<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cirno%289%29</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cirno%289%29"/>
	<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php/Special:Contributions/Cirno(9)"/>
	<updated>2026-05-05T21:23:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Glass_industry&amp;diff=125704</id>
		<title>v0.31:Glass industry</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Glass_industry&amp;diff=125704"/>
		<updated>2010-08-16T21:03:44Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Glass Industry''' is an extremely versatile source of items. Everything from {{L|trade goods}} to {{L|furniture}} to low value {{L|glass}} {{L|gem}}s to {{L|block}}s to {{L|trap component}}s can be made from glass, making {{L|Glassmaker}}s an extremely useful profession.&lt;br /&gt;
&lt;br /&gt;
=Producing glass=&lt;br /&gt;
&lt;br /&gt;
In order to produce {{L|glass}} in great quantities, your map should have {{L|sand}}. Sand is offered by {{L|caravan}}s, but very little can be acquired at a time. If you want a massive glass industry, check on your pre-{{L|embark}} map for sand layers.&lt;br /&gt;
&lt;br /&gt;
To make items from glass, sand must first be gathered in {{L|bag}}s using a task available at any {{L|glass furnace}}, &amp;quot;Gather Sand&amp;quot;.  You must designate a {{L|activity zone|Sand Collection zone}} from the ({{k|i}})-menu that includes an accessible area of sand in order for this task to succeed.  &lt;br /&gt;
&lt;br /&gt;
Once you have one bag of sand you can order glass to be created at a furnace.  A standard {{L|glass furnace}} will consume one unit of {{L|fuel}} per job; a {{L|magma glass furnace}} uses no fuel.&lt;br /&gt;
&lt;br /&gt;
==Collecting sand==&lt;br /&gt;
&lt;br /&gt;
All types of glassmaking require at least a {{L|container|bag}} of {{L|sand}}. The &amp;quot;Collect {{L|Sand}}&amp;quot; order at the glass furnace requires the &amp;quot;{{L|hauling#Item_hauling|item hauling}}&amp;quot; labor, not glassmaking. The Collect Sand order does however still occupy the glass furnace, preventing glassmakers from working in it until it has been completed. Collecting sand is also a time consuming task, and glassmakers quickly become faster at making items then at gathering materials to the point that jobs are canceled as sand becomes scarce.&lt;br /&gt;
&lt;br /&gt;
===Collecting sand efficiently===&lt;br /&gt;
&lt;br /&gt;
There are two main ways around this problem, each with its own benefits and drawbacks. &lt;br /&gt;
&lt;br /&gt;
====Brute force====&lt;br /&gt;
The fast, somewhat sloppy method is to build additional glass furnaces for the sole purpose of {{L|repeat}}ing the Collect Sand order while others are used for actual glassmaking. Keep in mind that ordering glass goods through the {{L|manager}} will schedule jobs in your sand collection glass furnaces, which can get irritating and interfere with your balance of sand supplies and glassmaking orders. To avoid this, queue ten sand collection jobs and set them all to repeat. This will prevent new jobs from being assigned to the {{L|furnace}}.&lt;br /&gt;
&lt;br /&gt;
'''Benefits:''' &lt;br /&gt;
*This method will free up time for your glassmakers to focus on making glass items. &lt;br /&gt;
&lt;br /&gt;
*It is possible to turn off all of your craftsdwarves' hauling labors and let your pack of otherwise useless {{L|Potash maker|Potash Maker}}s do all the grunt work of filling {{L|container|bags}}.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks:'''&lt;br /&gt;
*This method is hard to balance. Just when you think you have found an equilibrium between supply and demand, a legendary glassmaker goes to sleep and every bag is filled with sand during his absence, resulting in a cascade of canceled bag filling jobs. If you go too far the other way and order more bags than can be used, hundreds of surplus sand bags accumulate until you eventually run out of bags or tweak the balance again.&lt;br /&gt;
&lt;br /&gt;
====Slow and easy====&lt;br /&gt;
The slightly slower but more controllable method of collecting sand efficiently. Assign each glass furnace to an individual glassmaker, and make sure that the dwarf's item hauling labor is turned on. Stagger work orders so the glassmaker hauls their own sand, then makes their item, then hauls their own sand. &lt;br /&gt;
&lt;br /&gt;
'''Benefits:''' &lt;br /&gt;
*Orders can be set to repeat endlessly in the background with no oversight, which is particularly excellent when mass producing {{L|Gems#Glass|raw glass}} or {{L|block}}s.&lt;br /&gt;
&lt;br /&gt;
*Usage of bags is set to a minimum, which frees {{L|cloth}} and {{L|leather}} for other purposes.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks:'''&lt;br /&gt;
*Tandem job orders like this mean that only five orders can be placed at a time, meaning that orders are placed most effectively as {{L|repeat}}s. A way around this is to set five different types of tandem orders and {{L|suspend}} and unsuspend them as desired.&lt;br /&gt;
&lt;br /&gt;
*This method is slower than the brute force method, and doesn't give your hoard of idle dwarves anything to do.&lt;br /&gt;
&lt;br /&gt;
*The manager can still be a burden with this system and ruin the balance of labors.&lt;br /&gt;
&lt;br /&gt;
==Varieties of glass==&lt;br /&gt;
&lt;br /&gt;
:*Producing '''green glass''' requires only a bag of sand. Green glass items are {{L|value|worth}} twice as much as objects made from most {{L|stone}}, making it equivalent to cheap metals like {{L|copper}} and {{L|zinc}}.&lt;br /&gt;
&lt;br /&gt;
:*Producing '''clear glass''' requires one bar of {{L|pearlash}} in addition to a bag of sand. Clear glass items are worth five times as much as items made from most stones, making it equivalent to metals like {{L|bronze}}.&lt;br /&gt;
&lt;br /&gt;
:*Producing '''crystal glass''' requires no sand, but does require pearlash and rough {{L|rock crystal}}s, a {{L|gem}} which is not found on all maps. Cut rock crystals bought from {{L|trader}}s will not work for producing crystal glass. Crystal glass is worth ten times as much as objects made from most stones, making it equivalent in value to metals like {{L|silver}}.&lt;br /&gt;
&lt;br /&gt;
See also &amp;quot;{{L|Glass}}&amp;quot; for a full discussion of the properties of glass items.&lt;br /&gt;
&lt;br /&gt;
==Glass Industry Flowchart==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 64em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Textile industry&lt;br /&gt;
  |background=#acc|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#acc|C|#acc|A|#acc|&lt;br /&gt;
  |      |L|#acc|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#008|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#008|♂|#888|♂|#888|♂|#f00|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Wood Industry&lt;br /&gt;
  |background=#ed8|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Mining&lt;br /&gt;
  |background=#ccc|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Meat Industry&lt;br /&gt;
  |background=#ed8|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#acc|      |&lt;br /&gt;
  |L|#acc|C|#acc|E|    |&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=none|skill=Item Hauling&lt;br /&gt;
  |color=3:0|&lt;br /&gt;
  |      |L|#acc|      |&lt;br /&gt;
  |E|    |C|#acc|E|    |&lt;br /&gt;
  |      |L|#acc|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Ashery|skill=Ashery&lt;br /&gt;
  |color=6:0|&lt;br /&gt;
  |      |L|#ed8|      |&lt;br /&gt;
  |E|    |C|#ed8|E|    |&lt;br /&gt;
  |      |L|#ed8|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#ccc|      |&lt;br /&gt;
  |E|    |C|#ccc|E|    |&lt;br /&gt;
  |      |A|#ccc|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |E|    |T|#fff|L|#fff| Sand Only&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Sand Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#008|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#008|♂|#888|♂|#888|♂|#f00|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff| Sand &amp;amp; Pearlash&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title={{L|Pearlash}}&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#ccc|≡|#ccc|≡|#ccc|≡|#ccc|&lt;br /&gt;
  |≡|#ccc|≡|#ccc|≡|#ccc|≡|#ccc|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff| Pearlash &amp;amp; Rock Crystal&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title={{L|Rock crystal|Rough Rock Crystal}}&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#fff|☼|#fff|☼|#fff|☼|#fff|&lt;br /&gt;
  |☼|#fff|☼|#fff|☼|#fff|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Use Block|item={{L|Fuel}}/{{L|Magma}}|use=Powers furnaces&lt;br /&gt;
  |background=#fa8|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass furnace|skill=Green Glass- making&lt;br /&gt;
  |color=1:1|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fa8|C|#080|L|#fa8|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fa8|C|#fa8|L|#fa8|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass furnace|skill=Clear Glass- making&lt;br /&gt;
  |color=1:1|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fa8|C|#088|L|#fa8|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fa8|C|#fa8|L|#fa8|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass furnace|skill=Crystal Glass- making&lt;br /&gt;
  |color=1:1|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fa8|C|#fff|E|#fff|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Gem industry&lt;br /&gt;
  |background=#6f6|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
  |E|#89c|C|#89c|L|#89c| &lt;br /&gt;
  |      |E|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|#89c|      |&lt;br /&gt;
  |L|#89c|T|#89c|L|#89c|Any glass&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
  |L|#89c|C|#89c|L|#89c|&lt;br /&gt;
  |      |E|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|#89c|      |&lt;br /&gt;
  |L|#89c|C|#89c|L|#89c|&lt;br /&gt;
  |      |E|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
  |L|#89c|T|#89c|E|#89c|Any glass&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Goods Industry&lt;br /&gt;
  |background=#acc|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
  |E|    |T|#afa|L|#fff| counts as rough gems&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title={{L|Gem#Glass|Raw Glass}}&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#080|☼|#080|☼|#088|☼|#fff|&lt;br /&gt;
  |☼|#080|☼|#088|☼|#088|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
  |A|#89c|C|#89c|E|#89c|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|#fff|      |&lt;br /&gt;
  |E|#fff|C|#fff|L|#fff|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title={{L|block|Glass Blocks}}&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |■|#080|■|#080|■|#088|■|#fff|&lt;br /&gt;
  |■|#080|■|#088|■|#088|■|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
  |A|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title={{L|craft|Glass Crafts}}&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |o|#080|♀|#080|o|#088|°|#fff|&lt;br /&gt;
  |Å|#080|¶|#088|♀|#088|δ|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
  |L|#fff|C|#fff|E|#fff|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|#89c|      |&lt;br /&gt;
  |E|#89c|C|#fff|L|#fff|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title={{L|Furniture|Glass Furniture}}&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |π|#080|π|#080|Ω|#088|Ω|#fff|&lt;br /&gt;
  |Ω|#080|╤|#088|╤|#088|╤|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
  |A|#89c|C|#89c|E|#89c|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|#fff|C|#fff|L|#fff|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title={{L|Terrarium}}s&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |‼|#080|‼|#080|‼|#088|‼|#fff|&lt;br /&gt;
  |‼|#080|‼|#088|‼|#088|‼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
  |A|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title={{L|Vial|Glass Vials}}&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |¡|#080|¡|#080|¡|#088|¡|#fff|&lt;br /&gt;
  |¡|#080|¡|#088|¡|#088|¡|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fff|T|#fff|E|#fff|{{L|Extracts}}&lt;br /&gt;
  |      |E|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|#fff|C|#fff|E|#fff|&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title={{L|Window|Glass Windows}}&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |▒|#080|▒|#080|▒|#088|▒|#fff|&lt;br /&gt;
  |▒|#080|▒|#088|▒|#088|▒|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
  |A|#89c|C|#89c|E|#89c|&lt;br /&gt;
  |      |E|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|#fff|C|#fff|E|#fff|&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title={{L|Trap weapon|Trap Weapons}}&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |Σ|#080|Σ|#080|Σ|#088|Σ|#fff|&lt;br /&gt;
  |Σ|#080|Σ|#088|Σ|#088|Σ|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#89c|      |&lt;br /&gt;
  |A|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |E|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title={{L|Pipe|Tube}}s&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |¦|#080|¦|#080|¦|#088|¦|#fff|&lt;br /&gt;
  |¦|#080|¦|#088|¦|#088|¦|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Furniture Industry&lt;br /&gt;
  |background=#b98|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |A|#fff|C|#fff|L|#fff|&lt;br /&gt;
  |      |E|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|#fff|      |&lt;br /&gt;
  |L|#fff|C|#fff|A|#fff|&lt;br /&gt;
  |      |E|#89c|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Construction&lt;br /&gt;
  |background=#888|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|#fff|C|#fff|A|#fff|&lt;br /&gt;
  |      |E|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|#fff|      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff|[[Pump]]s&lt;br /&gt;
  |      |E|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |A|#fff|C|#fff|E|#fff|&lt;br /&gt;
  |      |E|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Glassmaking vs. masonry=&lt;br /&gt;
There is considerable overlap between items produced from {{L|stone}} at a {{L|Mason's workshop}}, and items produced from glass at glass furnaces. {{L|Mason}}ry is easier to get running and will {{L|stone management|clear excess stone}} from your fortress. Glass produces items with a higher base {{L|value}} (unless you make your masons use flux or {{L|obsidian}}), and using a {{L|magma glass furnace}} allows you to make green glass objects without consuming anything but dwarven labor.&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talk:From_Caravan_to_Happy_Dwarves&amp;diff=125691</id>
		<title>Talk:From Caravan to Happy Dwarves</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talk:From_Caravan_to_Happy_Dwarves&amp;diff=125691"/>
		<updated>2010-08-16T20:22:00Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'll work on this a bit more, but I thought that I'd post it here as it can be helpful. --[[User:Bongotastic|Bongotastic]] 12:41, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like this, you could almost just give this to a new player with instructions to &amp;quot;do all this, top to bottom&amp;quot;, resulting in a fortress that won't fall within minutes. I hope you add a few small pointers to the horizontal priority (as in, make things on the left absolutely vital and things on the right nearly optional), but otherwise this is a very solid guide to starting a healthy fortress. --[[User:Cirno(9)|Cirno(9)]] 22:21, 16 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Chain&amp;diff=125237</id>
		<title>v0.31:Chain</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Chain&amp;diff=125237"/>
		<updated>2010-08-12T22:35:39Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:35, 12 August 2010 (UTC)}}{{av}}'''Chains''' are created at the {{L|metalsmith's forge}} with one {{L|metal}} {{L|bar}} (or four {{L|adamantine}} wafers), using the {{L|metal crafter|metal craft}} {{L|skill}} (but are found listed under &amp;quot;Furniture&amp;quot; and not &amp;quot;other objects&amp;quot; in that menu).&lt;br /&gt;
&lt;br /&gt;
They are used in traction benches, {{L|well}}s and {{L|restraint}}s.&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Magma-safe&amp;diff=124956</id>
		<title>v0.31:Magma-safe</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Magma-safe&amp;diff=124956"/>
		<updated>2010-08-12T10:15:25Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|10:15, 12 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Magma-safe materials''' are materials which will not melt, burn or evaporate when in close contact with {{l|magma}}. Most frequently, this comes into play when using {{l|floodgate}}s operated by {{l|mechanism}}s.&lt;br /&gt;
&lt;br /&gt;
In order to construct mechanisms from a magma-safe stone, simply ensure that they are the closest available stone to your {{l|mechanic}}, ideally by placing a restricted {{l|stockpile}} around your {{l|mechanic's workshop}}. [[Burrows]] can also be of assistance here, as dwarves will not attempt to pick up stone out side of their burrow assignments.&lt;br /&gt;
&lt;br /&gt;
When linking a trigger to an object, the ''first'' mechanism selected is attached to the object, and the ''second'' is attached to the trigger.  Unless the trigger itself will be submerged in magma (as could be the case with a {{l|pressure plate}}), only the first mechanism (attached to the object that will be submerged) need be magma-safe. If you do not have any magma-safe stones available, you can also work around floodgate-based flow control by using {{l|screw pump}}s to pump the magma over {{l|wall}}-barriers, or using water to form {{l|obsidian}} to plug flows and channel through them to reopen them (necessity and invention and all that).&lt;br /&gt;
&lt;br /&gt;
Constructions that resist magma are:&lt;br /&gt;
&lt;br /&gt;
* Constructions ({{l|Wall}}, {{l|Floor}}, {{l|Ramp}}, and {{l|Stairs}}) of any material can never melt or burn - there is nothing wrong with a {{l|wood}}en magma reservoir.  Natural (but not constructed) {{l|ice}} walls/floors/ramps/stairs may melt however.&lt;br /&gt;
* {{l|Fortification}}s will allow the passage of {{l|magma}}, but not the assorted magma creatures. Fire snakes are vermin, so they can spawn anywhere near the magma. They are not affected by fortifications, grates, or even solid walls.  Also, there is a bug with fluids which may sometimes let magma (and water) push living things through barriers such as fortifications, bars and grates.  {{l|Pump}}s are a positive defense, but can change the dynamics of fluid {{l|pressure}}.&lt;br /&gt;
* If not submerged (that is, not opened to let magma flow over/past/around them), {{l|door}}s, {{l|floodgate}}s, and raised {{l|bridge}}s (provided that there is no magma on the space the bridge would occupy when lowered) of non-magma-safe stone or metal are safe. So long as they are just in contact with magma, only acting as a passive &amp;quot;wall&amp;quot;, they are fine. If opened, they will melt.&lt;br /&gt;
** Raised drawbridges have a notable exception, in that allowing magma to flow over the area that the bridge would normally occupy when lowered ''will'' cause the bridge's components to heat up and potentially melt.&lt;br /&gt;
* A {{L|pump}} made with magma-safe metal pipes and screws and with magma-safe metal blocks or magma-safe stone blocks is fully magma-safe.  A pump made with glass pipes and screws or any type of{{Verify}} metal pipes and screws, and glass blocks, any type of metal blocks, or magma-safe stone blocks is magma-safe as long as no magma ever occupies the passable tile of the pump.  Pumps made with {{L|wood|wooden}} components or with non-magma-safe stone blocks will deconstruct soon after they begin pumping magma.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- NEED TO RECHECK THIS!&lt;br /&gt;
&lt;br /&gt;
=== Glass ===&lt;br /&gt;
{{l|Glass}} behaves oddly in regards to magma.  Glass is, in itself, not magma safe; glass {{l|instrument}}s will melt in magma.  However, glass {{l|furniture}} will not.  So glass {{l|statue}}s, {{l|screw pump}}s, and {{l|floodgate}}s are all fine when submerged in magma.  Forum link with experiments: http://www.bay12games.com/forum/index.php?topic=27423.msg333562#msg333562&lt;br /&gt;
&lt;br /&gt;
Glass barriers still require magma-proof mechanisms to operate without deconstructing.&lt;br /&gt;
&lt;br /&gt;
   --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game calculations ==&lt;br /&gt;
In the game, magma's temperature is exactly 2,032°F, or about 1,111°C. This is also 12,000° {{l|Temperature scale|Urist}}.&lt;br /&gt;
&lt;br /&gt;
==Magma-safe material==&lt;br /&gt;
&lt;br /&gt;
The following materials will not melt when submerged in magma. Although true for any item/construction, it's worth specifically mentioning that this includes doors, hatches, floodgates, bridges, pumps and mechanisms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Editors: For your convenience, a BLANK ROW TEMPLATE:&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type= |Matl= |Appear= |Temp= |Notes= }}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MS table head}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Alunite}}|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=13,690°U (3722°F/2051°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Anhydrite}}|Appear={{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}|Temp=12,610°U (2642°F/1450°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Basalt}}|Appear={{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Notes={{L|igneous extrusive}} layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Bauxite}}|Appear={{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,600°U (3632°F/2000°C)|Notes=dark red}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Calcite}}|Appear={{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,902°U (2934°F/1613°C)|Notes={{L|flux}} stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Chert}}|Appear={{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}}|Temp=13,101°U (3133°F/1723°C)|Notes={{L|sedimentary}} layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Chromite}}|Appear={{Raw Tile|&amp;amp;#61;|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,645°U (3677°F/2026°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Dolomite}}|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=16,507°U (6539°F/3619°C)|Notes={{L|flux}} stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Gabbro}}|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Notes={{L|igneous intrusive}} layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Ilmenite}}|Appear={{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,457°U (2489°F/1365°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Kaolinite}}|Appear={{Raw Tile|&amp;amp;#61;|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,150°U (3182°F/1751°C)|Notes=dark red}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Mica}}|Appear={{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,295°U (2327°F/1275°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Obsidian}}|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,600°U (3632°F/2001°C)|Notes=value 3 stone, {{L|igneous extrusive}} layer stone, can be &amp;quot;{{l|obsidian farming|manufactured}}&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Olivine}}|Appear={{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}|Temp=13,168°U (3200°F/1761°C)|Notes=green}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Orthoclase}}|Appear={{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}|Temp=12,250°U (2282°F/1250°C)|Notes=yellow}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Periclase}}|Appear={{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}|Temp=15,040°U (5072°F/2803°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Petrified wood}}|Appear={{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}|Temp=12,970°U (3002°F/1650°C)|Notes=bright red}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Pitchblende}}|Appear={{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}|Temp=12,070°U (2102°F/1149°C)|Notes=purple}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Quartzite}}|Appear={{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,970°U (3002°F/1650°C)|Notes={{L|metamorphic}} layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Rutile}}|Appear={{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}|Temp=13,285°U (3214°F/1826°C)|Notes=purple}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Sandstone}}|Appear={{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}|Temp=12,070°U (2102°F/1149°C)|Notes={{L|sedimentary}} layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Talc}}|Appear={{Raw Tile|&amp;amp;#124;|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,700°U (2732°F/1500°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Adamantine}}|Appear={{Raw Tile|╪|3:3:1}} {{Raw Tile|≡|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Notes=Highest value/utility material in game}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Iron}}|Appear={{Raw Tile|╪|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,768°U (2800°F/1538°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Nickel}}|Appear={{Raw Tile|╪|7:3:0}} {{Raw Tile|≡|7:0}}|Temp=12,619°U (2651°F/1455°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Pig iron}}|Appear={{Raw Tile|╪|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,106°U (2138°F/1170°C)|Notes=used in steel making process}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Platinum}}|Appear={{Raw Tile|╪|7:7:1}} {{Raw Tile|≡|7:1}}|Temp=13,182°U (3214°F/1768°C)|Notes=High value metal}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Steel}}|Appear={{Raw Tile|╪|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,718°U (2750°F/1510°C)|Notes=armour/weapons}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Cassiterite}}|Appear={{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}|Temp=12,025°U (2057°F/1124°C)|Notes=tin ore, used in bronze &amp;amp; pewter alloys}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Galena}}|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=12,005°U (2037°F/1113°C)|Notes=lead/silver ore}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Hematite}}&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}|Temp=12,736°U (2768°F/1520°C)|Notes=iron ore&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Magnetite}}&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}|Temp=12,768°U (2800°F/1538°C)|Notes=iron ore&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Native platinum}}|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=13,182°U (3214°F/1768°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=''{{l|Sphalerite}}''&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}|Temp=&amp;lt;s&amp;gt;''12,133°U (2165°F/1185°C)''&amp;lt;/s&amp;gt;|Notes=zinc ore - '''''See Notes&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;'''''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Special|Matl={{l|Raw adamantine}}|Appear={{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Leather|Matl={{l|Fire imp}}|Appear=|Temp=15,000°U (5032°F/2780°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Leather|Matl={{l|Dragon}}|Appear=|Temp=55,000°U (45032°F/25,044°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Bone|Matl={{l|Fire imp}}|Appear=|Temp=15,000°U (5032°F/2780°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Bone|Matl={{l|Dragon}}|Appear=|Temp=55,000°U (45032°F/25,044°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:1. Each stone is one of 16 {{L|color scheme|colors}} in the game.  Different un-mined stone of the same color have a different symbol to distinguish between them.  Once mined, the individual stones themselves can sometimes look identical if the color is the same. Use {{k|k}} to loo{{k|k}} at items or the terrain for specific information.&lt;br /&gt;
&lt;br /&gt;
:2. '''°U''' = degrees in [[Urist]], the measure of temperature within the Dwarf Fortress world. As far as is known, there is no functional difference between a material that melts at 12,005°U or 55,000°U - they are both equally &amp;quot;magma safe&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:3. There are three iron ores in the game (four if you count {{L|goblin|goblinite}}). Of these, only {{l|hematite}} and {{L|magnetite}} are magma safe.&lt;br /&gt;
&lt;br /&gt;
:4. Sphalerite has ''no'' melting point, but '''boils''' at 12,133°U - further research is necessary in this context - use at your own risk for the time being. This is accurate for the actual mineral, which sublimes at this temperature rather than having a liquid state, but how it behaves in Dwarf Fortress may be unclear.&lt;br /&gt;
&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Category|Magma safe materials}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Mechanical_logic&amp;diff=124787</id>
		<title>v0.31:Mechanical logic</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Mechanical_logic&amp;diff=124787"/>
		<updated>2010-08-11T16:06:33Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:06, 11 August 2010 (UTC)}}&amp;lt;!-- &lt;br /&gt;
***************************&lt;br /&gt;
* WORKING IN PROGRESS !!! *&lt;br /&gt;
***************************&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Mechanical logic is one discipline of {{l|computing|computing}} using mechanical {{l|power|power}} to perform logical operations. In this case powered or unpowered {{l|machine component|machine components}} represent the binary information.&lt;br /&gt;
&lt;br /&gt;
The principles of mechanical logic are simple. {{l|Gear assembly|Gear assemblies}} linked to {{l|trigger|triggers}} will be toggled between disengaged and engaged when they receive an on/off signal. In this manner, you can conditionally attach power supply from {{l|windmill|windmills}} or {{l|waterwheel|waterwheels}} to specially arranged gears to build logic gates. You can also connect additional gears or other machine components as load - consuming power - to a linked gear in various configurations.&lt;br /&gt;
&lt;br /&gt;
An alternative to using the gates listed here that require an extra load of gears is to use [[Pre-Toggled Mechanical Logic]].  This logic discipline has the benefit of being far easier to power, since it does not rely on extra gears to force a gear to disable in certain circumstances. At present, it does not work with pressure plates, however, but probably only needs a bit of redesigning.&lt;br /&gt;
&lt;br /&gt;
== Pros and cons ==&lt;br /&gt;
&lt;br /&gt;
* needs a substantial amount of wood to construct power supply&lt;br /&gt;
* needs a substantial amount of {{l|mechanism|mechanism}} and therefore {{l|mechanics|mechanics}} especially when you base your gates on load&lt;br /&gt;
* needs {{l|water|fluid}} to build converter to trigger something else than machine components&lt;br /&gt;
&lt;br /&gt;
* is very fast because gears don't have a reaction delay of 100 steps&lt;br /&gt;
* is very flexible because gears can be toggled and therefore inverting input signals is very easy&lt;br /&gt;
* is easy to reconfigure because you don't have to deal with fluid or {{l|creature|creatures}} as you have to when you stick to other computing disciplines&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ToDo --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== General concepts ==&lt;br /&gt;
=== Load based ===&lt;br /&gt;
=== Toggle based ===&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Power to signal converter ==&lt;br /&gt;
When you are dealing with mechanical logic, you'll finally want or have to trigger something else than machine components like doors or bridges. Currently, there doesn't exist any {{l|trigger|trigger}} in dwarf fortress that reacts on the working state of machine components, thus power on/off. So, you'll have to convert power via pressure plates, screw pumps and fluid into an on/off signal.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:1px; white-space:nowrap;&amp;quot;&amp;gt;&lt;br /&gt;
'''Z 0'''&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-spacing:0; border-style:solid; border-width:thin; border-color:#000000;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-spacing:0; padding:0; margin:0; vertical-align:middle;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#222|·|#BBB}}&lt;br /&gt;
|{{RTL|#444|÷|#DDD}}&lt;br /&gt;
|{{RTL|#444|÷|#DDD|►|#00A|center|►|#00A|center}}&lt;br /&gt;
|{{RTL|#222|·|#BBB}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:1px; white-space:nowrap;&amp;quot;&amp;gt;&lt;br /&gt;
'''Z-1'''&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-spacing:0; border-style:solid; border-width:thin; border-color:#000000;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-spacing:0; padding:0; margin:0; vertical-align:middle;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#00A|^|#DDD||||7|#88F|left}}&lt;br /&gt;
|{{RTL|#DDD||||||7|#88F|left}}&lt;br /&gt;
|{{RTL|#DDD||||||7|#88F|left}}&lt;br /&gt;
|{{RTL|#DDD||||||7|#88F|left}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When the pump is connected to power, it will suck water from the pressure plate and pump it to the right. The water level on the pressure plate will fall to 0. The plate can be constructed to react on 0&amp;amp;hellip;3 water. You can invert it to get an off signal instead setting it to 4&amp;amp;hellip;7. In both cases the ''off signal'' will have a delay of 100 steps.{{Verify}} This gate is fluid conserving.&lt;br /&gt;
&lt;br /&gt;
==Mechanical signal-input power-output gates==&lt;br /&gt;
* These gates can be used either by adding a power -&amp;gt; link signal converter (also known as a &amp;quot;rotation sensor&amp;quot;), or directly used to control pumps, such as in other logic gates (the unsourced fluid logic gates use these, for instance). The conventional &amp;quot;rotation sensor&amp;quot; consists of a pump powered by the gate's OUTPUT gear, pumping an infinite supply of water onto a water-sensing pressure plate with an infinite drain.&lt;br /&gt;
* There are certain things important to all the gates:&lt;br /&gt;
* Each gate has an OUTPUT gear, which will be placed next to a pump which the gate will control.&lt;br /&gt;
* In diagrams, the OUTPUT gear is below the 'O' gear, connected to it by gears or vertical axles. The P indicates where you should hook power up, and L indicates where load (gears or pumps that don't have a water source) should be connected, and ¦ and - are horizontal axles. The Is are gears linked to INPUTs (some gates have one input, but most have two).&lt;br /&gt;
* Gates which incorporate a NOT will have the power network branch off from the 'O' gear, and have a train of power-draining stuff connected to the input gears, whereas gates which do not incorporate a NOT will have the power connected to the input gears instead. The principle behind normal gates is that when the INPUTs are ON, power is connected. The principle behind the NOT gates is that power is always connected, but when the INPUTs are ON, a large enough power requirement is connected to send the power requirements above the power supply, shutting down the system.&lt;br /&gt;
* If your windmills produce no power, you'll have to come up with some way to use water wheels for power instead.&lt;br /&gt;
* You should build only enough windmills (or water wheels) to power the system, and should not connect the network for one gate to another gate's network, since that would both gates up.&lt;br /&gt;
* The gates' instructions will explain how much load and power you need to have at each P and L in the more complicated gates.&lt;br /&gt;
&lt;br /&gt;
===Legend===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Symbol&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|[#ff0]O}}&lt;br /&gt;
| A gear which connects to your OUTPUT gear, which outputs power when the gate is producing an ON output.&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|[#aaf]I}}&lt;br /&gt;
| A gear connected to an INPUT. In most gates you will have two Is, with each one connected to a different input.&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|-}} and {{diagram|¦}}&lt;br /&gt;
| Horizontal axles&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|[#0f0]P}}&lt;br /&gt;
| Power goes here&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|[#aaf]i}}&lt;br /&gt;
| Two more gears, each connected to the two different inputs.&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|[#f00]L}}&lt;br /&gt;
| a chain of gears or pumps which serve to add load to the system, generally shutting it off when connected.&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|*}}&lt;br /&gt;
| A gear which isn't linked to any inputs or outputs and just serves to connect the power or whatever.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mechanical identity gate ===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#ff0]O[#aaf]I--[#0f0]P}}&lt;br /&gt;
 &lt;br /&gt;
* This takes an linked input signal and converts it to power without changing it.&lt;br /&gt;
* Connected to the input gear, such that they will only be connected to the system if the input gear is receiving an ON signal, are gears with windmills on top of them. Build only enough windmills to power the devices that the gate's OUTPUT gear are connected to (and the gears/axles).&lt;br /&gt;
* When the INPUT is ON, the INPUT gear will be active, and the network will provide power to the OUTPUT. When the INPUT is OFF, it will not provide power to the OUTPUT.&lt;br /&gt;
&lt;br /&gt;
===Mechanical NOT gate===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#ff0]O[#aaf]I[#f00]L&lt;br /&gt;
 ¦&lt;br /&gt;
 ¦&lt;br /&gt;
 [#0f0]P}}&lt;br /&gt;
 &lt;br /&gt;
* When the INPUT is ON, the INPUT gear will be active, and the network should need more power than is available. The devices connected to OUTPUT should shut down. When INPUT is OFF, the devices should have power since the INPUT gear will be disconnected.&lt;br /&gt;
&lt;br /&gt;
===Mechanical NAND gate===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#ff0]O[#aaf]I[#aaf]I[#f00]L&lt;br /&gt;
 ¦&lt;br /&gt;
 ¦&lt;br /&gt;
 [#0f0]P}}&lt;br /&gt;
 &lt;br /&gt;
* This works just like the NOT gate, except that there are two inputs and both have to be active to shut down the system instead of one. Make sure you have enough power to run the system when one of the input gears is active.&lt;br /&gt;
&lt;br /&gt;
===Mechanical AND gate===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#ff0]O[#aaf]I[#aaf]I[#0f0]P}}&lt;br /&gt;
 &lt;br /&gt;
* This works like the identity gate, except that there are two inputs and both have to be active for the system to get power.&lt;br /&gt;
&lt;br /&gt;
===Mechanical OR gate===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#ff0]O[#aaf]I&lt;br /&gt;
 [#aaf]I*[#0f0]P}}&lt;br /&gt;
&lt;br /&gt;
* This works like the identity gate, except that there are two inputs, and if either is active, the system receives power. Note that the entire power network is connected to both inputs, such that if either input is active the entire power network is powering the system.&lt;br /&gt;
&lt;br /&gt;
===Mechanical NOR gate===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#aaf]I*[#f00]L&lt;br /&gt;
 [#ff0]O[#aaf]I&lt;br /&gt;
 ¦&lt;br /&gt;
 ¦&lt;br /&gt;
 [#0f0]P}}&lt;br /&gt;
 &lt;br /&gt;
* This works like the NOT gate, except that there are two inputs, and if either is active, the gear train or pump stack signified by the 'L' will be connected to the system. You need to have enough load to push power requirements above the amount of power produced by the power supply, shutting the system down.&lt;br /&gt;
&lt;br /&gt;
===Mechanical XOR gate===&lt;br /&gt;
{{diagram|&lt;br /&gt;
[#ff0]O[#aaf]I&lt;br /&gt;
[#aaf]I*--*[#0f0]P&lt;br /&gt;
[#000].[#aaf]i[#000].[#000].[#aaf]i&lt;br /&gt;
[#000].[#f00]L[#000].[#000].[#f00]L}}&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
* Except for the 'i's and 'L's, this gate is identical to the OR gate. The additional components add the 'exclusive' part of the 'XOR' to the gate.&lt;br /&gt;
* This gate may be a bit difficult to construct. First, the 'i's are additional gears connected to each of your inputs, and the Ls are additional load, however, neither load by itself should be enough to shut down the system. However, you need to make the two sets of load large enough that if both inputs are active at the same time, their power requirements become large enough to shut down the system, without making them large enough to shut it down when only one of them is active. It'll just require a little math on your part.&lt;br /&gt;
&lt;br /&gt;
===Mechanical XNOR gate===&lt;br /&gt;
{{diagram|&lt;br /&gt;
[#000].[#000].[#aaf]I*[#f00]L&lt;br /&gt;
[#000].[#000].[#ff0]O[#aaf]I&lt;br /&gt;
[#000].[#000].¦&lt;br /&gt;
[#0f0]P[#aaf]-*[#aaf]i-[#0f0]P&lt;br /&gt;
[#000].[#000].[#aaf]i&lt;br /&gt;
[#000].[#000].¦&lt;br /&gt;
[#000].[#000].[#0f0]P}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! A&lt;br /&gt;
! B&lt;br /&gt;
! Drain&lt;br /&gt;
! Power&lt;br /&gt;
! Extra Power&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Full&lt;br /&gt;
| 1&lt;br /&gt;
|}		 &lt;br /&gt;
&lt;br /&gt;
* The XNOR gate is an equality gate: The output is ON when both inputs are equal, and OFF when they are not equal.&lt;br /&gt;
* This gate may be '''even more complicated''' to build than the XOR gate!&lt;br /&gt;
* First, your 'i's are again gears connected to your two inputs. The two extra Ps to the right and below them are additional power sources, ideally only one windmill each.&lt;br /&gt;
* Here's where it gets complicated. The load has to be sufficient to shut down the system even when ONE of the inputs' additional power supplies are connected. However, when BOTH inputs are on, there needs to be enough power from both additional Ps to bring the system back online.&lt;br /&gt;
* Thus our gate does what it is supposed to: Produce enough power to have the OUTPUT gear be ON when both A and B are either 0 or 1, but not when they are not equal.&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Wood_cutter&amp;diff=124197</id>
		<title>v0.31:Wood cutter</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Wood_cutter&amp;diff=124197"/>
		<updated>2010-08-08T18:03:47Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{Skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = {{L|Woodworker}}&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs {{L|axe}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot; margin=&amp;quot;1&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|♣|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|☺|6:1}}&lt;br /&gt;
|{{RT|♣|0:6:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT|♣|0:6:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|▬|6:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|▬|6:0}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT0|♣|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT|♣|0:6:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|♣|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|♣|0:6:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT|♣|0:6:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT|♣|0:6:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|♣|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT0|♣|2:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Wood cutter''' is the skill associated with the '''wood cutting''' {{L|labor}}. Wood cutters cut down {{L|tree}}s to create {{L|wood}} logs. Wood cutters need a {{L|battle axe}} to perform this labor.&lt;br /&gt;
&lt;br /&gt;
To designate trees to be cut, you can {{L|Designations|designate}} some trees for logging using the keys {{key|d}}-{{key|t}}, then define a rectangle using the {{k|enter}} key, as with all designations. Any trees within the rectangle will then be cut down.&lt;br /&gt;
&lt;br /&gt;
A wood cutter also requires an available {{L|axe}}.  The quality or material of the axe appears to have no effect on any aspect of wood cutting - a {{L|quality|no-quality}} {{L|copper}} axe is the same as a {{L|quality|masterwork}} {{L|steel}}, {{L|adamantine}} or even wooden {{L|Training Axe}}. (The same is not true for axes in {{L|weapon|combat}}.)&lt;br /&gt;
&lt;br /&gt;
Immigrant wood cutters will not bring an axe with them.{{verify}} (carpenters will, though){{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Obsidian_farming&amp;diff=123899</id>
		<title>v0.31:Obsidian farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Obsidian_farming&amp;diff=123899"/>
		<updated>2010-08-06T18:27:05Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
Obsidian farming is a method of producing {{L|obsidian}} efficiently. When {{L|magma}} contacts {{L|water}}, a tile of unworked obsidian spawns on the meeting point and both fluids disappear (from that tile). Obsidian is a valuable {{L|stone}} and both magma and water are renewable.&lt;br /&gt;
&lt;br /&gt;
Typical method of farming looks like that:&lt;br /&gt;
* A rectangle hall, 2 z-levels high is dug out/constructed&lt;br /&gt;
* Lower level of the hall is fed magma from a pump (otherwise it will fill very slowly)&lt;br /&gt;
* Upper level of the hall is covered in water (pump is a good idea too)&lt;br /&gt;
* Water gets removed (by a pump, opened floodgate etc.)&lt;br /&gt;
* Resulting obsidian (on the lower level) is designated for ramping or channeling (floor between levels needs to be removed for the farm to be reused)&lt;br /&gt;
&lt;br /&gt;
For more advanced farms, one can have few layers of magma and water - each new layer adds another layer of obsidian, so this method is far more efficient (N - number of fluid layers, (N-1) - number of obsidian layers). Your dwarven ingenuity should be shouting &amp;quot;OBSIDIAN FORTRESS&amp;quot; by now, by the way.&lt;br /&gt;
&lt;br /&gt;
Try to avoid &amp;quot;free&amp;quot; magma tiles. Magma pump should pump directly into the hall, not into a tunnel leading to the hall. Results of doing otherwise include {{L|fun}}, {{L|fire}} and {{L|tantrum}}s when the obsidian is being dug out, unless the tunnel itself is sealed (with a floodgate, for example) before collection of the precious black stone (actually volcanic glass). Same tip applies to water pumps in case of obsidian fortress, except this time the only danger is {{L|mud}} and annoying messages.&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Bloodline&amp;diff=123826</id>
		<title>Bloodline</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Bloodline&amp;diff=123826"/>
		<updated>2010-08-05T21:27:12Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}&lt;br /&gt;
A bloodline game is a game with multiple successive players.&lt;br /&gt;
&lt;br /&gt;
Visit [http://df.magmawiki.com/index.php?title=Special:PrefixIndex&amp;amp;from=&amp;amp;namespace=100] for a list of bloodline games on the wiki.&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=23a:Bone_carver&amp;diff=123412</id>
		<title>23a:Bone carver</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=23a:Bone_carver&amp;diff=123412"/>
		<updated>2010-08-02T14:02:43Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{Skill&lt;br /&gt;
| color      = 1:1&lt;br /&gt;
| skill      = Bone Carver&lt;br /&gt;
| profession = {{L|Craftsdwarf}}&lt;br /&gt;
| job name   = Craftsworking&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Decorate with {{L|Bone}}&lt;br /&gt;
* Decorate with {{L|Shell}}&lt;br /&gt;
* Make {{L|Bone}} {{L|Craft}}s&lt;br /&gt;
* Make {{L|Shell}} {{L|Craft}}s&lt;br /&gt;
* Make {{L|Bone}} {{L|Bolt}}s&lt;br /&gt;
* Make {{L|Bone}} {{L|Armor}}&lt;br /&gt;
* Make {{L|Totem}}&lt;br /&gt;
| workshop   =&lt;br /&gt;
* {{L|Craftsdwarf's workshop}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''bone carver''' skill is used in making {{L|bone}} and {{L|shell}} goods at a {{L|craftsdwarf's workshop}}.  This includes making bone {{L|bolt}}s for {{L|crossbow}}s, bone or shell {{L|armor}}, and {{L|totem}}s from {{L|skull}}s.  Bone carvers also {{L|decorate}} objects with bone or shell.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Meat industry}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=23a:Armor_user&amp;diff=123411</id>
		<title>23a:Armor user</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=23a:Armor_user&amp;diff=123411"/>
		<updated>2010-08-02T14:01:31Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
'''Armor User''' is the skill related to the wearing of {{L|armor}} in {{L|combat}}.  Dwarves with this skill will be {{L|Speed|slowed}} by heavy armor less than usual, in proportion to the skill level.  Armor user skill is gained when a {{L|dwarf}} wearing armor is successfully hit in combat, either {{L|sparring}} or in the field, wrestling or with a {{L|weapon}}.&lt;br /&gt;
&lt;br /&gt;
The armor user skill reduces the effective weight of all items that are worn but not any items inside a worn object (like the items carried in a {{L|backpack}} or presumably a {{L|quiver}}). It has no effect at Novice level, but at &amp;lt;nolabel&amp;gt; level, it decreases the weight of worn items by 3/16ths. Each additional level of skill decreases the weight of items by another 1/16th, up to a maximum of 16/16ths (making the armor weightless) if a creature is a legendary armor user.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! align=&amp;quot;left&amp;quot; |Skill level !! align=&amp;quot;left&amp;quot; |Armor weight&lt;br /&gt;
|-&lt;br /&gt;
| Novice/Dabbling || align=&amp;quot;left&amp;quot; |×1.0&lt;br /&gt;
|-&lt;br /&gt;
| ''No label'' || align=&amp;quot;left&amp;quot; |×0.8125&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;left&amp;quot; |×0.75&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;left&amp;quot; |×0.6875&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;left&amp;quot; |×0.625&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! align=&amp;quot;left&amp;quot; |Skill level !! align=&amp;quot;left&amp;quot; |Armor weight&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;left&amp;quot; |×0.5625&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;left&amp;quot; |×0.5&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;left&amp;quot; |×0.4375&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;left&amp;quot; |×0.375&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;left&amp;quot; |×0.3125&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! align=&amp;quot;left&amp;quot; |Skill level !! align=&amp;quot;left&amp;quot; |Armor weight&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;left&amp;quot; |×0.25&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;left&amp;quot; |×0.1875&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;left&amp;quot; |×0.125&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;left&amp;quot; |×0.0625&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;left&amp;quot; |×0.0&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Combat Skills}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:World_token&amp;diff=123410</id>
		<title>v0.31:World token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:World_token&amp;diff=123410"/>
		<updated>2010-08-02T14:00:36Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
'''World tokens''' are used to store world parameter settings used in creating custom worlds. Parameter settings are stored in ''world_gen.txt'', found in the ''\data\init\'' folder. You can change all of these in-game in the world generation menu by editing advanced parameters, or by editing the file directly. For information on generating worlds with particular geographic features, see {{L|Advanced world generation}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token !!Arguments !! Description&lt;br /&gt;
|-&lt;br /&gt;
| TITLE&lt;br /&gt;
| string&lt;br /&gt;
| The name of the template you've created, not the name of the world itself. This will appear as the name of the parameter set when the option to create a world from preferences is chosen. &lt;br /&gt;
|-&lt;br /&gt;
| DIM &lt;br /&gt;
| X:Y values&lt;br /&gt;
| The dimensions of the world, in X and Y rows and columns. Viable values are 17,33,65,129, and 257. Larger worlds take longer to generate.&lt;br /&gt;
|-&lt;br /&gt;
| END_YEAR&lt;br /&gt;
| number&lt;br /&gt;
| The year history generation ends, assuming no conflict with BEAST_END_YEAR. More years means more events in the history; requiring more computer memory. Some civilizations might die out from wars or megabeasts if the history runs long enough.&lt;br /&gt;
|-&lt;br /&gt;
| BEAST_END_YEAR &lt;br /&gt;
| &lt;br /&gt;
year&amp;lt;br&amp;gt;&lt;br /&gt;
percent&lt;br /&gt;
| When history generation hits the first number value, it begins checking to see if the designated percent of megabeasts have been killed. If they have, world generation stops early. Megabeasts tend not to die during world generation unless they are killed by other megabeasts, so this will likely not be a concern. This tag can be ignored entirely by setting the percent value to -1. &lt;br /&gt;
|-&lt;br /&gt;
| REVEAL_ALL_HISTORY &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not to hide history in legend mode until you've discovered it in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
| CULL_HISTORICAL_FIGURES &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not the game ignores unimportant figures in history generation. The culling is many CPU-intensive steps in history generation but it saves memory.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY&lt;br /&gt;
|&lt;br /&gt;
min&amp;lt;br&amp;gt;&lt;br /&gt;
max&amp;lt;br&amp;gt;&lt;br /&gt;
X-variance&amp;lt;br&amp;gt;&lt;br /&gt;
Y-variance&lt;br /&gt;
| The min and max for all values except temperature and elevation are percentages (0 to 100) while temperature is -1000 to 1000 and elevation is 1 to 400. The X and Y variance are the amount the values change along the X and Y axis of a given map; 0:0 for example on a value gives one random value across the entire map.&amp;lt;br&amp;gt;&lt;br /&gt;
By subtly tweaking the min and max values, vastly different maps can be made. The largest chance of having unusable maps comes from too high of a savagery value, which means civilizations cannot form. Increasing variance will result in a more &amp;quot;patchwork&amp;quot; world, with many small biomes. For this to work, the SUBREGION_MAX token must be edited as well. &lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY FREQUENCY &lt;br /&gt;
| &lt;br /&gt;
mesh size&amp;lt;br&amp;gt;&lt;br /&gt;
mesh weighted range 0-20, 20-40, 40-60, 60-80, 80-100&lt;br /&gt;
|The Mesh Size affects the smoothing brush in the world painter. It also seems to have an affect on the variability of the regions during world gen if you do not use the world painter.&lt;br /&gt;
&lt;br /&gt;
The weighted ranges affect the relative amounts of that parameter when world gen begins. For example, if you set the 0-20 range of rainfall to 5 and the 20-40 of rainfall range to 1, you will get approximately 5 times as many areas with 0-20 rainfall as areas with 20-40 rainfall. These amounts do not have to add up to any particular number; in the above example, you can get the same effect with 500 and 100.&lt;br /&gt;
&lt;br /&gt;
Lastly, the weighted ranges affect what parameters the world begins with; they do not make rejection checks, although they can be responsible for many rejections if you neglect to turn off some of the minimum parameters found near the bottom of preset world parameters.&lt;br /&gt;
|-&lt;br /&gt;
| TITAN_NUMBER&lt;br /&gt;
| &lt;br /&gt;
number&lt;br /&gt;
|This tag is responsible for the number of procedurally generated overland enemies known as {{L|Titan}}s. The number of {{L|forgotten beasts}} is unaffected by this tag.&lt;br /&gt;
|-&lt;br /&gt;
| TITAN_ATTACK_TRIGGER&lt;br /&gt;
| &lt;br /&gt;
number (population):number:number (created wealth)&lt;br /&gt;
|This tag governs the point at which your fortress becomes large enough to attract a titan's interest. &lt;br /&gt;
|-&lt;br /&gt;
| DEMON_NUMBER&lt;br /&gt;
| &lt;br /&gt;
number&lt;br /&gt;
|This tag is responsible for the number of types of procedurally generated {{L|demon}}s found when digging too deep. &lt;br /&gt;
|-&lt;br /&gt;
| GOOD_SQ_COUNTS, EVIL_SQ_COUNTS&lt;br /&gt;
| &lt;br /&gt;
small region value&amp;lt;br&amp;gt;&lt;br /&gt;
medium region value&amp;lt;br&amp;gt;&lt;br /&gt;
large region value&lt;br /&gt;
| These values change the amount of good or evil tiles on the map, depending on the size of the region it is being considered for. Overly large values seem to be fine; doubling or tripling the evil value of all three seems to not give any errors. Note: If either of these values are set to 0, they will BOTH generate no good or evil regions. Setting good or evil to 1:1:1 fixes this.&lt;br /&gt;
|-&lt;br /&gt;
| PEAK_NUMBER_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a region is rejected for not having enough mountain peaks. It can be a very frequent cause of infinite rejections if your map does not have enough cliffs/elevation/mountains. &lt;br /&gt;
|-&lt;br /&gt;
| PARTIAL_OCEAN_EDGE_MIN&lt;br /&gt;
| value 0 to 4&lt;br /&gt;
| This determines the minimum amount of oceans on your map. It can be a cause of rejections if you have very high minimum elevation, as there's not enough salinity to form an ocean. These oceans can form anywhere, even in landlocked zones.&lt;br /&gt;
|-&lt;br /&gt;
| COMPLETE_OCEAN_EDGE_MIN&lt;br /&gt;
| value 0 to 4&lt;br /&gt;
| This determines the minimum amount of oceans surrounding a main continent on your map. It can be a cause of rejections if you have very high minimum elevation, as there's not enough salinity to form an ocean. This tag is mainly used for island worlds. &lt;br /&gt;
|-&lt;br /&gt;
| VOLCANO_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a map is rejected for not having enough volcanoes on it. It seems to have a relatively high threshold in terms of map rejections, as long as your volcanism is set appropriately high.&lt;br /&gt;
|-&lt;br /&gt;
| REGION_COUNTS&lt;br /&gt;
| &lt;br /&gt;
biome&amp;lt;br&amp;gt;&lt;br /&gt;
initial map tile count &amp;lt;br&amp;gt;&lt;br /&gt;
initial biome region count&amp;lt;br&amp;gt;&lt;br /&gt;
final biome region count&lt;br /&gt;
| This token rejects a map if it does not meet the specific biome requirements. All values (except biome) can be set to 0 to greatly limit map rejections.&lt;br /&gt;
|-&lt;br /&gt;
| EROSION_CYCLE_COUNT&lt;br /&gt;
| value&lt;br /&gt;
| Tells the world-generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation.  The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_MINS&lt;br /&gt;
| &lt;br /&gt;
pre-erosion value 0 to 800&amp;lt;br&amp;gt;&lt;br /&gt;
post-erosion value&lt;br /&gt;
| These values determine how many rivers are spawned during the river generation phase of world building. Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.&lt;br /&gt;
|-&lt;br /&gt;
| PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This token, when set to 1, will smooth out extremely high cliffs during world generation, making them more slope-like and and accessible in adventurer or dwarf fortress mode.&lt;br /&gt;
|-&lt;br /&gt;
| OROGRAPHIC_PRECIPITATION&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Toggle that allows terrain height to affect rainfall.  For example, moist air coming from the ocean blows over the land.  As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain.  Eventually, all the rain has fallen if the mountain is tall enough.  So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow.  This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands.&lt;br /&gt;
|-&lt;br /&gt;
| SUBREGION_MAX&lt;br /&gt;
| value 1 to 60000&lt;br /&gt;
| The maximum amount of subregions a world can have. Larger values mean the regions will be smaller, while smaller values means they will be larger. Logically, setting this to very low values will result in numerous rejections since not all civilizations can live on them. Increasing the value of this tag can be a must when generating &amp;quot;patchwork&amp;quot; worlds with lots of biome variance.&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_MAX_SIZE &lt;br /&gt;
| value 1 to 500&lt;br /&gt;
| This determines the maximum size of all caves generated in the world. Most new-style caves are around 25, while older, much larger and emptier caves can be made by setting it to 300.&lt;br /&gt;
|-&lt;br /&gt;
| CAVERN_LAYER_COUNT&lt;br /&gt;
| 0 to 5&lt;br /&gt;
| This determines the amount of cavern layers on your map. Setting this value to zero will remove caverns from your map entirely, which will remove the ability of dwarves to embark with underground plants. &lt;br /&gt;
|-&lt;br /&gt;
| CAVERN_LAYER_OPENNESS MIN and MAX&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| The effects of openness are not completely verified yet, although it is suspected to relate to the number of open z-levels in caverns. &lt;br /&gt;
|-&lt;br /&gt;
| CAVERN_LAYER_PASSAGE_DENSITY MIN and MAX&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| Passage density governs the appearance of caverns. Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.&lt;br /&gt;
|-&lt;br /&gt;
| CAVERN_LAYER_WATER MIN and MAX&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| This controls the percentage of caverns with water at the bottom. Even at 100, caverns will contain some ground, but each major cave will contain at least some water. At 0, there will be no water in the caverns which will affect underground plants which like to grow near water.&lt;br /&gt;
|-&lt;br /&gt;
| LEVELS_ABOVE_GROUND&lt;br /&gt;
| number&lt;br /&gt;
| This tag governs the number of open z-levels of the surface of the ground. Typically, this isn't important unless you plan on building a magnificently tall above-ground construction.&lt;br /&gt;
|-&lt;br /&gt;
| '''LEVELS_ABOVE_LAYER X where X is a number between 0 and 5.'''&lt;br /&gt;
| number&lt;br /&gt;
| Each of these tags controls the number of soil and stone layers between each cavern layer. For example, when X is one, the tag will govern the number of layers between the above ground and the first cavern layer. Note that &amp;quot;layers&amp;quot; in this sense does not translate directly into z-levels: soil and stone layers may be multiple z-levels deep. '''NEEDS EXPANDING AND CROSSOVER FROM ADVANCED WORLD GENERATION ARTICLE'''&lt;br /&gt;
|-&lt;br /&gt;
| ALL_CAVES_VISIBLE&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This determines whether caves are hidden until you find them in adventurer mode. If this is set 1, you can also see them on the embark screen when creating a fortress.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_NUMBER&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| This determines how many civilizations the world generator places on initial loading. Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_POPULATION&lt;br /&gt;
| -1 to 20000&lt;br /&gt;
| This token determines the population cap of a civilization after it's been created. It should usually be kept the same value as the appropriate sized standard map.&lt;br /&gt;
|-&lt;br /&gt;
| PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| When set to 0, the world will not be rejected if there is no place for a civilization that the player can play as. &lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION_RANGES, RAIN_RANGES, DRAINAGE_RANGES, SAVAGERY_RANGES, VOLCANISM_RANGES&lt;br /&gt;
| &lt;br /&gt;
mid value&amp;lt;br&amp;gt;&lt;br /&gt;
low value&amp;lt;br&amp;gt;&lt;br /&gt;
high value&lt;br /&gt;
| Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature.  These need to be changed to reflect your regional meshes and weights.  These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Tissue_definition_token&amp;diff=123409</id>
		<title>v0.31:Tissue definition token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Tissue_definition_token&amp;diff=123409"/>
		<updated>2010-08-02T13:58:56Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TISSUE_NAME&lt;br /&gt;
|&lt;br /&gt;
*name&lt;br /&gt;
*value&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SCARS&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TISSUE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELATIVE_THICKNESS&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALING_RATE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Lower is faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VASCULAR&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PAIN_RECEPTORS&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONNECTS&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TISSUE_SHAPE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKENS_ON_ENERGY_STORAGE&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKENS_ON_STRENGTH&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARTERIES&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUSCULAR&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRUCTURAL&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONNECTIVE_TISSUE_ANCHOR&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SETTABLE&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPLINTABLE&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUBORDINATE_TO_TISSUE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COSMETIC&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STYLEABLE&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FUNCTIONAL&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSULATION&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress:About&amp;diff=123155</id>
		<title>Dwarf Fortress:About</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress:About&amp;diff=123155"/>
		<updated>2010-07-30T17:58:09Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}&lt;br /&gt;
'''Dwarf Fortress''' is an ASCII game which includes both a roguelike [[adventure mode]], and the more popular [[Dwarf Fortress Mode]], which focuses on the creation and survival of a small dwarven settlement.  It has a very steep learning curve, partly due to its ASCII graphics, but also due to the fact that it is one of the most complex games ever released. Dwarf Fortress is completely free. &amp;lt;br/&amp;gt;Before you play, you must [[world generation|generate a world]] to play in, which persists until you create a new one. [[World Generation|World generation]] can be time consuming, even on modern computers, but be patient. It's worth it.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has three major game modes and a fourth non-game mode:&lt;br /&gt;
* [[Dwarf Fortress mode|Dwarf Fortress Mode]]: In this mode you manage a number of [[dwarves]] whose task is to create a [[dwarf fortress mode|fortress]].&lt;br /&gt;
* [[Reclaim fortress mode|Reclaim Fortress]]: Once you have created and [[losing|abandoned or lost]] a [[dwarf fortress mode|fortress]], you can take a band of [[military]] dwarves to [[combat|fight]] the monsters that now inhabit it. If you succeed, the fortress is yours to play in once more, just like in the standard [[dwarf fortress mode]].&lt;br /&gt;
* [[Adventure mode|Adventure Mode]]: In this mode you explore the world in a fashion similar to Rogue, NetHack, or Angband, completing quests and killing monsters. In adventure mode you can uncover details about your world's [[legends]].&lt;br /&gt;
* [[Legends]]: In the fourth mode you can read more about the [[legends]] of your world, provided you've discovered them through [[Adventure mode|adventuring]].&lt;br /&gt;
&lt;br /&gt;
An important part of Dwarf Fortress is that it creates a randomly generated, persistent [[World Generation|world]] for you to play in. (The world is only &amp;quot;on&amp;quot; when you are actually playing in it, however.) When you die in either the [[Adventure mode|adventure]] or [[fortress]] modes, your next game will be in the same world, albeit a few days later. You can visit your old fortress, or get revenge on the monster that killed your adventurer. If your fortress or your adventurer had done anything of particular note, there's a chance that the game will generate a [[legend]] for them, which you can read about in the [[legends]] section. (Provided you've discovered enough information about the legend or enabled full legends knowledge.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first alpha version of Dwarf Fortress was released on the 8th of August 2006 after nearly 4 years of development. (Which started in October of 2002) &amp;lt;br/&amp;gt; Note that while Dwarf Fortress is technically still in the alpha stage of development, it is fully playable, and definitely enjoyable. &amp;lt;br/&amp;gt; If you are interested in the history of the development of the game you can look at [http://www.bay12games.com/dwarves/dev.html the development log].&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ]]&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=123052</id>
		<title>v0.31:Metal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=123052"/>
		<updated>2010-07-29T22:13:40Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
'''Metal''' is a {{L|material}} extracted from {{L|ore}} at a {{L|smelter}}, turning the ore into '''bars''' of pure metal. (One {{L|adamantine|special metal}} becomes {{L|wafer}}s instead of bars.) It is sometimes combined with other materials to form an '''alloy''' metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased {{L|Item value|value}}. The metal bars resulting from {{L|smelting}} are used to make items such as {{L|weapon}}s, {{L|armor}}, {{L|furniture}}, and {{L|crafts}} at a {{L|Metalsmith's forge|forge}}. &lt;br /&gt;
&lt;br /&gt;
Smelting pure ores into the corresponding bars raises the base value from that of stone (3) to that of bars (5). This value is then multiplied against the {{L|value#Material multipliers|material multiplier}} of the metal to give the final value for the bar.&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
There are only eleven pure metals in Dwarf Fortress (plus a twelfth {{L|Adamantine|special metal}}).  Many of these can be mixed together to create '''alloys''' of one type or another, of which there are another fourteen.  In some cases making alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or {{L|Wealth|created wealth}}. (These increases in value can be compared in the &amp;quot;Difference&amp;quot; column of the below table.)&lt;br /&gt;
&lt;br /&gt;
The main use of these alloys is to allow you to stretch any useful metals you have too few of or to create items with distinct colors (for instance, {{L|rose gold}} is {{L|Color schemes|magenta}}) for furniture, color-coding rooms or levers, or artistic constructions (including {{L|floor}} mosaics). In some cases ({{L|bronze}}, for example) an additional benefit is reduced fuel consumption, as you can create multiple bars of some alloys directly from raw ores with only one {{L|smelter}} task, bypassing the need to first make bars of the pure metals (and thus using only one fuel unit to produce multiple bars).  The number of bars used to create an alloy always equals the number of bars produced: the number of bars input equals the number of bars of output.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 40d article's section on maximizing value not copied over, as it doesn't seem so relevant in DF2010 with increased utility for some alloys and general increases in metal abundance --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For a full chart of recipes for alloys, see {{L|smelting}}.&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
===Pure Metals===&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Adamantine|color={{Tile|≡|3:1}}{{Tile|‼|3:3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are 10x sharper than any other material|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Aluminum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native aluminum}}|notes=|soliddensity=2.70|mp=11188|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1421|shearyield=20|shearfracture=50|shearelasticity=77&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source={{L|Bismuthinite}}|notes=Only useful for alloying into {{L|bismuth bronze}}|soliddensity=9.78|mp=10488|val=2|valinc=+1|impactyield=1.08|impactfracture=1.08|impactelasticity=3484|shearyield=30|shearfracture=50|shearelasticity=250&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Copper|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Gold|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Native gold}}|notes=|soliddensity=19.32|mp=11915|val=30|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lead|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Galena}}|notes=|soliddensity=11.34|mp=10589|val=2|valinc=-3*|impactyield=1.08|impactfracture=1.08|impactelasticity=2348|shearyield=10|shearfracture=12|shearelasticity=179&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Garnierite}}|notes=|soliddensity=8.80|mp=12619|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=660|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Platinum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native platinum}}|notes=|soliddensity=21.40|mp=13182|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=470|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Tin|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Cassiterite}}|notes=|soliddensity=7.28|mp=10417|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Zinc|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Sphalerite}}|notes=|soliddensity=7.13|mp=10755|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1542|shearyield=50|shearfracture=150|shearelasticity=116&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alloys===&lt;br /&gt;
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Billon|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Silver}} + {{L|Copper}}|notes=Can be made with [[Tetrahedrite]] or [[Galena]] to be substituted for the [[Silver]] for a high value reaction. |soliddensity=8.93|val=6|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth bronze|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=1 {{L|Tin}} + 2 {{L|Copper}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Black bronze|color={{Tile|≡|5:0}}{{Tile|‼|5:6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:6:0&amp;lt;/span&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Silver}} + 1 {{L|Gold}} '''!'''|notes=|soliddensity=8.93|val=11|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Brass|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Zinc}} + {{L|Copper}}|notes=|soliddensity=8.55|val=7|valinc=+5|mp=11656|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=200|shearfracture=550|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bronze|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Electrum|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Silver}} + {{L|Gold}}|notes=|soliddensity=8.65|val=20|valinc=+0|mp=11828|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Fine pewter|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 {{L|Tin}} + 1 {{L|Copper}}|notes=|soliddensity=7.28|val=5|valinc=+3|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lay pewter|color={{Tile|≡|3:0}}{{Tile|‼|3:7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:7:0&amp;lt;/span&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}} + 1 {{L|Lead}} '''!'''|notes=|soliddensity=7.28|val=3|valinc=+1|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source= 2 {{L|Nickel}} + 1 {{L|Copper}} + 1 {{L|Zinc}} '''!'''|notes=|soliddensity=8.65|val=3|valinc=+1|mp=11620|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Pig iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Only used to make {{L|steel}}|soliddensity=7.85|val=10|valinc=+0|mp=12106|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Rose gold|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source=3 {{L|Gold}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=19.32|val=23|valinc=+0|mp=11915|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Steel|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + [[40d:Pig iron|Pig iron]] + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Sterling silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 {{L|Silver}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=10.49|val=8|valinc=+0|mp=11602|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Trifle pewter|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}}|notes=|react=|soliddensity=7.28|val=4|valinc=+2|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include the {{L|fuel}} used in that creation.  See the article for that alloy or {{L|smelting}} for possible alternatives.&lt;br /&gt;
::'''!''' - ''You can use only {{L|bar}}s of metal in this reaction, not ores.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is {{L|magma-safe}} or not: magma is 12000°U.&lt;br /&gt;
:*'''{{L|Material value}}''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference between the average {{L|value}} of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. &amp;quot;+0&amp;quot; indicates that the resulting alloy is a perfectly average value of the component metals. For pure metals, this indicates the difference in value between the metal and the ore, separated with commas in cases where multiple ore values differ.  Values marked with an asterisk denote ores that can yield multiple metals; on average, the difference in value from smelting either {{L|tetrahedrite}} or {{L|galena}} is +1.&lt;br /&gt;
&lt;br /&gt;
== Weapon &amp;amp; Armor Quality ==&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are ten times as sharp as any other material aside from obsidian|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + [[40d:Pig iron|Pig iron]] + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Tin}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.&lt;br /&gt;
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Preliminary Analysis'''&lt;br /&gt;
&lt;br /&gt;
It's interesting to note that the material order has been changed from previous versions. Adamantine and Steel still take first and second place respectively, but Bronze is now the third best material in the game. Beyond which, Iron has been demoted and is in a close tie with copper as to being the second worst material. Iron makes negligibly better blunt weapons and possibly better cutting weapons. The cutting weapon evaluation really depends on the importance of the various stats as copper has better shear fracture and shear elasticity than iron. As in older versions however, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Iron&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Edge Damage&lt;br /&gt;
| Adamantine  &amp;lt;p&amp;gt;(worst for missiles)&lt;br /&gt;
| Steel&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Iron&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| Some Iron weapons seem to perform about equally well as Copper weapons vs Copper armor(IE useless).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Damage&lt;br /&gt;
| Silver&lt;br /&gt;
| Copper&lt;br /&gt;
| Bismuth Bronze, Bronze&lt;br /&gt;
| Steel, Iron&lt;br /&gt;
| ---&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Density seems to easily be the dominating factor overshadowing other properties.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Trap_component&amp;diff=123051</id>
		<title>v0.31:Trap component</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Trap_component&amp;diff=123051"/>
		<updated>2010-07-29T22:00:44Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
Any {{L|weapon}} in Fortress Mode can be placed into a {{L|Trap#Weapon Trap|weapon trap}}.  However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapons traps (and two also have additional uses).  As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures.  &lt;br /&gt;
In the order they appear on the various menus, they are the '''menacing spike''', the '''serrated disc''', the '''spiked ball''', the '''enormous corkscrew''', and the '''giant axe blade'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this true?&lt;br /&gt;
In Adventure Mode, these trap components can actually be wielded in combat; in Fortress Mode, their only meaningful use is in your mechanics' contraptions.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of {{L|metal}}s (by a {{L|weaponsmith}}) or {{L|glass}} (by a {{L|glassmaker}}), with appropriate damage. Three can also be made out of {{L|wood}} (by a {{L|carpenter}}), as noted below, which can be useful in getting some heavy weapons traps set up before you have a steady {{L|smelting}} operation going, or if you are short on metal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this true?&lt;br /&gt;
Trap weapons also provide the highest return of any weapon for {{L|melt}}ing, 50%, compared to 30-40% for conventional weapons, which is good to know for training {{L|weaponsmith}}s on maps with little metal.--&amp;gt;&lt;br /&gt;
Trap components are a separate sub-section of a {{L|forge}} menu, but are at the bottom of the general {{L|glass furnace}} or {{L|carpenter's workshop}} menus.&lt;br /&gt;
&lt;br /&gt;
==The 5 trap weapons==&lt;br /&gt;
===Menacing spike===&lt;br /&gt;
&lt;br /&gt;
The '''menacing spike''' can be mounted in both traditional {{L|Trap#Weapon_trap|weapon traps}} and {{L|Trap#Upright_Spear/Spike|upright spike traps}}, which act quite differently.  Its small contact size and high penetration depth makes it a decent choice against enemies with impale-able internal organs.&lt;br /&gt;
&lt;br /&gt;
Menacing spikes can also be made from {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Large, serrated disc===&lt;br /&gt;
'''Large, serrated discs''' deal large amounts of damage, and have a tendency to sever their victims' limbs. While amusing, this can create several {{L|hauling}} tasks for {{L|dwarves}} as they have to move each severed body part to a {{L|butcher's shop}} or {{L|stockpile|refuse pile}}. Large serrated discs attack three times, giving them a very high damage potential.&lt;br /&gt;
&lt;br /&gt;
===Spiked ball===&lt;br /&gt;
The '''spiked ball''' doesn't deal a blunt attack at all, but it does do three attacks with its spikes. Like the menacing spike, it has only a small contact area, but also has a very low penetration depth.&lt;br /&gt;
&lt;br /&gt;
Spiked balls can also be made from {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Enormous corkscrew===&lt;br /&gt;
&lt;br /&gt;
'''Enormous corkscrews''' can be used as components in {{L|Trap}}s as well as for {{L|screw pump}}s. As a result, the corkscrews from unneeded screw pumps can be used to make serviceable weapon traps.&lt;br /&gt;
&lt;br /&gt;
The enormous corkscrew performs a small contact area deeply penetrating attack, much like the menacing spike. It is currently unknown which of these two trap components is the strongest over all.&lt;br /&gt;
&lt;br /&gt;
Enormous corkscrews can also be made from 1 {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Giant axe blade===&lt;br /&gt;
&lt;br /&gt;
The '''giant axe blade''' is a very similar weapon to the large, serrated disc, but only strikes once, compared to the disc's three attacks. However, due to its larger size, its single attack is stronger than each of the large, serrated disc's. It is currently unknown which of these two trap components is the strongest over all.&lt;br /&gt;
&lt;br /&gt;
==Data &amp;amp; comparison==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Size !! Number of hits !! Contact Area !! Penetration Depth !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| Giant axe blade || 1600 || 1 || 100000 || 10000 || No&lt;br /&gt;
|-&lt;br /&gt;
| Enormous corkscrew&amp;amp;dagger; || 1600 || 1 || 100 || 10000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked ball || 1000 || 3 || 10 || 200 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Large, serrated disc || 1000 || 3 || 100000 || 10000 || No&lt;br /&gt;
|-&lt;br /&gt;
| Menacing spike&amp;amp;Dagger; || 1600 || 1 || 10 || 6000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''This trap component is a screw and can also be used in {{l|screw pump|screw pump}}s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component is a spike and can also be used in {{l|Trap#Upright_Spear/Spike|upright spike traps}}.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(This data has been compiled from raw/objects/item_trapcomp.txt)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:*{{l|Weapon}}&lt;br /&gt;
:*{{l|Trap}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=123013</id>
		<title>v0.31:Trap</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=123013"/>
		<updated>2010-07-29T20:33:10Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): /* Cage Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a comparatively quick and easy method for defending a fortress. Unlike {{L|soldier}}s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;{{k|T}}raps/Levers menu. You'll generally need one {{L|mechanism}}, a dwarf with the {{L|mechanic}} labor designated (ranks in this {{L|skill}} reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of {{L|thief|thieves}}, flying creatures and other occasional nasty surprises.   &lt;br /&gt;
&lt;br /&gt;
Note that only dwarfs with the mechanic labor enabled will reload traps (cage, stone or weapon). In combat situations, {{L|Mechanic}}s have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. {{L|Forbid}}ding traps after they are built will keep [[Urist|Urist McSuicide]] from deciding to reload a trap in the middle of a {{L|siege}}. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Note that forbidding a trap after it has been triggered doesn't help, as the job to refill the trap has already been issued in that case, so a Mechanic will carry a stone out to the trap anyway. Alternatively, simply order your dwarves to stay within a safe {{L|burrow}} until any threats have been dealt with.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a {{L|stone}} suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any {{L|dwarf}} with {{L|mechanic}} {{L|skill}} enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders{{verify}}, this can frequently lead your mechanics into peril. &lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|s}}&lt;br /&gt;
:*Components used: {{L|mechanism}} and an ordinary {{L|stone}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature stands on the trap. They tend to be a much more reliable trap for outright killing or critically injuring invading creatures. Before you write off stone-fall traps as worse versions of weapon traps, it's important to note that weapon traps require you to have previously made {{L|Weapon}}s to put inside the trap, making them more of an option somewhat later in the game. Any weapon can be used, including human ones, bows, traded weapons and presents from goblins, as well as specialist &amp;quot;trap only&amp;quot; weapons. (Think of it as fair retribution when goblins are sliced in pieces by their own axes!)&lt;br /&gt;
&lt;br /&gt;
The specialist weapons can be built in 3 workshops:&lt;br /&gt;
&lt;br /&gt;
{{L|Metalsmith's forge}} (menacing &amp;lt;metal&amp;gt; spike / large, serrated &amp;lt;metal&amp;gt; disc / spiked &amp;lt;metal&amp;gt; ball / enormous &amp;lt;metal&amp;gt; corkscrew / giant &amp;lt;metal&amp;gt; axe blade)&lt;br /&gt;
 &lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
{{L|Carpenter's workshop}} (menacing &amp;lt;wooden&amp;gt; spike / spiked &amp;lt;wooden&amp;gt; ball / enormous &amp;lt;wooden&amp;gt; corkscrew)&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{L|Glass furnace}} (menacing &amp;lt;glass&amp;gt; spike / large, serrated &amp;lt;glass&amp;gt; disc / spiked &amp;lt;glass&amp;gt; ball / enormous &amp;lt;glass&amp;gt; corkscrew / giant &amp;lt;glass&amp;gt; axe blade)&lt;br /&gt;
&lt;br /&gt;
Don't know which to make? -&amp;gt; '''Detailed {{L|Trap component}} information'''&lt;br /&gt;
&lt;br /&gt;
These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons meaning they should be more effective in the new combat system than normal weapons made of equivalent materials (this is all subject to change in future revisions of the combat system). When triggered, this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not cause slightly suicidal mechanics to reset them after each triggering but instead reset automatically in a period of time (unknown time period). However it is possible for the traps to jam when the unfortunate victim gets stuck in the mechanism (use &amp;quot;t&amp;quot; to check the trap) but the body can be removed by a dwarf. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body may be necessary to save him from the victim's friends.&lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. At this point you will get a list of all stockpiled weapons in your fortress. +- will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered (10 large serrated disks normally results in the unfortunate triggering creature leaving with less limbs than it came in with). When happy with your weapon selection press &amp;quot;d&amp;quot; to set the trap.&lt;br /&gt;
&lt;br /&gt;
It also appears that there's a chance that invaders may dodge the traps: in fact, the triggering creature will defend from the trap's attacks just like from a dwarf's, by jumping away, dodging and blocking.&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|w}}&lt;br /&gt;
:*Components used: {{L|mechanism}} and 1 to 10 weapons.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps are different to the other trap types in that they do not directly kill or injure invaders. Instead, they capture the unfortunate creature that triggers them in a {{L|cage}}. Despite the lack of violence, this is still very effective as it completely neutralizes the target so that they can be dealt with later. After a creature is captured, it's stored in an animal {{L|stockpile}}. The trap must then be reset by hauling an empty cage to the traps location (this is done automatically by any dwarf with the {{L|Mechanic}} labor). '''Most''' captured creatures do not require any nourishment and will survive being in a cage indefinitely (submerging them in water also appears to have no effect on the captured creature). Cage traps will also alert you to ambushes when triggered by hidden invaders, making them a useful forward defense mechanism.&lt;br /&gt;
&lt;br /&gt;
It is possible for dwarves to bring {{L|water}} to cages, but this will only occur if you have someone friendly also locked in the cage - like a dwarf child snatched by a goblin. In this case remove the poor fellow using the goblin's inventory screen.&lt;br /&gt;
&lt;br /&gt;
'''Cage traps cannot capture every creature in the game''', so you will need alternative defenses. There are mixed reports, but it seems some types of {{L|demon|dangerous creatures}} are vulnerable to cage traps, while some aren't.  &lt;br /&gt;
&lt;br /&gt;
Cage traps are also useful for catching animals. This can be done by simply placing traps in areas where wild animals roam (this does '''not''' require a dwarf with the {{L|Trapping}} labor enabled). The captured animals can be used to fuel your meat industry, or can be tamed (and sometimes trained into war animals!) at the {{L|kennel|kennels}}. Note that many animals require the presence of the {{L|Dungeon Master}} to be tamable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|c}}&lt;br /&gt;
:*Components used: {{L|mechanism}} and a {{L|cage}}.&lt;br /&gt;
:*If the trap is a Dark Green, then it does not have a cage in it.&lt;br /&gt;
:*If the trap is a Light Green, Then it does have a cage in it.&lt;br /&gt;
&lt;br /&gt;
To release enemies and creatures from cages, build the cage somewhere ({{k|b}} {{k|j}}) and release its inhabitants.&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
&lt;br /&gt;
A variation of the weapon trap, the Upright Spear/Spike itself requires no mechanisms, and can be fitted with up to 10 {{L|Weapon|spears}} or {{L|Trap component|spikes}}.  However, it requires an external trigger to actually impale things.  Either a {{L|pressure plate}} or a {{L|lever}} must be connected to this trap for it to be operated.  The advantage of this trap is it doesn't require a Mechanic to set it up - just to link it to a trigger.  &lt;br /&gt;
&lt;br /&gt;
An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed.  And since they are built in the deployed state they can be quickly built to make a pit trap more lethal, without the need for extra mechanisms.  However, you will still need the mechanisms that cause your victims to fall onto the spike from above in the first place.&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|S}}&lt;br /&gt;
:*Components used:  between 1 and 10 spears or spikes.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, {{L|pressure plate}}s, {{L|lever}}s, {{L|grate}}s, {{L|support}}s, {{L|water}}, and/or {{L|magma}}, creating sacrificial altars (blood for the Blood God!) and whatever else you can think of.  Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.  These are best made in a large, repeatable mass killing, way. If you make a trap that kills 10 or so goblins, that only works once and you have to rebuild it, wasting time you don't have during a {{L|siege}}, you're not trying hard enough.&lt;br /&gt;
&lt;br /&gt;
See {{L|Trap design}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Technical_tricks&amp;diff=122665</id>
		<title>v0.31:Technical tricks</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Technical_tricks&amp;diff=122665"/>
		<updated>2010-07-27T10:58:39Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
In order to configure Dwarf Fortress to your liking there are two files you can edit, init.txt and d_init.txt. The first file, init.txt, contains mostly the settings pertaining to the window, rendering and sound of Dwarf Fortress. The second file, d_init.txt, contains settings that affect game features such as saving and population controls.&lt;br /&gt;
&lt;br /&gt;
== Locating your configuration file ==&lt;br /&gt;
The configuration files are in the data\init folder of the directory that you installed Dwarf Fortress to.&lt;br /&gt;
&lt;br /&gt;
== Editing the configuration file ==&lt;br /&gt;
You can edit the configuration files with any word processing software or program that can open .txt files. A good program to edit these files in Windows is notepad.&lt;br /&gt;
All data in these files is contained in what are called tokens. Each token is defined by the text between an opening square bracket, '[', and the first closing square bracket, ']'. Arguments to the various tokens are separated from a token identifier by a colon, ':'.&lt;br /&gt;
&lt;br /&gt;
== Settings - init.txt ==&lt;br /&gt;
&lt;br /&gt;
=== Sound ===&lt;br /&gt;
*[SOUND:ON]&lt;br /&gt;
Change the argument from &amp;quot;ON&amp;quot; to &amp;quot;OFF&amp;quot; to completely remove sound and music from the game. If this is &amp;quot;OFF&amp;quot;, it will not be possible to change the volume from the in game options menu.&lt;br /&gt;
&lt;br /&gt;
*[VOLUME:255]&lt;br /&gt;
Changes the default volume of sound in Dwarf Fortress. The argument can be any value from 0 to 255, with 255 representing 100% volume.&lt;br /&gt;
&lt;br /&gt;
=== Intro Movie ===&lt;br /&gt;
*[INTRO:YES]&lt;br /&gt;
Change the argument from &amp;quot;YES&amp;quot; to &amp;quot;NO&amp;quot; to turn off the intro movie. &lt;br /&gt;
&lt;br /&gt;
=== Window ===&lt;br /&gt;
*[WINDOWED:PROMPT]&lt;br /&gt;
Changes the window mode that Dwarf Fortress runs in. If this is &amp;quot;PROMPT&amp;quot; the game will ask you if you want to run in windowed or fullscreen mode. If this is &amp;quot;NO&amp;quot; the game will be fullscreen with no prompt, and if this is &amp;quot;YES&amp;quot; the game will be in windowed mode with no prompt.&lt;br /&gt;
&lt;br /&gt;
*[WINDOWEDX:80]&lt;br /&gt;
If this is below 256, this specifies the width of the grid used by Dwarf Fortress with a minimum of 80. As such, the width of the window used will be the product of this value and the width of the font used. If this value is 256 or above, it specifies the width of the window used directly.&lt;br /&gt;
&lt;br /&gt;
*[WINDOWEDY:25]&lt;br /&gt;
If this is below 256, this specifies the height of the grid used by Dwarf Fortress with a minimum of 25. As such, the height of the window used will be the product of this value and the height of the font use. If this value is 256 or above, it specifies the height of the window used directly.&lt;br /&gt;
&lt;br /&gt;
*[FONT:curses_640x300.png]&lt;br /&gt;
The font file that Dwarf Fortress uses. This value can be any .bmp or .png image in the data/art folder.&lt;br /&gt;
&lt;br /&gt;
*[RESIZABLE:YES]&lt;br /&gt;
Can be &amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;. If this is &amp;quot;YES&amp;quot; you can resize the window while Dwarf Fortress is running.&lt;br /&gt;
&lt;br /&gt;
*[TOPMOST:NO]&lt;br /&gt;
If this is set to &amp;quot;YES&amp;quot;, the window is kept above all other windows.&lt;br /&gt;
&lt;br /&gt;
=== Fullscreen ===&lt;br /&gt;
These settings are used if the [WINDOWED:PROMPT/YES/NO] token is either &amp;quot;NO&amp;quot;, or &amp;quot;PROMPT&amp;quot; and the fullscreen option is chosen.&lt;br /&gt;
&lt;br /&gt;
*[FULLSCREENX:0]&lt;br /&gt;
The width of the screen in fullscreen mode. If the value are 0, Dwarf Fortress chooses the best resolution for you.&lt;br /&gt;
&lt;br /&gt;
*[FULLSCREENY:0]&lt;br /&gt;
The height of the screen in fullscreen mode. If the value is 0, Dwarf Fortress chooses the best resolution for you.&lt;br /&gt;
&lt;br /&gt;
*[FULLFONT:curses_800x600.png]&lt;br /&gt;
The font file that Dwarf Fortress uses. This value can be any .bmp or .png image in the data/art folder.&lt;br /&gt;
&lt;br /&gt;
*[BLACK_SPACE:YES]&lt;br /&gt;
If this is &amp;quot;NO&amp;quot;, tiles will be stretched to fit to the screen if there is a resolution mismatch. If this is &amp;quot;YES&amp;quot;, the extra space around the grid is filled with black space and the tiles are left unstretched.&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
*[GRAPHICS:NO]&lt;br /&gt;
Can be &amp;quot;YES&amp;quot; or &amp;quot;NO&amp;quot;. If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will use the raw/graphics folder for certain tile graphics. Currently this is limited to creature graphics.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_WINDOWEDX:0]&lt;br /&gt;
The window width used when Dwarf Fortress is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_WINDOWEDY:0]&lt;br /&gt;
The window height used when Dwarf Fortress is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FONT:curses_square_16x16.png]&lt;br /&gt;
The font used by Dwarf Fortress when in windowed mode and [GRAPHICS:YES/NO] is &amp;quot;YES&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FULLSCREENX:0]&lt;br /&gt;
The width of the screen used by Dwarf Fortress if in fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FULLSCREENY:0]&lt;br /&gt;
The height of the screen used by Dwarf Fortress if in fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_FULLFONT:curses_square_16x16.png]&lt;br /&gt;
The font used by Dwarf Fortress when in fullscreen mode and [GRAPHICS:YES/NO] is &amp;quot;YES&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[GRAPHICS_BLACK_SPACE:YES]&lt;br /&gt;
If this is &amp;quot;NO&amp;quot;, tiles are stretched to fit window in the case of a resolution mismatch. If this is &amp;quot;YES&amp;quot;, the extra space is filled with black space and the tiles are left unstretched.&lt;br /&gt;
&lt;br /&gt;
=== Video Card Options ===&lt;br /&gt;
&lt;br /&gt;
*[PRINT_MODE:2D]&lt;br /&gt;
This value changes how Dwarf Fortress draws to the screen. As such, changing this value can significantly change the performance of Dwarf Fortress on your computer. Possible values for this are &amp;quot;2D&amp;quot;, &amp;quot;2DSW&amp;quot;, &amp;quot;2DASYNC&amp;quot;, &amp;quot;STANDARD&amp;quot;, &amp;quot;TEXT&amp;quot;, &amp;quot;ACCUM_BUFFER&amp;quot;, &amp;quot;FRAME_BUFFER&amp;quot;, &amp;quot;VBO&amp;quot; and &amp;quot;PARTIAL&amp;quot;.&lt;br /&gt;
&amp;quot;PARTIAL&amp;quot; print mode takes an additional argument similar to how the PARTIAL_PRINT value worked in previous versions, with the number representing the number of frames a changed tile is rendered before it is skipped.&lt;br /&gt;
&amp;quot;TEXT&amp;quot; is only available on Macintosh and Linux.&lt;br /&gt;
&lt;br /&gt;
*[SINGLE_BUFFER:NO]&lt;br /&gt;
If this is &amp;quot;NO&amp;quot; Dwarf Fortress will use double buffering, which may reduce flickering of the screen at the expense of a possible (small) drop in frame rate. If this is &amp;quot;YES&amp;quot;, double buffering is turned off.&lt;br /&gt;
&lt;br /&gt;
*[ARB_SYNC:NO]&lt;br /&gt;
On video cards that support the OpenGL ARB_sync extension, turning this on can greatly improve performance in GPU overload conditions. However, this can cause Dwarf Fortress to crash on some video cards.&lt;br /&gt;
&lt;br /&gt;
*[VSYNC:NO]&lt;br /&gt;
If this is set to &amp;quot;YES&amp;quot;, when Dwarf Fortress redraws the screen it will wait for the monitor to finish it's vertical retrace. This can negatively impact your FPS if G_FPS is set high, as the game is forced to suspend calculating game frames to wait for the monitor to finish. The main reason to change this to &amp;quot;YES&amp;quot; is if tearing of the game image occurs regularly for you.&lt;br /&gt;
&lt;br /&gt;
*[TEXTURE_PARAM:LINEAR]&lt;br /&gt;
Can be either &amp;quot;LINEAR&amp;quot; or &amp;quot;NEAREST&amp;quot;. If it is &amp;quot;NEAREST&amp;quot;, the texture values use the nearest pixel value without averaging. If it is &amp;quot;LINEAR&amp;quot;, the texture values use the average of the adjacent pixels.&lt;br /&gt;
&lt;br /&gt;
=== FPS ===&lt;br /&gt;
*[FPS:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot; a FPS counter is displayed on the top left corner.&lt;br /&gt;
&lt;br /&gt;
*[FPS_CAP:100]&lt;br /&gt;
The game frames per second the game limits itself to. This changes the number of turns calculated per second, not the graphical frames displayed. If this value is 0 the FPS is uncapped.&lt;br /&gt;
&lt;br /&gt;
*[G_FPS_CAP:50]&lt;br /&gt;
The graphical frames per second the game attempts to draw. This changes the number of times Dwarf Fortress draws itself to the screen per second. Lower numbers will cause Dwarf Fortress to run faster but skip displaying more game frames between each redraw.&lt;br /&gt;
To find the number of game frames that are calculated per redraw done by Dwarf Fortress, divide the value for FPS_CAP by the value of G_FPS_CAP. In the default case, this is 100/50=2, so every second frame calculated dwarf fortress will redraw to the screen.&lt;br /&gt;
&lt;br /&gt;
=== Priority ===&lt;br /&gt;
*[PRIORITY:NORMAL]&lt;br /&gt;
Change this to affect the process priority of Dwarf Fortress. Higher priorities mean that Dwarf Fortress will run faster and other programs will run slower. Possible values are &amp;quot;REALTIME&amp;quot;, &amp;quot;HIGH&amp;quot;, &amp;quot;ABOVE_NORMAL&amp;quot;, &amp;quot;NORMAL&amp;quot;, &amp;quot;BELOW_NORMAL&amp;quot; and &amp;quot;IDLE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
*[ZOOM_SPEED:10]&lt;br /&gt;
How fast the game zooms. A value of 10 corresponds to increasing grid size by 10 units each time you zoom.&lt;br /&gt;
&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&lt;br /&gt;
&lt;br /&gt;
[COMPRESSED_SAVES:YES]&lt;br /&gt;
Change this to &amp;quot;NO&amp;quot; if you want to leave save uncompressed. If &amp;quot;YES&amp;quot;, saves are compressed in the .zip format to save space.&lt;br /&gt;
&lt;br /&gt;
=== Mouse ===&lt;br /&gt;
*[MOUSE:YES]&lt;br /&gt;
Determines if the game accepts mouse input.&lt;br /&gt;
&lt;br /&gt;
*[MOUSE_PICTURE:NO]&lt;br /&gt;
If the game should display a picture in place of the system mouse icon. The picture lags if Dwarf Fortress is lagging.&lt;br /&gt;
&lt;br /&gt;
=== Keyboard ===&lt;br /&gt;
*[KEY_HOLD_MS:250]&lt;br /&gt;
The number of milliseconds before holding a key causes it to be repeated.&lt;br /&gt;
&lt;br /&gt;
*[KEY_REPEAT_MS:150]&lt;br /&gt;
The number of milliseconds between consecutive repetitions of a held key.&lt;br /&gt;
&lt;br /&gt;
*[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
*[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions the repetition delay will smoothly decrease until repetition is this number of times faster than at the start.&lt;br /&gt;
&lt;br /&gt;
*[MACRO_MS:150]&lt;br /&gt;
The number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
== Settings - d_init.txt ==&lt;br /&gt;
&lt;br /&gt;
=== Save Behavior ===&lt;br /&gt;
*[AUTOSAVE:NONE]&lt;br /&gt;
When Dwarf Fortress should automatically save your game. If this is &amp;quot;NONE&amp;quot;, Dwarf Fortress never saves your game for you. Possible values are &amp;quot;NONE&amp;quot;, &amp;quot;SEASONAL&amp;quot; and &amp;quot;YEARLY&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[AUTOBACKUP:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will back up your save file each time it autosaves your game.&lt;br /&gt;
&lt;br /&gt;
*[AUTOSAVE_PAUSE:NO]&lt;br /&gt;
If Dwarf Fortress should pause the game each time it autosaves for you.&lt;br /&gt;
&lt;br /&gt;
*[INITIAL_SAVE:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will save the game immediately after you embark.&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
*[IDLERS:TOP]&lt;br /&gt;
Where to display the number of idlers. The value can be either &amp;quot;TOP&amp;quot;, &amp;quot;BOTTOM&amp;quot;, or &amp;quot;OFF&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[PAUSE_ON_LOAD:YES]&lt;br /&gt;
If &amp;quot;YES&amp;quot;, Dwarf Fortress starts Fortress mode paused.&lt;br /&gt;
&lt;br /&gt;
*[TEMPERATURE:YES]&lt;br /&gt;
Turns on or off temperature. If temperature is off, being adjacent to lava will not cause objects (or creatures) to burn, nor will dwarves have any problems running around on top of glaciers naked if they so desire. Direct contact with lava or firebreath will still cause lots of Fun though.&lt;br /&gt;
&lt;br /&gt;
*[WEATHER:YES]&lt;br /&gt;
Turns on or off weather. If weather is off it will never rain or snow.&lt;br /&gt;
&lt;br /&gt;
*[ECONOMY:YES]&lt;br /&gt;
Turns on or off the fortress mode dwarven economy.&lt;br /&gt;
&lt;br /&gt;
*[INVADERS:YES]&lt;br /&gt;
Turns on or off fortress mode sieges. Turning this off for your first couple of games may make the game easier to start with.&lt;br /&gt;
&lt;br /&gt;
*[CAVEINS:YES]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot; it is possible for cave-ins to occur.&lt;br /&gt;
&lt;br /&gt;
*[ARTIFACTS:YES]&lt;br /&gt;
Turns on or off strange moods and the resulting artifacts.&lt;br /&gt;
&lt;br /&gt;
*[ZERO_RENT:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, when the dwarven economy kicks in all rooms will cost nothing, allowing even the poorest of haulers to have a room fit for a king.&lt;br /&gt;
&lt;br /&gt;
*[TESTING_ARENA:YES]&lt;br /&gt;
Turns on or off the testing arena.&lt;br /&gt;
&lt;br /&gt;
*[PATH_COST:1:2:5:25]&lt;br /&gt;
The path finding costs associated with different traffic values. &lt;br /&gt;
&lt;br /&gt;
*[COFFIN_NO_PETS_DEFAULT:NO]&lt;br /&gt;
If &amp;quot;YES&amp;quot; pets will not be able to be buried in coffins.&lt;br /&gt;
&lt;br /&gt;
*[STORE_DIST_ITEM_DECREASE:20]&lt;br /&gt;
*[STORE_DIST_SEED_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BUCKET_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BARREL_COMBINE:1000]&lt;br /&gt;
*[STORE_DIST_BIN_COMBINE:1000]&lt;br /&gt;
&lt;br /&gt;
*[SHOW_IMP_QUALITY:YES]&lt;br /&gt;
If &amp;quot;YES&amp;quot; Dwarf Fortress will display the quality of items in the name. If you get annoyed by seeing items like *&amp;lt;*sword*&amp;gt;* you can&lt;br /&gt;
get rid of the outside ** by setting this to NO.&lt;br /&gt;
&lt;br /&gt;
*[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]&lt;br /&gt;
If &amp;quot;YES&amp;quot;, inspecting engravings and artifacts in Fortress Mode will have an extended history displayed.&lt;br /&gt;
&lt;br /&gt;
*[LOG_MAP_REJECTS:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, Dwarf Fortress will log the reason why maps were rejected during world gen in the log.txt file.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Mode ===&lt;br /&gt;
*[MORE:YES]&lt;br /&gt;
*[DISPLAY_LENGTH:23]&lt;br /&gt;
*[ADVENTURER_TRAPS:NO]&lt;br /&gt;
*[ADVENTURER_ALWAYS_CENTER:YES]&lt;br /&gt;
*[ADVENTURER_Z_VIEWS:UNHIDDEN:9]&lt;br /&gt;
&lt;br /&gt;
=== Nicknames ===&lt;br /&gt;
*[NICKNAME_DWARF:REPLACE_FIRST]&lt;br /&gt;
*[NICKNAME_ADVENTURE:REPLACE_FIRST]&lt;br /&gt;
*[NICKNAME_LEGENDS:REPLACE_FIRST]&lt;br /&gt;
&lt;br /&gt;
=== Embark Options ===&lt;br /&gt;
*[EMBARK_WARNING_ALWAYS:NO]&lt;br /&gt;
*[SHOW_EMBARK_TUNNEL:FINDER]&lt;br /&gt;
*[EMBARK_RECTANGLE:4:4]&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
*[WOUND_COLOR_NONE:7:0:1]&lt;br /&gt;
The color of body parts when there are no recorded active wounds on the part.&lt;br /&gt;
Default = white&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_MINOR:6:0:0]&lt;br /&gt;
The color of body parts when there is any damage that doesn't have functional/structural consequences (might be heavy bleeding though).&lt;br /&gt;
Default = brown&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_INHIBITED:6:0:1]&lt;br /&gt;
The color of body parts when there is any muscular, structural or functional damage without total loss.&lt;br /&gt;
Default = yellow&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_FUNCTION_LOSS:3:0:1]&lt;br /&gt;
The color of body parts when an important function of the part is completely lost, but the part is structurally sound (or at least partially intact).&lt;br /&gt;
Default = bright cyan&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_BROKEN:4:0:1]&lt;br /&gt;
The color of body parts when the part has lost all structural integrity or muscular ability.&lt;br /&gt;
Default = bright red&lt;br /&gt;
&lt;br /&gt;
*[WOUND_COLOR_MISSING:0:0:1]&lt;br /&gt;
The color of body parts when the part is completely gone.&lt;br /&gt;
Default = dark gray&lt;br /&gt;
&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
&lt;br /&gt;
*[SKY:178:3:0:0]&lt;br /&gt;
The tile and color of areas that are far below the currently displayed z level.&lt;br /&gt;
The format is SKY:&amp;lt;character&amp;gt;:&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;brightness&amp;gt;. &amp;lt;character&amp;gt; can be either an ASCII number or a character in single quotes, like '#'.&lt;br /&gt;
&lt;br /&gt;
*[CHASM:250:0:0:1]&lt;br /&gt;
The tile and color of areas that are far below the currently displayed z level while indoors.&lt;br /&gt;
The format is the same as for SKY above.&lt;br /&gt;
&lt;br /&gt;
*[PILLAR_TILE:'O']&lt;br /&gt;
The tile displayed for pillars. Pillars are created at the ends of strings of wall tiles.&lt;br /&gt;
&lt;br /&gt;
*[VARIED_GROUND_TILES:YES]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot; the ground will be varied randomly using the tiles ,.`'.&lt;br /&gt;
If this is &amp;quot;NO&amp;quot;, only the period will be used for ground tiles.&lt;br /&gt;
&lt;br /&gt;
*[ENGRAVINGS_START_OBSCURED:NO]&lt;br /&gt;
If this is &amp;quot;YES&amp;quot;, all engravings are displayed initially looking the same. Otherwise all engravings have a random tile given to them initially.&lt;br /&gt;
&lt;br /&gt;
*[SHOW_FLOW_AMOUNTS:NO]&lt;br /&gt;
If &amp;quot;YES&amp;quot; Dwarf Fortress displays water as numbers from 1-7 indicating depth.&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Blade_weed&amp;diff=122470</id>
		<title>40d:Blade weed</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Blade_weed&amp;diff=122470"/>
		<updated>2010-07-25T10:14:56Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{Crop|color=2:0:0|seed_color=0:0:1|character=τ|name=Blade weed|spring=1|summer=1|autumn=1|winter=1|habitat=Not freezing (dry)|other_products=&lt;br /&gt;
* {{L|Dye|Emerald dye}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Blade weed''' is a plant used only to make emerald {{L|dye}} at a {{L|millstone|mill}} or {{L|quern}}.  They can be planted outdoors any time of year and can be collected by {{L|gathering plants}} in any non-freezing {{L|biome}}.&lt;br /&gt;
&lt;br /&gt;
* Grow time: 500&lt;br /&gt;
* Plant value: 4&lt;br /&gt;
* Mill value: 20&lt;br /&gt;
* Dye color: Emerald&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
*{{L|Textile industry}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Black-handed_gibbon&amp;diff=122185</id>
		<title>40d:Black-handed gibbon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Black-handed_gibbon&amp;diff=122185"/>
		<updated>2010-07-21T19:06:38Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{CreatureInfo|name=Black-handed gibbon|symbol=g|color=0:0:1|bones=3|chunks=3|meat=3|fat=2|skulls=1|skin=Yes|biome=* {{L|Tropical}} {{L|broadleaf}} {{L|forest}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''black-handed gibbon''' is a small monkey, effectively identical to the {{L|black-crested gibbon}} and {{L|white-browed gibbon}}, all of which appear in very small groups.  Although usually an untrained {{L|wrestler|recruit}} can take one by themselves, combat is never certain, and it's always possible for a lucky gibbon to kill a dwarf or dog.&lt;br /&gt;
&lt;br /&gt;
Unlike the similar sized {{L|rhesus macaque}}s, they are not {{L|thief|thieves}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Bar&amp;diff=121979</id>
		<title>v0.31:Bar</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Bar&amp;diff=121979"/>
		<updated>2010-07-20T11:51:58Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
:''For built horizontal and vertical bars, see {{L|Bars}}.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A '''bar''' is a sub-type of building material (interchangeable with a {{L|block}} for that purpose), and is the base individual unit of {{L|metal}}, {{L|charcoal}}, {{L|coke}}, {{L|potash}}, {{L|ash}}, {{L|pearlash}}, and tallow {{L|soap}}.  All {{L|metal}}s are created as bars at a {{L|smelter}}, whether processed from {{L|ore}}s, {{L|alloy}}ed with other metals, or {{L|melt}}ed down from existing metal items.&lt;br /&gt;
&lt;br /&gt;
With the exception of non-{{L|fire-safe}} materials, all bars are as durable as others - a wall made from bars of ash, charcoal or soap will last as long one made from bars of {{L|steel}}.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Most bars are not an end-product, but are then used to produce something else:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; &lt;br /&gt;
! Bar of... !! Use &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|ash}} || makes {{L|potash}} or {{L|lye}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|fuel|charcoal &amp;lt;br /&amp;gt;or coke}}|| powering standard {{L|forge}}s, {{L|smelter}}s, {{L|kiln}}s, and {{L|glass furnace}}s,&amp;lt;br /&amp;gt;and for making {{L|pig iron}} and {{L|steel}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|metal}} || {{L|smith}}ing &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|pearlash}} || needed ingredient for clear or crystal {{L|glass}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|potash}} || used as {{L|fertilizer}}, makes {{L|pearlash}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|soap}} || {{L|health care}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All types of bars can also be used to build {{L|workshop}}s, {{L|road}}s, {{L|bridge}}s, and other {{L|construction}}s, as well as built as {{L|bars|horizontal or vertical bars}}{{verify}}. (Be aware that some purposes suggest the use of {{L|fire-safe}} materials.)  However, different bars require different {{L|labor}}s to use in such construction projects - {{L|smith}}ing for metal bars and {{L|mason}}ry for all others (including bars of soap).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bars&amp;quot; of {{L|adamantine}} metal are referred to as &amp;quot;wafers&amp;quot;, but when used as building material they function the same as any other bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:* {{L|block}}&lt;br /&gt;
:* {{L|stack}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Lye&amp;diff=121978</id>
		<title>v0.31:Lye</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Lye&amp;diff=121978"/>
		<updated>2010-07-20T11:50:44Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Lye''' is made by a dwarf with the lye making {{L | labor}} enabled at an {{L | ashery}}, and requires 1 {{L | bar}} of {{L | ash}} and 1 {{L | bucket}}. Ash is made from wood by a wood burner at a wood furnace.&lt;br /&gt;
&lt;br /&gt;
Lye is used to make {{L | soap}} and {{L | potash}}, though potash can also be made directly from ash.&lt;br /&gt;
&lt;br /&gt;
Lye must be moved from the buckets into a {{L | barrel}} to make soap. This is done automatically if you have a food stockpile with &amp;quot;misc. liquid&amp;quot; enabled, and a spare barrel.&lt;br /&gt;
&lt;br /&gt;
If you order lye from your outpost liaison, lye will arrive in the next trade caravan. The lye will already be in barrels.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Captain&amp;diff=121929</id>
		<title>v0.31:Captain</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Captain&amp;diff=121929"/>
		<updated>2010-07-19T21:14:58Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Captain&lt;br /&gt;
| quarters=Meager Quarters&lt;br /&gt;
| dining=Meager Dining Room&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| function=&lt;br /&gt;
* Military Dwarf&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Drunk&amp;diff=121925</id>
		<title>v0.31:Drunk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Drunk&amp;diff=121925"/>
		<updated>2010-07-19T20:47:09Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
This is the normal condition for {{L|Dwarf|dwarves}}.&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Dining_room&amp;diff=121910</id>
		<title>v0.31:Dining room</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Dining_room&amp;diff=121910"/>
		<updated>2010-07-19T16:46:44Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Dining Room is, predictably enough, a room for the dwarves to eat in.&lt;br /&gt;
&lt;br /&gt;
==Furniture Needed==&lt;br /&gt;
&lt;br /&gt;
Strictly speaking, all that is needed to designate a Dining Room is a {{L|table}}. However, Dwarves also require a {{L|chair}} for each table in the room in order to properly use them.&lt;br /&gt;
&lt;br /&gt;
==Varieties==&lt;br /&gt;
&lt;br /&gt;
A Dining Room may either be made specifically for an individual dwarf or designated as a Dining Hall. A communal Dining Hall is often an excellent way to keep dwarves happy, as they tend to be quite large, and dwarves receive a happy thought for dining in a valuable Dining Room.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Common_skate&amp;diff=121909</id>
		<title>40d:Common skate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Common_skate&amp;diff=121909"/>
		<updated>2010-07-19T16:46:06Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{CreatureInfo|name=Common skate|symbol=ò|color=6:0:0|bones=8|chunks=8|meat=8|fat=4|skulls=1|skin=Yes|biome=* {{l|Tropical}} {{l|ocean}}&lt;br /&gt;
* {{l|Temperate}} ocean}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Skates''' are ocean {{L|fish}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Road&amp;diff=121908</id>
		<title>v0.31:Road</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Road&amp;diff=121908"/>
		<updated>2010-07-19T16:45:28Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Roads''' are a construction which paves over large sections of flat terrain. They are most commonly used to give {{L|caravan|caravans}} a reliable path to your fortress from the map's edge. A dwarf with the {{l|Architect}} labor must haul materials (if any) to the site and design the structure before it can be finished by any available dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing shrubs and trees and preventing new ones from growing. However, they wear away over time, and have to be reconstructed periodically. Depending on the size of the road, this can be a hassle.&lt;br /&gt;
&lt;br /&gt;
'''Paved roads''' ({{k|b}} - {{k|o}}) can be constructed with any building material, including {{l|stone}}, {{l|block}}s, {{l|wood}} and metal {{l|bars}}. These roads are permanent, and use less material than paving the same space with constructed {{l|floor}}s. To avoid the hassle of long-distance hauling, it is advisable to place a {{l|stockpile}} near the desired site for your Architect to get materials from.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Block&amp;diff=121907</id>
		<title>v0.31:Block</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Block&amp;diff=121907"/>
		<updated>2010-07-19T16:44:44Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For area blocks of 48x48 tiles on a game map, see {{L|Region}}.''&lt;br /&gt;
:''For &amp;quot;blocking&amp;quot; in combat, see {{L|Armor}}.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''block''' is a sub-type of building material. {{L|Stone}} and {{L|wood}} can be shaped into blocks at a {{L|mason's workshop}} or {{L|carpenter's workshop}}.  {{L|Glass}} can be formed as blocks at a {{L|glass furnace}}, and {{L|metal}} blocks can be made at a {{L|forge}} from a single metal {{L|bar}} (or, in the case of {{L|adamantine}}, from '''four''' wafers).&lt;br /&gt;
&lt;br /&gt;
A single block is required in order to build a {{L|well}}, {{L|screw pump}}, or {{L|ashery}}. Blocks can also be used in place of raw stone or wood in {{L|road}}s, {{L|bridge}}s, and other major {{L|construction}}s (but not in items like {{L|craft}}s or {{L|furniture}}), but the difference is purely in the value. A pillar made out of normal stone is called a rough pillar.&lt;br /&gt;
&lt;br /&gt;
Blocks, unlike raw stone or wood, can stack in {{L|bin}}s in {{L|bar}}/block {{L|stockpile}}s.&lt;br /&gt;
&lt;br /&gt;
Blocks have a {{L|Value#Items with material but without quality|base value}} of 5, compared to the raw material value of 3 for stone, wood or glass; metal bars already have a base value of 5. Blocks do not have {{L|quality}} levels.&lt;br /&gt;
&lt;br /&gt;
Stone blocks are sometimes used as materials during {{L|strange mood}}s.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Blade_weed&amp;diff=121905</id>
		<title>v0.31:Blade weed</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Blade_weed&amp;diff=121905"/>
		<updated>2010-07-19T16:43:46Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{Crop|color=2:0:0|seed_color=0:0:1|character=τ|name=Blade weed|seed=Blade weed seed&lt;br /&gt;
|spring=1|summer=1|autumn=1|winter=1&lt;br /&gt;
|habitat=Not freezing (Dry)&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Dye}}&lt;br /&gt;
|other_products=&lt;br /&gt;
* {{L|Dye|Emerald dye}} (Mill)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Blade weed''' is a plant used only to make emerald {{L|dye}} at a {{L|millstone|mill}} or {{L|quern}}.  They can be planted outdoors any time of year and can be collected by {{L|gather plants|gathering plants}} in any dry non-freezing {{L|biome}}.&lt;br /&gt;
&lt;br /&gt;
* Grow time: 500{{verify}}&lt;br /&gt;
* Plant value: 4&lt;br /&gt;
* Mill value: 20&lt;br /&gt;
* Dye color: Emerald&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
*{{L|Textile industry}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Black_sand&amp;diff=121904</id>
		<title>v0.31:Black sand</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Black_sand&amp;diff=121904"/>
		<updated>2010-07-19T16:42:58Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{soillookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Black sand''' is one of the several types of {{L|sand}} that can be found in Dwarf Fortress. Black sand layers occasionally contain an {{L|aquifer}}.&lt;br /&gt;
&lt;br /&gt;
It can be gathered into {{L|bag}}s and used for the purpose of {{L|glassmaking}}, and it can also be used for {{L|farming}} just like any other {{L|soil}} layer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=121903</id>
		<title>v0.31:Temperature</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=121903"/>
		<updated>2010-07-19T16:42:01Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
==Temperature scale==&lt;br /&gt;
Dwarf Fortress uses its own temperature scale in most cases, often called &amp;quot;Degrees Urist&amp;quot; on this wiki.&lt;br /&gt;
So if you see something like [HOMEOTHERM:10067], don't be amazed.&lt;br /&gt;
&lt;br /&gt;
[[Magma]]'s temperature is 12,000° Urist.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [CELSIUS] * 9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [KELVIN] * 9/5 + 9508.33&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [RANKINE] + 9508.33&lt;br /&gt;
&lt;br /&gt;
==Melting point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will melt.&lt;br /&gt;
&lt;br /&gt;
==Boiling point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will evaporate.&lt;br /&gt;
&lt;br /&gt;
==Ignition point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will catch fire.&lt;br /&gt;
&lt;br /&gt;
==Specific heat==&lt;br /&gt;
&lt;br /&gt;
This determines how long it takes an object to heat up or cool down. An object with high specific heat will change temperature more slowly.&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Experience&amp;diff=121654</id>
		<title>v0.31:Experience</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Experience&amp;diff=121654"/>
		<updated>2010-07-16T18:22:14Z</updated>

		<summary type="html">&lt;p&gt;Cirno(9): Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Lvl !! Title !! XP&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Dabbling     ||align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Novice       ||align=&amp;quot;right&amp;quot;| 500&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Adequate     ||align=&amp;quot;right&amp;quot;| 1100&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Competent    ||align=&amp;quot;right&amp;quot;| 1800&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Skilled      ||align=&amp;quot;right&amp;quot;| 2600&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Proficient * ||align=&amp;quot;right&amp;quot;| 3500&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Talented     ||align=&amp;quot;right&amp;quot;| 4500&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Lvl !! Title !! XP&lt;br /&gt;
|-&lt;br /&gt;
| 7  || Adept        ||align=&amp;quot;right&amp;quot;| 5600&lt;br /&gt;
|-&lt;br /&gt;
| 8  || Expert       ||align=&amp;quot;right&amp;quot;| 6800&lt;br /&gt;
|-&lt;br /&gt;
| 9  || Professional ||align=&amp;quot;right&amp;quot;| 8100&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Accomplished ||align=&amp;quot;right&amp;quot;| 9500&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Great        ||align=&amp;quot;right&amp;quot;| 11000&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Master       ||align=&amp;quot;right&amp;quot;| 12600&lt;br /&gt;
|-&lt;br /&gt;
| 13 || High Master  ||align=&amp;quot;right&amp;quot;| 14300&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Lvl !! Title !! XP&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Grand Master  ||align=&amp;quot;right&amp;quot;| 16100&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Legendary     ||align=&amp;quot;right&amp;quot;| 18000&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Legendary+1** ||align=&amp;quot;right&amp;quot;| 20000&lt;br /&gt;
|-&lt;br /&gt;
| 17 || Legendary+2** ||align=&amp;quot;right&amp;quot;| 22100&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Legendary+3** ||align=&amp;quot;right&amp;quot;| 24300&lt;br /&gt;
|-&lt;br /&gt;
| 19 || Legendary+4** ||align=&amp;quot;right&amp;quot;| 26600&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Legendary+5** ||align=&amp;quot;right&amp;quot;| 29000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
::::''Notes:''&lt;br /&gt;
:::::&amp;lt;nowiki&amp;gt;  *&amp;lt;/nowiki&amp;gt; This is the highest skill level possible for one of your starting dwarfs.&lt;br /&gt;
:::::&amp;lt;nowiki&amp;gt; **&amp;lt;/nowiki&amp;gt; These levels are only ''assumed'' to exist - they existed in 23a and 40d but were never visible in game (they were confirmed via an examination of the game code, and they had visible effects on {{L|quality}} of goods produced), but it's unclear if they still do in 31.01.{{verify}}&lt;/div&gt;</summary>
		<author><name>Cirno(9)</name></author>
	</entry>
</feed>