCIBLE) for operation '=' (localhost)&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I can view it before.&lt;br /&gt;
It can't be displayed,but i can still edit it,and the content of this article seems intact(no corruption etc).&lt;br /&gt;
Every entry in history get the same error too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also,this article [http://www.dwarffortresswiki.net/index.php/Design_strategies Design_strategies] does not seem to work too,though it get a different error.&lt;br /&gt;
What has happened to wiki?&lt;br /&gt;
&lt;br /&gt;
Update:&lt;br /&gt;
I see there is a entry about this problem on talkpage of mainpage already.&lt;br /&gt;
&lt;br /&gt;
== This page is broken ==&lt;br /&gt;
&lt;br /&gt;
This page makes heavy use of the ParserFunctions extension and it's simply not rendering if I activate that extension. I'm not familiar with the syntax used for all that but my guess is that it's way too big. I suggest the people who originally made it try to split in either different blocks of code or on different pages. &lt;br /&gt;
I might be making some tests to see if it can be fixed but I might break stuff. --[[User:Senso|Senso]] 15:04, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
&lt;br /&gt;
Is it efficient to make a hotel-like layout&amp;lt;br /&amp;gt;&lt;br /&gt;
i.e.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
b b b b b b b b b&lt;br /&gt;
d d d d d d d d d&lt;br /&gt;
xxxxxxxxxxxxxxxxx&lt;br /&gt;
d d d d d d d d d&lt;br /&gt;
b b b b b b b b b&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
x=walking space&amp;lt;br /&amp;gt;&lt;br /&gt;
d=door&amp;lt;br /&amp;gt;&lt;br /&gt;
b=bed&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I know it doesn't create much happiness but is it space efficient for how many space it uses... [[User:sausage|Sausage]] 1:10 AM, 30 March 2009 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No, because since there are no walls between them the doors are quite pointless to have EVERY space, and it will probably create way more unhappiness than you think, it's not smart in the long run, you're better off putting one wall between every bedroom.&lt;br /&gt;
&lt;br /&gt;
:I believe the spaces in his diagram represent walls. Maybe not the best choice of symbol, but still, it makes more sense than without walls.[[User:Wlerin|Wlerin]] 18:01, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
The maximally-efficient bedroom shape in terms of size per happiness per dwarf is 3x1, I think, because that lets you fit in a bed, coffer and cabinet. It also has the added bonus of being able to be jammed in absolutely anywhere - I've not found a need to get any smaller, simply because 3x1 is already tiny. If you wanted to make super low-rent housing you might look at this (with walls between of course) but it'd probably be easier in that case to have a bunch of 1x1 &amp;quot;bedrooms&amp;quot; in a big open cavern. 3x1 has been the best so far - my favourite of the designs on this page is the &amp;quot;High density single floor housing&amp;quot; design - 61x61 to house a full fortress, not bad. [[User:FangXianfu|FangXianfu]] 02:45, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Personalisation? ==&lt;br /&gt;
&lt;br /&gt;
I submitted my own 'personal' design I use in forts.&lt;br /&gt;
&lt;br /&gt;
Everyone else has got ownership to their designs too, why remove owner attribution rights to their design that they contributed?&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
THLawrence's Living Pods,&lt;br /&gt;
GnomeChomsky's Tessellated Apartments,&lt;br /&gt;
Vaniver's Greek Cross design,&lt;br /&gt;
Raynard's Fractal modified for 3d&lt;br /&gt;
&lt;br /&gt;
Seems unfair I am singled out from the rest of the entries that have existed longer with personalisation, you have to remember that designs are art and have been crafted by the individual with careful thought, why forcefully and permamently remove the artists' signature? I'd understand it maybe with some of the extremely common designs (the very first and second) or using a generic fractal shape.&lt;br /&gt;
&lt;br /&gt;
I feel my design was something I had never encounted anywhere else yet and I had put very careful consideration into the concepts behind it to making an interesting concept which allows traffic to flow continously directly between it instead of having to be redirected in other ways. --[[User:Nexii Malthus|Nexii Malthus]] 21:13, 4 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hi - First, as a fellow DF player, welcome, and nice design!  &lt;br /&gt;
:&amp;quot;Everyone else&amp;quot; does not, in fact, get, or even expect, credit.  All those you list were edited 6 minutes after after yours - some old hiccups are not noticed until something new is added that emphasizes the problem.  And the problem is minor, but exists on multiple levels.  &lt;br /&gt;
:This is not a free forum,  nor a blog nor a bulletin board, but a wiki - and wikis tend to want anonymity in articles.  In part, that's because they are not about personal achievement - which is what the last paragraph of your post seems to want.  You have to remember that a wiki is not about the contributors, but the contribution itself - without your name attached, it's still just as valuable, neh?  Nor can you be sure that you, indeed, &amp;quot;invented&amp;quot; it - you were simply the first to post it here.&lt;br /&gt;
:But more, anything with a personal label is a dis-incentive to be later edited - and that's what a wiki is all about.  Like it or not, anything you or I contribute could, and probably will, be edited sometime later.  (One can only hope it will either be helpful, or get caught and a separate entry made!)   And it's precisely because of that that personal names should ''not'' be on the articles, or a sub-section of them - you are submitting it ''to'' the community, ''for'' the community - not for yourself, not in any sense.&lt;br /&gt;
:This is not my policy, but one discussed and established long before my arrival.  (Orig comments here, among others: [[Talk:Fortress_defense#Use_of_User_Names_in_Defense_Designs]]).  So, again, great design, thanks for sharing, keep up the contributions - because that's everything that a wiki is about.--[[User:Albedo|Albedo]] 23:27, 4 August 2009 (UTC)&lt;br /&gt;
::Hmm, well the original point for the personalisation is that I have a certain vision of this design, what I wrote is rather incomplete, a wiki fills up in little steps. So the way I understand it is that if anyone wishes to modify the design it should end up as a different entry instead of fighting against me, and it'd end up being silly having 30 sandwitches of all the same name, namely Sandwitch. Sandwitching layers like this is rather obvious, but I have a certain design vision with pros and cos. If someone just came over and rewrote a paragraph, that wouldn't be collaboration, that'd be smearing valuable contributions for someone else to force their own vision. It is just that Dwarf Fortress is an extremely unique game allowing absolute freedom that no fortress will be exactly same, it even becomes an art, due to the large part of aesthetics that designs play to combine function and fun. Just because I am submitting for the community doesn't mean someone could overwrite large portions of art to accomodate their own vision.&lt;br /&gt;
&lt;br /&gt;
Well, there is no pretty situation anyhwere, wikipedia doesn't suit itself to such galleria I suppose so I have to agree.&lt;br /&gt;
&lt;br /&gt;
I guess what we should aim to do is provide abstractions of the concepts. Writing down to the modular designs and explain with keywords what variations are possible? Anyone else have any idea of what to do? I think this page might become unnecessarily cumbersome if we don't modify the page to be more modular. Hope you can make any sense of my random ramblings. To simplify or to complexify. --[[User:Nexii Malthus|Nexii Malthus]] 04:37, 5 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've got to say- it was something of a shock to visit this page and see my name scrubbed, but I agree with the decision to get rid of all of the names. It is better to have one &amp;quot;Greek Cross Design&amp;quot; section than someone else posting &amp;quot;Dwarfy's Greek Cross Design&amp;quot; to contrast with &amp;quot;Vaniver's Greek Cross Design.&amp;quot; --[[User:Vaniver|Vaniver]] 18:09, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Larger rooms? ==&lt;br /&gt;
&lt;br /&gt;
It's funny to see this page, because I did things completely differently.  I was having the dorfs dig around in soft sand and making 5x5 bedrooms (was 8x8 originally, but I toned it down after finding out what happens when the economy kicks in...).  The idea was to get legendary diggers fast without wasting time on adornments, then send them out to find the goodies.  It all went so well, until while they were bashing out that 32x32 royal bedroom on the bottom level they found the spot with the adamantium... [[User:Dorf and Dumb|Dorf and Dumb]] 06:59, 16 September 2009 (UTC)&lt;br /&gt;
:Ouch. [[Special:Contributions/68.43.43.52|68.43.43.52]] 06:17, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mac Compatibility ==&lt;br /&gt;
&lt;br /&gt;
Just as a data point, the recent edit to the diagrams does not produce something legible for me on my Mac.  [http://i46.tinypic.com/2ccpb0i.png Firefox] [http://i45.tinypic.com/2hp3h29.png Safari]. [[User:Cheepicus|Cheepicus]] 23:55, 3 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The diagram in those images was not (until very recently) one of the recently edited ones. What does it look like now? [[User:VengefulDonut|VengefulDonut]] 00:24, 4 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::They look fine to me. ''But'' I had to fix my default fixed-width font in Firefox - it was set to Courier and I changed it to Menlo. I'm on Snow Leopard. --[[User:Bombcar|Bombcar]] 05:50, 4 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Obsidian&amp;diff=89963</id>
		<title>v0.31 Talk:Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Obsidian&amp;diff=89963"/>
		<updated>2010-04-11T21:24:05Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: Created page with 'It looks like obsidian will still be used for constructing items out of stone- I'm staring at some obsidian mechanisms right now. I haven't checked yet if it works for items made…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It looks like obsidian will still be used for constructing items out of stone- I'm staring at some obsidian mechanisms right now. I haven't checked yet if it works for items made at a mason's workshop. --[[User:Vaniver|Vaniver]] 21:24, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attribute&amp;diff=88989</id>
		<title>v0.31 Talk:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attribute&amp;diff=88989"/>
		<updated>2010-04-10T13:41:07Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why is Agility on the attribute page, but every other attribute has its own page?  Should we redirect all the attributes individual pages to here and condense information, or put links here and give agility its own page? --[[User:Squirrelloid|Squirrelloid]] 14:29, 2 April 2010 (UTC)&lt;br /&gt;
:You know, screw it, the page proliferation is ridiculous, I'm consolidating. --[[User:Squirrelloid|Squirrelloid]] 14:39, 2 April 2010 (UTC)&lt;br /&gt;
::Here are strings for mental attributes:&lt;br /&gt;
(snipped since they're in article)&lt;br /&gt;
::[[User:Denspb|Denspb]]&lt;br /&gt;
:::Well, someone saw these and added them while i was screwing around trying to extract them from my dwarves... lol.  Thanks, and pardon the snipping, but it was big --[[User:Squirrelloid|Squirrelloid]] 15:34, 2 April 2010 (UTC)&lt;br /&gt;
(Because we have newbie editors who don't bother to think of the larger picture or look at the old wiki as a pattern. [[Dwarf_Fortress_Wiki:Community_Portal#B|'''B''' is for '''Be Bold''']], Squirrelloid - you're doin' great!)--[[User:Albedo|Albedo]] 19:17, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Experience?==&lt;br /&gt;
Are attributes no longer affected by experience? [[User:Caradhras|Caradhras]] 21:55, 3 April 2010 (UTC)&lt;br /&gt;
:It's not been confirmed either way. --[[User:Briess|Briess]] 21:55, 3 April 2010 (UTC)&lt;br /&gt;
::No, they are no longer affected by experience, my legendary miners did not gain '''any''' experience from the months at work.--[[User:Tarran|Tarran]] 02:35, 4 April 2010 (UTC)&lt;br /&gt;
:Ones physical attributes will improve in Adventure mode, especially noticable between starting with no skills (low to average) versus starting with a full set of skills (high to very high); I don't know if &amp;quot;soul&amp;quot; attributes can improve, but most of the physical ones can.  I imagine it's based on the skill involved, though, so no more ultramighty legendary bookkeepers. [[User:Trorbes|Trorbes]] 23:22, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Impact?==&lt;br /&gt;
I imagine that the soul attributes have to have some impact besides looking pretty, but do we have any idea how significant they are? Are creative dwarves better at making items? --[[User:Vaniver|Vaniver]] 13:41, 10 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cook&amp;diff=88986</id>
		<title>v0.31 Talk:Cook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cook&amp;diff=88986"/>
		<updated>2010-04-10T13:30:10Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No Seeds==&lt;br /&gt;
In the previous version, cooking left no seeds for re-planting. Can this be verified for this version? --[[User:Eagle0600|Eagle0600]] 10:20, 6 April 2010 (UTC)&lt;br /&gt;
: I cooked an easy meal out of a wild strawberry and a prickle berry, and it produced no seed. [[User:Wccarrington|Wccarrington]] 22:09, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Lavish Meal==&lt;br /&gt;
In one fortress recently, it looked like I had a cook put more than four components into a lavish meal. I haven't seen it happen again (since I haven't been cooking lavish meals), so I didn't add it to the page- but that might be something worth looking for / verifying. --[[User:Vaniver|Vaniver]] 13:30, 10 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cook&amp;diff=88984</id>
		<title>v0.31:Cook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cook&amp;diff=88984"/>
		<updated>2010-04-10T13:27:07Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #770&lt;br /&gt;
| skill      = Cook&lt;br /&gt;
| speciality = Cook&lt;br /&gt;
| profession = [[DF2010:Farmer|Farmer]]&lt;br /&gt;
| job name   = Cooking&lt;br /&gt;
| workshop = [[DF2010:Kitchen|Kitchen]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Prepare Easy Meal&lt;br /&gt;
* Prepare Fine Meal&lt;br /&gt;
* Prepare Lavish Meal&lt;br /&gt;
* Render Fat&lt;br /&gt;
 &lt;br /&gt;
}}&lt;br /&gt;
A kitchen is used to cook meals. For a dwarf to use the kitchen they must have the cooking labor enabled. There are three kinds of meals- easy, fine, and lavish. An easy meal uses two components; a fine meal three components, and a lavish meal four components.&lt;br /&gt;
 &lt;br /&gt;
=='Bugged' Boozecooking==&lt;br /&gt;
When you cook only alcohol, the cook decides to pull the alcohol out of the barrels, cluttering the kitchen, but then doesn't make a purely alcohol meal, leaving units of alcohol which turn into a pool if you remove the kitchen. This is possibly intentional (boozecooking is an exploit) but your cook will merrily proceed at starting meals he can't finish, ruining your alcohol and grinding your kitchen to a halt.&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farm_plot&amp;diff=34269</id>
		<title>40d Talk:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farm_plot&amp;diff=34269"/>
		<updated>2009-03-28T20:06:35Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: /* Suggested size */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Equipment==&lt;br /&gt;
I forgot to designate a farmer(plot) at the prepare screen. I added the task to my fisherdwarf, there is no free water on the map so he cannot fish anyway, but he refuses to farm (even though he created a plot).&lt;br /&gt;
&lt;br /&gt;
Should he need any eqiupment which I don't have due to my oversight?&lt;br /&gt;
&lt;br /&gt;
Thanks[[User:GarrieIrons|GarrieIrons]] 05:48, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;s&amp;gt;AFAIK, you need *some* skill level to build a related building. Meaning grower is one of those skills you need atleast a single skill point in to use. Best bet is to either survive on hunting and herbalism, or restart. --[[User:N9103|Edward]] 07:12, 8 January 2008 (EST)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::The plot is ''built'' - but they refuse to plant it. Having looked at [[soil]] - is that because it is ''sandy loam''? It isn't on the list at that article. Maybe it's time I learned how to [[irrigate]]?[[User:GarrieIrons|GarrieIrons]] 07:30, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If you built the plot, then it should be farmable. You have seeds and have told that plot to use those seeds, right? If so, I don't know why the fisher's not farming. Will other dwarfs farm with the labor on? --[[User:N9103|Edward]] 20:17, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: you do not need any level of skill to build anything edward, just need to turn on that job type. [[User:Chariot|Chariot]] 22:02, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Suggested size==&lt;br /&gt;
Anyone got a better estimate than &amp;quot;25 squares will get an undefined number of dwarves through one winter&amp;quot;? On that note, do dwarves eat more during winter? --[[User:Juckto|Juckto]] 06:44, 6 May 2008 (EDT)&lt;br /&gt;
:A 25 square plot growing plump helmets can easily provide food and beer indefinitely for 40-50 dwarves with a low skill dedicated grower. A high skill dedicated grower can easily support 80-100 dwarves. Only thing to be careful of would be the grower going on break, but placing a second or third grower should enable you too support a fort without worry. All previous testing seems to indicate that dwarves do not eat more during winter.--[[User:Metalax|Metalax]] 08:35, 6 May 2008 (EDT)&lt;br /&gt;
:I use 25-square plots as well, and rotate crops to ensure variety in my food &amp;amp; drink offerings.  I use a brewer and a cook to turn [[sweet pod]] and [[quarry bush]] into high-value ingredients, and I grow (inedible) [[pig tails]] so that I'll have bags to store my [[quarry bush leaves]] and [[whip vine flour]].  Even after all of that, I find two 25-square plots quickly fill up my food supplies to overflowing.  I can also usually afford to trade away the ten most valuable stacks of food in my fortress in exchange for most of what a caravan brings me.&lt;br /&gt;
&lt;br /&gt;
I dramatically lowered the recommended size (from 10x20 to 5x5 or 5x10), as my fortresses have all had far more food than necessary at pretty small farm sizes. [[User:Vaniver|Vaniver]] 20:06, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Fertilization==&lt;br /&gt;
I know that potash is used for fertilization, sometimes I have potash lying around, but I can't fertilize.  There needs to be a section to explain how fertilization works.--[[User:RustyMcloon|Rusty Mcloon]] 10:54, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Caveat ==&lt;br /&gt;
&lt;br /&gt;
If you build a farm plot and the majority, but not all of the tiles are underground, the plot will be an underground plot, but will be completely unusable. There's no notification of any sort to tell you this and it'll just look like your farmers are lazy. --[[User:Xonara|Xonara]] 09:58, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Reclaim fortress mode==&lt;br /&gt;
I recently had my fortress over-run by demons (the hard kind). After sending out three parties in succession to reclaim my fortress, I finally cleaned them all out. To my surprise I noticed that all my farm plots said &amp;quot;No seeds available&amp;quot; or something of the likes. I figured it was because the plots didn't count as my owned buildings somehow. I proceeded with two actions: I removed and reconstructed a couple of the plots, this seems to have worked; I also re-flooded the remaining plots, and this definetly worked.&lt;br /&gt;
In conclusion it is safe to assume that when a fortress is lost, any farm plots (subterranean at least) will become dried-out. And need to be re-irrigated. --[[User:Liqum|Liqum]] 08:07, 3 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Overuse of plots? ==&lt;br /&gt;
I tend to use several small plots rather than one large one... I like to grow a constant variety. As an example, I have ten 9x9 plots above ground to grow a variety of those sorts of crops. I had them built in the autumn and instructed dwarves to plant them in autumn/winter, which they happily did.&lt;br /&gt;
&lt;br /&gt;
However, towards the end of winter, I noticed nothing there. Looking at the plant menu, almost all crops were listed in red, as if no seeds were available. However, I received no such messages (i.e. no seeds available), and checking my stocks I have tons of seeds available.&lt;br /&gt;
&lt;br /&gt;
Is it possible to overplant/overuse a plot? I imagine, if so, that I might reach such saturation quickly with such small plots and such skilled/numerous planters. --[[User:Mattmoss|Mattmoss]] 11:50, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:From the Farming FAQ: &amp;quot;Why are crops sometimes displayed with red writing&amp;quot; (Yeah, there's no question mark. That's not allowed.) Answer: &amp;quot;Because it is too late in the [[season]] to plant that kind of [[crop]]. Year-round crops, like plump helmets and dimple cups, cannot be planted at the end of winter.&amp;quot;--[[User:Wattj|wattj]] 14:52, 6 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farm_plot&amp;diff=34268</id>
		<title>40d Talk:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farm_plot&amp;diff=34268"/>
		<updated>2009-03-28T20:06:22Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: /* Suggested size */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Equipment==&lt;br /&gt;
I forgot to designate a farmer(plot) at the prepare screen. I added the task to my fisherdwarf, there is no free water on the map so he cannot fish anyway, but he refuses to farm (even though he created a plot).&lt;br /&gt;
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Should he need any eqiupment which I don't have due to my oversight?&lt;br /&gt;
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Thanks[[User:GarrieIrons|GarrieIrons]] 05:48, 8 January 2008 (EST)&lt;br /&gt;
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:&amp;lt;s&amp;gt;AFAIK, you need *some* skill level to build a related building. Meaning grower is one of those skills you need atleast a single skill point in to use. Best bet is to either survive on hunting and herbalism, or restart. --[[User:N9103|Edward]] 07:12, 8 January 2008 (EST)&amp;lt;/s&amp;gt;&lt;br /&gt;
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::The plot is ''built'' - but they refuse to plant it. Having looked at [[soil]] - is that because it is ''sandy loam''? It isn't on the list at that article. Maybe it's time I learned how to [[irrigate]]?[[User:GarrieIrons|GarrieIrons]] 07:30, 8 January 2008 (EST)&lt;br /&gt;
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:::If you built the plot, then it should be farmable. You have seeds and have told that plot to use those seeds, right? If so, I don't know why the fisher's not farming. Will other dwarfs farm with the labor on? --[[User:N9103|Edward]] 20:17, 8 January 2008 (EST)&lt;br /&gt;
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:: you do not need any level of skill to build anything edward, just need to turn on that job type. [[User:Chariot|Chariot]] 22:02, 8 January 2008 (EST)&lt;br /&gt;
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==Suggested size==&lt;br /&gt;
Anyone got a better estimate than &amp;quot;25 squares will get an undefined number of dwarves through one winter&amp;quot;? On that note, do dwarves eat more during winter? --[[User:Juckto|Juckto]] 06:44, 6 May 2008 (EDT)&lt;br /&gt;
:A 25 square plot growing plump helmets can easily provide food and beer indefinitely for 40-50 dwarves with a low skill dedicated grower. A high skill dedicated grower can easily support 80-100 dwarves. Only thing to be careful of would be the grower going on break, but placing a second or third grower should enable you too support a fort without worry. All previous testing seems to indicate that dwarves do not eat more during winter.--[[User:Metalax|Metalax]] 08:35, 6 May 2008 (EDT)&lt;br /&gt;
:I use 25-square plots as well, and rotate crops to ensure variety in my food &amp;amp; drink offerings.  I use a brewer and a cook to turn [[sweet pod]] and [[quarry bush]] into high-value ingredients, and I grow (inedible) [[pig tails]] so that I'll have bags to store my [[quarry bush leaves]] and [[whip vine flour]].  Even after all of that, I find two 25-square plots quickly fill up my food supplies to overflowing.  I can also usually afford to trade away the ten most valuable stacks of food in my fortress in exchange for most of what a caravan brings me.&lt;br /&gt;
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I dramatically lowered the recommended size (from 10x20 to 5x5 or 5x10), as my fortresses have all had far more food than necessary at pretty small farm sizes.&lt;br /&gt;
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==Fertilization==&lt;br /&gt;
I know that potash is used for fertilization, sometimes I have potash lying around, but I can't fertilize.  There needs to be a section to explain how fertilization works.--[[User:RustyMcloon|Rusty Mcloon]] 10:54, 31 July 2008 (EDT)&lt;br /&gt;
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== Caveat ==&lt;br /&gt;
&lt;br /&gt;
If you build a farm plot and the majority, but not all of the tiles are underground, the plot will be an underground plot, but will be completely unusable. There's no notification of any sort to tell you this and it'll just look like your farmers are lazy. --[[User:Xonara|Xonara]] 09:58, 25 October 2008 (EDT)&lt;br /&gt;
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==Reclaim fortress mode==&lt;br /&gt;
I recently had my fortress over-run by demons (the hard kind). After sending out three parties in succession to reclaim my fortress, I finally cleaned them all out. To my surprise I noticed that all my farm plots said &amp;quot;No seeds available&amp;quot; or something of the likes. I figured it was because the plots didn't count as my owned buildings somehow. I proceeded with two actions: I removed and reconstructed a couple of the plots, this seems to have worked; I also re-flooded the remaining plots, and this definetly worked.&lt;br /&gt;
In conclusion it is safe to assume that when a fortress is lost, any farm plots (subterranean at least) will become dried-out. And need to be re-irrigated. --[[User:Liqum|Liqum]] 08:07, 3 February 2009 (EST)&lt;br /&gt;
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== Overuse of plots? ==&lt;br /&gt;
I tend to use several small plots rather than one large one... I like to grow a constant variety. As an example, I have ten 9x9 plots above ground to grow a variety of those sorts of crops. I had them built in the autumn and instructed dwarves to plant them in autumn/winter, which they happily did.&lt;br /&gt;
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However, towards the end of winter, I noticed nothing there. Looking at the plant menu, almost all crops were listed in red, as if no seeds were available. However, I received no such messages (i.e. no seeds available), and checking my stocks I have tons of seeds available.&lt;br /&gt;
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Is it possible to overplant/overuse a plot? I imagine, if so, that I might reach such saturation quickly with such small plots and such skilled/numerous planters. --[[User:Mattmoss|Mattmoss]] 11:50, 6 February 2009 (EST)&lt;br /&gt;
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:From the Farming FAQ: &amp;quot;Why are crops sometimes displayed with red writing&amp;quot; (Yeah, there's no question mark. That's not allowed.) Answer: &amp;quot;Because it is too late in the [[season]] to plant that kind of [[crop]]. Year-round crops, like plump helmets and dimple cups, cannot be planted at the end of winter.&amp;quot;--[[User:Wattj|wattj]] 14:52, 6 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farm_plot&amp;diff=18678</id>
		<title>40d:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farm_plot&amp;diff=18678"/>
		<updated>2009-03-28T20:05:27Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: /* Suggested size */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''farm''' is a building that allows [[dwarf|dwarves]] to grow [[plant]]s from [[seed]]s. Plants can be used for [[food]] or to [[brew]] [[alcohol]]. Farms built [[outside]] have completely different crops to farms built inside. &lt;br /&gt;
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In large fortresses, a farm is the most compact way of producing food. Early forts can subsist with [[herbalist]]s collecting plants from [[bush]]es outside  but that is  insufficient to support large populations. (Note that plants gathered by herbalist can be processed for the seeds necessary to set up an outside farm.)&lt;br /&gt;
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See the article on [[crops]] for details on the conditions needed to grow the available plants.&lt;br /&gt;
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== Building the farm plot ==&lt;br /&gt;
Farm plots must be built on a suitable location and require a dwarf with the [[grower|farming (fields)]] skill enabled to prepare.&lt;br /&gt;
*Farms can be built on [[soil]], [[sand]], [[Soil|silt]], [[clay]] or [[loam]]. &lt;br /&gt;
*To build a farm on [[rock]] you must first make it [[mud|muddy]] by [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
Where farms can't be built:&lt;br /&gt;
*Over [[Tree|trees]], saplings, [[Shrub|shrubs]], [[Boulder|boulders]] or constructed objects (roads, floors, etc). (Constructed floors, however, are acceptable if muddy).&lt;br /&gt;
&lt;br /&gt;
To place a farm plot enter the {{K|b}}uild menu and select farm {{K|p}}lots. Use the {{K|u}} and {{K|k}} keys to expand the width and height of the plot, and {{K|m}} and {{K|h}} to decrease the size. When the plot is the desired size, and in the right position, pressing {{K|Enter}} will place it. A free dwarf with the [[grower]] skill should then start clearing out any rubble or other impediments away from the farm plot. Trees inside the plotted area must be cleared by a [[wood cutter]] before you lay it out or that tile will be skipped. Shrubs and saplings must also be cleared beforehand, even already dead ones. Living shrubs may be gathered by an herbalist while dead shrubs and saplings may be cleared by dwarves repeatedly walking over the area. Boulders may not be plotted over at all, even after smoothing.&lt;br /&gt;
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==Growing plants==&lt;br /&gt;
See [[Farming#Planting|farming]].&lt;br /&gt;
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== Suggested size ==&lt;br /&gt;
A 5x5 plot should be enough to feed a starting fortress; 5x10 should be enough to feed a full fortress. Make sure to have at least one dedicated grower, as planting skill significantly impacts output. Much smaller plots can serve smaller forts, and if you supplement them with [[herbalist|plant gathering]], [[hunting]], [[fishing]], or [[trade|trading]] they can become smaller to the point of non-existence. &lt;br /&gt;
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Try to leave a little extra space in [[underground]] farm rooms for farmers to stack spare boulders. Stones that get moved under [[door]]s in a farm will keep them open, causing potential flooding problems if you need to [[irrigation|irrigate]].&lt;br /&gt;
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== Caveat ==&lt;br /&gt;
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If you build a farm plot with tiles both above-ground and below-ground, it will show as one or the other, but a farmer trying to plant an underground crop in the field will fail and stop working if he first goes for an above-ground tile, or vice versa, making such a plot frequently unusable.&lt;br /&gt;
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== See also ==&lt;br /&gt;
* [[Farming]], for a complete guide&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile_attributes|Tile Attributes]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=4008</id>
		<title>40d Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=4008"/>
		<updated>2009-03-24T22:47:16Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: /* Red crops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Farming in Winter ==&lt;br /&gt;
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It appears that farm plots now have a menu for farming in the winter. Has anyone done this yet? --[[User:Karlito|Karlito]] 00:42, 30 October 2007 (EDT)&lt;br /&gt;
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:Sounds like winter farming works fine. It's probably part of the general streamlining of temperature and whatnot (why would a tropical winter be worse than a glacial summer, underground?) --Doomclown&lt;br /&gt;
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::Spider Webs do not seem to depend on being near the water or farms now. Most I have seen appeared in a narrow valley on the outside of the mountain. --Silveron&lt;br /&gt;
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:::Winter farming is working fine, I've farmed Plump helmets whole winter. No starved dwarves for me! --[[User:UltimaPhantom|UltimaPhantom]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
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== Farming aboveground issue ==&lt;br /&gt;
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You're allowed to build aboveground farm plots on areas where you can't actually plant seeds, but it doesn't tell you this. Basically you have to make sure farm plots outdoors are built on biomes that have at least some vegetation (shrubs, grass doesn't count) in order for your dwarves to actually plant the seeds you set. Trying to farm on a mountain biome or any other that is listed with &amp;quot;Other Vegetation: None&amp;quot; will end up with the plot just being ignored. And there are now often multiple biomes in any given fortress map, as seen on the site selection menu when you start a fort. --[[User:BahamutZERO|BahamutZERO]] 21:23, 30 October 2007 (EDT)&lt;br /&gt;
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:Farming in the winter is handy now, but does any one know what it means when the plant type in the farm (when you pick out what yave our going to grow) is red? It won't let me grow it! --Comment by [[User:Rock n Rat|Rock n Rat]] and copy-edited by [[User:Savok|Savok]] due to its high level of unreadability&lt;br /&gt;
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::When the name is red, that means that, for whatever reason, that crop cannot be planted at that time. --[[User:Savok|Savok]] 20:53, 2 November 2007 (EDT)&lt;br /&gt;
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::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)&lt;br /&gt;
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== Mixed Plots ==&lt;br /&gt;
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The following paragraph contradicts itself a couple times, which is the correct behavior? &amp;lt;blockquote&amp;gt;&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&amp;lt;/blockquote&amp;gt;[[User:Amstrad|Amstrad]] 17:07, 10 November 2007 (EST)&lt;br /&gt;
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:I think what it means is that the planter will plant until he reaches a tile incapable of growing, the stop completely. Let's say you have a 1x8 plot, and tile 3 is not capable of growing the crop. Tiles 1 and 2 will be planted, but the farmer will stop at 3. He will not skip over it and continue planting tiles 4-8. It is not contradictory, but should be reworded. --[[User:Valdemar|Valdemar]] 13:48, 18 November 2007 (EST)&lt;br /&gt;
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::What the writer mean by &amp;quot;mixed plot&amp;quot; is if you build a plot underground and open the roof in some place. The area(s) where you don't have roofing anymore will be considered as above ground, and the rest will still be considered by the game to be underground. --[[User:Eagle of Fire|Eagle of Fire]] 18:09, 18 November 2007 (EST)&lt;br /&gt;
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== Food Hauling caveat ==&lt;br /&gt;
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It was suggested that stone and wood hauling be turned off during planting season to prevent starvation. It seems more prudent to me that in case of eminent starvation to turn off FOOD HAULING so all the hungry dwarves can swarm the previously tasked foods. Then turn it back on and let them continue taking their time getting it to where it needs to be. Is this a bad idea? ~~&lt;br /&gt;
: I don't think dwarfs will recognize food that hasn't been hauled from the field when they search for something to eat, that is, food doesn't normally go directly to the plate.  There's also the part where foodstuff can wither in the fields if no one picks it up and moves it to a stockpile in time. --[[User:FJH|FJH]] 20:50, 7 March 2009 (EST)&lt;br /&gt;
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== Flowchart ==&lt;br /&gt;
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That's got to be the most complicated possible way to present that information, which is already covered in a much clearer table on the [[crops]] page. It would also be horribly intimidating to the newbies. No offense to whoever took the time to make this monstrosity, but I think it should be axed, or at the least moved to the more relevant crops page. [[User:Mzbundifund|Mzbundifund]] 23:25, 28 November 2007 (CST)&lt;br /&gt;
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:You say it like Dwarf Fortress itself is not horribly intimidating. No offense taken, but, then again, farming is one of the most complicated aspects of the game and I spent quite some time trying to wrap my mind around it's quirks. &lt;br /&gt;
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:I made this illustration to help me plan workshops chaining, optimize hauling and quickly evaluate gathered shrubs. Tabular data on the [[Crops]] page serves great as a reference, but not so much as an aid in designing processes. Besides, some people like me comprehend such visual form of information easier. &lt;br /&gt;
:This diagram is already linked on [[Crops]] page, and if people deem that image describing in detail farming workflow doesn't belong to [[Farming]] page, so be it. [[User:Nophotoavailable|Nophotoavailable]] 02:49, 29 November 2007 (EST)&lt;br /&gt;
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:It's seems a great flowchart to me, especially the way it's linked in the corner so it doesn't dominate the page. Well done for creating it. [[User:Djp|Djp]] 05:46, 29 November 2007 (EST)&lt;br /&gt;
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::I appreciate the flowchart, and find it more useful for contemplating the system-as-a-whole than the table on Crops. Table's good for detail, bad for seeing relationships &amp;amp; alternatives, like &amp;quot;What are all the crops that I can use to make fabric?&amp;quot;. [[User:Kidinnu|Kidinnu]] 08:54, 29 November 2007 (EST)&lt;br /&gt;
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::Hah, I seem to be in the minority, if indeed there's even one other person who agrees with me. Fair enough. [[User:Mzbundifund|Mzbundifund]] 15:38, 28 November 2007 (CST)&lt;br /&gt;
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== Re-Irrigation ==&lt;br /&gt;
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I noticed that my unused farms, after a time, will show &amp;quot;No seeds available for this location&amp;quot;. There doesn't seem to be anything on this wiki to talk about this. I later found out (by loo{{K|k}ing around}) that this is because the tiles underneath the plot were no longer muddy. Shouldn't there be a section to warn players that even active farms have some de-muddified tiles (farmers no longer walk on them, to muddify them), that should periodically be irrigated? --[[User:Akel Desyn|Akel Desyn]] 10:24, 3 December 2007 (EST)&lt;br /&gt;
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:Ooh, that happens? That's really important. Off the top of my head, I can think of at least two important things that need revision.&lt;br /&gt;
:However, I use soil for farming (so far), so I shouldn't be the one to fix them. --[[User:Savok|Savok]] 14:37, 29 May 2008 (EDT)&lt;br /&gt;
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== Red crops ==&lt;br /&gt;
&lt;br /&gt;
We should try to figure out once and for all what the reddened crops mean. The two most popular explanations I see floating around are either that there are not enough days left in the season to grow it and that the farm is not fertile enough. My testing has shown that it is neither. In late autumn (13 Timber, not enough time to grow anything) cave wheat and pig tails red out, while quarry bushes do not. Quarry bushes can't be grown in winter either, so something weird is going on. It's not fertility either, because the plots that have had nothing grown on them redden out at exactly the same time as the ones constantly used. --[[User:Valdemar|Valdemar]] 20:05, 27 December 2007 (EST)&lt;br /&gt;
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:I remember reading somewhere that farmers have to have experience with a crop dying from being planted too late in a season before they know when it's too late to plant it. Sounds implausible, but I wouldn't put it past Toady to implement it that way. Had your farmers ever planted quarry bushes &amp;quot;too late&amp;quot; before your test?--[[User:Maximus|Maximus]] 01:28, 28 December 2007 (EST)&lt;br /&gt;
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:I've never planted quarry bushes at that fortress. Now that I think of it, I don't think I had any rock nuts at all. That's probably it. Crops only redden out if you have the seeds for them. I'll start a test fortress with no pig tails or something and see if I can confirm this. --[[User:Valdemar|Valdemar]] 09:21, 28 December 2007 (EST)&lt;br /&gt;
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::I've confirmed this. Crops red out if there are not enough days left in the season, but do NOT red out if you have no seeds. In my test, I brought rock nuts and plump helmet spawn only. In late summer, sweet pods did not redden out. In late autumn, only quarry bushes reddened out. However, I noticed another oddity. Quarry bushed reddened out when there were less than 25 days left until winter, even though they take 41 days to grow! I need to test whether they will wilt when planted between 41 and 25 days left. --[[User:Valdemar|Valdemar]] 10:28, 28 December 2007 (EST)&lt;br /&gt;
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::This is strange. It reddened out after I selected it and let it run for a game day (there were 39 days left in the season). Maybe the trigger for reddening is trying to plant it, not having seeds. This definitely needs more testing. --[[User:Valdemar|Valdemar]] 10:41, 28 December 2007 (EST)&lt;br /&gt;
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:::Plants will red out if there is not enough time for them to grow in this season ''and'' they can't be grown in the next season (Otherwise they are just transferred to the next season). ''Dark'' red means there are still seeds on the plot of that plant. --[[User:Koltom|Koltom]] 22:38, 4 March 2008 (EST)&lt;br /&gt;
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::::I've experienced something completely wierd. My pump helmets have red out. I am in a Scorching environment and the field had just been made. It always happens towards the end of Winter as well. Currently in-game it's the 17th obsidian. It turned back to normal the first day of spring.[[User:Mission0|Mission0]] 03:29, 4 August 2008 (EDT)&lt;br /&gt;
:::::My environment isn't scorching, but I also have red plump helmets; it's the 15th obsidian, so perhaps it's a calender bug (no wrap-around check)? [[User:Chess123mate|Chess123mate]] 17:09, 13 February 2009 (EST)&lt;br /&gt;
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I've a farm plot where Plump Helmets are red - and you can grow them all year round! --[[User:Theory|Theory]] 13:50, 13 August 2008 (EDT)&lt;br /&gt;
:Was this during the winter? The last time I looked into this (though I think it's fixed), crops don't wrap around from year to year- so they don't check to see if you still want this growing in Spring during Winter like they check Winter during Autumn. [[User:Vaniver|Vaniver]] 22:47, 24 March 2009 (UTC)&lt;br /&gt;
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== Fertilization ==&lt;br /&gt;
&lt;br /&gt;
So you can choose to fertilise your plots with potash. How long does this last? How much more crop does a fertilised plot produce and if I fertilise more than once in short succesion, does it produce even more? [[User:Robje|Robje]] 17:33, 21 January 2008 (EST)&lt;br /&gt;
And what does ''seas fert'' option mean?--[[User:Dorten|Dorten]] 07:48, 7 February 2008 (EST)&lt;br /&gt;
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:seas fert - seasonal fertilization? - auto fertilize every season?&lt;br /&gt;
:: It seems so. The first time I saw it, I thought it meant fertilize with seaweeds (LOL).--[[User:Aykavil|Aykavil]] 10:08, 4 July 2008 (EDT)&lt;br /&gt;
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I cant fertilize my indoor clay loam plot (probably not needed) - will now check silt. Muddy rock seems to work? --[[User:Koltom|Koltom]] 23:03, 20 February 2008 (EST)&lt;br /&gt;
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:IIRC, adds +3 to crop yield. I may be wrong. [[User:VengefulDonut|VengefulDonut]] 00:06, 21 February 2008 (EST)&lt;br /&gt;
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Ow. The Ghost of the English Language has been offended once more. --[[User:Savok|Savok]] 14:37, 29 May 2008 (EDT)&lt;br /&gt;
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=== Double-check ===&lt;br /&gt;
&lt;br /&gt;
I've made 20 units of potash since starting my fortress (two 10-unit orders from the job manager) and have bought at least one unit from a dwarf caravan. Each indoor plot says Ft: 0/1, and the outdoor plots say Ft: 0/8. I have double-checked that all my plots say &amp;quot;Seas Fert (Y).&amp;quot; So why is it that I still have 21 units of potash on my inventory screen? Have they not been fertilizing? Why not? --[[User:RomeoFalling|RomeoFalling]] 09:11, 5 November 2008 (EST)&lt;br /&gt;
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:Fertilization is indoors-only on muddy plots, afaik. --[[User:GreyMario|GreyMaria]] 16:22, 5 November 2008 (EST)&lt;br /&gt;
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:: So you can't fertilize indoor soil plots? All my farms are on Silty Clay Loam. *boogle* Now I'll have to figure out how to set up an irrigation system. Or, I suppose, just convert the potash to pearlash....--[[User:RomeoFalling|RomeoFalling]] 19:07, 5 November 2008 (EST)&lt;br /&gt;
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:: Okay, now I'm even more confused. Today I loaded up the game, and within an hour, they fertilized my outdoor farms. The only difference is that I started filling the moat, which borders the outdoor farms on two sides each (one tile barrier). One of my indoor farms borders the moat on one side, but that wasn't fertilized. o.O --[[User:RomeoFalling|RomeoFalling]] 23:26, 5 November 2008 (EST)&lt;br /&gt;
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== Greenhouse ==&lt;br /&gt;
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To my experience, the ceiling on a &amp;quot;greenhouse&amp;quot; can be made out of anything, my rock salt greenhouses work just fine. [[User:Eurytus|Eurytus]] 20:03, 21 April 2008 (EDT)&lt;br /&gt;
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:This is accurate. Floors of any variety let in light, even though dozens of levels of flooring. You can have an 'above ground' farm hundreds of feet underground.--[[User:Dadamh|Dadamh]] 13:36, 29 May 2008 (EDT)&lt;br /&gt;
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::IIRC, most (all?) floors do not let in light, but they do let in abovegroundness. --[[User:Savok|Savok]] 14:37, 29 May 2008 (EDT)&lt;br /&gt;
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:::Cancel that. It's ''outsideness'' that they don't let it.&lt;br /&gt;
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The paragraph on chanelling+roof to build a greenhouse seems off base. If you're going to build a roof, you may as well build walls around your field on high ground. --[[User:Aykavil|Aykavil]] 10:08, 4 July 2008 (EDT)&lt;br /&gt;
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:Not really, no.  Using floors is just as good for farming as being aboveground, and just as secure as staying underground.  Plus, just walling in an area has problems on top of that, such as triggering cave adaptation. [[User:LegacyCWAL|LegacyCWAL]] 16:29, 20 January 2009 (EST)&lt;br /&gt;
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----&lt;br /&gt;
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Personally, I dislike the section Greenhouse, since it boils down to &amp;quot;constructions don't block light, so you can build an aboveground farm plot deep in the earth,&amp;quot; which is one of those telling-people-how-to-play-the-game-not-just-how-the-game-works things that I find detract. Opinions? --[[User:Savok|Savok]] 11:28, 13 February 2009 (EST)&lt;br /&gt;
: Rip out that guide and give it to 'em bluntly, like you say. But do note it's an exploit, we just consider it less of an exploit to use glass or grates. Isn't it really a &amp;quot;once lit by the sun, always lit by the sun&amp;quot; bug? --[[User:Jellyfishgreen|Jellyfishgreen]] 11:46, 13 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Milk&amp;diff=28769</id>
		<title>40d Talk:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Milk&amp;diff=28769"/>
		<updated>2009-02-27T04:10:32Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
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&lt;div&gt;This page should be merged with the article &amp;quot;milker.&amp;quot;  [[User:Bouchart|Bouchart]] 11:42, 23 November 2007 (EST)&lt;br /&gt;
:done. --[[User:Koltom|Koltom]] 20:54, 12 March 2008 (EDT)&lt;br /&gt;
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What's the exact process behind milking a Purring Maggot? I managed to bag one in an animal trap, but milking jobs fail if it's inside an animal trap in the stockpile or a built cage. Does it need to be tamed by the Dungeon Master first?&lt;br /&gt;
:You need a purring maggot, either inside a trap or a cage; you need a farmers workshop; you need a bucket. If you have all three of these things, the milking should proceed. Supposedly, taming the purring maggot makes it unmilkable, but I haven't done that yet (though I have successfully milked one). The milk goes into the bucket, which can then get emptied into a barrel (if you want to milk multiple maggots, I suggest having one barrel and a few buckets). [[User:Vaniver|Vaniver]] 22:44, 26 February 2009 (EST)&lt;br /&gt;
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Does anyone know if it's possible to combine pieces of dwarven milk to make a larger stack of it? [[User:Vaniver|Vaniver]] 23:10, 26 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Milk&amp;diff=28768</id>
		<title>40d Talk:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Milk&amp;diff=28768"/>
		<updated>2009-02-27T03:44:33Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should be merged with the article &amp;quot;milker.&amp;quot;  [[User:Bouchart|Bouchart]] 11:42, 23 November 2007 (EST)&lt;br /&gt;
:done. --[[User:Koltom|Koltom]] 20:54, 12 March 2008 (EDT)&lt;br /&gt;
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What's the exact process behind milking a Purring Maggot? I managed to bag one in an animal trap, but milking jobs fail if it's inside an animal trap in the stockpile or a built cage. Does it need to be tamed by the Dungeon Master first?&lt;br /&gt;
:You need a purring maggot, either inside a trap or a cage; you need a farmers workshop; you need a bucket. If you have all three of these things, the milking should proceed. Supposedly, taming the purring maggot makes it unmilkable, but I haven't done that yet (though I have successfully milked one). The milk goes into the bucket, which can then get emptied into a barrel (if you want to milk multiple maggots, I suggest having one barrel and a few buckets). [[User:Vaniver|Vaniver]] 22:44, 26 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:How_to_safely_start_fortress_mode&amp;diff=44915</id>
		<title>40d:How to safely start fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:How_to_safely_start_fortress_mode&amp;diff=44915"/>
		<updated>2008-10-11T02:08:07Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: /* Dwarf jobs and happiness */&lt;/p&gt;
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&lt;div&gt;This guide was compiled by Yanlin (And the users) for the users. Basically it contains Yanlin's personal advice with the advice of others taking a higher rank.&lt;br /&gt;
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The page has not yet been completely made wiki friendly and it is a WIP.&lt;br /&gt;
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=The guide=&lt;br /&gt;
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All advice in the replies will be summed up here in user friendly bits.&lt;br /&gt;
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==Dwarf jobs and happiness==&lt;br /&gt;
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Don't try to take one of everything at the start. All jobs that will be run almost constantly can just be done by an  [[Immigration|immigrant]]. For example, start with one [[mason]] working like a madman churning out [[door]]s and such. Then when you get your first wave, start at least 4 mason [[workshop]]s and make them churn out standard [[room]]s. If you can make an apartment complex instead of a huge [[Barracks|barracks]] room, you get yourself a good [[Thought|happy bonus]]. -Yanlin&lt;br /&gt;
* Legendary dining room is all you need. It is so useful it makes rooms better than barracks merely a roleplay thing. Also, dabbling masons should work on blocks, not furniture. -Someone-else&lt;br /&gt;
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Legendary [[dining room]]s: Any room that's about 5x5, fully engraved and has maybe 4 tables and chairs will be legendary from my experience. I usually take a proficient [[engraver]] with me on the start to speed it up and it also helps if he is the only one doing the engravings. Legendary dining rooms can make dwarves forget even the most horrible things! Even death. -Yanlin&lt;br /&gt;
* Average artifact in a small plain room with crappy tables and thrones counts as legendary dining room too. -Someone-else&lt;br /&gt;
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A fort divided does not stand. Make sure your dwarves don't run around like idiots. -Yanlin&lt;br /&gt;
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[[Cave adaptation]]: I set up a simple system. There is only one exit out of my apartment complex. My apartment complex spans multiple [[Z-axis|floors]] and each one has the entire entrance in light state. How? Well light passes through [[Floor#Construction|floors]]! Go figure. This is how I do it. I [[channel[[ out the entire entrance from the top to the level I am currently building in. I [[Wall#Construction|wall]] it in on the top to prevent [[goblin]]s and other nasty stuff from jumping or firing in. I create a small &amp;quot;maintenance&amp;quot; tunnel going near the channeling area so that the channelers have access to it. It's simple really. When the channeling grinds to a halt, pave all the channeled areas with floors. I never tested [[wood]] floors. (What kind of idiot wastes wood on anything but [[bin]]s, [[bucket]]s, [[barrel]]s and [[bed]]s?) -Yanlin&lt;br /&gt;
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[[Stone]] [[stockpile]]s: NO! NOT A CHANCE! But if you set up a special workshop for churning out expensive items, set up a stockpile that accepts only that one kind of expensive rock. Setting up a small stone stockpile under your masonry workshop is a good idea though. -Yanlin&lt;br /&gt;
* If you're training siege operators, you can set up an 8x8 non-economic non-ore stone stockpile to ease the hauling load on your catapulters. -GreyMario&lt;br /&gt;
* A worthwhile alternative to stockpiling is channeling a hole above some workshops (I haven't tried directly above, but it might work), setting it as a garbage dump, and then dumping all the stone you come across. Unforbid the stone you want to use when you want to use it. It takes up only 1 square to store an arbitrarily high amount of stone, but requires more micromanagement (you don't want to pitch your obsidian into a chasm, or that rotting corpse into your workshop) and will only work for one material at a time.&lt;br /&gt;
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[[Hauling|Haulers]]: Have at least 5-10 free peasants for hauling. Usually my fortress can run on just my 7 starting dwarves. I can easily supply 60 dwarves worth of [[food]] and [[Alcohol|booze]] while the rest do the odd job here and there. -Yanlin&lt;br /&gt;
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Micromanagement: Only your core dwarves need it. The rest can just do anything they want. -Yanlin&lt;br /&gt;
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[[Fishing]]: Not worth it. Only the [[shell]]s are worth it. -Yanlin&lt;br /&gt;
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* However, fishing can give you lots and lots of fishbones, which can then be made into bone bolts that Dwarves use for practice. Very useful on maps without trees. - HisMajestyBOB&lt;br /&gt;
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[[Ambusher|Hunting]]: Worth it. But at least give your [[hunter]] some [[armor]]. -Yanlin&lt;br /&gt;
* Do not waste starting dwarf on it. This is job for immigrants. -Someone-else&lt;br /&gt;
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[[Farm plot|Farm]] size: 10x10 of [[plump helmet]]s without fertilizing will feed 500 dwarves. A 5x5 field WITH fertilizing will feed about 500 dwarves. Do the math. (Rough estimates. Untested.) -Yanlin&lt;br /&gt;
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[[Cloth]]: [[Pig tail]]s will provide you all the cloth you need and booze too. -Yanlin&lt;br /&gt;
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Buying your first [[anvil]]: Mugging. No not robbing the [[Trading|merchant]]. Making tons and tons of stone [[Goblet|mugs]]! You'd be amazed how much you can buy with a few bins worth of mugs. Each stone gives 3 mugs and a skilled mason can make enough to... Well... Buy anything you need. Remember, [[Craftsdwarf|craftsdwarves]] are GOOD! -Yanlin &lt;br /&gt;
* Mechanic is the way to go. Not only are mechanisms single items (less hauling) but also aren't useless. Prepared food is very good too, though it needs 3 dwarves working (planter, brewer and cook. Combining them into one dwarf is bad thing). Craftdwarves aren't really useful at start and are almost totally useless after that. -Someone-else&lt;br /&gt;
* Scrape up enough to buy at least 2 cheese then cook the cheese. Use the cooked cheese to buy the rest of the cheese. Cook the rest of the cheese. Buy out the rest of the caravan with the new meal. -Ikko&lt;br /&gt;
* Seconding cooking over crafting. I generally have a 5x5 plot of plump helmets, which I brew then cook, which will feed an arbitrarily high amount of dwarves and allow me to buy pretty much whatever I want. -Vaniver&lt;br /&gt;
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[[Nobles]]: Give them a huge [[bedroom]], huge [[office]] and cram it up with some decorations and [[engraving]]s. That should keep em happy for a while. -Yanlin&lt;br /&gt;
* If you happen to have artifact furniture just build one room of average size, but few beds, tables and thrones in it and make it a &amp;quot;noble room&amp;quot;. Artifact will boost its value enough for all dwarves who aren't kings unless it's made from one log, stone, bone, shell or the like. -Someone-else&lt;br /&gt;
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==Pets and food animals==&lt;br /&gt;
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[[Cat|Cats]]. DO NOT DO IT! IT IS NOT WORTH IT! -Yanlin&lt;br /&gt;
* Wrong. Having one cat will not only boost dwarves' mood (no [[vermin|rats]] and other ugly crap) but will also make your food safer. -Someone-else&lt;br /&gt;
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[[Dog|Dogs]]. DO IT! IT IS WORTH IT! -Yanlin&lt;br /&gt;
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Shamelessly kill off any newborn pets to prevent overpopulation. Especially useful on cats. -HisMajestyBOB&lt;br /&gt;
* Or put them in a [[cage]] as an [[butchering|emergency food source]]. Caged animals do not breed, block paths or waste CPU power on pathfinding. -Someone-else&lt;br /&gt;
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Dogs give a lot of bang for your buck.&lt;br /&gt;
They are a good source of [[food|meat]]. You just pay 16 bucks for them upon embark, if I remember correctly. This might be a little bit more than the price of 5 meat (which is 10 bucks) but you have to take into account that they get offspring, son that 20 dogs of the first year might turn into 30 dogs or more in the second year.&lt;br /&gt;
when you slaughter them each dog gives you 5 meat, 5 [[bones]], a [[skin|hide]] and a [[skull]]. This as well as the fact that dogs, in contrast to meat don't rot, makes it useful to buy at least some of them upon start.  -Proteus&lt;br /&gt;
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Dogs are better than cats. Dogs breed just as fast and you can have an army of wardogs slaughtering everything, not to mention they make an incredible [[thief]] defense. Simply put a meeting zone across the entrance to your fort, then you'll have all eleventy billion dogs wandering around in that meeting zone. Any thief is instantly turned into [[kobold]] kibble, and they're quite handly at dealing with smaller sieges too.&lt;br /&gt;
Also you can slaughter dogs at whim, whereas you can't slaughter an owned pet. -Hyndis&lt;br /&gt;
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==Defense==&lt;br /&gt;
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An army of peasants is a good thing if you think about it. Churn out a few [[crossbow|crossbows]] and [[ammo|bolts]]. Even copper weapons can take down most sieges you will probably get. -Yanlin&lt;br /&gt;
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[[Goblin]] babysnatchers and Kobold thieves. One dog on a [[chain]] will kill them on contact. Especially a war dog. I usually buy a few chains at the embarkment. -Yanlin&lt;br /&gt;
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Security. [[traps|Stonefall traps]] at the entrance help. After you need more than that, you probably have more than that. Make weapon traps that shoot or better yet, station [[marksdwarf|marksdwarves]] in [[fortifications]] outside your fort. Make sure to put them in a [[tower]]. -Yanlin&lt;br /&gt;
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You might want to bring along a rope and then wall in your fortress entrance so there is only one path. Then set a dog on the rope (Not a cat, those are more useful against vermin) beside the door to stop the sneaky sorts. -Gamerofthegame&lt;br /&gt;
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Weapon traps and marksdwarves = survival for for most -wendigo&lt;br /&gt;
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==Production and efficiency==&lt;br /&gt;
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[[Glass]]. You want [[sand]] on your map. It is awesome advice to have sand on your map. Remember. Glass is EASY to make especially if you can get a source of [[fuel]] for your forge. You can make almost everything out of glass. If you can get a [[magma glass furnace]], you win. -Yanlin&lt;br /&gt;
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[[Iron]]. You want it. If you didn't find iron, I suggest just starting over in another location or if you feel determined, buy it. But it can get costly. -Yanlin&lt;br /&gt;
* If you're being beseiged by goblins, you can melt down their armour for iron. -Tenebrais&lt;br /&gt;
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Common [[barrel]] exploit. Each piece of meat and [[alcohol|booze]] you bring with you, will give you one free barrel. 5 of each can fit in a barrel and if you take 6 of something, you get 2 barrels. Etc. -Flok Speargrabber&lt;br /&gt;
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[[turtle|Turtles]] are AWESOME! -Flok Speargrabber&lt;br /&gt;
* Be sure to disable bones and [[shells]] in your early outdoor refuse [[stockpile]] so you don't waste turtles' awesomeness. -Someone-else&lt;br /&gt;
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Bringing a few [[seeds]] of everything along with you is wise. (I suggest bringing plenty of [[plump helmet]] and [[pig tail]] seeds.) -Flok Speargrabber&lt;br /&gt;
* The second advice is bad. Just start your [[farm plot|farm]] soon and brew what you can and you will have more seeds than need. As for bringing everything: 1 seed each is enough. [[Rock nuts]] are useless before you have food chain and plenty of bags. -Someone-else&lt;br /&gt;
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[[immigration|Immigrants]] are good for [[fishing]] that pesky [[carp]]. (Well not really. But they are good for fishing nonetheless.) -blakyoshi7&lt;br /&gt;
:If your dwarves need to go to water that contains carp, longnose gar, or other ravenous river creatures, any goon given a crossbow and stationed at least one tile away from the river can keep a fair region of river clear of animals, given a little while. Remember to turn off chasing so they don't run up to the river and get dragged in. -[[User:Heron|Heron]]&lt;br /&gt;
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Farming. The best source of food. If you don't want to &amp;quot;Cheat&amp;quot; you can just plant a big plump helmet farm. Make sure you don't cook it all though. Make sure at least some goes into booze. Booze and eating raw returns seeds. [[Cooking]] destroys them. Alternatively you can cook the booze. That creates a cheatish infinate supply of food. -Yanlin&lt;br /&gt;
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[[Wood]]. You don't really NEED a heavily forested map. Assuming you will make about 100 [[beds]] during 3 years and some barrels, [[bucket|buckets]] and [[bins]], you only need about 500 [[tree|trees]]. Might sound like not enough on a non heavily forested map right? Well wrong. Trees DO grow back. Even a lightly forested map has at least 200 trees from what I could tell. -Yanlin&lt;br /&gt;
* If you plan on doing a lot of metalsmithing on a map with no magma, or a lot of clear glass or soap, you will need a lot of wood for charcoal and ash. -Bouchart&lt;br /&gt;
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Pig tails are good to bring, as a source of booze that your dwarfs won't accidentally eat up before it's turned into it's sweet elixir of happiness. -Overdose&lt;br /&gt;
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Pigtail makes great booze. It helps keep your dwarves happy and avoid the &amp;quot;Tired of same booze&amp;quot; unhappy thought. -motorbitch&lt;br /&gt;
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You need [[cloth]] only for [[strange mood|strange moods]]. You can easily buy all the cloth you need and have your [[farmer|farmers]] do more useful work. -motorbitch&lt;br /&gt;
* Wrong. Glass industry requires many bags. -Someone-else&lt;br /&gt;
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Two humped camels are good for farming as they yield a lot. Consider this option to diversify your meals. Also helps if you want to avoid the booze food exploit.- motorbitch&lt;br /&gt;
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Lopped off body parts create small bones that are rather useless. (Training bolts are never really useless as you should have too many bins anyway.) -motorbitch&lt;br /&gt;
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You should only put a priority on [[Magma]] if you have the ability to make glass with it. If so, it should be one of your first things. -Gamerofthegame&lt;br /&gt;
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Have your [[carpenter]](s) craft a steady flow of beds/barrels/bins -wendigo&lt;br /&gt;
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Run a [[still]] nonstop. Get those seeds, distill that booze. -wendigo&lt;br /&gt;
* If you have many barrels filled with booze and no free ones just cook some beer biscuits. Not only they will make your dwarves happier but also will train your cook and let your brewer continue his work. Don't do this if you have no plants to brew. -Someone-else&lt;br /&gt;
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Metalworking is desirable, but not crucial. -wendigo&lt;br /&gt;
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I set every dwarf in the fortress to [[butcher]] and [[skin|tan]]. Its a very high priority job since the corpses and skins will rapidly decay, and by setting every single dwarf to be able to perform this task (skill doesn't matter, a dabbling dwarf does just as well as a legendary dwarf) there's a very high probability it will get done in time. If you have a lot of corpses to process, simply build a bunch of butcher and tanner workshops. -Hyndis&lt;br /&gt;
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===Wood is useful for:===&lt;br /&gt;
[[Beds]] - [[Bins]] - [[Barrels]] - [[spike|Spikes]] - [[Screw pump|Pump parts]] - [[Windmill|Windmills]] and [[water]] wheels&lt;br /&gt;
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-Flok Speargrabber&lt;br /&gt;
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===Stone is good for:===&lt;br /&gt;
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[[Statues]] - [[chest|Coffers]] - [[cabinet|Cabinets]] - [[Coffins]] - [[trade|Trade goods]] - [[Doors]] - [[Floodgates]] - [[chair|Chairs]] - [[table|Tables]] - [[Blocks]] for [[road|roads]] and [[floor|floors]] (More brick-y than block-y)&lt;br /&gt;
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-Flok Speargrabber&lt;br /&gt;
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===Metal is good for:===&lt;br /&gt;
[[Weapons]] - [[Armor ]] - Magma-safe pumps - Expensive statues - Noble orders, usually, unless they don't want a special metal item &lt;br /&gt;
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-Flok Speargrabber&lt;br /&gt;
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==Performance==&lt;br /&gt;
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Cats are not as bad as they used to be. Now slaughtering the newborns is easy enough and with the new partial print feature, they are not the huge FPS problem they used to be. They are also, like dogs: a good source of meat and such. -Vaftrudner&lt;br /&gt;
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Don't bother with clothes. They don't really do anything and lag your FPS because they get checked every moment. Your dwarves wont mind walking around nude and no one is going to judge them about it. (Politically it does not matter.) -motorbitch&lt;br /&gt;
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Bring a cage. Just one. You can use it to stuff your excess creatures. Mainly anything outside two cats and maybe two dogs. -Gamerofthegame&lt;br /&gt;
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==Special conditions==&lt;br /&gt;
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You could bring five picks and 300 logs if you're on a treeless map. Just don't make stuff from wood if you can make them from something else. (Stockpile = bad) -Ashery&lt;br /&gt;
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=Adding your own advice=&lt;br /&gt;
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If you wish to add your own advice, do so in a grammatically correct manner. Links are not mandatory but desired. Remember to sign it with one space, a dash and then your name.&lt;br /&gt;
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 -NameHere&lt;br /&gt;
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If you think the advice is poor, do not add it. The last thing Yanlin needs is more pruning of bad advice.&lt;br /&gt;
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==Formatting==&lt;br /&gt;
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Keep two lines of space after the advice above yours. Do not add it into the middle of the section.&lt;br /&gt;
Big advices deserve their own subcategory. But don't just sprinkle them around like an idiot.&lt;br /&gt;
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Keep 3 lines of space under your advice to the next category.&lt;br /&gt;
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All this formatting is needed so the guide does not become a hard to read wall of text.&lt;br /&gt;
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=WIP=&lt;br /&gt;
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This page still needs links to other articles. If you see a word or sentence that should be linked to a particular page, please add it. Make sure to tick the &amp;quot;This is a minor edit&amp;quot; button if you are not doing a big overhaul of the links.&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:How_to_safely_start_fortress_mode&amp;diff=44914</id>
		<title>40d:How to safely start fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:How_to_safely_start_fortress_mode&amp;diff=44914"/>
		<updated>2008-10-11T02:02:34Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: /* Dwarf jobs and happiness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide was compiled by Yanlin (And the users) for the users. Basically it contains Yanlin's personal advice with the advice of others taking a higher rank.&lt;br /&gt;
&lt;br /&gt;
The page has not yet been completely made wiki friendly and it is a WIP.&lt;br /&gt;
&lt;br /&gt;
=The guide=&lt;br /&gt;
&lt;br /&gt;
All advice in the replies will be summed up here in user friendly bits.&lt;br /&gt;
&lt;br /&gt;
==Dwarf jobs and happiness==&lt;br /&gt;
&lt;br /&gt;
Don't try to take one of everything at the start. All jobs that will be run almost constantly can just be done by an  [[Immigration|immigrant]]. For example, start with one [[mason]] working like a madman churning out [[door]]s and such. Then when you get your first wave, start at least 4 mason [[workshop]]s and make them churn out standard [[room]]s. If you can make an apartment complex instead of a huge [[Barracks|barracks]] room, you get yourself a good [[Thought|happy bonus]]. -Yanlin&lt;br /&gt;
* Legendary dining room is all you need. It is so useful it makes rooms better than barracks merely a roleplay thing. Also, dabbling masons should work on blocks, not furniture. -Someone-else&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Legendary [[dining room]]s: Any room that's about 5x5, fully engraved and has maybe 4 tables and chairs will be legendary from my experience. I usually take a proficient [[engraver]] with me on the start to speed it up and it also helps if he is the only one doing the engravings. Legendary dining rooms can make dwarves forget even the most horrible things! Even death. -Yanlin&lt;br /&gt;
* Average artifact in a small plain room with crappy tables and thrones counts as legendary dining room too. -Someone-else&lt;br /&gt;
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A fort divided does not stand. Make sure your dwarves don't run around like idiots. -Yanlin&lt;br /&gt;
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[[Cave adaptation]]: I set up a simple system. There is only one exit out of my apartment complex. My apartment complex spans multiple [[Z-axis|floors]] and each one has the entire entrance in light state. How? Well light passes through [[Floor#Construction|floors]]! Go figure. This is how I do it. I [[channel[[ out the entire entrance from the top to the level I am currently building in. I [[Wall#Construction|wall]] it in on the top to prevent [[goblin]]s and other nasty stuff from jumping or firing in. I create a small &amp;quot;maintenance&amp;quot; tunnel going near the channeling area so that the channelers have access to it. It's simple really. When the channeling grinds to a halt, pave all the channeled areas with floors. I never tested [[wood]] floors. (What kind of idiot wastes wood on anything but [[bin]]s, [[bucket]]s, [[barrel]]s and [[bed]]s?) -Yanlin&lt;br /&gt;
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[[Stone]] [[stockpile]]s: NO! NOT A CHANCE! But if you set up a special workshop for churning out expensive items, set up a stockpile that accepts only that one kind of expensive rock. Setting up a small stone stockpile under your masonry workshop is a good idea though. -Yanlin&lt;br /&gt;
* If you're training siege operators, you can set up an 8x8 non-economic non-ore stone stockpile to ease the hauling load on your catapulters. -GreyMario&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Hauling|Haulers]]: Have at least 5-10 free peasants for hauling. Usually my fortress can run on just my 7 starting dwarves. I can easily supply 60 dwarves worth of [[food]] and [[Alcohol|booze]] while the rest do the odd job here and there. -Yanlin&lt;br /&gt;
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Micromanagement: Only your core dwarves need it. The rest can just do anything they want. -Yanlin&lt;br /&gt;
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[[Fishing]]: Not worth it. Only the [[shell]]s are worth it. -Yanlin&lt;br /&gt;
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* However, fishing can give you lots and lots of fishbones, which can then be made into bone bolts that Dwarves use for practice. Very useful on maps without trees. - HisMajestyBOB&lt;br /&gt;
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[[Ambusher|Hunting]]: Worth it. But at least give your [[hunter]] some [[armor]]. -Yanlin&lt;br /&gt;
* Do not waste starting dwarf on it. This is job for immigrants. -Someone-else&lt;br /&gt;
&lt;br /&gt;
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[[Farm plot|Farm]] size: 10x10 of [[plump helmet]]s without fertilizing will feed 500 dwarves. A 5x5 field WITH fertilizing will feed about 500 dwarves. Do the math. (Rough estimates. Untested.) -Yanlin&lt;br /&gt;
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[[Cloth]]: [[Pig tail]]s will provide you all the cloth you need and booze too. -Yanlin&lt;br /&gt;
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Buying your first [[anvil]]: Mugging. No not robbing the [[Trading|merchant]]. Making tons and tons of stone [[Goblet|mugs]]! You'd be amazed how much you can buy with a few bins worth of mugs. Each stone gives 3 mugs and a skilled mason can make enough to... Well... Buy anything you need. Remember, [[Craftsdwarf|craftsdwarves]] are GOOD! -Yanlin &lt;br /&gt;
* Mechanic is the way to go. Not only are mechanisms single items (less hauling) but also aren't useless. Prepared food is very good too, though it needs 3 dwarves working (planter, brewer and cook. Combining them into one dwarf is bad thing). Craftdwarves aren't really useful at start and are almost totally useless after that. -Someone-else&lt;br /&gt;
* Scrape up enough to buy at least 2 cheese then cook the cheese. Use the cooked cheese to buy the rest of the cheese. Cook the rest of the cheese. Buy out the rest of the caravan with the new meal. -Ikko&lt;br /&gt;
* Seconding cooking over crafting. I generally have a 5x5 plot of plump helmets, which I brew then cook, which will feed an arbitrarily high amount of dwarves and allow me to buy pretty much whatever I want. -Vaniver&lt;br /&gt;
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[[Nobles]]: Give them a huge [[bedroom]], huge [[office]] and cram it up with some decorations and [[engraving]]s. That should keep em happy for a while. -Yanlin&lt;br /&gt;
* If you happen to have artifact furniture just build one room of average size, but few beds, tables and thrones in it and make it a &amp;quot;noble room&amp;quot;. Artifact will boost its value enough for all dwarves who aren't kings unless it's made from one log, stone, bone, shell or the like. -Someone-else&lt;br /&gt;
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==Pets and food animals==&lt;br /&gt;
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[[Cat|Cats]]. DO NOT DO IT! IT IS NOT WORTH IT! -Yanlin&lt;br /&gt;
* Wrong. Having one cat will not only boost dwarves' mood (no [[vermin|rats]] and other ugly crap) but will also make your food safer. -Someone-else&lt;br /&gt;
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[[Dog|Dogs]]. DO IT! IT IS WORTH IT! -Yanlin&lt;br /&gt;
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Shamelessly kill off any newborn pets to prevent overpopulation. Especially useful on cats. -HisMajestyBOB&lt;br /&gt;
* Or put them in a [[cage]] as an [[butchering|emergency food source]]. Caged animals do not breed, block paths or waste CPU power on pathfinding. -Someone-else&lt;br /&gt;
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Dogs give a lot of bang for your buck.&lt;br /&gt;
They are a good source of [[food|meat]]. You just pay 16 bucks for them upon embark, if I remember correctly. This might be a little bit more than the price of 5 meat (which is 10 bucks) but you have to take into account that they get offspring, son that 20 dogs of the first year might turn into 30 dogs or more in the second year.&lt;br /&gt;
when you slaughter them each dog gives you 5 meat, 5 [[bones]], a [[skin|hide]] and a [[skull]]. This as well as the fact that dogs, in contrast to meat don't rot, makes it useful to buy at least some of them upon start.  -Proteus&lt;br /&gt;
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Dogs are better than cats. Dogs breed just as fast and you can have an army of wardogs slaughtering everything, not to mention they make an incredible [[thief]] defense. Simply put a meeting zone across the entrance to your fort, then you'll have all eleventy billion dogs wandering around in that meeting zone. Any thief is instantly turned into [[kobold]] kibble, and they're quite handly at dealing with smaller sieges too.&lt;br /&gt;
Also you can slaughter dogs at whim, whereas you can't slaughter an owned pet. -Hyndis&lt;br /&gt;
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==Defense==&lt;br /&gt;
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An army of peasants is a good thing if you think about it. Churn out a few [[crossbow|crossbows]] and [[ammo|bolts]]. Even copper weapons can take down most sieges you will probably get. -Yanlin&lt;br /&gt;
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[[Goblin]] babysnatchers and Kobold thieves. One dog on a [[chain]] will kill them on contact. Especially a war dog. I usually buy a few chains at the embarkment. -Yanlin&lt;br /&gt;
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Security. [[traps|Stonefall traps]] at the entrance help. After you need more than that, you probably have more than that. Make weapon traps that shoot or better yet, station [[marksdwarf|marksdwarves]] in [[fortifications]] outside your fort. Make sure to put them in a [[tower]]. -Yanlin&lt;br /&gt;
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You might want to bring along a rope and then wall in your fortress entrance so there is only one path. Then set a dog on the rope (Not a cat, those are more useful against vermin) beside the door to stop the sneaky sorts. -Gamerofthegame&lt;br /&gt;
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Weapon traps and marksdwarves = survival for for most -wendigo&lt;br /&gt;
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==Production and efficiency==&lt;br /&gt;
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[[Glass]]. You want [[sand]] on your map. It is awesome advice to have sand on your map. Remember. Glass is EASY to make especially if you can get a source of [[fuel]] for your forge. You can make almost everything out of glass. If you can get a [[magma glass furnace]], you win. -Yanlin&lt;br /&gt;
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[[Iron]]. You want it. If you didn't find iron, I suggest just starting over in another location or if you feel determined, buy it. But it can get costly. -Yanlin&lt;br /&gt;
* If you're being beseiged by goblins, you can melt down their armour for iron. -Tenebrais&lt;br /&gt;
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Common [[barrel]] exploit. Each piece of meat and [[alcohol|booze]] you bring with you, will give you one free barrel. 5 of each can fit in a barrel and if you take 6 of something, you get 2 barrels. Etc. -Flok Speargrabber&lt;br /&gt;
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[[turtle|Turtles]] are AWESOME! -Flok Speargrabber&lt;br /&gt;
* Be sure to disable bones and [[shells]] in your early outdoor refuse [[stockpile]] so you don't waste turtles' awesomeness. -Someone-else&lt;br /&gt;
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Bringing a few [[seeds]] of everything along with you is wise. (I suggest bringing plenty of [[plump helmet]] and [[pig tail]] seeds.) -Flok Speargrabber&lt;br /&gt;
* The second advice is bad. Just start your [[farm plot|farm]] soon and brew what you can and you will have more seeds than need. As for bringing everything: 1 seed each is enough. [[Rock nuts]] are useless before you have food chain and plenty of bags. -Someone-else&lt;br /&gt;
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[[immigration|Immigrants]] are good for [[fishing]] that pesky [[carp]]. (Well not really. But they are good for fishing nonetheless.) -blakyoshi7&lt;br /&gt;
:If your dwarves need to go to water that contains carp, longnose gar, or other ravenous river creatures, any goon given a crossbow and stationed at least one tile away from the river can keep a fair region of river clear of animals, given a little while. Remember to turn off chasing so they don't run up to the river and get dragged in. -[[User:Heron|Heron]]&lt;br /&gt;
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Farming. The best source of food. If you don't want to &amp;quot;Cheat&amp;quot; you can just plant a big plump helmet farm. Make sure you don't cook it all though. Make sure at least some goes into booze. Booze and eating raw returns seeds. [[Cooking]] destroys them. Alternatively you can cook the booze. That creates a cheatish infinate supply of food. -Yanlin&lt;br /&gt;
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[[Wood]]. You don't really NEED a heavily forested map. Assuming you will make about 100 [[beds]] during 3 years and some barrels, [[bucket|buckets]] and [[bins]], you only need about 500 [[tree|trees]]. Might sound like not enough on a non heavily forested map right? Well wrong. Trees DO grow back. Even a lightly forested map has at least 200 trees from what I could tell. -Yanlin&lt;br /&gt;
* If you plan on doing a lot of metalsmithing on a map with no magma, or a lot of clear glass or soap, you will need a lot of wood for charcoal and ash. -Bouchart&lt;br /&gt;
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Pig tails are good to bring, as a source of booze that your dwarfs won't accidentally eat up before it's turned into it's sweet elixir of happiness. -Overdose&lt;br /&gt;
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Pigtail makes great booze. It helps keep your dwarves happy and avoid the &amp;quot;Tired of same booze&amp;quot; unhappy thought. -motorbitch&lt;br /&gt;
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You need [[cloth]] only for [[strange mood|strange moods]]. You can easily buy all the cloth you need and have your [[farmer|farmers]] do more useful work. -motorbitch&lt;br /&gt;
* Wrong. Glass industry requires many bags. -Someone-else&lt;br /&gt;
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Two humped camels are good for farming as they yield a lot. Consider this option to diversify your meals. Also helps if you want to avoid the booze food exploit.- motorbitch&lt;br /&gt;
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Lopped off body parts create small bones that are rather useless. (Training bolts are never really useless as you should have too many bins anyway.) -motorbitch&lt;br /&gt;
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You should only put a priority on [[Magma]] if you have the ability to make glass with it. If so, it should be one of your first things. -Gamerofthegame&lt;br /&gt;
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Have your [[carpenter]](s) craft a steady flow of beds/barrels/bins -wendigo&lt;br /&gt;
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Run a [[still]] nonstop. Get those seeds, distill that booze. -wendigo&lt;br /&gt;
* If you have many barrels filled with booze and no free ones just cook some beer biscuits. Not only they will make your dwarves happier but also will train your cook and let your brewer continue his work. Don't do this if you have no plants to brew. -Someone-else&lt;br /&gt;
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Metalworking is desirable, but not crucial. -wendigo&lt;br /&gt;
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I set every dwarf in the fortress to [[butcher]] and [[skin|tan]]. Its a very high priority job since the corpses and skins will rapidly decay, and by setting every single dwarf to be able to perform this task (skill doesn't matter, a dabbling dwarf does just as well as a legendary dwarf) there's a very high probability it will get done in time. If you have a lot of corpses to process, simply build a bunch of butcher and tanner workshops. -Hyndis&lt;br /&gt;
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===Wood is useful for:===&lt;br /&gt;
[[Beds]] - [[Bins]] - [[Barrels]] - [[spike|Spikes]] - [[Screw pump|Pump parts]] - [[Windmill|Windmills]] and [[water]] wheels&lt;br /&gt;
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-Flok Speargrabber&lt;br /&gt;
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===Stone is good for:===&lt;br /&gt;
&lt;br /&gt;
[[Statues]] - [[chest|Coffers]] - [[cabinet|Cabinets]] - [[Coffins]] - [[trade|Trade goods]] - [[Doors]] - [[Floodgates]] - [[chair|Chairs]] - [[table|Tables]] - [[Blocks]] for [[road|roads]] and [[floor|floors]] (More brick-y than block-y)&lt;br /&gt;
&lt;br /&gt;
-Flok Speargrabber&lt;br /&gt;
&lt;br /&gt;
===Metal is good for:===&lt;br /&gt;
[[Weapons]] - [[Armor ]] - Magma-safe pumps - Expensive statues - Noble orders, usually, unless they don't want a special metal item &lt;br /&gt;
&lt;br /&gt;
-Flok Speargrabber&lt;br /&gt;
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==Performance==&lt;br /&gt;
&lt;br /&gt;
Cats are not as bad as they used to be. Now slaughtering the newborns is easy enough and with the new partial print feature, they are not the huge FPS problem they used to be. They are also, like dogs: a good source of meat and such. -Vaftrudner&lt;br /&gt;
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Don't bother with clothes. They don't really do anything and lag your FPS because they get checked every moment. Your dwarves wont mind walking around nude and no one is going to judge them about it. (Politically it does not matter.) -motorbitch&lt;br /&gt;
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Bring a cage. Just one. You can use it to stuff your excess creatures. Mainly anything outside two cats and maybe two dogs. -Gamerofthegame&lt;br /&gt;
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==Special conditions==&lt;br /&gt;
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You could bring five picks and 300 logs if you're on a treeless map. Just don't make stuff from wood if you can make them from something else. (Stockpile = bad) -Ashery&lt;br /&gt;
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=Adding your own advice=&lt;br /&gt;
&lt;br /&gt;
If you wish to add your own advice, do so in a grammatically correct manner. Links are not mandatory but desired. Remember to sign it with one space, a dash and then your name.&lt;br /&gt;
&lt;br /&gt;
 -NameHere&lt;br /&gt;
&lt;br /&gt;
If you think the advice is poor, do not add it. The last thing Yanlin needs is more pruning of bad advice.&lt;br /&gt;
&lt;br /&gt;
==Formatting==&lt;br /&gt;
&lt;br /&gt;
Keep two lines of space after the advice above yours. Do not add it into the middle of the section.&lt;br /&gt;
Big advices deserve their own subcategory. But don't just sprinkle them around like an idiot.&lt;br /&gt;
&lt;br /&gt;
Keep 3 lines of space under your advice to the next category.&lt;br /&gt;
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All this formatting is needed so the guide does not become a hard to read wall of text.&lt;br /&gt;
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=WIP=&lt;br /&gt;
&lt;br /&gt;
This page still needs links to other articles. If you see a word or sentence that should be linked to a particular page, please add it. Make sure to tick the &amp;quot;This is a minor edit&amp;quot; button if you are not doing a big overhaul of the links.&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:How_to_safely_start_fortress_mode&amp;diff=44913</id>
		<title>40d:How to safely start fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:How_to_safely_start_fortress_mode&amp;diff=44913"/>
		<updated>2008-10-11T02:01:05Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: /* Dwarf jobs and happiness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide was compiled by Yanlin (And the users) for the users. Basically it contains Yanlin's personal advice with the advice of others taking a higher rank.&lt;br /&gt;
&lt;br /&gt;
The page has not yet been completely made wiki friendly and it is a WIP.&lt;br /&gt;
&lt;br /&gt;
=The guide=&lt;br /&gt;
&lt;br /&gt;
All advice in the replies will be summed up here in user friendly bits.&lt;br /&gt;
&lt;br /&gt;
==Dwarf jobs and happiness==&lt;br /&gt;
&lt;br /&gt;
Don't try to take one of everything at the start. All jobs that will be run almost constantly can just be done by an  [[Immigration|immigrant]]. For example, start with one [[mason]] working like a madman churning out [[door]]s and such. Then when you get your first wave, start at least 4 mason [[workshop]]s and make them churn out standard [[room]]s. If you can make an apartment complex instead of a huge [[Barracks|barracks]] room, you get yourself a good [[Thought|happy bonus]]. -Yanlin&lt;br /&gt;
* Legendary dining room is all you need. It is so useful it makes rooms better than barracks merely a roleplay thing. Also, dabbling masons should work on blocks, not furniture. -Someone-else&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Legendary [[dining room]]s: Any room that's about 5x5, fully engraved and has maybe 4 tables and chairs will be legendary from my experience. I usually take a proficient [[engraver]] with me on the start to speed it up and it also helps if he is the only one doing the engravings. Legendary dining rooms can make dwarves forget even the most horrible things! Even death. -Yanlin&lt;br /&gt;
* Average artifact in a small plain room with crappy tables and thrones counts as legendary dining room too. -Someone-else&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fort divided does not stand. Make sure your dwarves don't run around like idiots. -Yanlin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Cave adaptation]]: I set up a simple system. There is only one exit out of my apartment complex. My apartment complex spans multiple [[Z-axis|floors]] and each one has the entire entrance in light state. How? Well light passes through [[Floor#Construction|floors]]! Go figure. This is how I do it. I [[channel[[ out the entire entrance from the top to the level I am currently building in. I [[Wall#Construction|wall]] it in on the top to prevent [[goblin]]s and other nasty stuff from jumping or firing in. I create a small &amp;quot;maintenance&amp;quot; tunnel going near the channeling area so that the channelers have access to it. It's simple really. When the channeling grinds to a halt, pave all the channeled areas with floors. I never tested [[wood]] floors. (What kind of idiot wastes wood on anything but [[bin]]s, [[bucket]]s, [[barrel]]s and [[bed]]s?) -Yanlin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Stone]] [[stockpile]]s: NO! NOT A CHANCE! But if you set up a special workshop for churning out expensive items, set up a stockpile that accepts only that one kind of expensive rock. Setting up a small stone stockpile under your masonry workshop is a good idea though. -Yanlin&lt;br /&gt;
* If you're training siege operators, you can set up an 8x8 non-economic non-ore stone stockpile to ease the hauling load on your catapulters. -GreyMario&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Hauling|Haulers]]: Have at least 5-10 free peasants for hauling. Usually my fortress can run on just my 7 starting dwarves. I can easily supply 60 dwarves worth of [[food]] and [[Alcohol|booze]] while the rest do the odd job here and there. -Yanlin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Micromanagement: Only your core dwarves need it. The rest can just do anything they want. -Yanlin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fishing]]: Not worth it. Only the [[shell]]s are worth it. -Yanlin&lt;br /&gt;
&lt;br /&gt;
* However, fishing can give you lots and lots of fishbones, which can then be made into bone bolts that Dwarves use for practice. Very useful on maps without trees. - HisMajestyBOB&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ambusher|Hunting]]: Worth it. But at least give your [[hunter]] some [[armor]]. -Yanlin&lt;br /&gt;
* Do not waste starting dwarf on it. This is job for immigrants. -Someone-else&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Farm plot|Farm]] size: 10x10 of [[plump helmet]]s without fertilizing will feed 500 dwarves. A 5x5 field WITH fertilizing will feed about 500 dwarves. Do the math. (Rough estimates. Untested.) -Yanlin&lt;br /&gt;
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[[Cloth]]: [[Pig tail]]s will provide you all the cloth you need and booze too. -Yanlin&lt;br /&gt;
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Buying your first [[anvil]]: Mugging. No not robbing the [[Trading|merchant]]. Making tons and tons of stone [[Goblet|mugs]]! You'd be amazed how much you can buy with a few bins worth of mugs. Each stone gives 3 mugs and a skilled mason can make enough to... Well... Buy anything you need. Remember, [[Craftsdwarf|craftsdwarves]] are GOOD! -Yanlin &lt;br /&gt;
* Mechanic is the way to go. Not only are mechanisms single items (less hauling) but also aren't useless. Prepared food is very good too, though it needs 3 dwarves working (planter, brewer and cook. Combining them into one dwarf is bad thing). Craftdwarves aren't really useful at start and are almost totally useless after that. -Someone-else&lt;br /&gt;
* Scrape up enough to buy at least 2 cheese then cook the cheese. Use the cooked cheese to buy the rest of the cheese. Cook the rest of the cheese. Buy out the rest of the caravan with the new meal. -Ikko&lt;br /&gt;
* Seconding cooking over crafting. I generally have a 5x5 plot of plump helmets, which I brew then cook, which will feed an arbitrarily high amount of dwarves and allow me to buy pretty much whatever I want. &lt;br /&gt;
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[[Nobles]]: Give them a huge [[bedroom]], huge [[office]] and cram it up with some decorations and [[engraving]]s. That should keep em happy for a while. -Yanlin&lt;br /&gt;
* If you happen to have artifact furniture just build one room of average size, but few beds, tables and thrones in it and make it a &amp;quot;noble room&amp;quot;. Artifact will boost its value enough for all dwarves who aren't kings unless it's made from one log, stone, bone, shell or the like. -Someone-else&lt;br /&gt;
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==Pets and food animals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Cat|Cats]]. DO NOT DO IT! IT IS NOT WORTH IT! -Yanlin&lt;br /&gt;
* Wrong. Having one cat will not only boost dwarves' mood (no [[vermin|rats]] and other ugly crap) but will also make your food safer. -Someone-else&lt;br /&gt;
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[[Dog|Dogs]]. DO IT! IT IS WORTH IT! -Yanlin&lt;br /&gt;
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Shamelessly kill off any newborn pets to prevent overpopulation. Especially useful on cats. -HisMajestyBOB&lt;br /&gt;
* Or put them in a [[cage]] as an [[butchering|emergency food source]]. Caged animals do not breed, block paths or waste CPU power on pathfinding. -Someone-else&lt;br /&gt;
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Dogs give a lot of bang for your buck.&lt;br /&gt;
They are a good source of [[food|meat]]. You just pay 16 bucks for them upon embark, if I remember correctly. This might be a little bit more than the price of 5 meat (which is 10 bucks) but you have to take into account that they get offspring, son that 20 dogs of the first year might turn into 30 dogs or more in the second year.&lt;br /&gt;
when you slaughter them each dog gives you 5 meat, 5 [[bones]], a [[skin|hide]] and a [[skull]]. This as well as the fact that dogs, in contrast to meat don't rot, makes it useful to buy at least some of them upon start.  -Proteus&lt;br /&gt;
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Dogs are better than cats. Dogs breed just as fast and you can have an army of wardogs slaughtering everything, not to mention they make an incredible [[thief]] defense. Simply put a meeting zone across the entrance to your fort, then you'll have all eleventy billion dogs wandering around in that meeting zone. Any thief is instantly turned into [[kobold]] kibble, and they're quite handly at dealing with smaller sieges too.&lt;br /&gt;
Also you can slaughter dogs at whim, whereas you can't slaughter an owned pet. -Hyndis&lt;br /&gt;
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==Defense==&lt;br /&gt;
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An army of peasants is a good thing if you think about it. Churn out a few [[crossbow|crossbows]] and [[ammo|bolts]]. Even copper weapons can take down most sieges you will probably get. -Yanlin&lt;br /&gt;
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[[Goblin]] babysnatchers and Kobold thieves. One dog on a [[chain]] will kill them on contact. Especially a war dog. I usually buy a few chains at the embarkment. -Yanlin&lt;br /&gt;
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Security. [[traps|Stonefall traps]] at the entrance help. After you need more than that, you probably have more than that. Make weapon traps that shoot or better yet, station [[marksdwarf|marksdwarves]] in [[fortifications]] outside your fort. Make sure to put them in a [[tower]]. -Yanlin&lt;br /&gt;
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You might want to bring along a rope and then wall in your fortress entrance so there is only one path. Then set a dog on the rope (Not a cat, those are more useful against vermin) beside the door to stop the sneaky sorts. -Gamerofthegame&lt;br /&gt;
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Weapon traps and marksdwarves = survival for for most -wendigo&lt;br /&gt;
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==Production and efficiency==&lt;br /&gt;
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&lt;br /&gt;
[[Glass]]. You want [[sand]] on your map. It is awesome advice to have sand on your map. Remember. Glass is EASY to make especially if you can get a source of [[fuel]] for your forge. You can make almost everything out of glass. If you can get a [[magma glass furnace]], you win. -Yanlin&lt;br /&gt;
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[[Iron]]. You want it. If you didn't find iron, I suggest just starting over in another location or if you feel determined, buy it. But it can get costly. -Yanlin&lt;br /&gt;
* If you're being beseiged by goblins, you can melt down their armour for iron. -Tenebrais&lt;br /&gt;
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Common [[barrel]] exploit. Each piece of meat and [[alcohol|booze]] you bring with you, will give you one free barrel. 5 of each can fit in a barrel and if you take 6 of something, you get 2 barrels. Etc. -Flok Speargrabber&lt;br /&gt;
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[[turtle|Turtles]] are AWESOME! -Flok Speargrabber&lt;br /&gt;
* Be sure to disable bones and [[shells]] in your early outdoor refuse [[stockpile]] so you don't waste turtles' awesomeness. -Someone-else&lt;br /&gt;
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Bringing a few [[seeds]] of everything along with you is wise. (I suggest bringing plenty of [[plump helmet]] and [[pig tail]] seeds.) -Flok Speargrabber&lt;br /&gt;
* The second advice is bad. Just start your [[farm plot|farm]] soon and brew what you can and you will have more seeds than need. As for bringing everything: 1 seed each is enough. [[Rock nuts]] are useless before you have food chain and plenty of bags. -Someone-else&lt;br /&gt;
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[[immigration|Immigrants]] are good for [[fishing]] that pesky [[carp]]. (Well not really. But they are good for fishing nonetheless.) -blakyoshi7&lt;br /&gt;
:If your dwarves need to go to water that contains carp, longnose gar, or other ravenous river creatures, any goon given a crossbow and stationed at least one tile away from the river can keep a fair region of river clear of animals, given a little while. Remember to turn off chasing so they don't run up to the river and get dragged in. -[[User:Heron|Heron]]&lt;br /&gt;
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Farming. The best source of food. If you don't want to &amp;quot;Cheat&amp;quot; you can just plant a big plump helmet farm. Make sure you don't cook it all though. Make sure at least some goes into booze. Booze and eating raw returns seeds. [[Cooking]] destroys them. Alternatively you can cook the booze. That creates a cheatish infinate supply of food. -Yanlin&lt;br /&gt;
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[[Wood]]. You don't really NEED a heavily forested map. Assuming you will make about 100 [[beds]] during 3 years and some barrels, [[bucket|buckets]] and [[bins]], you only need about 500 [[tree|trees]]. Might sound like not enough on a non heavily forested map right? Well wrong. Trees DO grow back. Even a lightly forested map has at least 200 trees from what I could tell. -Yanlin&lt;br /&gt;
* If you plan on doing a lot of metalsmithing on a map with no magma, or a lot of clear glass or soap, you will need a lot of wood for charcoal and ash. -Bouchart&lt;br /&gt;
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Pig tails are good to bring, as a source of booze that your dwarfs won't accidentally eat up before it's turned into it's sweet elixir of happiness. -Overdose&lt;br /&gt;
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Pigtail makes great booze. It helps keep your dwarves happy and avoid the &amp;quot;Tired of same booze&amp;quot; unhappy thought. -motorbitch&lt;br /&gt;
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You need [[cloth]] only for [[strange mood|strange moods]]. You can easily buy all the cloth you need and have your [[farmer|farmers]] do more useful work. -motorbitch&lt;br /&gt;
* Wrong. Glass industry requires many bags. -Someone-else&lt;br /&gt;
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Two humped camels are good for farming as they yield a lot. Consider this option to diversify your meals. Also helps if you want to avoid the booze food exploit.- motorbitch&lt;br /&gt;
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Lopped off body parts create small bones that are rather useless. (Training bolts are never really useless as you should have too many bins anyway.) -motorbitch&lt;br /&gt;
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You should only put a priority on [[Magma]] if you have the ability to make glass with it. If so, it should be one of your first things. -Gamerofthegame&lt;br /&gt;
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Have your [[carpenter]](s) craft a steady flow of beds/barrels/bins -wendigo&lt;br /&gt;
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Run a [[still]] nonstop. Get those seeds, distill that booze. -wendigo&lt;br /&gt;
* If you have many barrels filled with booze and no free ones just cook some beer biscuits. Not only they will make your dwarves happier but also will train your cook and let your brewer continue his work. Don't do this if you have no plants to brew. -Someone-else&lt;br /&gt;
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Metalworking is desirable, but not crucial. -wendigo&lt;br /&gt;
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I set every dwarf in the fortress to [[butcher]] and [[skin|tan]]. Its a very high priority job since the corpses and skins will rapidly decay, and by setting every single dwarf to be able to perform this task (skill doesn't matter, a dabbling dwarf does just as well as a legendary dwarf) there's a very high probability it will get done in time. If you have a lot of corpses to process, simply build a bunch of butcher and tanner workshops. -Hyndis&lt;br /&gt;
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&lt;br /&gt;
===Wood is useful for:===&lt;br /&gt;
[[Beds]] - [[Bins]] - [[Barrels]] - [[spike|Spikes]] - [[Screw pump|Pump parts]] - [[Windmill|Windmills]] and [[water]] wheels&lt;br /&gt;
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-Flok Speargrabber&lt;br /&gt;
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===Stone is good for:===&lt;br /&gt;
&lt;br /&gt;
[[Statues]] - [[chest|Coffers]] - [[cabinet|Cabinets]] - [[Coffins]] - [[trade|Trade goods]] - [[Doors]] - [[Floodgates]] - [[chair|Chairs]] - [[table|Tables]] - [[Blocks]] for [[road|roads]] and [[floor|floors]] (More brick-y than block-y)&lt;br /&gt;
&lt;br /&gt;
-Flok Speargrabber&lt;br /&gt;
&lt;br /&gt;
===Metal is good for:===&lt;br /&gt;
[[Weapons]] - [[Armor ]] - Magma-safe pumps - Expensive statues - Noble orders, usually, unless they don't want a special metal item &lt;br /&gt;
&lt;br /&gt;
-Flok Speargrabber&lt;br /&gt;
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==Performance==&lt;br /&gt;
&lt;br /&gt;
Cats are not as bad as they used to be. Now slaughtering the newborns is easy enough and with the new partial print feature, they are not the huge FPS problem they used to be. They are also, like dogs: a good source of meat and such. -Vaftrudner&lt;br /&gt;
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Don't bother with clothes. They don't really do anything and lag your FPS because they get checked every moment. Your dwarves wont mind walking around nude and no one is going to judge them about it. (Politically it does not matter.) -motorbitch&lt;br /&gt;
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Bring a cage. Just one. You can use it to stuff your excess creatures. Mainly anything outside two cats and maybe two dogs. -Gamerofthegame&lt;br /&gt;
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==Special conditions==&lt;br /&gt;
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You could bring five picks and 300 logs if you're on a treeless map. Just don't make stuff from wood if you can make them from something else. (Stockpile = bad) -Ashery&lt;br /&gt;
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=Adding your own advice=&lt;br /&gt;
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If you wish to add your own advice, do so in a grammatically correct manner. Links are not mandatory but desired. Remember to sign it with one space, a dash and then your name.&lt;br /&gt;
&lt;br /&gt;
 -NameHere&lt;br /&gt;
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If you think the advice is poor, do not add it. The last thing Yanlin needs is more pruning of bad advice.&lt;br /&gt;
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==Formatting==&lt;br /&gt;
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Keep two lines of space after the advice above yours. Do not add it into the middle of the section.&lt;br /&gt;
Big advices deserve their own subcategory. But don't just sprinkle them around like an idiot.&lt;br /&gt;
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Keep 3 lines of space under your advice to the next category.&lt;br /&gt;
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All this formatting is needed so the guide does not become a hard to read wall of text.&lt;br /&gt;
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=WIP=&lt;br /&gt;
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This page still needs links to other articles. If you see a word or sentence that should be linked to a particular page, please add it. Make sure to tick the &amp;quot;This is a minor edit&amp;quot; button if you are not doing a big overhaul of the links.&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=2388</id>
		<title>40d Talk:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=2388"/>
		<updated>2008-08-13T07:25:01Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks to me like the &amp;quot;remove down stairs&amp;quot; option is missing. But if you rewall it ([b] - [C] - [w]), and then designate it for &amp;quot;Remove Construction&amp;quot; ([d] - [n]), that works to get rid of it. Or just rewall it and leave it as a wall. --Peristarkawan 20:44, 29 October 2007 (EDT) &lt;br /&gt;
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You remove down stairs by building a floor ([b] - [C] - [f]) over them. &amp;quot;Down stairs&amp;quot; are just holes in the floor. [[User:Valdemar|Valdemar]] 19:45, 2 November 2007 (EDT)&lt;br /&gt;
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It seems that building an up/down stairway is the easiest way to build underground. --Vbraun 21:06, 29 October 2007 (EDT) &lt;br /&gt;
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I'm betting that dwarves can traverse ramps faster than stairs, but I haven't tested this yet. --Peristarkawan 21:18, 29 October 2007 (EDT)&lt;br /&gt;
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I initially tried creating a ramp to dig upwards, and my miner refused to dig further on the upper level.  Stairs work fine.--[[User:McFrugal|McFrugal]] 02:19, 30 October 2007 (EDT)&lt;br /&gt;
:Ramps don't appear to knock out the ceiling of a tile, whereas stairs do. It looks like the main use for ramps is to provide access for anything bigger than a tile wide, such as a wagon or a group of dwarves, and presumably you'll already have access to both levels involved in the rampmaking.--[[User:Xazak|Xazak]] 19:38, 2 November 2007 (EDT)&lt;br /&gt;
:: on the other hand, they will dig a ramp along with the ceiling, when digging from above.--[[User:Dorten|Dorten]] 01:13, 11 January 2008 (EST)&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;Logs and stone(probably more, not fully tested) can not be transported on stairs, limiting their usefulness.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
I dug a few levels underground using the shaft method of up/down stairs and trees chopped down on ground level could be carried into the fortress. So Logs can be moved through stairs. --[[User:Mizipzor|Mizipzor]] 11:52, 30 October 2007 (EDT)&lt;br /&gt;
:Rocks and any variation thereof can also be moved on stairs. I've been using the top of my mountain as a gigantic rock stockpile.--[[User:Xazak|Xazak]] 19:38, 2 November 2007 (EDT)&lt;br /&gt;
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Strange, when I rewalled so that the only access to my tower was a stair I could no longer build floors out of wood that was lying outside. Building another ramp solved the problem, more testing obviously needed [[User:Otherdwarf|Otherdwarf]] 18:58, 30 October 2007 (EDT)&lt;br /&gt;
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==Destroy up-down stairs==&lt;br /&gt;
Is there any way to destroy carved (not constructed) up-down stair? --[[User:Dorten|Dorten]] 01:13, 11 January 2008 (EST)&lt;br /&gt;
:You're kidding right? You just edited an article that answers that (and only that) exact question immediately before editing this talk... --[[User:N9103|Edward]] 07:41, 11 January 2008 (EST)&lt;br /&gt;
::No, I'm not kidding. The [[stairs]] article says how to destroy ''constructed'' stairs, carved up stairs and  carved down stairs. it says '''nothing''' about carved up-down stair. neither method worked for me (at least in 33e)--[[User:Dorten|Dorten]] 08:00, 11 January 2008 (EST)&lt;br /&gt;
:channeling --[[User:Jackard|Jackard]] 08:33, 11 January 2008 (EST)&lt;br /&gt;
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==Removing Down Stairs (Again)==&lt;br /&gt;
The above comments are obsolete with the current version as far as I can tell. I accidentally build a down stair where I meant to have an up stair. Constructing a Up Stair on top of it wouldn't build, and neither would Constructing a Floor. So I tried making a channel through it as suggested above, and this did indeed remove the down stairs, however, it still reads as 'Blocked' when I try to make a floor over the hole. Are there any answers to this? [[User:Shadowics|Shadowics]] 00:30, 1 July 2008 (EDT)&lt;br /&gt;
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== Hatch ==&lt;br /&gt;
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Hatches should be included somewhere. enemies can use stairs as an entrance or shortcuts to enter a fortress and kill. i'd add that myself but i don't want to.&lt;br /&gt;
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: Then why moan about it you Idiot? [[User:Hoborobo|Hoborobo]] 03:15, 31 July 2008 (EDT)&lt;br /&gt;
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== How to ==&lt;br /&gt;
&lt;br /&gt;
Signed up just to ask this. How do I get the stupid things to work? I built down stairs and mapped out an irrigation system for my miners to work out down there and they haven't touched it (been about an in game year, during which they did have alot of free time with no tasks on any level). Additional info that should be provided, how many squares are needed to go down, just one or 3 per level or something? What version were they added in (I used to play a version that had a single level, when you always dug to the east and there was always a river and magma and adamantine). All in all consider that the people you may be informing don't know nearly as much about the game as you do, I have alot of friends that would like this if simple instructions and explanations were provided, but with those lacking theyed probably play like 1 hour, ever. Forgot me tag --[[User:Lowlandlord|Lowlandlord]] 01:39, 31 July 2008 (EDT)&lt;br /&gt;
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:Did you build up or up/down stairs on the level below, or just a series of down stairs one below the other? The up and down stairs function as the bottom and the top respectively of a staircase. So build a down stair where you want the top of the staircase to be, an up stair where you want the bottom to be, and up/down ones between them. Each time you press the &amp;lt; or &amp;gt; key moves you to a different level, and you only need a staircase on that level and above or below to get access. So you only need to go down one square per level, unless you want to go down 3 and have a fortress with massively thick floors. [[User:Dangerous Beans|Dangerous Beans]] 22:00, 30 July 2008 (EDT)&lt;br /&gt;
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::Good to know, got it working now, making a new world now to build a fortress where the stairs aren't past the graveyard in the back, for conveniance.&lt;br /&gt;
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&lt;br /&gt;
== Movement ==&lt;br /&gt;
Does anyone know if dwarves walk over stairs at the same speed as normal floor? Thanks. [[User:Vaniver|Vaniver]] 03:25, 13 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Do_I_really_need_wood&amp;diff=30617</id>
		<title>Do I really need wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Do_I_really_need_wood&amp;diff=30617"/>
		<updated>2008-08-13T06:14:53Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You may want to have a look at the [[Wood Industry]].&lt;br /&gt;
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==Reasons you need wood==&lt;br /&gt;
*To build [[bed]]s&lt;br /&gt;
**Without beds your dwarves will get unhappy thoughts from sleeping on the ground&lt;br /&gt;
*To build [[axle]]s&lt;br /&gt;
**Without axles your ability to transfer [[power]] is severely limited.&lt;br /&gt;
*To build [[water wheel]]s and [[windmill]]s&lt;br /&gt;
**These are the only generators of [[power]]. Without them, you'll be forced to do everything manually.&lt;br /&gt;
&lt;br /&gt;
==Reasons you want wood==&lt;br /&gt;
*It is simpler to make items from wood.&lt;br /&gt;
**For instance, it only takes one log to produce a [[bin]], [[barrel]], or [[bucket]]; but if you forge them instead then they'll take three metal bars.&lt;br /&gt;
*Wood can be burnt to produce [[ash]] and [[charcoal]], which are important ingredients in other tasks such as smelting ore, forging metal items, and glass making.&lt;br /&gt;
*All power generators are built with wood. If you are planning on having any sort of automated assembly, or just don't want to have to do everything by hand, then you're going to need wood.&lt;br /&gt;
&lt;br /&gt;
==Reasons you don't need much wood==&lt;br /&gt;
*Everything other than beds, axles, windmills, and water wheels can be made from other materials.&lt;br /&gt;
*If you have [[magma]] or a [[coal]] seam then you don't need to burn wood for charcoal.&lt;br /&gt;
*You can supplement your wood supply via [[trading]].&lt;br /&gt;
*If you're lucky enough to play in an area with an [[underground pool]] or [[underground river]] then you can grow your own wood supply underground.&lt;br /&gt;
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{{Wood FAQ}}&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20572</id>
		<title>40d:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20572"/>
		<updated>2008-08-13T04:22:45Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: /* Taming dragons with a dungeon master */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dragon|symbol=D|color=rgb(0, 128, 0)|&lt;br /&gt;
bones=20|chunks=20|meat=20|fat=10|skulls=1|skin=Yes|&lt;br /&gt;
biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}&lt;br /&gt;
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'''Dragons''' are ferocious predatory [[:Category:Megabeasts|megabeasts]] which are extremely hostile, larger than elephants, and quite resistant to damage. In addition to bite and claw attacks, they can breathe [[fire]] over a considerable area, which can cause things such as grass, equipment and people to ignite. This fire is apparently magical in nature, and can hurt many creatures who are otherwise comfortable in the fire.&lt;br /&gt;
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When a dragon enters your area, the game will announce its presence and its name.  It will then attempt to eat you.  Quickly.&lt;br /&gt;
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==Dealing with Dragons==&lt;br /&gt;
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Despite all its advantages, it is possible for relatively small groups of [[dwarves]] (even as few as 8) to take down dragons, especially if there are high proportions of relatively well trained [[marksdwarf|marksdwarves]] available.&lt;br /&gt;
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Additionally, dragons can be caught in [[traps]] and then tamed or sold to traders. This is probably the safest way to manage this creature.&lt;br /&gt;
&lt;br /&gt;
While the dragon itself is usually fairly easy to deal with, if you are not quick in doing so, it will likely set a large number of objects (and dwarves) on fire.  Given that dwarven AI doesn't understand being on fire very well, this can quickly lead to dwarves inadvertantly spreading the fire throughout your fortress.  Be sure to quickly forbid burning objects that dwarves might want to pick up, and also draft burning dwarves so you can order them to take a bath before spreading the burning horror around.&lt;br /&gt;
&lt;br /&gt;
==Dragon Irregularities, Bugs, and Planned Features==&lt;br /&gt;
&lt;br /&gt;
Note that, as of the current version, Dragons cannot actually fly, which contributes towards the ease of killing them.  Certain dev_notes indicate that in eventual future releases, dragons will not only be able to fly, but will use their flight to a terrifying level of efficiency, strafing your troops with fire from above, as well as picking them up and dropping them from a great height.  Unfortunately (fortunately?) these enhancements may not show up in the game for many months.&lt;br /&gt;
&lt;br /&gt;
Dragons are apparently immune to dragonfire, but not immune to any other kind of fire.  Unfortunately, the dragon AI seems to believe that it is, in fact, immune to all fire, and so they will gleefully go swimming in lava-- and hence get burned to a crisp.  Their dragonfire can also ignite many objects on the ground, and if the dragon then walks over these objects, they will sometimes ignite themselves in the process.  These factors are all likely bugs, and are liable to be fixed at some time in the future.&lt;br /&gt;
==Taming dragons with a dungeon master==&lt;br /&gt;
Dragons which have tasted dwarven blood can not be tamed, otherwise, beware that dragonfire does not descriminate between dwarves and goblins&lt;br /&gt;
{{Game_Data|[CREATURE:DRAGON]&lt;br /&gt;
	[NAME:dragon:dragons:draconic]&lt;br /&gt;
	[TILE:'D'][COLOR:2:0:0]&lt;br /&gt;
	[MODVALUE:50]&lt;br /&gt;
	[DRAGONFIREBREATH][FIREIMMUNE_SUPER]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[MEGABEAST]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[FREQUENCY:5]&lt;br /&gt;
	[PETVALUE:10000]&lt;br /&gt;
	[GRASSTRAMPLE:50]&lt;br /&gt;
	[BONECARN][PET_EXOTIC]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[PREFSTRING:terrible majesty]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:CLAW_FOOT]&lt;br /&gt;
	[SIZE:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FAT:10]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME_ANY_LAND]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Megabeasts]]&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25813</id>
		<title>40d:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25813"/>
		<updated>2008-06-25T01:47:38Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many ways to design the layout of bedrooms. Designs must consider simplicity and ease of designating, efficiency, and aesthetics. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to noise should also be considered.&lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000432 this forum post].&lt;br /&gt;
&lt;br /&gt;
== Plain square design ==&lt;br /&gt;
&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player value his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=10&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|.|.|`|.|.|`|θ|.|`&lt;br /&gt;
|`|.|.|`|.|.|`|.|.|`}}&lt;br /&gt;
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|`|`|.|`|`|.|`|`|┼|`}}&lt;br /&gt;
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|.|.|.|.|.|.|.|.|.|`&lt;br /&gt;
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|`|.|.|`|.|.|`|.|.|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`}}&lt;br /&gt;
&lt;br /&gt;
== Line design ==&lt;br /&gt;
&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voila, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=17&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|`|`|`|`|`|`|.|`|.|`|`|`|`|`|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|.|`|.|`|.|`|`|`|`|`&lt;br /&gt;
|`|`|`|.|`|.|`|.|`|.|`|.|`|.|`|`|`&lt;br /&gt;
|`|.|`|.|`|.|`|.|`|.|`|.|`|.|`|θ|`}}&lt;br /&gt;
{{qd|cols=17&lt;br /&gt;
|`|.|`|.|`|.|`|.|`|.|`|.|`|.|`|┼|`&lt;br /&gt;
|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.&lt;br /&gt;
|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.|.&lt;br /&gt;
|`|.|`|.|`|.|`|.|`|.|`|.|`|.|`|┼|`}}&lt;br /&gt;
{{qd|cols=17&lt;br /&gt;
|`|.|`|.|`|.|`|.|`|.|`|.|`|.|`|.|`&lt;br /&gt;
|`|.|`|.|`|.|`|.|`|.|`|.|`|.|`|.|`&lt;br /&gt;
|`|.|`|.|`|.|`|.|`|.|`|.|`|.|`|θ|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`}}&lt;br /&gt;
&lt;br /&gt;
== '''THLawrence's Living Pods''' ==&lt;br /&gt;
   &lt;br /&gt;
Apartment Complex:&lt;br /&gt;
{{qd|cols=13&lt;br /&gt;
|╔|═|═|╦|═|═|╦|═|═|╦|═|═|╗&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║&lt;br /&gt;
|╠|═|╣|X|╠|═|╬|═|╣|X|╠|═|╣&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║}}&lt;br /&gt;
{{qd|cols=13&lt;br /&gt;
|╠|═|═|╬|═|═|╬|═|═|╬|═|═|╣&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
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|╠|═|╣|X|╠|═|╬|═|╣|X|╠|═|╣&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝}}&lt;br /&gt;
&lt;br /&gt;
Lobby:&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|╔|═|═|╦|═|═|╦|═|═|╦|═|═|╗|.|.&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║|.|.&lt;br /&gt;
|║|.|┼|╩|┼|.|║|.|┼|╩|┼|.|║|.|.&lt;br /&gt;
|╠|═|╣|X|╚|═|╩|═|╝|X|╚|═|╝|.|.&lt;br /&gt;
|║|.|┼|╗|.|.|.|.|.|.|.|.|.|.|.&lt;br /&gt;
|║|.|.|║|.|.|.|.|.|.|.|.|.|.|.}}&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|╠|═|═|╣|.|.|.|.|.|╔|═|═|╗|.|.&lt;br /&gt;
|║|.|.|║|.|.|.|.|.|║|.|.|║|.|.&lt;br /&gt;
|║|.|┼|╝|.|.|.|.|.|╚|┼|.|║|.|.&lt;br /&gt;
|╠|═|╣|X|╔|═|╦|═|╗|X|╠|═|╣|.|.&lt;br /&gt;
|║|.|┼|╦|┼|.|║|.|┼|╦|┼|.|║|.|.&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║|.|.&lt;br /&gt;
|╚|═|═|╩|═|═|╩|═|═|╩|═|═|╝|.|.}}&lt;br /&gt;
&lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles and a door. To add the apartment complex build it one level above or below the lobby. The design can be stretched to make the rooms 3x2 or 3x3 depending on your preference. Though not as impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.&lt;br /&gt;
&lt;br /&gt;
== '''GnomeChomsky's Tessellated Apartments''' ==&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|\|\|\|\|\|╔|═|═|╗|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|θ|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|╔|╬|═|═|╗|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|╔|═|╬|┼|╩|┼|.|.|║|\|\|\|\&lt;br /&gt;
|\|\|╔|═|═|╣|θ|╚|╣|X|╠|╗|θ|║|\|\|\|\&lt;br /&gt;
|\|\|║|.|θ|║|.|.|┼|╦|┼|╬|═|╩|╗|\|\|\}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|║|.|╔|╬|═|═|╬|╝|.|║|.|θ|║|\|\|\&lt;br /&gt;
|╔|═|╬|┼|╩|┼|.|.|║|θ|.|║|.|╔|╬|═|═|╗&lt;br /&gt;
|║|θ|╚|╣|X|╠|╗|θ|╠|╦|═|╬|┼|╩|┼|.|.|║&lt;br /&gt;
|║|.|.|┼|╦|┼|╬|═|╩|╣|θ|╚|╣|X|╠|╗|θ|║&lt;br /&gt;
|╚|═|═|╬|╝|.|║|.|θ|║|.|.|┼|╦|┼|╬|═|╝&lt;br /&gt;
|\|\|\|║|θ|.|║|.|╔|╬|═|═|╬|╝|.|║|\|\}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|\|╚|╦|═|╬|┼|╩|┼|.|.|║|θ|.|║|\|\&lt;br /&gt;
|\|\|\|\|║|θ|╚|╣|X|╠|╗|θ|╠|═|═|╝|\|\&lt;br /&gt;
|\|\|\|\|║|.|.|┼|╦|┼|╬|═|╝|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|╚|═|═|╬|╝|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|θ|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|╚|═|═|╝|\|\|\|\|\|\|\}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|\|\|\|\|\|╔|═|═|╗|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|θ|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|.|╔|╬|═|═|╗|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|╔|═|╬|┼|╩|┼|.|.|║|\|\|\|\&lt;br /&gt;
|\|\|╔|═|═|╣|÷|╚|╝|X|╚|╗|θ|║|\|\|\|\&lt;br /&gt;
|\|\|║|.|θ|║|.|╥|.|.|.|╚|═|╩|╗|\|\|\}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|║|.|╔|╝|.|╤|.|╥|.|.|.|÷|║|\|\|\&lt;br /&gt;
|╔|═|╬|┼|╝|.|.|.|.|╤|.|╤|╥|╔|╬|═|═|╗&lt;br /&gt;
|║|θ|╚|╣|X|.|╥|╤|.|.|.|.|.|╚|┼|.|.|║&lt;br /&gt;
|║|.|.|┼|╗|.|.|.|.|.|╤|╥|.|X|╠|╗|θ|║&lt;br /&gt;
|╚|═|═|╬|╝|╥|╤|.|╤|.|.|.|.|╔|┼|╬|═|╝&lt;br /&gt;
|\|\|\|║|÷|.|.|.|╥|.|╤|.|╔|╝|.|║|\|\}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|\|\|\|╚|╦|═|╗|.|.|.|╥|.|║|θ|.|║|\|\&lt;br /&gt;
|\|\|\|\|║|θ|╚|╗|X|╔|╗|÷|╠|═|═|╝|\|\&lt;br /&gt;
|\|\|\|\|║|.|.|┼|╦|┼|╬|═|╝|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|╚|═|═|╬|╝|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|║|θ|.|║|\|\|\|\|\|\|\&lt;br /&gt;
|\|\|\|\|\|\|\|╚|═|═|╝|\|\|\|\|\|\|\}}&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
== High density single floor housing ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fractal designs ==&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be at the same time very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Most players however agree to say that they are the most incredible of all the designs around, if not the for the sheer challenge of successfully executing something as complex, then for the extra touch it give to the whole fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard_square_delight2.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Vaniver's Greek Cross design==&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors- 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (I'm not sure how much movement stairs take).&lt;br /&gt;
&lt;br /&gt;
[[image:VaniverGreek32.png]]&lt;br /&gt;
[[image:VaniverGreek48.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:VaniverGreek48.png&amp;diff=42835</id>
		<title>File:VaniverGreek48.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:VaniverGreek48.png&amp;diff=42835"/>
		<updated>2008-06-25T01:44:49Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:VaniverGreek32.png&amp;diff=42834</id>
		<title>File:VaniverGreek32.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:VaniverGreek32.png&amp;diff=42834"/>
		<updated>2008-06-25T01:44:27Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21815</id>
		<title>40d:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21815"/>
		<updated>2008-06-17T02:52:47Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Value''' is determined by the base value of the object with multipliers for the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s on it.&lt;br /&gt;
&lt;br /&gt;
==Base values of items==&lt;br /&gt;
The base value of an item is found from what the item '''is''', not what it is made out of. For example, a wood block uses the base value for a block, not the one for 'wooden'. A wood log uses the base value for raw material.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|0||[[Bone]], [[Shell]], [[Fat]], Mangled Meat...&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|1||[[Bolt]]s, [[Seed]]s, [[Tallow]], [[Animal]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|2||[[Meat]], [[Fish]], Raw [[Fish]], [[Alcohol|Drink]]s, [[Plants]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|3||Raw Materials - Rough [[Gem]]s, [[Stone]], [[Log]]s etc&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|5||[[Metal|Bars]], Cut [[Gems]], [[Blocks]], [[Sand]], [[Leather|Tanned Hides]], [[Animal Trap]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|6||[[Thread]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|7||[[Cloth]]*&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|10||Coins, All [[furniture]] except [[statue]]s, all [[craft]]s, [[clothes]]*, [[Decoration]]s, [[Prepared meal]]s, large gems, [[Buckler]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|15||[[Shoes]]*, [[Clothing|Socks]]*, [[Boot]]s, [[Gauntlet]]s, [[Leggings]], [[Shield]]s, [[Helm]]s,&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|20||[[Leather]] [[Armor]], [[Siege Ammo]], [[Flour]], [[Dwarven sugar|Sugar]], [[Dwarven syrup|Syrup]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|25||[[Statue]]s, [[Window]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|30||[[Greaves]], [[Mechanism]]s, [[Siege Engine]] Parts&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|60||[[Chain Mail]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|100||[[Plate Mail]], [[Anvil]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Cloth has an additional modifier of +20, finished goods made from cloth have a modifier of +40&lt;br /&gt;
&lt;br /&gt;
==Material multipliers==&lt;br /&gt;
The material multiplier of an item is found from what it is made out of. For example, a wood block uses the same multiplier as a log or chest -  that for wood. Oddly, burned wood is no longer considered wooden, but has other modifiers.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
! Multiplier&lt;br /&gt;
! Materials&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|1||Common [[Stone]] (Shale, Jet, Bauxite, [[Bituminous coal]], Cinnabar..), [[Bismuthinite]], [[Wood]], [[Leather]], [[Bone]], [[Shell]], [[whip vine]],&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|2||[[Silk]]**, [[Pig tail]], [[Rope reed]], [[Plump helmet]], [[Quarry bush]], [[Longland grass]], [[Charcoal]], Green [[Glass]], '''Stone:''' any [[Flux]], '''Metal:''' [[Lead]], [[Nickel]], [[Zinc]], [[Bismuth]], [[Copper]], [[Tin]], '''[[Ore]]:''' [[Garnierite]], [[Malachite]], [[Sphalerite]], [[Cassiterite]], '''Gems:''' [[Morion]], [[Onyx]], [[Schorl]], [[Moss agate]], [[Prase]], [[Variscite]], [[Banded agate]], [[Bloodstone]], [[Carnelian]], [[Sard]], [[Sardonyx]], [[Lavendar jade]], [[Pink jade]], [[Brown jasper]], [[Fire agate]], [[Plume agate]], [[Smoky quartz]], [[Tube agate]], [[Dendritic agate]], [[Fortification agate]], [[Gray chalcedony]], [[Milk quartz]], [[Moonstone]], [[Rock crystal]], [[White chalcedony]], [[White jade]], [[Blue jade]], [[Lace agate]], [[Lapis lazuli]], [[Chrysoprase]], [[Chrysocolla]], [[Turquoise]], [[Citrine]], [[Pyrite]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Yellow jasper]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|3||[[Obsidian]], [[Potash]], [[Nickel silver]], [[Lay pewter]], [[Tetrahedrite]], [[Aventurine]], [[Picture jasper]], [[Rose quartz]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|4||[[Pearlash]], [[Trifle pewter]],&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|5||[[Fine pewter]], [[Bronze]], [[Galena]], Clear [[Glass]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|6||[[Billon]], [[Bismuth bronze]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|7||[[Brass]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|8||[[Sterling silver]], [[Hematite]], [[Limonite]], [[Magnetite]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|10||[[Silver]],[[Iron]], Crystal [[Glass]], [[Pig iron]], [[Horn silver]], [[Moss opal]], [[Prase opal]], [[Amber opal]], [[Wax opal]], [[Wood opal]], [[Bone opal]], [[Clear tourmaline]], [[Jasper opal]], [[Milk opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Shell opal]], [[Cherry opal]], [[Gold opal]], [[Resin opal]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|11||[[Black bronze]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|15||[[Melanite]], [[Red tourmaline]], [[Jelly opal]], [[Fire opal]], [[Pink tourmaline]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|20||[[Electrum]], [[Black pyrope]], [[Black zircon]], [[Green tourmaline]], [[Green zircon]], [[Almandine]], [[Red grossular]], [[Red pyrope]], [[Red spinel]], [[Red zircon]], [[Purple spinel]], [[Rhodolite]], [[Alexandrite]], [[Amethyst]], [[Kunzite]], [[Morganite]], [[Pink garnet]], [[Tanzanite]], [[Violet spessartine]], [[Brown zircon]], [[Cinnamon grossular]], [[Honey yellow beryl]], [[Bandfire opal]], [[Cat's eye]], [[Clear garnet]], [[Crystal opal]], [[Goshenite]], [[Harlequin opal]], [[Pinfire opal]], [[White opal]], [[Claro opal]], [[Chrysoberyl]], [[Green jade]], [[Heliodor]], [[Peridot]], [[Aquamarine]], [[Precious fire opal]], [[Red beryl]], [[Red flash opal]], [[Golden beryl]], [[Levin opal]], [[Rubicelle]], [[Topaz]], [[Topazolite]], [[Yellow grossular]], [[Yellow spessartine]], [[Yellow zircon]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|23||[[Rose gold]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|25||[[Indigo tourmaline]], [[Clear zircon]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|30||[[Gold]], [[Steel]], [[Black opal]], [[Blue garnet]], [[Demantoid]], [[Tsavorite]], [[Light yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|40||[[Platinum]], [[Aluminum]], [[Sapphire]], [[Emerald]], [[Ruby]], [[Faint yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|60||[[Black diamond]], [[Blue diamond]], [[Green diamond]], [[Red diamond]], [[Clear diamond]], [[Star sapphire]], [[Star ruby]], [[Yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|250||[[Raw adamantine]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|300||[[Adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; '''giant''' [[cave spider]] [[silk]] has an multiplier of 10, applied after base value, quality and addition of 40. Example: Wellcrafted giant cave spider silk robe (2*10*2+40)*10=800☼&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Item value is further increased by applying the [[Quality|quality]] modifier.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Decorations==&lt;br /&gt;
&lt;br /&gt;
Your [[craftsdwarf|craftsdwarves]] can add [[decoration|decorations]] to your objects. This increases their value. The base value of a decoration is 10. This is multiplied with the material the decoration is made of and the [[quality]] of the decoration, and added to the value of the item. For example, a [[gold]] stud would be worth 10 (base value for the decoration) times 30 (material multiplier for gold) =300☼. A finely crafted gold stud would be 3*10*30=900☼.&lt;br /&gt;
&lt;br /&gt;
Engravings are decorations that treat all materials as having a modifier of 1- an engraving in mudstone is as valuable as an engraving in obsidian or raw adamantine.&lt;br /&gt;
&lt;br /&gt;
== Dyeing ==&lt;br /&gt;
Value gained by [[dye]]ing is added, like that of decorations. Only [[thread]], [[cloth]] and its products can be dyed. Details see [[Dye]].&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Base Object&lt;br /&gt;
!&lt;br /&gt;
! Material&lt;br /&gt;
!&lt;br /&gt;
! Quality&lt;br /&gt;
!&lt;br /&gt;
! Final Value&lt;br /&gt;
|-&lt;br /&gt;
|Anvil ||(100)||Steel ||(x30)||+Item+ ||(x3)||9000☼&lt;br /&gt;
|-&lt;br /&gt;
|Door ||(10)||Obsidian ||(x3)||None ||(x1)||30☼&lt;br /&gt;
|-&lt;br /&gt;
|Block ||(5)||Wood ||(x1)||None ||(x1)||5☼&lt;br /&gt;
|-&lt;br /&gt;
|Goblet ||(10)||Lead ||(x2)||-Item- ||(x2)||40☼&lt;br /&gt;
|-&lt;br /&gt;
|Goblet ||(10)||Aluminum||(x40)||☼Item☼ ||(x12)||4800☼&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21814</id>
		<title>40d:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21814"/>
		<updated>2008-06-12T01:01:51Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: /* Material multipliers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Value''' is determined by the base value of the object with multipliers for the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s on it.&lt;br /&gt;
&lt;br /&gt;
==Base values of items==&lt;br /&gt;
The base value of an item is found from what the item '''is''', not what it is made out of. For example, a wood block uses the base value for a block, not the one for 'wooden'. A wood log uses the base value for raw material.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|0||[[Bone]], [[Shell]], [[Fat]], Mangled Meat...&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|1||[[Bolt]]s, [[Seed]]s, [[Tallow]], [[Animal]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|2||[[Meat]], [[Fish]], Raw [[Fish]], [[Alcohol|Drink]]s, [[Plants]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|3||Raw Materials - Rough [[Gem]]s, [[Stone]], [[Log]]s etc&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|5||[[Metal|Bars]], Cut [[Gems]], [[Blocks]], [[Sand]], [[Leather|Tanned Hides]], [[Animal Trap]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|6||[[Thread]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|7||[[Cloth]]*&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|10||Coins, All [[furniture]] except [[statue]]s, all [[craft]]s, [[clothes]]*, [[Decoration]]s, [[Prepared meal]]s, large gems, [[Buckler]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|15||[[Shoes]]*, [[Clothing|Socks]]*, [[Boot]]s, [[Gauntlet]]s, [[Leggings]], [[Shield]]s, [[Helm]]s,&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|20||[[Leather]] [[Armor]], [[Siege Ammo]], [[Flour]], [[Dwarven sugar|Sugar]], [[Dwarven syrup|Syrup]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|25||[[Statue]]s, [[Window]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|30||[[Greaves]], [[Mechanism]]s, [[Siege Engine]] Parts&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|60||[[Chain Mail]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|100||[[Plate Mail]], [[Anvil]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Cloth has an additional modifier of +20, finished goods made from cloth have a modifier of +40&lt;br /&gt;
&lt;br /&gt;
==Material multipliers==&lt;br /&gt;
The material multiplier of an item is found from what it is made out of. For example, a wood block uses the same multiplier as a log or chest -  that for wood. Oddly, burned wood is no longer considered wooden, but has other modifiers.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
! Multiplier&lt;br /&gt;
! Materials&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|1||Common [[Stone]] (Shale, Jet, Bauxite, [[Bituminous coal]], Cinnabar..), [[Bismuthinite]], [[Wood]], [[Leather]], [[Bone]], [[Shell]], [[whip vine]],&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|2||[[Silk]]**, [[Pig tail]], [[Rope reed]], [[Plump helmet]], [[Quarry bush]], [[Longland grass]], [[Charcoal]], Green [[Glass]], '''Stone:''' any [[Flux]], '''Metal:''' [[Lead]], [[Nickel]], [[Zinc]], [[Bismuth]], [[Copper]], [[Tin]], '''[[Ore]]:''' [[Garnierite]], [[Malachite]], [[Sphalerite]], [[Cassiterite]], '''Gems:''' [[Morion]], [[Onyx]], [[Schorl]], [[Moss agate]], [[Prase]], [[Variscite]], [[Banded agate]], [[Bloodstone]], [[Carnelian]], [[Sard]], [[Sardonyx]], [[Lavendar jade]], [[Pink jade]], [[Brown jasper]], [[Fire agate]], [[Plume agate]], [[Smoky quartz]], [[Tube agate]], [[Dendritic agate]], [[Fortification agate]], [[Gray chalcedony]], [[Milk quartz]], [[Moonstone]], [[Rock crystal]], [[White chalcedony]], [[White jade]], [[Blue jade]], [[Lace agate]], [[Lapis lazuli]], [[Chrysoprase]], [[Chrysocolla]], [[Turquoise]], [[Citrine]], [[Pyrite]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Yellow jasper]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|3||[[Obsidian]], [[Potash]], [[Nickel silver]], [[Lay pewter]], [[Tetrahedrite]], [[Aventurine]], [[Picture jasper]], [[Rose quartz]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|4||[[Pearlash]], [[Trifle pewter]],&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|5||[[Fine pewter]], [[Bronze]], [[Galena]], Clear [[Glass]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|6||[[Billon]], [[Bismuth bronze]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|7||[[Brass]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|8||[[Sterling silver]], [[Hematite]], [[Limonite]], [[Magnetite]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|10||[[Silver]],[[Iron]], Crystal [[Glass]], [[Pig iron]], [[Horn silver]], [[Moss opal]], [[Prase opal]], [[Amber opal]], [[Wax opal]], [[Wood opal]], [[Bone opal]], [[Clear tourmaline]], [[Jasper opal]], [[Milk opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Shell opal]], [[Cherry opal]], [[Gold opal]], [[Resin opal]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|11||[[Black bronze]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|15||[[Melanite]], [[Red tourmaline]], [[Jelly opal]], [[Fire opal]], [[Pink tourmaline]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|20||[[Electrum]], [[Black pyrope]], [[Black zircon]], [[Green tourmaline]], [[Green zircon]], [[Almandine]], [[Red grossular]], [[Red pyrope]], [[Red spinel]], [[Red zircon]], [[Purple spinel]], [[Rhodolite]], [[Alexandrite]], [[Amethyst]], [[Kunzite]], [[Morganite]], [[Pink garnet]], [[Tanzanite]], [[Violet spessartine]], [[Brown zircon]], [[Cinnamon grossular]], [[Honey yellow beryl]], [[Bandfire opal]], [[Cat's eye]], [[Clear garnet]], [[Crystal opal]], [[Goshenite]], [[Harlequin opal]], [[Pinfire opal]], [[White opal]], [[Claro opal]], [[Chrysoberyl]], [[Green jade]], [[Heliodor]], [[Peridot]], [[Aquamarine]], [[Precious fire opal]], [[Red beryl]], [[Red flash opal]], [[Golden beryl]], [[Levin opal]], [[Rubicelle]], [[Topaz]], [[Topazolite]], [[Yellow grossular]], [[Yellow spessartine]], [[Yellow zircon]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|23||[[Rose gold]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|25||[[Indigo tourmaline]], [[Clear zircon]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|30||[[Gold]], [[Steel]], [[Black opal]], [[Blue garnet]], [[Demantoid]], [[Tsavorite]], [[Light yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|40||[[Platinum]], [[Aluminum]], [[Sapphire]], [[Emerald]], [[Ruby]], [[Faint yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|60||[[Black diamond]], [[Blue diamond]], [[Green diamond]], [[Red diamond]], [[Clear diamond]], [[Star sapphire]], [[Star ruby]], [[Yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|250||[[Raw adamantine]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|300||[[Adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; '''giant''' [[cave spider]] [[silk]] has an multiplier of 10, applied after base value, quality and addition of 40. Example: Wellcrafted giant cave spider silk robe (2*10*2+40)*10=800☼&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Item value is further increased by applying the [[Quality|quality]] modifier.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Decorations==&lt;br /&gt;
&lt;br /&gt;
Your [[craftsdwarf|craftsdwarves]] can add [[decoration|decorations]] to your objects. This increases their value. The base value of a decoration is 10. This is multiplied with the material the decoration is made of and the [[quality]] of the decoration, and added to the value of the item. For example, a [[gold]] stud would be worth 10 (base value for the decoration) times 30 (material multiplier for gold) =300☼. A finely crafted gold stud would be 3*10*30=900☼.&lt;br /&gt;
&lt;br /&gt;
== Dyeing ==&lt;br /&gt;
Value gained by [[dye]]ing is added, like that of decorations. Only [[thread]], [[cloth]] and its products can be dyed. Details see [[Dye]].&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Base Object&lt;br /&gt;
!&lt;br /&gt;
! Material&lt;br /&gt;
!&lt;br /&gt;
! Quality&lt;br /&gt;
!&lt;br /&gt;
! Final Value&lt;br /&gt;
|-&lt;br /&gt;
|Anvil ||(100)||Steel ||(x30)||+Item+ ||(x3)||9000☼&lt;br /&gt;
|-&lt;br /&gt;
|Door ||(10)||Obsidian ||(x3)||None ||(x1)||30☼&lt;br /&gt;
|-&lt;br /&gt;
|Block ||(5)||Wood ||(x1)||None ||(x1)||5☼&lt;br /&gt;
|-&lt;br /&gt;
|Goblet ||(10)||Lead ||(x2)||-Item- ||(x2)||40☼&lt;br /&gt;
|-&lt;br /&gt;
|Goblet ||(10)||Aluminum||(x40)||☼Item☼ ||(x12)||4800☼&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40373</id>
		<title>40d Talk:Duke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40373"/>
		<updated>2008-06-09T23:19:02Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arrival conditions ==&lt;br /&gt;
My [[Count]] was promoted to Duke just after a trade caravan left: Pop 215, Created ~960k, Imported ~497k (may have been more at the time), Exported 30235. -- [[User:Raumkraut|Raumkraut]] 02:41, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My [[Baron]] was promoted to Duke also after a trade caravan left: Pop '''211''', Created '''~1800k''', Imported '''~373k''', Exported '''30913'''. I suspect that Export must be over 30000 for the Duchy -- [[User:Zruty|Zruty]] 13:12, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Baroness was promoted to Countess recently, but hasn't been promoted to Duchess. Current status: Pop 130, Created 2953k, Imported 282k, Exported 45k. It seems likely that there's both Export 30,000 and a population requirement (my guess is 140). [[User:Vaniver|Vaniver]] 14:54, 6 June 2008 (EDT)&lt;br /&gt;
:Just became Duchy- not sure what the trigger was. The preceding events that might have had an impact (from most recent to older): mayoral election, arrival of Human traders, birth of 152nd dwarf. Pop 152, Created 4866k, Imported 334k, Exported 57k. [[User:Vaniver|Vaniver]] 19:19, 9 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Statue&amp;diff=4125</id>
		<title>40d:Statue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Statue&amp;diff=4125"/>
		<updated>2008-06-09T21:39:46Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Statues are [[buildings]] which can be built from the {{k|b}}uild menu under {{k|s}}tatue. They can be made from [[stone]], [[glass]], or 3 [[metal]] [[bar]]s. &amp;lt;br /&amp;gt;&lt;br /&gt;
A statue raises the value of the [[room]] it is placed in. The amount that the room value is raised depends on the craftsmanship of the statue.  Statues also are more valuable than other furniture made with the same material and [[quality]] level, as their [[Item value|base value]] is 25.  &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Statues may be built using one stone at the [[mason's workshop]] using the [[masonry]] [[labor]].  Statues may also be built using three metal bars of the same type at a [[metalsmith's forge]] using the [[Blacksmith|blacksmithing]] labor.&lt;br /&gt;
&lt;br /&gt;
You can create a [[sculpture garden]] from a statue's {{k|q}} menu. Dwarves will spend time at a statue garden appreciating the statues and may even organize parties there.&lt;br /&gt;
&lt;br /&gt;
Be careful when placing statues, because dwarves cannot move on the same square they occupy. A poorly placed statue can potentially seal off parts of your fortress. Also note that the floor under the statue cannot be smoothed or engraved after the statue has been placed. &lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4515</id>
		<title>40d:Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magnetite&amp;diff=4515"/>
		<updated>2008-06-06T19:02:23Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Magnetite|tile=~|color=#888&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[iron]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Sedimentary layer]]s&lt;br /&gt;
* Found as large clusters&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 8&lt;br /&gt;
* Contains [[native platinum|platinum]] veins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Magnetite''' ore can be smelted at a [[smelter]] by a dwarf with the [[furnace operating]] labor activated to produce [[iron]] bars.&lt;br /&gt;
It is, for all metalsmithing purposes, identical to [[hematite]].&lt;br /&gt;
&lt;br /&gt;
Magnetite is one of only 3 types of stones that can contain [[platinum nuggets]].&lt;br /&gt;
&lt;br /&gt;
== Magnetite and real world geology ==&lt;br /&gt;
&lt;br /&gt;
Although Magnetite seems to have no special properties at this time in Dwarf Fortress it is reasonable to assume that some have been contemplated. In real word geology magnetite is the most magnetic of all the naturally occurring minerals. For further reference see wikipedias article on [http://en.wikipedia.org/wiki/Magnetite Magnetite ]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40372</id>
		<title>40d Talk:Duke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40372"/>
		<updated>2008-06-06T18:54:03Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: /* Arrival conditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arrival conditions ==&lt;br /&gt;
My [[Count]] was promoted to Duke just after a trade caravan left: Pop 215, Created ~960k, Imported ~497k (may have been more at the time), Exported 30235. -- [[User:Raumkraut|Raumkraut]] 02:41, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My [[Baron]] was promoted to Duke also after a trade caravan left: Pop '''211''', Created '''~1800k''', Imported '''~373k''', Exported '''30913'''. I suspect that Export must be over 30000 for the Duchy -- [[User:Zruty|Zruty]] 13:12, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Baroness was promoted to Countess recently, but hasn't been promoted to Duchess. Current status: Pop 130, Created 2953k, Imported 282k, Exported 45k. It seems likely that there's both Export 30,000 and a population requirement (my guess is 140). [[User:Vaniver|Vaniver]] 14:54, 6 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40371</id>
		<title>40d Talk:Duke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40371"/>
		<updated>2008-06-06T18:53:55Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: /* Arrival conditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arrival conditions ==&lt;br /&gt;
My [[Count]] was promoted to Duke just after a trade caravan left: Pop 215, Created ~960k, Imported ~497k (may have been more at the time), Exported 30235. -- [[User:Raumkraut|Raumkraut]] 02:41, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My [[Baron]] was promoted to Duke also after a trade caravan left: Pop '''211''', Created '''~1800k''', Imported '''~373k''', Exported '''30913'''. I suspect that Export must be over 30000 for the Duchy -- [[User:Zruty|Zruty]] 13:12, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Baroness was promoted to Countess recently, but hasn't been promoted to Duchess. Current status: Pop 130, Created 2953k, Imported 282k, Exported 45k. It seems likely that there's both Export 30,000 and a population requirement (my guess is 140).&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mayor&amp;diff=13956</id>
		<title>40d:Mayor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mayor&amp;diff=13956"/>
		<updated>2008-06-03T04:37:28Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Mayor&lt;br /&gt;
| quarters=Decent Quarters&lt;br /&gt;
| dining=Decent Dining Room&lt;br /&gt;
| office=Decent Office&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Election&lt;br /&gt;
| function=&lt;br /&gt;
* Meet with [[Liaison]]&lt;br /&gt;
* Leadership&lt;br /&gt;
* Listen to complaints&lt;br /&gt;
}}&lt;br /&gt;
When the population of a fortress reaches 50, the [[Expedition leader]] becomes the Mayor.&lt;br /&gt;
&lt;br /&gt;
After a period of time, the fortress's dwarves may elect a new Mayor, who will demand the rooms accordingly. The former Mayor will revert to the job they had previously and will no longer require those rooms. Becoming Mayor gives a happy thought.&lt;br /&gt;
&lt;br /&gt;
The Mayor will listen to complaints of the other dwarves - this will give the complainer a happy [[thought]], while giving the mayor an unhappy one.&lt;br /&gt;
&lt;br /&gt;
The amount of [[friends]] a dwarf has may be the main factor in his election to the office of Mayor. &lt;br /&gt;
It is still possible for a dwarf with no [[social skills]] to be elected over a dwarf who has them.&lt;br /&gt;
&lt;br /&gt;
A mayor will sometimes makes [[mandate]]s, which includes banning exports or producing certain goods.  If a new mayor is elected when a mandate is in effect, the mandate will end, but no dwarves will be punished for not meeting it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Coffin&amp;diff=17021</id>
		<title>40d:Coffin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Coffin&amp;diff=17021"/>
		<updated>2008-05-21T00:27:40Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Coffins are used for the burial of dwarves or their cherished [[pet]]s.  While it is possible for the less caring fortress supervisor to simply designate a [[graveyard]] and have surviving dwarves sling their comrades into those, some prefer to construct coffins.  They can be built from [[stone]] at a [[Mason]]'s workshop (coffin), [[wood]] at a [[Carpenter]] (casket), [[metal]] at a [[Forge]] (sarcophagus) or, for the truly decadent, [[glass]] at a [[Glass Furnace]] (coffin).  They are listed in the {{k|b}}uild menu as Burial Receptacle {{k|n}}.&lt;br /&gt;
&lt;br /&gt;
Providing a casket for your deceased dwarves is not simply an aesthetic decision. Relatives (or, in the case of pets, owners) of the dead will have unhappy [[thoughts]] generated if their loved has just been slung in a graveyard to rot. Also, rotting dwarves, like anything else, produce [[miasma]], however placing a corpse in a coffin or casket prevents the smell from escaping.&lt;br /&gt;
&lt;br /&gt;
While [[tomb]]s can be designated from coffins, only some [[nobles]] specifically demand them.  The more self-important the noble, the more ornate the tomb must be, naturally.&lt;br /&gt;
&lt;br /&gt;
Note that a coffin that's assigned as a tomb with an owner of &amp;quot;nobody&amp;quot; will not be used for general burial. To designate a coffin as being suitable for general use, place the coffin with the {{k|b}}uild menu as normal, select it with {{k|q}}, then press {{k|b}} to designate it as suitable for burial. You may wish to designate whether it's to be used for pets, citizens, or both (if you want to have segregated pet and dwarf cemeteries, or simply don't want to bother providing coffins for pets). If a dwarf dies without a designated tomb, he will be interred in one of these designated coffins.&lt;br /&gt;
&lt;br /&gt;
Once a coffin is occupied by a deceased dwarf it can no longer be redesignated. The coffin can still be removed and placed elsewhere as normal, however, should you need to relocate it.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Seed&amp;diff=3038</id>
		<title>40d:Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Seed&amp;diff=3038"/>
		<updated>2008-05-20T14:44:35Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:::&amp;lt;small&amp;gt;''You may be looking for world generation seeds, listed at [[Pregenerated worlds]].''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves can use '''seeds''' to grow [[crops]] in [[farm plots]].  Every plant in the game produces seeds.  1-2 seeds are created when a plant is processed, brewed, or eaten (but not when cooked!)&lt;br /&gt;
&lt;br /&gt;
The 6 underground (&amp;quot;genuine dwarven&amp;quot;) plant seeds can be purchased at the beginning of the game (see [[Starting Builds]]).&lt;br /&gt;
&lt;br /&gt;
Fortresses can have a maximum of 200 seeds of each type. If your fortress has 200 seeds of a given type, no more seeds of that type will be produced until the seeds are consumed (either through planting or cooking) or otherwise destroyed.&lt;br /&gt;
&lt;br /&gt;
All seed types can be cooked, producing one unit of edible food per seed. Cooking seeds is only recommended for seed types you cannot plant, or when you have more seeds of a given type than you need. Considering that a farm plot of 50 tiles is more than one will ever need, anything upwards from 100 should be more than safe to cook. Caveat: You will have to keep an eye on the cooking and disable seed cooking in time, otherwise your seeds will all be used up.&lt;br /&gt;
&lt;br /&gt;
Seeds tend to take up lots of [[bag]]s. This can be controlled somewhat by [[dump]]ing surplus seeds from inside bags, especially if a single seed sits in a bag.&lt;br /&gt;
&lt;br /&gt;
== Seeds plantable indoors ==&lt;br /&gt;
&lt;br /&gt;
There are six types of seeds that can be used to plant crops underground (in silt/clay/mud, or stone that has been irrigated in some fashion):&lt;br /&gt;
&lt;br /&gt;
* [[Plump Helmet]] spawn&lt;br /&gt;
* [[Sweet Pod]] seeds&lt;br /&gt;
* [[Pig Tail]] seeds&lt;br /&gt;
* [[Cave Wheat]] seeds&lt;br /&gt;
* [[Dimple Cup]] spawn&lt;br /&gt;
&lt;br /&gt;
* [[Rock Nut]]s (which are used to grow [[Quarry Bush]]es) &lt;br /&gt;
&lt;br /&gt;
These are the only plants (aside from Tower Caps) that will grow inside the cave; all other (gatherable) plants can only be grown outside the cave. Most outside plants will produce seeds (see [[List of crops]]), and these can be used to plant crops outdoors. Planting crops outdoors can also be done with seeds traded for with merchants (if the [[biome]] fits) who will always bring some with them.&lt;br /&gt;
&lt;br /&gt;
== Seeds plantable outdoors ==&lt;br /&gt;
&lt;br /&gt;
There are several types of seeds that can be acquired by gathering them outside, and then either brewing them, or eating them raw. Availability depends on your map.&lt;br /&gt;
&lt;br /&gt;
These include:&lt;br /&gt;
&lt;br /&gt;
* [[Wild strawberry]]&lt;br /&gt;
* [[Rope reed]] (very rarely found, though you can buy them from traders)&lt;br /&gt;
* [[Prickle berry]]&lt;br /&gt;
* [[Sun berry]]&lt;br /&gt;
* [[Muck root]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Whip vine]]&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Fisher berry]]&lt;br /&gt;
* [[Rat weed]]&lt;br /&gt;
* [[Longland grass]]&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9355</id>
		<title>40d:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9355"/>
		<updated>2008-05-17T20:33:39Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: /* How to influence the types of dwarves that immigrate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Immigration''' can occur during any season.&lt;br /&gt;
&lt;br /&gt;
Migrants will spawn at the edge of your local zone and move towards any meeting area that you have designated. If there is no meeting zone they will simply sit at the edge of the map until their &amp;quot;migrant&amp;quot; status fades and they find a job. Keep in mind that they can spawn on '''any''' open edge of the map, on any Z-axis; if there is no available path to your fortress, they will sit and wait until one is opened up or until they go crazy and die. Some players have reported that their migrants spawn in the middle of nowhere. This behaviour is a bug, though an entertaining one.&lt;br /&gt;
&lt;br /&gt;
The total number of dwarves in your fort is limited to 200, but you can change this in the init file. It will take several years to reach this number, assuming you want to reach it at all. Once you reach the immigration limit, normal immigration will cease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== When does Immigration usually occur? ==&lt;br /&gt;
If your dwarves are very industrious &amp;lt;small&amp;gt;numbers would be helpful here&amp;lt;/small&amp;gt;, you can expect to receive ten or more migrants in the first immigration wave, which can occur in autumn or even in summer of your first year. Immigration does usually occur from mid-spring of the second year on.&lt;br /&gt;
&lt;br /&gt;
Migrants seem to have a tendency to arrive in spring but can arrive in any season.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How immigration is calculated ==&lt;br /&gt;
Immigration figures are based on your fortress's total &amp;quot;Created [[Wealth]]&amp;quot; (visible on the Status (['''z''']) screen once you get a [[bookkeeper]] with the [[appraiser]] skill). All objects with any value (including mined-out areas, bridges, and just about every kind of created good) will be included in the total. [[Artifact]]s are one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily decorated can potentially double fortress wealth early in the game. Forbidden items however are not added to your wealth; it is unclear if they still influence immigration.&lt;br /&gt;
&lt;br /&gt;
This created wealth will be witnessed and reported back to the world by the yearly dwarven [[caravan]].{{verify}} If the caravan dies before making it back to the dwarven capital (if they fail to make it off your map), then the previous caravan's report is used to determine this year's figures.{{verify}}. This is not the only factor that influences immigration though. &lt;br /&gt;
&lt;br /&gt;
Immigration is rarely greater than 24 dwarves per wave, not including pets, kids and spouses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to influence the types of dwarves that immigrate ===&lt;br /&gt;
You can't, really, although it is believed that the immigrants' skills/careers might be influenced by the type and number of workshops available.&lt;br /&gt;
&lt;br /&gt;
[[Soldiers]] will only arrive if you have made their type of weapon; if you make one battle axe, you will only get axedwarves. If you make a crossbow and a war hammer, you will get crossbowdwarves and hammerdwarves. This is not affected by weapons brought to your fort; getting immigrant carpenters won't let you get immigrant axedwarves. It is not known if the number of weapons created matters.&lt;br /&gt;
&lt;br /&gt;
When you meet certain requirements in your outpost, like population or created wealth, some [[nobles]] will immigrate, like the [[Dungeon master]].&lt;br /&gt;
&lt;br /&gt;
== What are the drawbacks to immigration? ==&lt;br /&gt;
Most of the time, immigration is a ''Good Thing,'' and the more, the merrier. More dwarves means more work gets done (especially hauling, since immigrants are basically peasants), more dwarves can be given &amp;quot;luxury&amp;quot; tasks like defending the fortress or making dyed cloth, and some nobles require a certain number of dwarves before they arrive. However, more dwarves also means more CPU cycles eaten up, especially if your fortress is already taxing on your computer.&lt;br /&gt;
&lt;br /&gt;
Of course, additional dwarves also require additional bedrooms, workshops, and booze before they can be properly productive, and some players prefer to increase their population slowly to allow them to add the extra infrastructure at a more sedate pace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How can I curb immigration? ==&lt;br /&gt;
The easiest method to handle immigration is to alter the population cap in init.txt. You can first set it low and raise it as you see fit. Note that you may consider this to be cheating, and it also requires exiting the game each time you want more immigrants.&lt;br /&gt;
&lt;br /&gt;
You can also make sure your fort does not produce or build much. Of course, this is not an especially interesting way to play the game. Since artifacts often account for most of your fortress' wealth, killing dwarves that enter [[strange mood]]s, or turning the moods off entirely in the init file, may be a better option. This can often be accomplished by making sure all your [[workshop]]s are in enclosed rooms, then locking the door on them until they go [[insane]], then starve to death. This has a drawback in that dwarves that do manage to produce an artifact often gain a desirable [[legendary]] [[skill]].&lt;br /&gt;
&lt;br /&gt;
You can also kill the immigrants themselves, deliberately or otherwise. Very large numbers of deaths at a fortress, from any cause, (exact number unknown) can cause all immigration (except nobles) to cease for a while: your fortress has gained a reputation as a deathtrap!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Migrant=&lt;br /&gt;
A '''migrant''' is a member of a wave of immigration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Migrants in [[Fortress Mode]] ==&lt;br /&gt;
Migrants will enter at the edge of the map, in waves, heralded by an announcement. They will travel single file from this one location until the last one of this wave has arrived. The number in a wave has not been known to exceed 24. Migrants can arrive as early as summer of your first year. They seem to have a tendency to arrive in spring but can arrive in any season.&lt;br /&gt;
&lt;br /&gt;
Migrants come with no skills at all (peasants), novice level of two or three skills from a single profession,or a (no adjective) level of a single [[skill]]. Migrants will sometimes bring their spouses, [[child]]ren, and even their [[pet]] [[animal]]s. Spouses may come as unskilled peasants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Migrants in [[Adventure Mode]] ==&lt;br /&gt;
Roving bands of migrants may be found on the world map. These migrants can be linked to any of the major civilizations found on the world. This includes [[goblin]]s and [[kobold]]s. Such bands will consist of non-specialized adults and children.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Migration Effects on the World ==&lt;br /&gt;
It is possible for migration to change the population levels of settlements on the map over time, and to cause factions of a civilization to merge. This can be discovered through talking to individuals in Adventurer mode, and will subsequently show up in [[Legends mode]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vaniver&amp;diff=41675</id>
		<title>User:Vaniver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vaniver&amp;diff=41675"/>
		<updated>2008-05-17T19:39:55Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: New page: Vaniver has been content lately. He admired a fine wiki lately. He admired own splendid video game lately. He made a satisfying acquisition lately.  He is a faithful worshipper of Science....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vaniver has been content lately. He admired a fine wiki lately. He admired own splendid video game lately. He made a satisfying acquisition lately.&lt;br /&gt;
&lt;br /&gt;
He is a faithful worshipper of Science.&lt;br /&gt;
&lt;br /&gt;
He is a citizen of America.&lt;br /&gt;
&lt;br /&gt;
Vaniver likes Emeralds, Obsidian, books, beds, computers, and cats for their aloofness. When possible, he prefers to consume pasta and pizza. He absolutely detests insects.&lt;br /&gt;
He is entirely adverse to risk and excitement. He never becomes angry. He has an incredibly calm demeanor. He is assertive. He is rarely happy or enthusiastic. He doesn't like to compromise with others. He has a profound sense of duty and obligation. He prefers familiar routines. He prefers to be alone. He only rarely feels strong cravings or urges. He is entranced by riddles and puzzles and loves to debate issues and ideas. He is immodest. He is put off by authority and tradition. He tries to live a well-organized life. He is self-disciplined. He is incredibly frank and candid in dealings with others. He is very distant and reserved. He is trusting. He is confident under pressure. He thinks it is incredibly important to strive for excellence. He tends not to openly express emotions. He is very confident. He thinks through every alternative and their consequences before acting.&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bolt&amp;diff=25346</id>
		<title>40d Talk:Bolt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bolt&amp;diff=25346"/>
		<updated>2008-05-17T19:13:05Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Metal bolts ... are considered too valuable to be wasted on practice.&amp;quot; Is that a rule enforced by the game, or the contributor's opinion? --[[User:Tocky|Tocky]] 14:13, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:  The game. [[User:Calculus|Calculus]] 14:22, 11 November 2007 (EST)&lt;br /&gt;
::Besides have you ever traded bolts or arrows? They are ☼expensive☼. --[[User:Ikkonoishi|Ikkonoishi]] 22:39, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
how much wood is needed for one bolt? checking.. --[[User:Koltom|Koltom]] 21:37, 10 February 2008 (EST)&lt;br /&gt;
:seems one log makes 25 bolts? anyone agree? --[[User:Koltom|Koltom]] 22:11, 10 February 2008 (EST)&lt;br /&gt;
::Yes, one log makes 25 bolts. --[[User:Wafl|Wafl]] 11:21, 11 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
What's the point of encrusting ammo? Just increases value? [[User:Vaniver|Vaniver]] 15:13, 17 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Count&amp;diff=34788</id>
		<title>40d Talk:Count</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Count&amp;diff=34788"/>
		<updated>2008-05-17T18:25:12Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I got a baron, then five immigrants later in the same wave, he became a count.  I also happened to save right beforehand.  I'll play with it a bit, figure out exactly where the promotion happens, and what changes to cause it.  --[[User:Bobson|Bobson]] 14:04, 11 January 2008 (EST)&lt;br /&gt;
: To get the count, you need to have had at least 110 population at some point, and exported wealth greater than 18000 (possibly as high as 34000 - I exported a lot to those caravans...). Normally the exported wealth threshold will be met first. You don't need to have a population of 110 at the time - my current fortress got up to 110, lost a lot of people to a siege and went back down to 87, and only after that crossed the export threshold. At that point the Baroness got promoted to Countess. --[[User:Cim|Cim]] 08:09, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Barony: pop 126, created 474160, imported 295700, exported 18202. As soon as the last mule of the caravan left the map, my exported wealth changed to 24047 and the lands were made a County. -- [[User:Raumkraut|Raumkraut]] 04:56, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Barony: pop 116, created 1,505,686, imported 430,263, exported 20,430. Not sure what triggered the change- no merchants at the time and it had been a bit since the last migrant wave. [[User:Vaniver|Vaniver]] 14:25, 17 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wear&amp;diff=37399</id>
		<title>40d:Wear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wear&amp;diff=37399"/>
		<updated>2008-05-04T01:16:39Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most items are subject to wear/rotting/withering if stored '''outside'''. &lt;br /&gt;
&lt;br /&gt;
Most items are ''not'' subject to wear when stored '''inside''', notably prepared meals, [[Alcohol|drinks]] and [[plants]]. 'Stored' here refers to stockpiles, some items may still rot when lying around randomly, in workshops, or, worse, in water.&lt;br /&gt;
&lt;br /&gt;
Some [[food]], specifically uncooked [[meat]] and [[fish]], and [[clothes]] are still subject to '''wear''' when stored inside. Wear of barreled meat will then set in roughly 2 seasons after butchering or trading. &lt;br /&gt;
&lt;br /&gt;
The remains of vermin will rot both inside and outside, more important they will cause [[miasma]] inside. It is therefore necessary to keep an eye on tidying up and either have refuse stockpiles outside or well separated from the rest of your fortress if inside.&lt;br /&gt;
&lt;br /&gt;
Storage in barrels will delay wear both inside and outside.&lt;br /&gt;
&lt;br /&gt;
Wear will be signified by different &amp;quot;levels&amp;quot; of x or X bracketing the item and viewing will give an account of how badly worn (some wear...mangled) the item is. &lt;br /&gt;
&lt;br /&gt;
Mangled food can still be cooked, seemingly without quality loss, although its value is given as 0☼.&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Vaniver&amp;diff=39853</id>
		<title>User talk:Vaniver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Vaniver&amp;diff=39853"/>
		<updated>2008-04-05T21:32:03Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How long is &amp;quot;a long time&amp;quot;? (refering to [http://www.dwarffortresswiki.net/index.php?title=Your_first_fortress&amp;amp;diff=prev&amp;amp;oldid=22342 this] edit) --[[User:Savok|Savok]] 15:02, 5 April 2008 (EDT)&lt;br /&gt;
:Any number I could put there would be hearsay or specific to my machine; I seem to remember the first one I generated taking around 20 minutes, but I also didn't time it; I've heard tales of up to an hour. [[User:Vaniver|Vaniver]] 17:32, 5 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Carve_fortifications&amp;diff=12507</id>
		<title>40d:Carve fortifications</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Carve_fortifications&amp;diff=12507"/>
		<updated>2008-04-05T05:59:37Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ''carve fortifications'' designation is a designation which allows you to produce [[fortification]]s in a smoothed natural rock face.  It can be used to carve fortifications into [[construction]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11032</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11032"/>
		<updated>2008-04-05T05:16:23Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: /* Generating a world */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll want to do when starting Dwarf Fortress is [[World generation |create a world]]. You have two options: Create a fractally-generated random world or re-create one of the [[pregenerated worlds]] using a specific seed. &lt;br /&gt;
&lt;br /&gt;
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} to continue. The engine will then start to create a random world for you. You might notice that worlds are rejected before the engine continues with rivers and lakes. The rejections are normal engine behaviour, since it rejects the random generated world if it doesn't meet certain criteria.&lt;br /&gt;
&lt;br /&gt;
Generating a random world with the standard template may take a long time on most machines. If you want to jump right into playing, you should probably choose Design New World with Parameters instead of Create New World Now! and pick a Pocket-sized world instead of a standard-sized world.&lt;br /&gt;
&lt;br /&gt;
(Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
If you have at least one world without an active fortress, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Chose &amp;quot;Dwarf Fortress&amp;quot; and you'll see a four-section window looking something like:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
You can move around the region map with {{k|←}}{{k|↑}}{{k|→}}{{k|↓}}, or at 10x speed with {{k|Shift}}+{{k|←}}{{k|↑}}{{k|→}}{{k|↓}}. The region map is immense, at the default size, so there is also a world map that shows you where you are in the world.&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has six modes which you cycle through by pressing {{k|TAB}}. In turn, they display:&lt;br /&gt;
&lt;br /&gt;
* [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[Animal|wildlife]] at the center of the selection rectangle. Look at the example picture again. Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's true only for the exact center of the local area: You'll notice that the local area includes some of both on the edges, which is often all you need. You can view the different types of [[biomes]] in the selected area by hitting the {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} keys.&lt;br /&gt;
&lt;br /&gt;
* [[Civilization]]s are shown with various symbols on the regional map and are capable of interacting with you. You need to be in contact with dwarves to get [[immigrant]]s. You'll want to trade with the dwarves and preferably also [[human]]s and [[elves]]. [[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island. You will be attacked by Goblins some point in the game, just don't setup your first fortress in their area.&lt;br /&gt;
&lt;br /&gt;
* Your dwarven civilization. Your choice of civilization may have an effect on [[trade]] and [[immigration]].{{verify}} For instance, one civilization might have access to [[groundhog]] [[meat]], whereas another might not.&lt;br /&gt;
&lt;br /&gt;
* Relative [[elevation]] and [[slope]] steepness. This lets you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more. A good elevation map contains lots low elevation changes ranging from 1 to 4.&lt;br /&gt;
&lt;br /&gt;
==== Location, Location, Location ====&lt;br /&gt;
&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&lt;br /&gt;
&lt;br /&gt;
* Lots of trees and vegetation are good for producing food and lumber for your fortress.&lt;br /&gt;
* Running water = permanent source of water. Lakes and ponds have a finite amount of water.&lt;br /&gt;
* A temperate climate is one that experiences all four seasons. '''Hot''' and '''Freezing''' climates take those temperatures to the extreme. Just like in the real world, it is more difficult to sustain life (and therefore, your fortress) in these conditions.&lt;br /&gt;
&lt;br /&gt;
* Try to stay away from locations that are labeled &amp;quot;terrifying.&amp;quot; Also, starting out in the middle of a goblin fortress is probably not a good idea.&lt;br /&gt;
* Magma is nice, but not necessary. And with magma comes Magma men and other such frightful creatures.&lt;br /&gt;
* Areas with [[Aquifers]] require some engineering to get to rock. You'll be warned if you chose an area with an aquifer. When in doubt, don't try it.&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&lt;br /&gt;
&lt;br /&gt;
==== Fortress size ====&lt;br /&gt;
&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area. Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance, higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front [[gate]]. (Note that you can [[mine]] many levels deep into the ground, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
&lt;br /&gt;
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|h}} {{k|k}} {{k|u}} or {{k|m}}keys.&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site.&lt;br /&gt;
&lt;br /&gt;
== Buying skills and items ==&lt;br /&gt;
&amp;lt;!-- I've written this build carefully. While it does need improvement, please give a reason if you change it. --Savok --&amp;gt;&lt;br /&gt;
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The [[iron]] [[anvil]] costs 1000☼ to take. While you need an anvil for metalsmithing, you shouldn't take it here, since the dwarven [[caravan]] may bring one in [[autumn]] of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If you can't buy it then, you can order one later.&lt;br /&gt;
&lt;br /&gt;
First, remove all the items in the items screen, so you'll have enough money to spend on skilled dwarves. You need to press the - key on the numpad to sell items. Likewise you use the + button on the numpad to buy more of an item. + and - on the regular keyboard will not work.&lt;br /&gt;
&lt;br /&gt;
Here's a suggestion of what skills to take. For food safety one may prefer a [[fisherdwarf]]/[[fish cleaner]] to the [[weaponsmith]]/[[armorsmith]], but it's hardly necessary. You can also cut down on the building designer, as this skill only improves work speed{{verify}} and isn't needed that often in the long run{{verify}}.&lt;br /&gt;
&lt;br /&gt;
* Proficient [[Miner]]/Novice [[Judge of intent]]/Novice [[Appraiser]]/Novice [[Organizer]]/Novice [[Record keeper]]/Novice [[Consoler]]. This dwarf will be the leader (who is also a counselor of sorts), trader, manager, bookkeeper, and also a miner, when he has time.&amp;lt;!-- Organizer and Record Keeper cause the nobles to be set up correctly at the beginning, with this guy being all of them. This is a newbie guide - the less information they have to process, the better. --&amp;gt;&lt;br /&gt;
* Proficient [[Miner]]/Proficient [[Mason]]&lt;br /&gt;
* Proficient [[Woodcutter]]/Proficient [[Carpenter]]&lt;br /&gt;
* Proficient [[Grower]]/Proficient [[Herbalist]]. If you know how underground farming works, you might want to combine a Proficient [[Grower]] with a [[Craftsdwarf|stonecrafter]], [[gem cutter]]/[[gem setter]] or [[clothier]] instead to produce items of value for trade. A herbalist is useful for acquiring above ground seeds mostly and food output from farming is more than generous.&lt;br /&gt;
* Proficient [[Building designer]]/Proficient [[Mechanic]]&lt;br /&gt;
* Proficient [[Weaponsmith]]/Proficient [[Armorsmith]]. If you ever plan to equip an army with weapons and armor, you'll need a dwarf skilled at these.&lt;br /&gt;
* Proficient [[Brewer]]/Proficient [[Cook]]. A skilled cook makes high quality food. High quality food keeps your dwarves happy, which makes the game a lot easier.&lt;br /&gt;
&lt;br /&gt;
The total cost of the skills is 480☼, but it is worth the cost: Once you start the fortress, skills will be much more difficult to get than valuable goods.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
You have 1580☼ to spend on items to take along.&lt;br /&gt;
&lt;br /&gt;
* You'll need two [[copper]] [[pick]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed.&lt;br /&gt;
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possible metal for it is [[steel]], it costs 300☼.&lt;br /&gt;
* You'll need food. We recommend the following:&lt;br /&gt;
** 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more [[barrel]]s that way. (200☼ total)&lt;br /&gt;
*** If you bring Turtle or any other fish, you will get bones and shells when they are consumed, though you won't if you cook them.&lt;br /&gt;
** 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge. Alcohol stacks 5 drinks per barrel, so stack sizes ending in 1 or 6 earn you a cheap barrel. (200☼ total)&lt;br /&gt;
*** If you bring all the types available it will help keep the dwarfs happy, since a given dwarf might have a preference as to what kind of booze he drinks, and his favorite one will make him happier. Don't worry about this too much.&lt;br /&gt;
* You need [[seed]]s, which are 1☼ each:&lt;br /&gt;
** 25 [[plump helmet spawn]]. Plump helmets will likely be your main crop, as they are easy to grow, and, if you brew them then cook the wine, they give as much food as anything else. However, many players consider this cheating. Real dwarves don't eat biscuits made only out of wine.&lt;br /&gt;
** 10 [[pig tail]] seeds&lt;br /&gt;
** 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar [[cheating]]&lt;br /&gt;
* You may wish to bring [[animal]]s:&lt;br /&gt;
** Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.{{ver|0.23.130.23a}}&lt;br /&gt;
** [[Cat]]s kill [[vermin]], preventing unhappy [[thought]]s, and will take owners which will make the owners happy, but also leave dead rats and other vermin corpses around your fortress which can produce clouds of [[miasma]]; bringing cats is a matter of preference, but not recommended for novices. They also will choose their owners, so you may end up with a swarm of cats that cannot be killed without sending the whole fortress into [[tantrum]]s. They cost 11☼ each.&lt;br /&gt;
*** If you want to prevent a catsplosion (insanely high cat population?) with certainty, kill all female cats before they find an owner. If immigrants tantrum, kill them too.&lt;br /&gt;
* If you have followed the above exactly, you'll have 763☼ left. Spend this on whatever you like. If the area where you are has little wood, like a [[desert]] or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 63☼. You can request an axe from the caravan or [[forge]] it yourself.&lt;br /&gt;
* If you plan on raising animals as a food source you could take two cows or depending on where you start or what civilization you select 2 horses or camels to breed.&lt;br /&gt;
&lt;br /&gt;
=== [[Fortress name|Naming]] ===&lt;br /&gt;
&lt;br /&gt;
You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a name like &amp;quot;The Bloody Anus of Angels.&amp;quot; And we hope you don't want that.&lt;br /&gt;
&lt;br /&gt;
== Beginning the fortress ==&lt;br /&gt;
&lt;br /&gt;
When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
&lt;br /&gt;
* Dig secure lodgings.&lt;br /&gt;
* Create [[stockpile]]s.&lt;br /&gt;
* Build basic [[workshop]]s.&lt;br /&gt;
* Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
* Construct a [[Farming|farm]].&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&lt;br /&gt;
* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
&lt;br /&gt;
* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or &amp;quot;[[Z]]-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).&lt;br /&gt;
&lt;br /&gt;
* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.&lt;br /&gt;
&lt;br /&gt;
* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} on the number pad ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of [[hauling]] for one of the miners so they get right to work [[digging]] and don't get distracted by [[hauling]] commands. The {{k|Enter}} key toggles whether a dwarf will perform the given task or not.&lt;br /&gt;
&lt;br /&gt;
=== Digging ===&lt;br /&gt;
&lt;br /&gt;
* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press {{k|Enter}} to start marking where to dig.&lt;br /&gt;
&lt;br /&gt;
* Start digging out a room as the start of your fortress. If you don't like the area the [[wagon]] starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, [[loam]], or [[clay]], you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.&lt;br /&gt;
&lt;br /&gt;
* You will need rock for construction, through, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;del&amp;gt;Dwarves&amp;lt;/del&amp;gt; Sane dwarves live underground, of course, so digging the start of your fortress requires you to understand the lay of the land. Likely, your fortress will be located in one of two types of areas, either near a preexisting steep slope you can dig into the side of, or in an area where you will have to dig [[stairs]] to get below the surface first. Examine the land using the {{k|k}} view command mentioned previously to determine which method you need to use. Open space means the land drops below your current Z-level.&lt;br /&gt;
&lt;br /&gt;
* To dig down with stairs, designate a [[downward stairway]] on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate an [[upward stairway]] on the tile directly beneath the downwards stairs. An [[up/down stairway]] works like both types of stairways in one tile. [[Stair]]s can go as deep as you want in a stack if you keep making [[up/down stairway]]s on top of each other. You can continue stairs from both the top and the bottom of [[up/down stairway]]s, but only from the bottom of [[downward stairway]]s, and only from the top of [[upward stairway]]s so only use the [[upward stairway]] or [[downward stairway]] when you're not planning to ever go further that direction. Keep in mind that [[upward stairway]]s and [[up/down stairway]]s are limited to real-life locations, so you can't build a new [[upward stairway]] or [[up/down stairway]] in a previously mined square without a [[downward stairway]] above it, though you can build them into un-mined areas.&lt;br /&gt;
&lt;br /&gt;
=== Creating [[stockpile]]s ===&lt;br /&gt;
&lt;br /&gt;
* Outdoors by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and delay the [[Wear|rotting]] of food. You may wish to create a [[stone stockpile]], but this may cause your dwarves to get bogged down with hauling if you make it too large. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
&lt;br /&gt;
* Move all stockpiles inside as soon as possible for most things will eventually [[rot]] outside but never inside.&lt;br /&gt;
&lt;br /&gt;
* You'll need to make many different stockpiles throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Building workshops ===&lt;br /&gt;
&lt;br /&gt;
* Disassemble the wagon for [[wood]], by &amp;quot;destroying it&amp;quot;, by pressing {{k|q}}, moving the cursor over the wagon, and pressing {{k|x}}. Your carpenter should then disassemble it into three logs (This is the same process to disassemble most any building).&lt;br /&gt;
&lt;br /&gt;
* Create a [[mason's workshop]], a [[carpenter's workshop]], and a [[mechanic's workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''However''', if the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
&lt;br /&gt;
* In order to get the worshops actually built, the Mason must do his job. If he's also miner (as proposed above), it's necessary to switch off &amp;quot;Mining&amp;quot; for him, else he won't build something and instead continue mining.&lt;br /&gt;
&lt;br /&gt;
* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.&lt;br /&gt;
** The answer to the question, &amp;quot;is fishing high priority,&amp;quot; (which was asked here) depends on what kind of priority you mean. If you mean &amp;quot;do dwarves fish instead of other tasks,&amp;quot; yes, fishing is very high priority.&lt;br /&gt;
&lt;br /&gt;
* At the [[mason's workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with {{k|+}} and {{k|-}} and pressing enter. Stone is more common than wood, so you want to make everything you can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
&lt;br /&gt;
* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|Enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
&lt;br /&gt;
* At the [[carpenter's workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wood. These are needed to heal any injured dwarf.&lt;br /&gt;
&lt;br /&gt;
* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing {{k|Enter}}, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, on the floor if there aren't enough beds. You may prefer to make a separate room for it, though this is not necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is where I stopped working on the article. --Savok --&amp;gt;&lt;br /&gt;
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[mechanic's workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon: press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
=== Farming ===&lt;br /&gt;
&lt;br /&gt;
Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. (you ''can'' get some surface-grown crops using the [[Gather plants]] designation liberally.) &lt;br /&gt;
&lt;br /&gt;
If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
&lt;br /&gt;
Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
A dwarven caravan will drop by on the first year. You need to have an accessible [[Trade depot]] to trade and an [[Office]]{{verify}} for your outpost leader to meet with the [[liaison]] and discuss what to bring for the next year. The meeting can take place anywhere on the map, but the office seem to be prefered. Traders with horses or camels and the like can reach pretty much any place that hasn't been locked or isn't up or down stairs. Dwarven and human wagons are a little more tricky sometimes, they need a 3 tile path.&lt;br /&gt;
&lt;br /&gt;
You may be a bit light on things to trade. If you have any leftover [[mechanism]]s, send 'em in; they're worth a good penny, especially if they're of better quality. You can also build a [[Craftsdwarf's workshop]] and make stone crafts for trading if you brought a skilled stonecrafter with you. If you have any high quality cooked meals and feel that you are well stocked on food you may consider selling that, but don't underestimate the first wave of [[immigrant]]s.&lt;br /&gt;
&lt;br /&gt;
If you have managed to kill any invaders, many of them wear silk clothes that don't fit Dwarves. These can be worth hauling long distances - one pair of silk socks or a shirt may practically pay for an anvil.&lt;br /&gt;
&lt;br /&gt;
In order to trade, you'll need to use {{k|q}} on the trade depot. Pressing {{k|r}} will put a &amp;quot;Trade at depot&amp;quot; job on the queue (make sure your broker's not off hauling stone or something). While you're doing this, you'll need to move the things you want to trade away to the depot: The {{k|g}} key lets you pick from your stores. Once the broker and the items are in place, use {{k|t}} to initiate the trade. &lt;br /&gt;
&lt;br /&gt;
What to buy? An anvil if you don't have one. Logs, crops, booze, cheap meat, cheap raw materials you can process. Any general, cheap supplies you need. Do not buy cheese or giant cave spider silk for now. They're not worth it. However, if you are in an area that cannot produce steel, and you can pay for it, you may wish to start ordering steel and/or steel ingredients now.&lt;br /&gt;
&lt;br /&gt;
Each level of asking for an item increases the prices by 20%, on average, so while if you pay the max amount you will almost certainly get the item, and lots of it, you'll be paying twice the normal value.&lt;br /&gt;
&lt;br /&gt;
== What next? ==&lt;br /&gt;
&lt;br /&gt;
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
&lt;br /&gt;
Here's some ideas for what to do next:&lt;br /&gt;
* Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
* Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
* Start [[smelting]] the ore you've mined if you have dwarves with the right skills.&lt;br /&gt;
* Build a [[trade depot]] so that merchants can come and trade with you.&lt;br /&gt;
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of alcohol.&lt;br /&gt;
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.&lt;br /&gt;
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
&lt;br /&gt;
And when you start feeling more confident with your DF-knowledge, you can try to set some [[Game goals|crazy goals]] for yourself for a challenge, or just enjoy the game in the way '''you''' fashion at your own pace. But most importantly to remember, '''Losing is fun!'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wild_strawberry&amp;diff=15938</id>
		<title>40d:Wild strawberry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wild_strawberry&amp;diff=15938"/>
		<updated>2008-03-30T23:04:33Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wild Strawberries'''&lt;br /&gt;
&lt;br /&gt;
The wild strawberry is to the [[prickle berry]] what the [[bloated tuber]] is to the [[muck root]]. It has the same products and same growing seasons, but is just plain better. Brew this to make [[strawberry wine]]. These can be collected by [[Gathering plants]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;Value: 4&lt;br /&gt;
&amp;lt;br /&amp;gt;Drink value: 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Seasons: All&lt;br /&gt;
&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wild_strawberry&amp;diff=15937</id>
		<title>40d:Wild strawberry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wild_strawberry&amp;diff=15937"/>
		<updated>2008-03-30T22:41:16Z</updated>

		<summary type="html">&lt;p&gt;Vaniver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wild Strawberries'''&lt;br /&gt;
&lt;br /&gt;
The wild strawberry is to the [[prickle berry]] what the [[bloated tuber]] is to the [[muck root]]. It has the same products and same growing seasons, but is just plain better. Brew this to make strawberry wine. These can be collected by [[Gathering plants]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;Value: 4&lt;br /&gt;
&amp;lt;br /&amp;gt;Drink value: 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Seasons: All&lt;br /&gt;
&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>Vaniver</name></author>
	</entry>
</feed>