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	<updated>2026-08-18T20:24:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:War&amp;diff=139714</id>
		<title>v0.31:War</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:War&amp;diff=139714"/>
		<updated>2011-03-23T13:59:42Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: /* Dwarf Fortress Mode */ Added diplomat - peace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:39, 8 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
War is a state of conflict between two {{L|civilization}}s. During Dwarf Fortress mode, it's a bottomless pit of {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
==World Gen==&lt;br /&gt;
War is common during world gen. During world-gen war, civilizations will attack each other's settlements, occasionally destroying a site and occasionally taking it over.&lt;br /&gt;
&lt;br /&gt;
==Dwarf Fortress Mode==&lt;br /&gt;
In dwarf fortress mode, war will cause {{L|siege}}s to arrive and bring you {{L|fun}} and [[Goblinite|presents]].&lt;br /&gt;
The hostile nation may attack very occasionally or every year, so be well prepared. Civilisations whom you are at war with may occasionally send a diplomat to try and end the war, you will have the option to agree to the peace treaty, or dismiss the diplomat and continue the war.&lt;br /&gt;
You can see if you are at war with a civilization on the {{k|c}}ivilization screen.&lt;br /&gt;
&lt;br /&gt;
===At Embark===&lt;br /&gt;
When embarking, one can check to see which races their civ is at war with. Different civs may be at war with different races. Goblins are considered to be in a constant minor conflict with dwarves, instead of a real war.&lt;br /&gt;
&lt;br /&gt;
===Causing War===&lt;br /&gt;
The following events will make a civilization unhappy, eventually leading to war:&lt;br /&gt;
*The death of a trader (Despite whether or not you caused the death) while visiting your fortress.&lt;br /&gt;
*Failing to keep to the harvesting limit the {{L|elves}} set, if any.&lt;br /&gt;
*Seizing Caravans&lt;br /&gt;
*Annoying traders (such as offering the hippies wood products repeatedly).&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:War&amp;diff=139713</id>
		<title>v0.31 Talk:War</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:War&amp;diff=139713"/>
		<updated>2011-03-23T13:56:09Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Blockade ==&lt;br /&gt;
&lt;br /&gt;
I've been suffering from prolonged sieges in recent years, and as a result the human caravan stopped arriving.&lt;br /&gt;
&lt;br /&gt;
Then, during yet another goblin siege, a group of about eight humans came along and I got the usual &amp;quot;The enemy has arrived and is laying siege to the fortress&amp;quot;. They were swiftly dispatched by the goblin hoards, then the goblins gave up their siege.&lt;br /&gt;
&lt;br /&gt;
The next year a human diplomat arrived and requested peace, and was shortly followed by a very minimal caravan (two traders and two guards). Is there any chance that this human &amp;quot;siege&amp;quot; was actually an attempt at breaking the goblins siege? Like the humans were actually trying to assist me, rather than start a war? Or did the human's caravan get destroyed repeatedly outside of my realm, and the humans decided it was my fault?&lt;br /&gt;
&lt;br /&gt;
EDIT: At the very least, it shows that warring nations can make peace nowadays. I'll modify the article to show this.&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:War&amp;diff=139712</id>
		<title>v0.31 Talk:War</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:War&amp;diff=139712"/>
		<updated>2011-03-23T13:54:41Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: Blockade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Blockade ==&lt;br /&gt;
&lt;br /&gt;
I've been suffering from prolonged sieges in recent years, and as a result the human caravan stopped arriving.&lt;br /&gt;
&lt;br /&gt;
Then, during yet another goblin siege, a group of about eight humans came along and I got the usual &amp;quot;The enemy has arrived and is laying siege to the fortress&amp;quot;. They were swiftly dispatched by the goblin hoards, then the goblins gave up their siege.&lt;br /&gt;
&lt;br /&gt;
The next year a human diplomat arrived and requested peace, and was shortly followed by a very minimal caravan (two traders and two guards). Is there any chance that this human &amp;quot;siege&amp;quot; was actually an attempt at breaking the goblins siege? Like the humans were actually trying to assist me, rather than start a war? Or did the human's caravan get destroyed repeatedly outside of my realm, and the humans decided it was my fault?&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=136067</id>
		<title>v0.31 Talk:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=136067"/>
		<updated>2011-02-15T22:03:54Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes==&lt;br /&gt;
Cleaning appears to be functionally similar to the previous version so far, with a few exceptions:&lt;br /&gt;
* dwarves no longer clean adjacent tiles in addition to the tile they are standing on - only the tile they're on becomes cleaned;&lt;br /&gt;
* blood, ichor, and vomit no longer vanish on season-change, and rain only removes the liquids from the tile it hits&lt;br /&gt;
[[User:Volouscheur|Volouscheur]] 21:12, 21 April 2010 (UTC)&lt;br /&gt;
:The second part of #2 is how it's always been - even in 40d, rain would clean away any outdoor blood and vomit 1 tile at a time. --[[User:Quietust|Quietust]] 21:37, 21 April 2010 (UTC)&lt;br /&gt;
:Every time one of my dwarves has cleaned a tile, they also clean the tiles adjacent to it, including walls. --[[User:Telarin|Telarin]] 19:18, 3 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clean Self==&lt;br /&gt;
&lt;br /&gt;
Now that dwarves will clean themselves as well as the fort, we need to cover this.  Would it be better as a separate article, or as a section here (with a redirect here from {{cv:Clean self}})? --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:09, 12 May 2010 (UTC)&lt;br /&gt;
:In my opinion, it should stay in the cleaning area, as it is related to cleaning. However, it is of little value, considering Clean Self is bugged when you finally make soap for dwarves to clean themselves with. Still, yes it can be split if people want it split, but it would probably turn into a vote later on. --[[User:Hugna|Hugna]] 23:42, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleaning should be an assignable job ==&lt;br /&gt;
&lt;br /&gt;
I should be able to [d]esignate cleaning. It could work exactly like smoothing stone, and utilize a cleaning ability. Only dwarves tasked with Cleaning would perform the task. Vomit and blood could give a negative thought to encourage cleaning.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:15, 12 July 2010 (UTC)&lt;br /&gt;
:Suggestions should be posted [http://www.bay12forums.com/smf/index.php?board=5.0 where the people who can implement them can see], it's not going to be seen here, sadly. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 18:27, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleanable tiles ==&lt;br /&gt;
&lt;br /&gt;
It seems to me that dorfs won't clean soil, just rock. It doesn't seem to matter whether it's natural rock, or built rock; so building stone flooring over the top of soil (where possible) is a good way of making your dorfs keep your fortress clean.&lt;br /&gt;
&lt;br /&gt;
Anybody want to confirm this/add it to the article?&lt;br /&gt;
&lt;br /&gt;
:I've heard people say constructed walkable tiles have a higher priority for cleaning than natural ones.[[Special:Contributions/99.115.139.116|99.115.139.116]] 20:48, 27 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Grates allowing contaminants to drain ==&lt;br /&gt;
&lt;br /&gt;
They do not.  pools of blood, dust, and ichor are perfectly capable of hovering over empty space, as well as staying on empty space covered by a grate.[[Special:Contributions/99.115.139.116|99.115.139.116]] 20:51, 27 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleaning scheme ==&lt;br /&gt;
&lt;br /&gt;
In my recent fort, I built a slaughter room underground to safely dispose of invaders, grab their equipment, and clean up the resulting mess. However, while the first two parts worked (trapped invaders, trained marksdwarves, and collected reward), my dwarves never actually cleaned the room for maybe one season. I designated a meeting zone, and the dwarves idling around there immediately went to work (I should mention that I had a dedicated cleaner). So it seems to me that dwarves only clean up if they have no job and see some pollution. [[User:Qwertyu|Qwertyu]] 13:43, 10 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Martial_trance&amp;diff=132519</id>
		<title>v0.31 Talk:Martial trance</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Martial_trance&amp;diff=132519"/>
		<updated>2010-11-27T20:33:54Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: /* Goblins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added some content, more of a joke really, but better than nothing. --[[User:Overspeculated|Overspeculated]] 18:06, 8 August 2010 (UTC)&lt;br /&gt;
:And now the page is a proper article! Great work!--[[User:Overspeculated|Overspeculated]] 16:03, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins ==&lt;br /&gt;
&lt;br /&gt;
I *think* I've seen goblins entering martial trance --[[User:Alpha|Alpha]] 16:28, 27 November 2010 (UTC)&lt;br /&gt;
:Probably &amp;quot;Enraged at all enemies&amp;quot;?&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kitchen&amp;diff=132463</id>
		<title>v0.31:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kitchen&amp;diff=132463"/>
		<updated>2010-11-26T22:18:46Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: /* Using Liquid Ingredients */  Spelling correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:33, 23 October 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*{{L|Cooking}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Block}}&lt;br /&gt;
*{{L|Stone}}&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|job=&lt;br /&gt;
*{{L|Cooking}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Alcohol}}&lt;br /&gt;
* {{L|Cheese}}&lt;br /&gt;
* {{L|Dwarven sugar}}&lt;br /&gt;
* {{L|Dwarven syrup}}&lt;br /&gt;
* {{L|Fish}}&lt;br /&gt;
* {{L|Flour}}&lt;br /&gt;
* {{L|Food}}&lt;br /&gt;
* {{L|Meat}}&lt;br /&gt;
* {{L|Milk}}&lt;br /&gt;
* {{L|Plants}}&lt;br /&gt;
* {{L|Prepared organs}}&lt;br /&gt;
* {{L|Seeds}}&lt;br /&gt;
* {{L|Fat}}&lt;br /&gt;
* {{L|Tallow}}&lt;br /&gt;
|production =&lt;br /&gt;
*{{L|Food|Prepared meals}}&lt;br /&gt;
*{{L|Tallow}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A kitchen is operated by a dwarf with the {{L|Cook|cooking}} {{L|labor}} enabled. It is used to cook meals and render fat from {{L|Butcher's shop|butchered}} animals into {{L|tallow}}. Cooking meals will drastically increase the food's value and the meals will {{L|rot}} more slowly, but any {{L|seed}}s from raw crops are lost.&lt;br /&gt;
&lt;br /&gt;
If you cook 15 {{L|plump helmet|plump helmets}} worth 60, and your cook creates a masterpiece, you will receive 15 meals worth 2640.&lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Better meals result in larger stacks of food, but require more hauling, take longer to produce and provide slower experience gains for your cook. Also, with a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he {{L|Preferences|likes}}, giving the eater a happy {{L|thought}}.&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only {{L|Alcohol|booze}}, {{L|milk}}, and {{L|Dwarven syrup|syrup}}, your cooking jobs will get cancelled.  However, a single {{L|plump helmet}} can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the seeds you need for planting, a good way to create {{L|fun}} in the early stages of the fortress. To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=132462</id>
		<title>v0.31 Talk:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=132462"/>
		<updated>2010-11-26T22:16:50Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: Moved pop level discussion below contents&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Baron population level ==&lt;br /&gt;
&lt;br /&gt;
I definitely got a Baron at 55 population, 60 may be a bit high? --[[User:Nobu|Nobu]] 21:09, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have 113 population and nearly a million of created wealth, but no Baron. I don't have any imported wealth though (I made a living for my fortress robbing caravans), so maybe it's required also required.&lt;br /&gt;
&lt;br /&gt;
::In the old version, you had to export a certain amount of wealth, and have at least 25 jobs a year in four different categories. I don't know how much of that is still in, but I'm guessing the export requirement at least. Caravans are for loading down with useless trinkets; they don't have anything you REALLY want. Except steel. And booze. --[[User:Zombiejustice|Zombiejustice]] 22:38, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Being that nobles are now defined in the raws, we can use what we know from there, which is 20 pop, 100000 created wealth, and 10000 exported wealth.  Other information needs to be tested for.  -Commondragon&lt;br /&gt;
::::Being that the raws are simply files full of data that the program may or may not currently use, I don't think we can blindly accept what is in them. For instance, nobles are listed as 'lazy,' but laziness does not appear to be implemented, as my nobles still work.[[User:GhostDwemer|GhostDwemer]] 16:22, 22 November 2010 (UTC)&lt;br /&gt;
::::I can't confirm it solidly, but it looks like the job thing is still in effect.  I had well in excess of the other requirements for years.  -Anon&lt;br /&gt;
&lt;br /&gt;
Is the appointment of the Baron perhaps linked to the &amp;quot;Becoming the Capital&amp;quot; requirements listed in n -&amp;gt; c? Mine is listing 10000 architecture, 5000 road value, and 7500 offerings as &amp;quot;desired&amp;quot; amounts. I don't see anything about this screen in the wiki, but I am now pushing forward with road construction to see what happens when the targets are met.&lt;br /&gt;
&lt;br /&gt;
:Following up, as soon as my fortress met these requirements (after 20+ years of meeting the old criteria), the liaison asked me to nominate a Dwarf to become Baron. Looks like the n -&amp;gt; c requirements are what triggers the upgrade to Barony.&lt;br /&gt;
&lt;br /&gt;
::What is this n -&amp;gt; c screen?  I don't see any c option on the nobles screen...&lt;br /&gt;
&lt;br /&gt;
:::I didn't see it at first, but it (the screen) eventually showed up, I think there is some basic criteria to having that screen available at all.--[[User:OmathErius|OmathErius]] 14:39, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I think the c option requires a broker with minimum skill requirements - it is a fortress valuation measure after all.&lt;br /&gt;
&lt;br /&gt;
::::Well, visible or not, as soon as I built a road, I got a baron. Thanks for the tip! --[[User:Zombiejustice|Zombiejustice]] 02:31, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Did the road have to be connected to the edge of the map? I have done all requirements and no baron [[User:Jimi12|Jimi12]] 23:42, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::My broker is a high master appraiser, and there's no {{k|n}}-{{k|c}} option available.--[[User:Doub|Doub]] 16:23, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think its just random once you meet the requirements. I got a baron at 218 population, 1 mil created wealth and 40K imported wealth.&lt;br /&gt;
&lt;br /&gt;
-- they say &amp;quot;Due to strange requirement for getting baron (the present caravan must leave before the meeting is held)&amp;quot; (http://www.bay12forums.com/smf/index.php?topic=52208.msg1494806#msg1494806) --[[User:TomiTapio|TomiTapio]] 01:53, 19 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
-- The &amp;quot;have caravan leave&amp;quot;-method worked for me. I got a baron exactly when I had hit the requirements, and made him the count in the following year via the same method. --[[User:Aavemursu|Aavemursu]]&lt;br /&gt;
&lt;br /&gt;
-- Another works-for-me for the &amp;quot;have caravan leave&amp;quot;. More importantly than the me-too: An easy way to get your leader to avoid meetings is to assign them to a lever set to repeat pull. This avoids bad-thoughts from drafting, and allows them to eat/drink/sleep as necessary. --[[User:Kaypy|Kaypy]] 07:24, 30 October 2010 (UTC)&lt;br /&gt;
:: Bad idea, the liaison can get him during breaks, as he goes to eat or drink, or as he goes to sleep. Even if it is only for a second, if the meeting starts before the caravan leaves, no nobility for another year. I have had good luck creating what will be the Baron's fine rooms, stocking the dining room with food and drink, and defining those rooms as a burrow. As soon as the liaison appears on the map, assign your current leader to the burrow. When he goes to the rooms, lock the doors. If your leader is also your record keeper, this is a great time to set accuracy to &amp;quot;highest.&amp;quot; Do not unlock the doors until the caravan has LEFT THE MAP. If there is a single trader on the map when the meeting starts, you get to wait a year and try again. Do not remove the leader from the burrow until after the meeting, you are delaying the start of the meeting a long time, you want it to happen right away after the caravan leaves, and keeping the leader idle in a burrow means he will be available for the meeting as soon as you unlock the door (and set accuracy down a notch or two.)[[User:GhostDwemer|GhostDwemer]] 16:37, 22 November 2010 (UTC)&lt;br /&gt;
::: So you're saying that bug hasn't been fixed in 0.31.18? --[[User:Quietust|Quietust]] 18:11, 22 November 2010 (UTC)&lt;br /&gt;
:::: I can't say that for sure. I have one data point for 31.18: second year, liaison came, I had around 80 dwarfs &amp;amp; 20K in exports. No offer to elevate. I saw no mention of this bug in the changelog, so I'm guessing, no, it isn't fixed. [[User:GhostDwemer|GhostDwemer]] 18:21, 22 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Consort info ==&lt;br /&gt;
&lt;br /&gt;
Just in case someone wants to check the validity of my addition about married Baron's/Baroness' spouses becoming consorts, here's some screenshots:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Showing that I have a Baroness consort: http://img253.imageshack.us/img253/3162/201010111923561282x423s.png&lt;br /&gt;
Showing that she's married to the Baron: http://img254.imageshack.us/img254/8941/201010111926131282x423s.png&lt;br /&gt;
Showing that she doesn't show up in the noble menu: http://img176.imageshack.us/img176/9444/201010111919461282x423s.png&lt;br /&gt;
&lt;br /&gt;
== Working Baron ==&lt;br /&gt;
&lt;br /&gt;
I'll just note that if you promote your Baron from within the fortress, he'll still have all his labors active, and allow you to mess with them.  Dunno if it might be a bug from 31.12 or not, given that that's what I'm playing with... --[[User:DeMatt|DeMatt]] 02:11, 22 October 2010 (UTC)&lt;br /&gt;
:Is it even possible to get a baron that '''isn't''' appointed from your existing population? Aborting the conversation with the Liaison doesn't seem to work (if you press &amp;quot;a&amp;quot; but then don't select a dwarf, or if you just press &amp;quot;b&amp;quot;, he'll just leave without even suggesting trade agreements and then come back next year and do the whole thing over again), and others have reported that dead barons never get replaced. --[[User:Quietust|Quietust]] 13:54, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Why? ==&lt;br /&gt;
I just got offered to promote someone to Baron, and came here looking for advice.  What are the advantages and disadvantages of accepting this?  I already have a [[mayor]], if he were promoted to baron he would just be lazier?  Why would I want that?  There is no explanation about the consequences of this decision either here or at Nobles.  But above, [[User:Quietust|Quietust]] is saying we can't ever trade with that dwarven civilization again until we agree to become a barony? :(  Someone please write about this somewhere on the wiki. -- [[User:Maunder|Maunder]] 02:25, 7 November 2010 (UTC)&lt;br /&gt;
:You most certainly can continue '''trading''' with the Dwarven civ - the only thing you can't do is '''trade agreements''', and that behavior is almost certainly a bug. --[[User:Quietust|Quietust]] 02:48, 7 November 2010 (UTC)&lt;br /&gt;
Thank you!.  But to my larger question: why in the world do I want to promote a hard-working mayor to a lazy-ass noble (if you'll pardon my salty language)? Please tell me I am seeing it wrong... -- [[User:Maunder|Maunder]] 03:11, 7 November 2010 (UTC)&lt;br /&gt;
: [[Fun]]!  More specifically, getting a Baron means you'll have a &amp;quot;chief&amp;quot; noble who doesn't change unless he gets killed.  This lets you rig up a set of rooms just for that noble, taking advantage of materials preferences, making mandates from him less frequent and demands almost nonexistent.  In my case, my baroness ended up becoming mayor, too - which meant even fewer mandates.  It's really up to you - do you want to deal with one consistent but demanding noble, or one that changes every year or so? --[[User:DeMatt|DeMatt]] 05:54, 7 November 2010 (UTC)&lt;br /&gt;
: Nobles are not lazy. People take the raws as Revealed Truth. They are not. Many things may be in the raws, but waiting for actual implementation in code. I have a Count now, and he was the original expedition leader. He is still my best miner. Another dwarf was elected mayor, once, but since then, he has been mayor too. He likes billon and splints, so mandates are easy. I'd say choosing a baron is worth it, you can pick a leader who has likes that will be easy to cater too. As for the actual benefits of having a noble, I can't say. I think nobles make certain dwarfs mildly happy, but others mildly unhappy. For me, it is the coolth of having a noble, DF is about stories, and &amp;quot;Plucky commoner makes good, ennobled by king&amp;quot; is a good story. When my dwarfs elected him mayor and started making every second statue about him, it made me so happy. Good old Zefon. Too bad I made that fort before realizing that contaminant buildup utterly destroys FPS. Five frames per second is slightly less than enjoyable.[[User:GhostDwemer|GhostDwemer]] 16:22, 22 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mayor cannot recommend himself? ==&lt;br /&gt;
&lt;br /&gt;
I am not certain, but when I got a barony offer, it seemed as though the Mayor could not recommend himself.  If someone can confirm this, please add it to the [[Baron|page]].  Thanks! -- [[User:Maunder|Maunder]] 20:14, 9 November 2010 (UTC)&lt;br /&gt;
: Not only can I not confirm it, I can deny it - my mayor was quite pleased to recommend herself as head of the barony.  Didn't have any real criterion for who to go for, at the time, and it turned out she's a good choice, anyways (likes brass and green glass ;P).  Might've changed since v31.12, but I don't see why. --[[User:DeMatt|DeMatt]] 20:59, 9 November 2010 (UTC)&lt;br /&gt;
:: Yes, I see what happened now.  When you're perusing the list of dwarves, those serving various noble roles are listed with their lowercase titles, as &amp;quot;[[chief medical dwarf]]&amp;quot;, &amp;quot;[[broker]]&amp;quot;, &amp;quot;[[bookkeeper]]&amp;quot;.  But the [[mayor]]?  He's not listed as with the title at all, but instead as his profession!  (In my case, I think it was &amp;quot;[[Craftsdwarf]]&amp;quot;.)  That's why I didn't spot him right away.  Wonder if this is considered a bug? -- [[User:Maunder|Maunder]] 04:18, 17 November 2010 (UTC)&lt;br /&gt;
::: I believe I've encountered a similar &amp;quot;bug&amp;quot; (if that is what it is) when adding dorfs to military squads; some dorfs will be have one (usually noble or military) profession in the units list, but a different profession (usually a &amp;quot;common&amp;quot; profession, like craftsdwarf, blacksmith, etc) in the military menu. It can make finding specific dorfs quite hard.&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=132461</id>
		<title>v0.31 Talk:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=132461"/>
		<updated>2010-11-26T22:13:54Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: /* Consort unfo */ spelling correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I definitely got a Baron at 55 population, 60 may be a bit high? --[[User:Nobu|Nobu]] 21:09, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have 113 population and nearly a million of created wealth, but no Baron. I don't have any imported wealth though (I made a living for my fortress robbing caravans), so maybe it's required also required.&lt;br /&gt;
&lt;br /&gt;
::In the old version, you had to export a certain amount of wealth, and have at least 25 jobs a year in four different categories. I don't know how much of that is still in, but I'm guessing the export requirement at least. Caravans are for loading down with useless trinkets; they don't have anything you REALLY want. Except steel. And booze. --[[User:Zombiejustice|Zombiejustice]] 22:38, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Being that nobles are now defined in the raws, we can use what we know from there, which is 20 pop, 100000 created wealth, and 10000 exported wealth.  Other information needs to be tested for.  -Commondragon&lt;br /&gt;
::::Being that the raws are simply files full of data that the program may or may not currently use, I don't think we can blindly accept what is in them. For instance, nobles are listed as 'lazy,' but laziness does not appear to be implemented, as my nobles still work.[[User:GhostDwemer|GhostDwemer]] 16:22, 22 November 2010 (UTC)&lt;br /&gt;
::::I can't confirm it solidly, but it looks like the job thing is still in effect.  I had well in excess of the other requirements for years.  -Anon&lt;br /&gt;
&lt;br /&gt;
Is the appointment of the Baron perhaps linked to the &amp;quot;Becoming the Capital&amp;quot; requirements listed in n -&amp;gt; c? Mine is listing 10000 architecture, 5000 road value, and 7500 offerings as &amp;quot;desired&amp;quot; amounts. I don't see anything about this screen in the wiki, but I am now pushing forward with road construction to see what happens when the targets are met.&lt;br /&gt;
&lt;br /&gt;
:Following up, as soon as my fortress met these requirements (after 20+ years of meeting the old criteria), the liaison asked me to nominate a Dwarf to become Baron. Looks like the n -&amp;gt; c requirements are what triggers the upgrade to Barony.&lt;br /&gt;
&lt;br /&gt;
::What is this n -&amp;gt; c screen?  I don't see any c option on the nobles screen...&lt;br /&gt;
&lt;br /&gt;
:::I didn't see it at first, but it (the screen) eventually showed up, I think there is some basic criteria to having that screen available at all.--[[User:OmathErius|OmathErius]] 14:39, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I think the c option requires a broker with minimum skill requirements - it is a fortress valuation measure after all.&lt;br /&gt;
&lt;br /&gt;
::::Well, visible or not, as soon as I built a road, I got a baron. Thanks for the tip! --[[User:Zombiejustice|Zombiejustice]] 02:31, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Did the road have to be connected to the edge of the map? I have done all requirements and no baron [[User:Jimi12|Jimi12]] 23:42, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::My broker is a high master appraiser, and there's no {{k|n}}-{{k|c}} option available.--[[User:Doub|Doub]] 16:23, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think its just random once you meet the requirements. I got a baron at 218 population, 1 mil created wealth and 40K imported wealth.&lt;br /&gt;
&lt;br /&gt;
-- they say &amp;quot;Due to strange requirement for getting baron (the present caravan must leave before the meeting is held)&amp;quot; (http://www.bay12forums.com/smf/index.php?topic=52208.msg1494806#msg1494806) --[[User:TomiTapio|TomiTapio]] 01:53, 19 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
-- The &amp;quot;have caravan leave&amp;quot;-method worked for me. I got a baron exactly when I had hit the requirements, and made him the count in the following year via the same method. --[[User:Aavemursu|Aavemursu]]&lt;br /&gt;
&lt;br /&gt;
-- Another works-for-me for the &amp;quot;have caravan leave&amp;quot;. More importantly than the me-too: An easy way to get your leader to avoid meetings is to assign them to a lever set to repeat pull. This avoids bad-thoughts from drafting, and allows them to eat/drink/sleep as necessary. --[[User:Kaypy|Kaypy]] 07:24, 30 October 2010 (UTC)&lt;br /&gt;
:: Bad idea, the liaison can get him during breaks, as he goes to eat or drink, or as he goes to sleep. Even if it is only for a second, if the meeting starts before the caravan leaves, no nobility for another year. I have had good luck creating what will be the Baron's fine rooms, stocking the dining room with food and drink, and defining those rooms as a burrow. As soon as the liaison appears on the map, assign your current leader to the burrow. When he goes to the rooms, lock the doors. If your leader is also your record keeper, this is a great time to set accuracy to &amp;quot;highest.&amp;quot; Do not unlock the doors until the caravan has LEFT THE MAP. If there is a single trader on the map when the meeting starts, you get to wait a year and try again. Do not remove the leader from the burrow until after the meeting, you are delaying the start of the meeting a long time, you want it to happen right away after the caravan leaves, and keeping the leader idle in a burrow means he will be available for the meeting as soon as you unlock the door (and set accuracy down a notch or two.)[[User:GhostDwemer|GhostDwemer]] 16:37, 22 November 2010 (UTC)&lt;br /&gt;
::: So you're saying that bug hasn't been fixed in 0.31.18? --[[User:Quietust|Quietust]] 18:11, 22 November 2010 (UTC)&lt;br /&gt;
:::: I can't say that for sure. I have one data point for 31.18: second year, liaison came, I had around 80 dwarfs &amp;amp; 20K in exports. No offer to elevate. I saw no mention of this bug in the changelog, so I'm guessing, no, it isn't fixed. [[User:GhostDwemer|GhostDwemer]] 18:21, 22 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Consort info ==&lt;br /&gt;
&lt;br /&gt;
Just in case someone wants to check the validity of my addition about married Baron's/Baroness' spouses becoming consorts, here's some screenshots:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Showing that I have a Baroness consort: http://img253.imageshack.us/img253/3162/201010111923561282x423s.png&lt;br /&gt;
Showing that she's married to the Baron: http://img254.imageshack.us/img254/8941/201010111926131282x423s.png&lt;br /&gt;
Showing that she doesn't show up in the noble menu: http://img176.imageshack.us/img176/9444/201010111919461282x423s.png&lt;br /&gt;
&lt;br /&gt;
== Working Baron ==&lt;br /&gt;
&lt;br /&gt;
I'll just note that if you promote your Baron from within the fortress, he'll still have all his labors active, and allow you to mess with them.  Dunno if it might be a bug from 31.12 or not, given that that's what I'm playing with... --[[User:DeMatt|DeMatt]] 02:11, 22 October 2010 (UTC)&lt;br /&gt;
:Is it even possible to get a baron that '''isn't''' appointed from your existing population? Aborting the conversation with the Liaison doesn't seem to work (if you press &amp;quot;a&amp;quot; but then don't select a dwarf, or if you just press &amp;quot;b&amp;quot;, he'll just leave without even suggesting trade agreements and then come back next year and do the whole thing over again), and others have reported that dead barons never get replaced. --[[User:Quietust|Quietust]] 13:54, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Why? ==&lt;br /&gt;
I just got offered to promote someone to Baron, and came here looking for advice.  What are the advantages and disadvantages of accepting this?  I already have a [[mayor]], if he were promoted to baron he would just be lazier?  Why would I want that?  There is no explanation about the consequences of this decision either here or at Nobles.  But above, [[User:Quietust|Quietust]] is saying we can't ever trade with that dwarven civilization again until we agree to become a barony? :(  Someone please write about this somewhere on the wiki. -- [[User:Maunder|Maunder]] 02:25, 7 November 2010 (UTC)&lt;br /&gt;
:You most certainly can continue '''trading''' with the Dwarven civ - the only thing you can't do is '''trade agreements''', and that behavior is almost certainly a bug. --[[User:Quietust|Quietust]] 02:48, 7 November 2010 (UTC)&lt;br /&gt;
Thank you!.  But to my larger question: why in the world do I want to promote a hard-working mayor to a lazy-ass noble (if you'll pardon my salty language)? Please tell me I am seeing it wrong... -- [[User:Maunder|Maunder]] 03:11, 7 November 2010 (UTC)&lt;br /&gt;
: [[Fun]]!  More specifically, getting a Baron means you'll have a &amp;quot;chief&amp;quot; noble who doesn't change unless he gets killed.  This lets you rig up a set of rooms just for that noble, taking advantage of materials preferences, making mandates from him less frequent and demands almost nonexistent.  In my case, my baroness ended up becoming mayor, too - which meant even fewer mandates.  It's really up to you - do you want to deal with one consistent but demanding noble, or one that changes every year or so? --[[User:DeMatt|DeMatt]] 05:54, 7 November 2010 (UTC)&lt;br /&gt;
: Nobles are not lazy. People take the raws as Revealed Truth. They are not. Many things may be in the raws, but waiting for actual implementation in code. I have a Count now, and he was the original expedition leader. He is still my best miner. Another dwarf was elected mayor, once, but since then, he has been mayor too. He likes billon and splints, so mandates are easy. I'd say choosing a baron is worth it, you can pick a leader who has likes that will be easy to cater too. As for the actual benefits of having a noble, I can't say. I think nobles make certain dwarfs mildly happy, but others mildly unhappy. For me, it is the coolth of having a noble, DF is about stories, and &amp;quot;Plucky commoner makes good, ennobled by king&amp;quot; is a good story. When my dwarfs elected him mayor and started making every second statue about him, it made me so happy. Good old Zefon. Too bad I made that fort before realizing that contaminant buildup utterly destroys FPS. Five frames per second is slightly less than enjoyable.[[User:GhostDwemer|GhostDwemer]] 16:22, 22 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mayor cannot recommend himself? ==&lt;br /&gt;
&lt;br /&gt;
I am not certain, but when I got a barony offer, it seemed as though the Mayor could not recommend himself.  If someone can confirm this, please add it to the [[Baron|page]].  Thanks! -- [[User:Maunder|Maunder]] 20:14, 9 November 2010 (UTC)&lt;br /&gt;
: Not only can I not confirm it, I can deny it - my mayor was quite pleased to recommend herself as head of the barony.  Didn't have any real criterion for who to go for, at the time, and it turned out she's a good choice, anyways (likes brass and green glass ;P).  Might've changed since v31.12, but I don't see why. --[[User:DeMatt|DeMatt]] 20:59, 9 November 2010 (UTC)&lt;br /&gt;
:: Yes, I see what happened now.  When you're perusing the list of dwarves, those serving various noble roles are listed with their lowercase titles, as &amp;quot;[[chief medical dwarf]]&amp;quot;, &amp;quot;[[broker]]&amp;quot;, &amp;quot;[[bookkeeper]]&amp;quot;.  But the [[mayor]]?  He's not listed as with the title at all, but instead as his profession!  (In my case, I think it was &amp;quot;[[Craftsdwarf]]&amp;quot;.)  That's why I didn't spot him right away.  Wonder if this is considered a bug? -- [[User:Maunder|Maunder]] 04:18, 17 November 2010 (UTC)&lt;br /&gt;
::: I believe I've encountered a similar &amp;quot;bug&amp;quot; (if that is what it is) when adding dorfs to military squads; some dorfs will be have one (usually noble or military) profession in the units list, but a different profession (usually a &amp;quot;common&amp;quot; profession, like craftsdwarf, blacksmith, etc) in the military menu. It can make finding specific dorfs quite hard.&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=132460</id>
		<title>v0.31 Talk:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=132460"/>
		<updated>2010-11-26T22:13:10Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: /* Mayor cannot recommend himself? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I definitely got a Baron at 55 population, 60 may be a bit high? --[[User:Nobu|Nobu]] 21:09, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have 113 population and nearly a million of created wealth, but no Baron. I don't have any imported wealth though (I made a living for my fortress robbing caravans), so maybe it's required also required.&lt;br /&gt;
&lt;br /&gt;
::In the old version, you had to export a certain amount of wealth, and have at least 25 jobs a year in four different categories. I don't know how much of that is still in, but I'm guessing the export requirement at least. Caravans are for loading down with useless trinkets; they don't have anything you REALLY want. Except steel. And booze. --[[User:Zombiejustice|Zombiejustice]] 22:38, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Being that nobles are now defined in the raws, we can use what we know from there, which is 20 pop, 100000 created wealth, and 10000 exported wealth.  Other information needs to be tested for.  -Commondragon&lt;br /&gt;
::::Being that the raws are simply files full of data that the program may or may not currently use, I don't think we can blindly accept what is in them. For instance, nobles are listed as 'lazy,' but laziness does not appear to be implemented, as my nobles still work.[[User:GhostDwemer|GhostDwemer]] 16:22, 22 November 2010 (UTC)&lt;br /&gt;
::::I can't confirm it solidly, but it looks like the job thing is still in effect.  I had well in excess of the other requirements for years.  -Anon&lt;br /&gt;
&lt;br /&gt;
Is the appointment of the Baron perhaps linked to the &amp;quot;Becoming the Capital&amp;quot; requirements listed in n -&amp;gt; c? Mine is listing 10000 architecture, 5000 road value, and 7500 offerings as &amp;quot;desired&amp;quot; amounts. I don't see anything about this screen in the wiki, but I am now pushing forward with road construction to see what happens when the targets are met.&lt;br /&gt;
&lt;br /&gt;
:Following up, as soon as my fortress met these requirements (after 20+ years of meeting the old criteria), the liaison asked me to nominate a Dwarf to become Baron. Looks like the n -&amp;gt; c requirements are what triggers the upgrade to Barony.&lt;br /&gt;
&lt;br /&gt;
::What is this n -&amp;gt; c screen?  I don't see any c option on the nobles screen...&lt;br /&gt;
&lt;br /&gt;
:::I didn't see it at first, but it (the screen) eventually showed up, I think there is some basic criteria to having that screen available at all.--[[User:OmathErius|OmathErius]] 14:39, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I think the c option requires a broker with minimum skill requirements - it is a fortress valuation measure after all.&lt;br /&gt;
&lt;br /&gt;
::::Well, visible or not, as soon as I built a road, I got a baron. Thanks for the tip! --[[User:Zombiejustice|Zombiejustice]] 02:31, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Did the road have to be connected to the edge of the map? I have done all requirements and no baron [[User:Jimi12|Jimi12]] 23:42, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::My broker is a high master appraiser, and there's no {{k|n}}-{{k|c}} option available.--[[User:Doub|Doub]] 16:23, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think its just random once you meet the requirements. I got a baron at 218 population, 1 mil created wealth and 40K imported wealth.&lt;br /&gt;
&lt;br /&gt;
-- they say &amp;quot;Due to strange requirement for getting baron (the present caravan must leave before the meeting is held)&amp;quot; (http://www.bay12forums.com/smf/index.php?topic=52208.msg1494806#msg1494806) --[[User:TomiTapio|TomiTapio]] 01:53, 19 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
-- The &amp;quot;have caravan leave&amp;quot;-method worked for me. I got a baron exactly when I had hit the requirements, and made him the count in the following year via the same method. --[[User:Aavemursu|Aavemursu]]&lt;br /&gt;
&lt;br /&gt;
-- Another works-for-me for the &amp;quot;have caravan leave&amp;quot;. More importantly than the me-too: An easy way to get your leader to avoid meetings is to assign them to a lever set to repeat pull. This avoids bad-thoughts from drafting, and allows them to eat/drink/sleep as necessary. --[[User:Kaypy|Kaypy]] 07:24, 30 October 2010 (UTC)&lt;br /&gt;
:: Bad idea, the liaison can get him during breaks, as he goes to eat or drink, or as he goes to sleep. Even if it is only for a second, if the meeting starts before the caravan leaves, no nobility for another year. I have had good luck creating what will be the Baron's fine rooms, stocking the dining room with food and drink, and defining those rooms as a burrow. As soon as the liaison appears on the map, assign your current leader to the burrow. When he goes to the rooms, lock the doors. If your leader is also your record keeper, this is a great time to set accuracy to &amp;quot;highest.&amp;quot; Do not unlock the doors until the caravan has LEFT THE MAP. If there is a single trader on the map when the meeting starts, you get to wait a year and try again. Do not remove the leader from the burrow until after the meeting, you are delaying the start of the meeting a long time, you want it to happen right away after the caravan leaves, and keeping the leader idle in a burrow means he will be available for the meeting as soon as you unlock the door (and set accuracy down a notch or two.)[[User:GhostDwemer|GhostDwemer]] 16:37, 22 November 2010 (UTC)&lt;br /&gt;
::: So you're saying that bug hasn't been fixed in 0.31.18? --[[User:Quietust|Quietust]] 18:11, 22 November 2010 (UTC)&lt;br /&gt;
:::: I can't say that for sure. I have one data point for 31.18: second year, liaison came, I had around 80 dwarfs &amp;amp; 20K in exports. No offer to elevate. I saw no mention of this bug in the changelog, so I'm guessing, no, it isn't fixed. [[User:GhostDwemer|GhostDwemer]] 18:21, 22 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Consort unfo ==&lt;br /&gt;
&lt;br /&gt;
Just in case someone wants to check the validity of my addition about married Baron's/Baroness' spouses becoming consorts, here's some screenshots:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Showing that I have a Baroness consort: http://img253.imageshack.us/img253/3162/201010111923561282x423s.png&lt;br /&gt;
Showing that she's married to the Baron: http://img254.imageshack.us/img254/8941/201010111926131282x423s.png&lt;br /&gt;
Showing that she doesn't show up in the noble menu: http://img176.imageshack.us/img176/9444/201010111919461282x423s.png&lt;br /&gt;
&lt;br /&gt;
== Working Baron ==&lt;br /&gt;
&lt;br /&gt;
I'll just note that if you promote your Baron from within the fortress, he'll still have all his labors active, and allow you to mess with them.  Dunno if it might be a bug from 31.12 or not, given that that's what I'm playing with... --[[User:DeMatt|DeMatt]] 02:11, 22 October 2010 (UTC)&lt;br /&gt;
:Is it even possible to get a baron that '''isn't''' appointed from your existing population? Aborting the conversation with the Liaison doesn't seem to work (if you press &amp;quot;a&amp;quot; but then don't select a dwarf, or if you just press &amp;quot;b&amp;quot;, he'll just leave without even suggesting trade agreements and then come back next year and do the whole thing over again), and others have reported that dead barons never get replaced. --[[User:Quietust|Quietust]] 13:54, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Why? ==&lt;br /&gt;
I just got offered to promote someone to Baron, and came here looking for advice.  What are the advantages and disadvantages of accepting this?  I already have a [[mayor]], if he were promoted to baron he would just be lazier?  Why would I want that?  There is no explanation about the consequences of this decision either here or at Nobles.  But above, [[User:Quietust|Quietust]] is saying we can't ever trade with that dwarven civilization again until we agree to become a barony? :(  Someone please write about this somewhere on the wiki. -- [[User:Maunder|Maunder]] 02:25, 7 November 2010 (UTC)&lt;br /&gt;
:You most certainly can continue '''trading''' with the Dwarven civ - the only thing you can't do is '''trade agreements''', and that behavior is almost certainly a bug. --[[User:Quietust|Quietust]] 02:48, 7 November 2010 (UTC)&lt;br /&gt;
Thank you!.  But to my larger question: why in the world do I want to promote a hard-working mayor to a lazy-ass noble (if you'll pardon my salty language)? Please tell me I am seeing it wrong... -- [[User:Maunder|Maunder]] 03:11, 7 November 2010 (UTC)&lt;br /&gt;
: [[Fun]]!  More specifically, getting a Baron means you'll have a &amp;quot;chief&amp;quot; noble who doesn't change unless he gets killed.  This lets you rig up a set of rooms just for that noble, taking advantage of materials preferences, making mandates from him less frequent and demands almost nonexistent.  In my case, my baroness ended up becoming mayor, too - which meant even fewer mandates.  It's really up to you - do you want to deal with one consistent but demanding noble, or one that changes every year or so? --[[User:DeMatt|DeMatt]] 05:54, 7 November 2010 (UTC)&lt;br /&gt;
: Nobles are not lazy. People take the raws as Revealed Truth. They are not. Many things may be in the raws, but waiting for actual implementation in code. I have a Count now, and he was the original expedition leader. He is still my best miner. Another dwarf was elected mayor, once, but since then, he has been mayor too. He likes billon and splints, so mandates are easy. I'd say choosing a baron is worth it, you can pick a leader who has likes that will be easy to cater too. As for the actual benefits of having a noble, I can't say. I think nobles make certain dwarfs mildly happy, but others mildly unhappy. For me, it is the coolth of having a noble, DF is about stories, and &amp;quot;Plucky commoner makes good, ennobled by king&amp;quot; is a good story. When my dwarfs elected him mayor and started making every second statue about him, it made me so happy. Good old Zefon. Too bad I made that fort before realizing that contaminant buildup utterly destroys FPS. Five frames per second is slightly less than enjoyable.[[User:GhostDwemer|GhostDwemer]] 16:22, 22 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mayor cannot recommend himself? ==&lt;br /&gt;
&lt;br /&gt;
I am not certain, but when I got a barony offer, it seemed as though the Mayor could not recommend himself.  If someone can confirm this, please add it to the [[Baron|page]].  Thanks! -- [[User:Maunder|Maunder]] 20:14, 9 November 2010 (UTC)&lt;br /&gt;
: Not only can I not confirm it, I can deny it - my mayor was quite pleased to recommend herself as head of the barony.  Didn't have any real criterion for who to go for, at the time, and it turned out she's a good choice, anyways (likes brass and green glass ;P).  Might've changed since v31.12, but I don't see why. --[[User:DeMatt|DeMatt]] 20:59, 9 November 2010 (UTC)&lt;br /&gt;
:: Yes, I see what happened now.  When you're perusing the list of dwarves, those serving various noble roles are listed with their lowercase titles, as &amp;quot;[[chief medical dwarf]]&amp;quot;, &amp;quot;[[broker]]&amp;quot;, &amp;quot;[[bookkeeper]]&amp;quot;.  But the [[mayor]]?  He's not listed as with the title at all, but instead as his profession!  (In my case, I think it was &amp;quot;[[Craftsdwarf]]&amp;quot;.)  That's why I didn't spot him right away.  Wonder if this is considered a bug? -- [[User:Maunder|Maunder]] 04:18, 17 November 2010 (UTC)&lt;br /&gt;
::: I believe I've encountered a similar &amp;quot;bug&amp;quot; (if that is what it is) when adding dorfs to military squads; some dorfs will be have one (usually noble or military) profession in the units list, but a different profession (usually a &amp;quot;common&amp;quot; profession, like craftsdwarf, blacksmith, etc) in the military menu. It can make finding specific dorfs quite hard.&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mechanism&amp;diff=132459</id>
		<title>v0.31 Talk:Mechanism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mechanism&amp;diff=132459"/>
		<updated>2010-11-26T22:06:58Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: /* Wear and tear? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==quality mech's and trap accuracy==&lt;br /&gt;
I have no intention of assuming that high-quality mechanisms do not help weapons traps - and perhaps others as well - until we have more evidence in.  That's how it worked in the prev version, so I'll act on that until we know diff. However, I'm equally sure that citing a quote from July 2007 is not necessarily relevant to the version just released April 2010. (When was 40d released?)--[[User:Albedo|Albedo]] 22:54, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Metal==&lt;br /&gt;
Maybe it's just me, but I kind of wish that 'They can also be created at a forge' should get put in HUGE CAPS. Being able to make lava-proof mechanisms out of steel now? HUGE CHANGE! Plus, I almost edited the article to point it out again because I missed that the first time. Perhaps we should just change that . to a , in the first sentence. [[User:Savanik|Savanik]] 02:22, 14 April 2010 (UTC)&lt;br /&gt;
:Considering a great deal of other stones have become magma-safe, the ability to create metal mechanisms is less significant now. Too bad they're limited to weapons-grade metals, otherwise it'd become possible to have levers made of rose gold and lay pewter (which would permit colors otherwise not possible using stone). --[[User:Quietust|Quietust]] 05:09, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Perhaps it should be stated in the article that in a forge mechanisms are treated as trap components, not as furniture, as they are in stockpiles? --[[User:Doub|Doub]] 09:44, 29 May 2010 (UTC)&lt;br /&gt;
::Done, but I'd like you all to look it over as I don't think it's as simple and direct as possible.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:28, 29 May 2010 (UTC)&lt;br /&gt;
:::Do metal mechanisms have any advantages over stone ones? They surely do in real life, so maybe new material system implicitly makes that difference?--[[User:Snus-mumrik|Snus-mumrik]] 17:54, 30 May 2010 (UTC)&lt;br /&gt;
::::There isn't a difference in time-to-activate.  Differences in trap accuracy/damage are possible, but I think unlikely.  (I am currently reverse-engineering trap damage and am finding it slow going.)  From a role-playing standpoint, I often set the self-imposed rule that stone mechanisms may only be used as levers and in stone-fall traps.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:18, 31 May 2010 (UTC)&lt;br /&gt;
:::::Thanks. By the way, do we have a page that summarizes such self-imposed rules from different users? I only saw the {{L|Challenges}} page, maybe we should add a section to it?&lt;br /&gt;
&lt;br /&gt;
== Wear and tear? ==&lt;br /&gt;
&lt;br /&gt;
I've never noticed this in previous versions, but some of my mechanisms are showing signs of wear and tear. One is &amp;quot;mangled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
http://img686.imageshack.us/img686/3554/201011241524561282x423s.png&amp;lt;br /&amp;gt;&lt;br /&gt;
http://img832.imageshack.us/img832/5619/201011241525371282x423s.png&amp;lt;br /&amp;gt;&lt;br /&gt;
http://img718.imageshack.us/img718/2351/201011241526181282x423s.png&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anybody know if this makes any difference to their usability? Worth noting in the article?&lt;br /&gt;
:Are they linked to doors or floodgates? If so, have any building destroyers been near those doors or floodgates? --[[User:Quietust|Quietust]] 17:35, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm not sure. They might have been used in the arena to unlock dragon cages at some point. Can building destroyers cause this?&lt;br /&gt;
:::Dragonfire could accidentally burn it and partially melt. Just a guess. There are exceptionally few dragonfire-safe materials by the way.--[[User:Another|Another]] 18:19, 26 November 2010 (UTC)&lt;br /&gt;
::::That's probably it then. Thanks for the info.&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kitchen&amp;diff=132458</id>
		<title>v0.31 Talk:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kitchen&amp;diff=132458"/>
		<updated>2010-11-26T22:03:57Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: /* Preference */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Liquid Food Bug ==&lt;br /&gt;
This bug is fixed in 31.08.  It may have been fixed earlier.  The first prepared meal ingredient must be a solid, and the game gives you a job cancellation message to that effect if you only have liquid ingredients. --[[User:Todestool|Todestool]] 22:03, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Preference ==&lt;br /&gt;
&lt;br /&gt;
I've got ~4700 prepared food stuffs, but my dwarfs seem to prefer to eat simple things, like plump helmets. Is there a specific hierarchy for food appropriation, or will dorfs just grab whatever is closest?&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mechanism&amp;diff=132435</id>
		<title>v0.31 Talk:Mechanism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mechanism&amp;diff=132435"/>
		<updated>2010-11-26T14:28:39Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: /* Wear and tear? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==quality mech's and trap accuracy==&lt;br /&gt;
I have no intention of assuming that high-quality mechanisms do not help weapons traps - and perhaps others as well - until we have more evidence in.  That's how it worked in the prev version, so I'll act on that until we know diff. However, I'm equally sure that citing a quote from July 2007 is not necessarily relevant to the version just released April 2010. (When was 40d released?)--[[User:Albedo|Albedo]] 22:54, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Metal==&lt;br /&gt;
Maybe it's just me, but I kind of wish that 'They can also be created at a forge' should get put in HUGE CAPS. Being able to make lava-proof mechanisms out of steel now? HUGE CHANGE! Plus, I almost edited the article to point it out again because I missed that the first time. Perhaps we should just change that . to a , in the first sentence. [[User:Savanik|Savanik]] 02:22, 14 April 2010 (UTC)&lt;br /&gt;
:Considering a great deal of other stones have become magma-safe, the ability to create metal mechanisms is less significant now. Too bad they're limited to weapons-grade metals, otherwise it'd become possible to have levers made of rose gold and lay pewter (which would permit colors otherwise not possible using stone). --[[User:Quietust|Quietust]] 05:09, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Perhaps it should be stated in the article that in a forge mechanisms are treated as trap components, not as furniture, as they are in stockpiles? --[[User:Doub|Doub]] 09:44, 29 May 2010 (UTC)&lt;br /&gt;
::Done, but I'd like you all to look it over as I don't think it's as simple and direct as possible.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:28, 29 May 2010 (UTC)&lt;br /&gt;
:::Do metal mechanisms have any advantages over stone ones? They surely do in real life, so maybe new material system implicitly makes that difference?--[[User:Snus-mumrik|Snus-mumrik]] 17:54, 30 May 2010 (UTC)&lt;br /&gt;
::::There isn't a difference in time-to-activate.  Differences in trap accuracy/damage are possible, but I think unlikely.  (I am currently reverse-engineering trap damage and am finding it slow going.)  From a role-playing standpoint, I often set the self-imposed rule that stone mechanisms may only be used as levers and in stone-fall traps.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:18, 31 May 2010 (UTC)&lt;br /&gt;
:::::Thanks. By the way, do we have a page that summarizes such self-imposed rules from different users? I only saw the {{L|Challenges}} page, maybe we should add a section to it?&lt;br /&gt;
&lt;br /&gt;
== Wear and tear? ==&lt;br /&gt;
&lt;br /&gt;
I've never noticed this in previous versions, but some of my mechanisms are showing signs of wear and tear. One is &amp;quot;mangled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
http://img686.imageshack.us/img686/3554/201011241524561282x423s.png&amp;lt;br /&amp;gt;&lt;br /&gt;
http://img832.imageshack.us/img832/5619/201011241525371282x423s.png&amp;lt;br /&amp;gt;&lt;br /&gt;
http://img718.imageshack.us/img718/2351/201011241526181282x423s.png&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anybody know if this makes any difference to their usability? Worth noting in the article?&lt;br /&gt;
:Are they linked to doors or floodgates? If so, have any building destroyers been near those doors or floodgates? --[[User:Quietust|Quietust]] 17:35, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm not sure. They might have been used in the arena to unlock dragon cages at some point. Can building destroyers cause this?&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mechanism&amp;diff=132321</id>
		<title>v0.31 Talk:Mechanism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mechanism&amp;diff=132321"/>
		<updated>2010-11-24T15:29:06Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: /* Wear and tear? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==quality mech's and trap accuracy==&lt;br /&gt;
I have no intention of assuming that high-quality mechanisms do not help weapons traps - and perhaps others as well - until we have more evidence in.  That's how it worked in the prev version, so I'll act on that until we know diff. However, I'm equally sure that citing a quote from July 2007 is not necessarily relevant to the version just released April 2010. (When was 40d released?)--[[User:Albedo|Albedo]] 22:54, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Metal==&lt;br /&gt;
Maybe it's just me, but I kind of wish that 'They can also be created at a forge' should get put in HUGE CAPS. Being able to make lava-proof mechanisms out of steel now? HUGE CHANGE! Plus, I almost edited the article to point it out again because I missed that the first time. Perhaps we should just change that . to a , in the first sentence. [[User:Savanik|Savanik]] 02:22, 14 April 2010 (UTC)&lt;br /&gt;
:Considering a great deal of other stones have become magma-safe, the ability to create metal mechanisms is less significant now. Too bad they're limited to weapons-grade metals, otherwise it'd become possible to have levers made of rose gold and lay pewter (which would permit colors otherwise not possible using stone). --[[User:Quietust|Quietust]] 05:09, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Perhaps it should be stated in the article that in a forge mechanisms are treated as trap components, not as furniture, as they are in stockpiles? --[[User:Doub|Doub]] 09:44, 29 May 2010 (UTC)&lt;br /&gt;
::Done, but I'd like you all to look it over as I don't think it's as simple and direct as possible.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:28, 29 May 2010 (UTC)&lt;br /&gt;
:::Do metal mechanisms have any advantages over stone ones? They surely do in real life, so maybe new material system implicitly makes that difference?--[[User:Snus-mumrik|Snus-mumrik]] 17:54, 30 May 2010 (UTC)&lt;br /&gt;
::::There isn't a difference in time-to-activate.  Differences in trap accuracy/damage are possible, but I think unlikely.  (I am currently reverse-engineering trap damage and am finding it slow going.)  From a role-playing standpoint, I often set the self-imposed rule that stone mechanisms may only be used as levers and in stone-fall traps.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:18, 31 May 2010 (UTC)&lt;br /&gt;
:::::Thanks. By the way, do we have a page that summarizes such self-imposed rules from different users? I only saw the {{L|Challenges}} page, maybe we should add a section to it?&lt;br /&gt;
&lt;br /&gt;
== Wear and tear? ==&lt;br /&gt;
&lt;br /&gt;
I've never noticed this in previous versions, but some of my mechanisms are showing signs of wear and tear. One is &amp;quot;mangled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
http://img686.imageshack.us/img686/3554/201011241524561282x423s.png&amp;lt;br /&amp;gt;&lt;br /&gt;
http://img832.imageshack.us/img832/5619/201011241525371282x423s.png&amp;lt;br /&amp;gt;&lt;br /&gt;
http://img718.imageshack.us/img718/2351/201011241526181282x423s.png&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anybody know if this makes any difference to their usability? Worth noting in the article?&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=129157</id>
		<title>v0.31 Talk:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=129157"/>
		<updated>2010-10-11T18:27:52Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: /* Consort unfo */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I definitely got a Baron at 55 population, 60 may be a bit high? --[[User:Nobu|Nobu]] 21:09, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have 113 population and nearly a million of created wealth, but no Baron. I don't have any imported wealth though (I made a living for my fortress robbing caravans), so maybe it's required also required.&lt;br /&gt;
&lt;br /&gt;
::In the old version, you had to export a certain amount of wealth, and have at least 25 jobs a year in four different categories. I don't know how much of that is still in, but I'm guessing the export requirement at least. Caravans are for loading down with useless trinkets; they don't have anything you REALLY want. Except steel. And booze. --[[User:Zombiejustice|Zombiejustice]] 22:38, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Being that nobles are now defined in the raws, we can use what we know from there, which is 20 pop, 100000 created wealth, and 10000 exported wealth.  Other information needs to be tested for.  -Commondragon&lt;br /&gt;
&lt;br /&gt;
::::I can't confirm it solidly, but it looks like the job thing is still in effect.  I had well in excess of the other requirements for years.  -Anon&lt;br /&gt;
&lt;br /&gt;
Is the appointment of the Baron perhaps linked to the &amp;quot;Becoming the Capital&amp;quot; requirements listed in n -&amp;gt; c? Mine is listing 10000 architecture, 5000 road value, and 7500 offerings as &amp;quot;desired&amp;quot; amounts. I don't see anything about this screen in the wiki, but I am now pushing forward with road construction to see what happens when the targets are met.&lt;br /&gt;
&lt;br /&gt;
:Following up, as soon as my fortress met these requirements (after 20+ years of meeting the old criteria), the liaison asked me to nominate a Dwarf to become Baron. Looks like the n -&amp;gt; c requirements are what triggers the upgrade to Barony.&lt;br /&gt;
&lt;br /&gt;
::What is this n -&amp;gt; c screen?  I don't see any c option on the nobles screen...&lt;br /&gt;
&lt;br /&gt;
:::I didn't see it at first, but it (the screen) eventually showed up, I think there is some basic criteria to having that screen available at all.--[[User:OmathErius|OmathErius]] 14:39, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I think the c option requires a broker with minimum skill requirements - it is a fortress valuation measure after all.&lt;br /&gt;
&lt;br /&gt;
::::Well, visible or not, as soon as I built a road, I got a baron. Thanks for the tip! --[[User:Zombiejustice|Zombiejustice]] 02:31, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Did the road have to be connected to the edge of the map? I have done all requirements and no baron [[User:Jimi12|Jimi12]] 23:42, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::My broker is a high master appraiser, and there's no {{k|n}}-{{k|c}} option available.--[[User:Doub|Doub]] 16:23, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think its just random once you meet the requirements. I got a baron at 218 population, 1 mil created wealth and 40K imported wealth.&lt;br /&gt;
&lt;br /&gt;
-- they say &amp;quot;Due to strange requirement for getting baron (the present caravan must leave before the meeting is held)&amp;quot; (http://www.bay12forums.com/smf/index.php?topic=52208.msg1494806#msg1494806) --[[User:TomiTapio|TomiTapio]] 01:53, 19 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
-- The &amp;quot;have caravan leave&amp;quot;-method worked for me. I got a baron exactly when I had hit the requirements, and made him the count in the following year via the same method. --[[User:Aavemursu|Aavemursu]]&lt;br /&gt;
&lt;br /&gt;
== Consort unfo ==&lt;br /&gt;
&lt;br /&gt;
Just in case someone wants to check the validity of my addition about married Baron's/Baroness' spouses becoming consorts, here's some screenshots:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Showing that I have a Baroness consort: http://img253.imageshack.us/img253/3162/201010111923561282x423s.png&lt;br /&gt;
Showing that she's married to the Baron: http://img254.imageshack.us/img254/8941/201010111926131282x423s.png&lt;br /&gt;
Showing that she doesn't show up in the noble menu: http://img176.imageshack.us/img176/9444/201010111919461282x423s.png&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=129156</id>
		<title>v0.31:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=129156"/>
		<updated>2010-10-11T18:15:39Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: Added married dwarf/consort info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|22:01, 4 July 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Baron&lt;br /&gt;
| office= Decent Office&lt;br /&gt;
| quarters= Decent Quarters&lt;br /&gt;
| dining= Decent Dining Room&lt;br /&gt;
| tomb= Tomb&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;
* 20 population&lt;br /&gt;
* 100k created wealth&lt;br /&gt;
* 10k exported wealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When your fortress meets the requirements the {{L|liaison}} will approach you about becoming a barony.  You will then have the option to promote a dwarf of your choice to the rank of baron, which will occur some time later.&lt;br /&gt;
&lt;br /&gt;
Since the baron is being promoted from within, s/he will not be an immigrant, and thus no baron consort will accompany her/him.  However, if you chose to promote a married dwarf, then his/her partner will become their consort, and will be considered an unlisted noble (doesn't appear in the {{k|n}}oble menu, but is listed as a noble in the {{k|u}}nits menu).  Also, the arrival/promotion of the baron will not necessarily usher in the {{L|economy}}.&lt;br /&gt;
&lt;br /&gt;
'''Some have met the requirements and not received the option to promote a dwarf to a baron, this is a bug.{{bug|519}}&lt;br /&gt;
&lt;br /&gt;
This bug can be avoided by putting off the meeting with the liaison (e.g. by keeping the mayor busy or locking him up in a room) until the last member of the trade caravan has left. Apparently you have to delay the '''start''' of the meeting (&amp;quot;Greeting from the mountainhomes...&amp;quot; screen) because only that moment makes a difference. {{L|military|Draft}} to active patrol duty ASAP after the arrival of the liaison is the most reliable way. [http://www.bay12forums.com/smf/index.php?topic=62028.0 source]&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
According to Toady [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312]&lt;br /&gt;
&lt;br /&gt;
*Have a caravan leave when your pop is 20&lt;br /&gt;
*Exported 10k wealth&lt;br /&gt;
*Created 100k wealth&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=128791</id>
		<title>v0.31:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=128791"/>
		<updated>2010-10-05T16:14:45Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: /* {{L|refuse stockpile|Refuse}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:46, 22 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where {{L|dwarf|dwarves}} will store items of various types. Dwarves with the corresponding &amp;quot;{{L|hauling}}&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in {{L|bag|bags}}, {{L|barrel|barrels}} or {{L|bin|bins}} (see {{L|Using bins and barrels}}). Seed bags can go inside barrels.&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a {{L|wall}}, a {{L|workshop}}, or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will un-designate the specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
Stockpiles cannot be expanded once created; you must delete the pile and create a new one.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behavior also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone {{L|hauling}} jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another {{L|dwarf}}. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for {{L|gem|gems}}, your {{L|jeweler}} will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get {{L|clutter|cluttered}} and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up {{L|wood cutting|lumber harvesting}}, {{L|carpentry}}, ''and'' {{L|ash}} and {{L|charcoal}} production by putting several wood stockpiles near the various {{L|Chop_down_trees|tree-felling areas}}, then one large &amp;quot;primary&amp;quot; stockpile near the {{L|carpenter's workshop}} that takes from those small ones, and then finally, a small stockpile near the {{L|wood furnace}} that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
==={{L|Ammo}}===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines). It can use {{L|bin|bins}} to consolidate up to 100 units of ammo.&lt;br /&gt;
&lt;br /&gt;
==={{L|Animal}}===&lt;br /&gt;
{{L|Creature|Animals}} stored in {{L|cage|cages}} that are not affixed to a location will be stored in these stockpiles. {{L|Animal trap|Traps}} used for capturing wild animals and empty {{L|cage|cages}} are also stored here.&lt;br /&gt;
&lt;br /&gt;
==={{L|Armor}}===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in {{L|bin|bins}}.&lt;br /&gt;
&lt;br /&gt;
==={{L|Bar}}/{{L|Block}}===&lt;br /&gt;
Bars of smelted {{L|metal}} and blocks of cut stone and {{L|glass}} are kept here after being processed by the {{L|smelter}}, {{L|mason's workshop|mason's workshops}}, and {{L|glass furnace|glass furnaces}}, before being used for other purposes. Weirdly, {{L|ash|ashes}}, {{L|potash}}, {{L|soap}}, {{L|charcoal}}, and {{L|coke}} from the {{L|wood furnace}}, {{L|ashery}}, {{L|alchemist's laboratory}} and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. {{L|Bin|Bins}} can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Cloth}}===&lt;br /&gt;
Woven cloth and {{L|thread}} from the {{L|loom}} is stored here. {{L|Bin|Bins}} can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|Currency|Coins}}===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Finished goods|Finished Goods}}===&lt;br /&gt;
Finished goods created by the {{L|craftsdwarf's workshop}}, as well as the {{L|clothier's shop}} and the {{L|leather works}}, are placed here before being used in trade or other uses. This type of stockpile can use {{L|bin|bins}} to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Food}} ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, {{L|lye}}, {{L|giant desert scorpion}} venom, bags of {{L|dye}}, and {{L|Fire snake|liquid fire}} are as well. Raw {{L|fish}} is brought here before being processed by {{L|fishery}} and turned into edible {{L|meat}}. Drinks are always stored in {{L|barrel|barrels}}. Seeds can be stored in {{L|bag|bags}}, whereas other food items can be stored in {{L|barrel|barrels}} (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that {{L|prepared meal|prepared meals}} in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like {{L|seed}} stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
==={{L|Furniture}} Storage===&lt;br /&gt;
Completed items from the {{L|carpenter's workshop}}, mason's workshop, and {{L|mechanic's workshop}} will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with {{L|sand}} can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
==={{L|Gem}}===&lt;br /&gt;
This stockpile stores gems and raw {{L|glass}}, both cut and uncut, before being used in a construction. It can use {{L|bin|bins}} to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
==={{L|Graveyard}}===&lt;br /&gt;
Dead dwarves and {{L|pet|pets}} that have no burial location will be placed here. If placed indoors, decaying bodies will generate {{L|miasma}}, but {{L|bone|bones}} will not removed at the end of the season. Rotting {{L|pet|pets}} or {{L|friend|friends}} gives dwarves unhappy {{L|thought|thoughts}} unless they are given a proper burial in a {{L|tomb}}.&lt;br /&gt;
&lt;br /&gt;
==={{L|Leather}}===&lt;br /&gt;
Leather, which is produced at a {{L|Tanner's shop}}, will be kept here. Like most stockpiles, it can use {{L|bin|bins}} to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|refuse stockpile|Refuse}}===&lt;br /&gt;
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a {{L|cave}}, any garbage item that can rot will be stored in a refuse stockpile. Also, any XXdamaged itemsXX will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance. If placed indoors, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build {{L|door|doors}} to all of your indoor refuse stockpiles - the miasma won't spread through a closed door so only dwarves with business in the room will be bothered by the rot. An alternative to this is to dig {{L|channel|channels}} down from the surface, creating an outside area inside your fortress. You can place your refuse stockpile here and whilst it will be in your fort it will technically be outside and won't generate miasma. &lt;br /&gt;
&lt;br /&gt;
{{L|bone|Bones}}, {{L|skull|skulls}}, and {{L|shell|shells}} are also stored here, whether they be from defeated enemies or raw food processing. If left outdoors, these will randomly disappear, but will remain indefinitely if stored indoors. You can now{{version|0.31.16}} create refuse piles that will only store {{L|bone|bones}}, {{L|skull|skulls}}, and {{L|shell|shells}}. In previous versions of DF2010 this was not possible.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a {{L|Activity_zone#Garbage_Dump|garbage dump}}. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Also note that if you allow bins to be used on your refuse pile, damaged clothing will be stored in it, allowing for more efficient use of your pile.&lt;br /&gt;
&lt;br /&gt;
==={{L|Stone}}===&lt;br /&gt;
Rough stone will be stored here, as well as {{L|ore}}. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for {{L|Stone_management|dealing with excess stone}}.  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
==={{L|Weapon|Weapons}}===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use and trap components. {{L|Bin|Bins}} can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
==={{L|Wood}}===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an {{L|Tower-cap|underground tree farm}}. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw {{L|turtle}}, {{L|mechanism|mechanisms}} and all stone types apart from {{L|onyx}} if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal {{L|ore|ores}}' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use.  By default, if the item can be stored, it will try to fill the entire stockpile with that type of container.  This can be troublesome, especially early in the game when you don't have nearly enough to go around.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Furniture &lt;br /&gt;
| Sand bag&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the {{L|kitchen|kitchens}}, your {{L|floodgate|floodgates}} and mechanisms near the {{L|room|rooms}} that need {{L|statue|statues}} and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then an indoor pile near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '{{L|charcoal}} only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: {{L|seed|seeds}} and {{L|potash}}. (If your {{L|ashery}} is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: {{L|ore|ores}} and {{L|flux}}.&lt;br /&gt;
* Sandpile: {{L|sand}} bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes {{L|dye|dyes}}. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to {{L|skin|skins}}, a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: {{L|List of crops|brewable plants}}. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept {{L|Alcohol|drinks}} scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or locking dwarves in so that local stockpile is the only one they can {{L|path}} to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of {{L|artifact|artifacts}} means the materials used in them can have drastic effects, sometimes even into the ''{{L|Value|millions}}''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to insure that you will get the most out of each {{L|strange mood}}.  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress and the loss of an artifact can result in a very bad {{L|thought}} for the creator. Keep valuable artifacts safe from {{L|thief|thieves}} in a special stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, use customized stone stockpiles to provide some of that control. On maps with mass {{L|flux}} stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*The taking from stockpile function is currently bugged.{{version|0.31.03}} Fixed. {{version|0.31.07}}&lt;br /&gt;
*Refuse outside your fort will no longer disappear.{{version|0.31.03}} Fixed. {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bowyer%27s_workshop&amp;diff=128790</id>
		<title>v0.31:Bowyer's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bowyer%27s_workshop&amp;diff=128790"/>
		<updated>2010-10-05T16:13:18Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: /* Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:18, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Bowyer's workshop&lt;br /&gt;
|key=b&lt;br /&gt;
|job=*{{L|Crossbow-making}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
*{{L|Block}}&lt;br /&gt;
*{{L|Stone}}&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
*{{L|Crossbow-making}}&lt;br /&gt;
|use=&lt;br /&gt;
*{{L|Bone}}&lt;br /&gt;
*{{L|Wood}}&lt;br /&gt;
|production=&lt;br /&gt;
*{{L|Crossbow}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Bowyer's workshop''' is used to make {{L|wood}}en or {{L|bone}} {{L|Crossbow}}s. It requires any {{L|stone}}, {{L|wood}} or {{L|block}} to build, and must be built by a {{L|dwarf}} with the {{L|bowyer|Crossbow making}} {{L|labor}} enabled.&lt;br /&gt;
&lt;br /&gt;
Take note that the entire left column of the workshop is impassable, making it easy to accidentally trap dwarves inside the workshop after it is built.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
&lt;br /&gt;
Because of the ubiquity of {{L|ore}}s and {{L|fuel}}, and thus {{L|metal}} in DF2010, it is usually easier to make crossbows at a {{L|metalsmith's forge}}, as it does not require an otherwise useless workshop. However, {{L|Strange mood|moody}} dwarfs will occasionally require a Bowyer's workshop, and will eventually go {{L|Insanity|insane}} if one is not available.&lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
&lt;br /&gt;
:* Other {{L|Weapon}}s&lt;br /&gt;
:*{{L|Craftsdwarf's workshop}} for making bolts&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=128735</id>
		<title>v0.31:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=128735"/>
		<updated>2010-10-04T15:30:22Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: /* {{L|refuse stockpile|Refuse}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:46, 22 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where {{L|dwarf|dwarves}} will store items of various types. Dwarves with the corresponding &amp;quot;{{L|hauling}}&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in {{L|bag|bags}}, {{L|barrel|barrels}} or {{L|bin|bins}} (see {{L|Using bins and barrels}}). Seed bags can go inside barrels.&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a {{L|wall}}, a {{L|workshop}}, or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will un-designate the specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
Stockpiles cannot be expanded once created; you must delete the pile and create a new one.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behavior also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone {{L|hauling}} jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another {{L|dwarf}}. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for {{L|gem|gems}}, your {{L|jeweler}} will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get {{L|clutter|cluttered}} and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up {{L|wood cutting|lumber harvesting}}, {{L|carpentry}}, ''and'' {{L|ash}} and {{L|charcoal}} production by putting several wood stockpiles near the various {{L|Chop_down_trees|tree-felling areas}}, then one large &amp;quot;primary&amp;quot; stockpile near the {{L|carpenter's workshop}} that takes from those small ones, and then finally, a small stockpile near the {{L|wood furnace}} that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
==={{L|Ammo}}===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines). It can use {{L|bin|bins}} to consolidate up to 100 units of ammo.&lt;br /&gt;
&lt;br /&gt;
==={{L|Animal}}===&lt;br /&gt;
{{L|Creature|Animals}} stored in {{L|cage|cages}} that are not affixed to a location will be stored in these stockpiles. {{L|Animal trap|Traps}} used for capturing wild animals and empty {{L|cage|cages}} are also stored here.&lt;br /&gt;
&lt;br /&gt;
==={{L|Armor}}===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in {{L|bin|bins}}.&lt;br /&gt;
&lt;br /&gt;
==={{L|Bar}}/{{L|Block}}===&lt;br /&gt;
Bars of smelted {{L|metal}} and blocks of cut stone and {{L|glass}} are kept here after being processed by the {{L|smelter}}, {{L|mason's workshop|mason's workshops}}, and {{L|glass furnace|glass furnaces}}, before being used for other purposes. Weirdly, {{L|ash|ashes}}, {{L|potash}}, {{L|soap}}, {{L|charcoal}}, and {{L|coke}} from the {{L|wood furnace}}, {{L|ashery}}, {{L|alchemist's laboratory}} and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. {{L|Bin|Bins}} can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Cloth}}===&lt;br /&gt;
Woven cloth and {{L|thread}} from the {{L|loom}} is stored here. {{L|Bin|Bins}} can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|Currency|Coins}}===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Finished goods|Finished Goods}}===&lt;br /&gt;
Finished goods created by the {{L|craftsdwarf's workshop}}, as well as the {{L|clothier's shop}} and the {{L|leather works}}, are placed here before being used in trade or other uses. This type of stockpile can use {{L|bin|bins}} to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Food}} ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, {{L|lye}}, {{L|giant desert scorpion}} venom, bags of {{L|dye}}, and {{L|Fire snake|liquid fire}} are as well. Raw {{L|fish}} is brought here before being processed by {{L|fishery}} and turned into edible {{L|meat}}. Drinks are always stored in {{L|barrel|barrels}}. Seeds can be stored in {{L|bag|bags}}, whereas other food items can be stored in {{L|barrel|barrels}} (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that {{L|prepared meal|prepared meals}} in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like {{L|seed}} stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
==={{L|Furniture}} Storage===&lt;br /&gt;
Completed items from the {{L|carpenter's workshop}}, mason's workshop, and {{L|mechanic's workshop}} will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with {{L|sand}} can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
==={{L|Gem}}===&lt;br /&gt;
This stockpile stores gems and raw {{L|glass}}, both cut and uncut, before being used in a construction. It can use {{L|bin|bins}} to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
==={{L|Graveyard}}===&lt;br /&gt;
Dead dwarves and {{L|pet|pets}} that have no burial location will be placed here. If placed indoors, decaying bodies will generate {{L|miasma}}, but {{L|bone|bones}} will not removed at the end of the season. Rotting {{L|pet|pets}} or {{L|friend|friends}} gives dwarves unhappy {{L|thought|thoughts}} unless they are given a proper burial in a {{L|tomb}}.&lt;br /&gt;
&lt;br /&gt;
==={{L|Leather}}===&lt;br /&gt;
Leather, which is produced at a {{L|Tanner's shop}}, will be kept here. Like most stockpiles, it can use {{L|bin|bins}} to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|refuse stockpile|Refuse}}===&lt;br /&gt;
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a {{L|cave}}, any garbage item that can rot will be stored in a refuse stockpile. Also, any XXdamaged itemsXX will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance. If placed indoors, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build {{L|door|doors}} to all of your indoor refuse stockpiles - the miasma won't spread through a closed door so only dwarves with business in the room will be bothered by the rot. An alternative to this is to dig {{L|channel|channels}} down from the surface, creating an outside area inside your fortress. You can place your refuse stockpile here and whilst it will be in your fort it will technically be outside and won't generate miasma. &lt;br /&gt;
&lt;br /&gt;
{{L|bone|Bones}}, {{L|skull|skulls}}, and {{L|shell|shells}} are also stored here, whether they be from defeated enemies or raw food processing. If left outdoors, these will randomly disappear, but will remain indefinitely if stored indoors. You can now{{version|0.31.16}} create refuse piles that will only store {{L|bone|bones}}, {{L|skull|skulls}}, and {{L|shell|shells}}, in previous versions of DF2010 this was not possible.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a {{L|Activity_zone#Garbage_Dump|garbage dump}}. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Also note that if you allow bins to be used on your refuse pile, damaged clothing will be stored in it, allowing for more efficient use of your pile.&lt;br /&gt;
&lt;br /&gt;
==={{L|Stone}}===&lt;br /&gt;
Rough stone will be stored here, as well as {{L|ore}}. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for {{L|Stone_management|dealing with excess stone}}.  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
==={{L|Weapon|Weapons}}===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use and trap components. {{L|Bin|Bins}} can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
==={{L|Wood}}===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an {{L|Tower-cap|underground tree farm}}. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw {{L|turtle}}, {{L|mechanism|mechanisms}} and all stone types apart from {{L|onyx}} if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal {{L|ore|ores}}' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use.  By default, if the item can be stored, it will try to fill the entire stockpile with that type of container.  This can be troublesome, especially early in the game when you don't have nearly enough to go around.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Furniture &lt;br /&gt;
| Sand bag&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the {{L|kitchen|kitchens}}, your {{L|floodgate|floodgates}} and mechanisms near the {{L|room|rooms}} that need {{L|statue|statues}} and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then an indoor pile near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '{{L|charcoal}} only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: {{L|seed|seeds}} and {{L|potash}}. (If your {{L|ashery}} is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: {{L|ore|ores}} and {{L|flux}}.&lt;br /&gt;
* Sandpile: {{L|sand}} bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes {{L|dye|dyes}}. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to {{L|skin|skins}}, a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: {{L|List of crops|brewable plants}}. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept {{L|Alcohol|drinks}} scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or locking dwarves in so that local stockpile is the only one they can {{L|path}} to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of {{L|artifact|artifacts}} means the materials used in them can have drastic effects, sometimes even into the ''{{L|Value|millions}}''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to insure that you will get the most out of each {{L|strange mood}}.  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress and the loss of an artifact can result in a very bad {{L|thought}} for the creator. Keep valuable artifacts safe from {{L|thief|thieves}} in a special stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, use customized stone stockpiles to provide some of that control. On maps with mass {{L|flux}} stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*The taking from stockpile function is currently bugged.{{version|0.31.03}} Fixed. {{version|0.31.07}}&lt;br /&gt;
*Refuse outside your fort will no longer disappear.{{version|0.31.03}} Fixed. {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wear&amp;diff=128252</id>
		<title>v0.31 Talk:Wear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wear&amp;diff=128252"/>
		<updated>2010-09-26T19:50:19Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: /* Rot */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure where else to bring this up since rot redirects to this page. In my most recent game in DF2010 nothing seems to be rotting. I've got a full refuse pile that is 2 or 3 years old and all the dead vermin on it have not rotted in the least. In past games in other versions the will rot away to leave bones and skulls but these are not doing that. Is this a bug or has it been addressed else where before now? --[[User:Railick|Railick]] 23:23, 18 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
:It's a bug, and it's fixed as of version 0.31.04. -- [[User:Dark T Zeratul|Dark T Zeratul]] 00:09, 19 May 2010 (UTC)&lt;br /&gt;
::Wear is something separate from rot - back in the old 2D version, it happened to meat over the course of about half a year, and in all versions, it gradually happens to clothing over the course of several years. --[[User:Quietust|Quietust]] 01:03, 19 May 2010 (UTC)&lt;br /&gt;
:::Did not notice a new version was released, been working on final project for school :P Happy day! --[[User:Railick|Railick]] 23:28, 19 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
&lt;br /&gt;
==Relevance==&lt;br /&gt;
&lt;br /&gt;
I don't think this belongs on a page about wear:&lt;br /&gt;
Animal-based products can rot given enough time, rendering the product unusable and generating miasma which gives your dwarves unhappy thoughts. Crops and harvested plants can wither, making them useless but generating no miasma.&lt;br /&gt;
I didn't want to delete it without asking here. Why not have a page about rot or call the page something else?--[[User:Kwieland|Kwieland]] 00:06, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rot ==&lt;br /&gt;
&lt;br /&gt;
Rot redirects here, should there be a mention of rotting body parts on living dwarfs? (often caused by Forgotten Beast extracts coming into contact with dwarf body parts)&lt;br /&gt;
&lt;br /&gt;
Does anyone have any information regarding it? My rotting dwarfs seem to be quite content with walking around stinking the place up with miasma, despite their health screen showing that their rotting body parts require surgery. The wounds have been cleaned, though infection is setting in on some of them.&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=128248</id>
		<title>v0.31 Talk:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=128248"/>
		<updated>2010-09-26T18:53:26Z</updated>

		<summary type="html">&lt;p&gt;WorMzy: /* Cleanable tiles */ new section&lt;/p&gt;
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&lt;div&gt;Cleaning appears to be functionally similar to the previous version so far, with a few exceptions:&lt;br /&gt;
* dwarves no longer clean adjacent tiles in addition to the tile they are standing on - only the tile they're on becomes cleaned;&lt;br /&gt;
* blood, ichor, and vomit no longer vanish on season-change, and rain only removes the liquids from the tile it hits&lt;br /&gt;
[[User:Volouscheur|Volouscheur]] 21:12, 21 April 2010 (UTC)&lt;br /&gt;
:The second part of #2 is how it's always been - even in 40d, rain would clean away any outdoor blood and vomit 1 tile at a time. --[[User:Quietust|Quietust]] 21:37, 21 April 2010 (UTC)&lt;br /&gt;
:Every time one of my dwarves has cleaned a tile, they also clean the tiles adjacent to it, including walls. --[[User:Telarin|Telarin]] 19:18, 3 September 2010 (UTC)&lt;br /&gt;
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==Clean Self==&lt;br /&gt;
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Now that dwarves will clean themselves as well as the fort, we need to cover this.  Would it be better as a separate article, or as a section here (with a redirect here from {{cv:Clean self}})? --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:09, 12 May 2010 (UTC)&lt;br /&gt;
:In my opinion, it should stay in the cleaning area, as it is related to cleaning. However, it is of little value, considering Clean Self is bugged when you finally make soap for dwarves to clean themselves with. Still, yes it can be split if people want it split, but it would probably turn into a vote later on. --[[User:Hugna|Hugna]] 23:42, 22 May 2010 (UTC)&lt;br /&gt;
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== Cleaning should be an assignable job ==&lt;br /&gt;
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I should be able to [d]esignate cleaning. It could work exactly like smoothing stone, and utilize a cleaning ability. Only dwarves tasked with Cleaning would perform the task. Vomit and blood could give a negative thought to encourage cleaning.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:15, 12 July 2010 (UTC)&lt;br /&gt;
:Suggestions should be posted [http://www.bay12forums.com/smf/index.php?board=5.0 where the people who can implement them can see], it's not going to be seen here, sadly. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 18:27, 12 July 2010 (UTC)&lt;br /&gt;
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== Cleanable tiles ==&lt;br /&gt;
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It seems to me that dorfs won't clean soil, just rock. It doesn't seem to matter whether it's natural rock, or built rock; so building stone flooring over the top of soil (where possible) is a good way of making your dorfs keep your fortress clean.&lt;br /&gt;
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Anybody want to confirm this/add it to the article?&lt;/div&gt;</summary>
		<author><name>WorMzy</name></author>
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