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		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Bedroom_design&amp;diff=126954</id>
		<title>v0.31:Bedroom design</title>
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		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|06:21, 16 July 2010 (UTC)}}&lt;br /&gt;
There are many ways to design the layout of {{L|bedroom}}s. Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to {{L|noise}} should also be considered.&lt;br /&gt;
&lt;br /&gt;
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal {{L|dormitory}}. The smallest ''bedroom design'' possible is a corridor with with notched spaces for beds. &lt;br /&gt;
&lt;br /&gt;
Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. This process is further complicated when the {{L|dwarven economy}} kicks in, and a wide range of &amp;quot;{{L|Room#Specific room quality grades|room qualities}}&amp;quot; are needed, and low-budget dwarves are kicked out of any over-priced quarters. To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12games.com/forum/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
                         NOTE - EDITORS/CONTRIBUTORS:&lt;br /&gt;
=LEVEL 1= SUBSECTIONS WERE CHOSEN FOR VISIBILITY. THIS PAGE IS FAR TOO BUSY FOR ==LEVEL 2== SUBSECTION HEADERS.&lt;br /&gt;
FOR SPECIFIC EXAMPLES, USE ===LEVEL 3=== &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=Minimalism=&lt;br /&gt;
&lt;br /&gt;
Sometimes, simpler is better... not always, but sometimes...&lt;br /&gt;
&lt;br /&gt;
=== 1x1 bed only, no walls ===&lt;br /&gt;
&lt;br /&gt;
By far the most minimal design is to take a bed, place it anywhere you want, then set it as a 1x1 room. This bed 'room' can be assigned to a dwarf early on, or rented once the economy kicks in, and will at least serve the bare minimum purpose of avoiding unhappy thoughts from the lack of a room. It will not, of course, leave the dwarves with any space to store any possessions at all -- but with the economy active, it will also have an absolute minimal rent, which makes it worth having a few such rooms set up. And, of course, it requires the absolute minimum work to set up; all you need is existing empty space, preferably with no noise nearby, and a bed to place in it. &lt;br /&gt;
&lt;br /&gt;
An additional refinement is to expand the room area of each bed to 3x3, deliberately causing them to overlap.  This lowers the value of each bed, which in turn lowers the rent and provides some low-rent housing for impoverished dwarves to stay -- it can drop as low as 7 coins depending on the arrangement.&lt;br /&gt;
&lt;br /&gt;
=== Communal dormitory ===&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds in a room, designate a {{L|dormitory}} from one of them (do not assign the bed to anyone), and, voila, instant flophouse.  On maps with no {{L|tree}}s, this is pretty much your only option for sleeping quarters before breaching a cavern or importing large amounts of wood.  (Dwarves will sleep on the floor of the dormitory if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality {{L|food}}, {{L|alcohol}}, an expansive {{L|dining room}}, and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give {{L|noble}}s their own rooms, however; they tend to get upset when their {{L|Noble#Room Requirements Summary|requirements}} are not met)&lt;br /&gt;
&lt;br /&gt;
More than one dormitory can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to the nearest empty bed when it is time for them to sleep.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Plain square design ===&lt;br /&gt;
[[Image:square_bedroom.png|right]]&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player values his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
=== Line design ===&lt;br /&gt;
[[Image:line_bedroom.png|right|thumb| '''Line design''', laid out (left) and finished (right)]]&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voila, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.&lt;br /&gt;
&lt;br /&gt;
===Decentralized living===&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF|right]]&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public dormitory and dining room for poorer dwarves on the left and right to 3x3 private rooms to the top and bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
&lt;br /&gt;
There's also built-in areas for impressive things like statues and cages (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to Decent or higher to keep your most useful dwarves happy as clams.  They're also conveinent for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the dormitory and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or, alternatively, 2 statues.  This may be better because Statues block movement and is effectively the same as surrounding the prisoner with walls) and in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
&lt;br /&gt;
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public dormitory rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
=== High density single floor housing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=High density,single floor, quick housing=&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarf-bedroom-simple.jpg|thumb|250px|This is a 35x35 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This design is nice in that is it very quick to lay since using shift to move the cursor moves in steps of 11 tiles. Additionally the rooms made this way can be used even after the economy activates since it is very easy to increase or decrease their value. Each 1-tile wide walkway is shared by 10 dwarves reducing congestion and each room can fit a bed, a chest and a cabinet leaving 1 free space for any miscellaneous items such as a statue for legendary dwarves, the free space is in the back of the room for the reason that it allows you to place blocking items that cannot be moved over there without sealing your dwarves in/out.&lt;br /&gt;
&lt;br /&gt;
=High density, multi-level=&lt;br /&gt;
&lt;br /&gt;
Optimizing space, minimizing walking distance, these are good things... for some...&lt;br /&gt;
&lt;br /&gt;
===Magical Three-way Doors===&lt;br /&gt;
&lt;br /&gt;
The main point of this design is that it squeezes six bedrooms in a space of six by seven squares. It's meant to be built across several Z-levels, making it take up a minimal amount of practical space. It can be easily mirrored, although that requires a wider corridor (or the use of four bedrooms instead of six on the other side).&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 Level -1  ¦   Level 0   ¦   Level 1&lt;br /&gt;
 +-----+   ¦   +-----+   ¦   +-----+&lt;br /&gt;
 ¦..¦..¦   ¦   ¦..¦..¦   ¦   ¦..¦..¦&lt;br /&gt;
+-+.¦.+-+  ¦  +-+.¦.+-+  ¦  +-+.¦.+-+&lt;br /&gt;
¦.++-++.¦  ¦  ¦.++-++.¦  ¦  ¦.++-++.¦&lt;br /&gt;
¦..¦X¦..¦  ¦  ¦..¦X¦..¦  ¦  ¦..¦X¦..¦&lt;br /&gt;
¦---+---¦  ¦  ---+.+---  ¦  ¦---+---¦&lt;br /&gt;
¦...¦...¦  ¦  .........  ¦  ¦...¦...¦&lt;br /&gt;
+-------+  ¦             ¦  +-------+}}&lt;br /&gt;
&lt;br /&gt;
===Sandwich===&lt;br /&gt;
&lt;br /&gt;
A design to move bedrooms vertically spread across many unused Z levels easily. The rooms can be preferentially scaled up or down depending on needs. If space is reserved serves well for expansion of each bedroom as suitable.&lt;br /&gt;
&lt;br /&gt;
The sandwich basically consists of a three tile wide hallway or wider. Up/Down Stairways are evenly distributed in increments which lead to one or more bedrooms as needed. Hatches can be used between the individual bedrooms as vertical doors.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Level -1       ¦   Level 0       ¦    Level 1&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦--+--+--+--¦  ¦  .............  ¦  ¦--+--+--+--¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bedroom design can be copied several times further up and down starting from Level 1 or -1 to exploit available space in neighbouring Z levels. The design is excellent as the space surrounding the hallway can be used for directly tying to the dining/meeting hall.&lt;br /&gt;
&lt;br /&gt;
===6-room clusters===&lt;br /&gt;
&lt;br /&gt;
[[File:ClusterBedrooms.png|thumb|350 pix|'''6-room clusters'''  ''(click to enlarge)'']]&lt;br /&gt;
This one is quite dense. There are six bedroom clusters. They can be built close to each other.&lt;br /&gt;
&lt;br /&gt;
There are 7 6-room clusters here. If 5 Z-Levels of this is built, that's 5*7*6=210, which is plenty for most any fortress.&lt;br /&gt;
&lt;br /&gt;
=== Living Pods (Residential Flats) ===&lt;br /&gt;
   &lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles plus a door. To add to the complex build an apartment level one level above or below the lobby - the stairs allow direct access. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as visually impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.  The pods are very quick to deploy as the interior (mined out) width of the pods exactly equals one {{k|Shift}}+move of the cursor.  Highlight a full square with a horizontal shift+move then a vertical.  Then ''un''mark the 3 internal walls in both horizontal and vertical directions (each also 1 shift+move distance long), and finally mark in the four staircases. Sixteen bedrooms with extremely efficient pathing laid out in as many seconds.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:     Lobby Level:&lt;br /&gt;
+-----------+        +-----------+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦.. O&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. u&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X+-+.. t&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O........ e&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦........... r&lt;br /&gt;
¦--+--+--+--¦        ¦--¦O...O+--+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦.....¦..¦.. H&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O..++.¦.. a&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X¦-¦.. l&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. l&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦..&lt;br /&gt;
+-----------+        +-----------+..}}&lt;br /&gt;
&lt;br /&gt;
==== Pod variant ====&lt;br /&gt;
&lt;br /&gt;
This is an example of varying the above to suit personal taste. Three significant changes have been made: &lt;br /&gt;
&lt;br /&gt;
:1) 2 pair of vertical access stairs feed upward, instead of one horizontal hallway.&lt;br /&gt;
&lt;br /&gt;
:2) The entire design has been expanded (to 15x15, vs 13x13 above), but rooms have not been expanded to fill all available space - not yet.  That will be done if/as need arises, and many of the 3-tile rooms can become 5- or 7-tile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, or two joined together to become 12-tile suites&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
:3) Allow for a central waterfall with drain system*.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Upper Apartment Level(s*):    Lobby Level:           Lower Apartment Level(s*):&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+¦+.¦ ¦.+-+.¦              ¦.+¦+.OOO.+-+.¦              ¦.+¦+..¦..+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+&lt;br /&gt;
   ¦XX#~#XX¦                    ¦&amp;lt;&amp;lt;#~#&amp;lt;&amp;lt;¦                    ¦-¦~¦~¦-¦ &lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+ &lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.OOO.+-+.¦              ¦.+-+..¦..+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&amp;lt;/pre&amp;gt;Legend:&lt;br /&gt;
:X = up/down stair&lt;br /&gt;
:&amp;lt; = up stair&lt;br /&gt;
:~ = flowing water, in waterfall and drain&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; = {{L|grate}} or floor {{L|bars}} over drain&lt;br /&gt;
:¦ = solid block at base of waterfall&lt;br /&gt;
:O = {{L|statue}}s (though a {{L|zoo}} or booze stockpiles could work as well)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
:1) Expanding out one more tile can create size 5-11 rooms, or size 19 if two are connected.&lt;br /&gt;
:2) A size 15 room is ample for any noble, with the possible exception of a {{L|king|king/queen}}.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The floor plan for the waterfall/drain system may vary from floor to floor, and by personal taste.  Eventually it can be routed off and out one side, and the full interior area of all levels below that reserved for apartments.&lt;br /&gt;
&lt;br /&gt;
''(Note - It's easy to {{L|flood}} an area with a waterfall such as this - be sure you are familiar with the technique before risking an entire dormitory (or the lower parts, at least) on it.)''&lt;br /&gt;
&lt;br /&gt;
=== Greek Cross design===&lt;br /&gt;
[[image:VaniverGreek48.png|right|thumb| 48 tile design]]&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors- 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (walking up/down stairs counts as one distance.).[[image:VaniverGreek32.png|center|thumb| 32 tile design]]&lt;br /&gt;
&lt;br /&gt;
=== Shaft design ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create bedrooms, dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accommodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accommodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
=== Tileable shaft design ===&lt;br /&gt;
&lt;br /&gt;
The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the centralmost tile (marked red in the examples) to allow z-level stacking.&lt;br /&gt;
&lt;br /&gt;
=== Modified Windmill Villas ===&lt;br /&gt;
&lt;br /&gt;
This is the most efficient method I have seen, and it keeps the central stair case as well.  &lt;br /&gt;
&lt;br /&gt;
(Calculations use 8 levels)&lt;br /&gt;
*Dwarfs per level = 28&lt;br /&gt;
*Levels needed for 200 = 7.1&lt;br /&gt;
*Max distance (including Z) = 15&lt;br /&gt;
*Average distance = 10.2&lt;br /&gt;
*Average distance per level = 5.4&lt;br /&gt;
&lt;br /&gt;
[[Image:Modified_Windmill_Villas.png|Modified windmill villas]]&lt;br /&gt;
&lt;br /&gt;
=Repeating patterns &amp;amp; fractals=&lt;br /&gt;
&lt;br /&gt;
Art for art's sake... and if it's functional, so much the better...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tessellated Apartments ===&lt;br /&gt;
&amp;lt;!-- Originally &amp;quot;GnomeChomskey's...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣θ╚╣X╠╗θ║    &lt;br /&gt;
   ║.θ║..┼╦┼╬═╩╗   &lt;br /&gt;
   ║.╔╬══╬╝.║.θ║   &lt;br /&gt;
 ╔═╬┼╩┼..║θ.║.╔╬══╗&lt;br /&gt;
 ║θ╚╣X╠╗θ╠╦═╬┼╩┼..║&lt;br /&gt;
 ║..┼╦┼╬═╩╣θ╚╣X╠╗θ║&lt;br /&gt;
 ╚══╬╝.║.θ║..┼╦┼╬═╝&lt;br /&gt;
    ║θ.║.╔╬══╬╝.║  &lt;br /&gt;
    ╚╦═╬┼╩┼..║θ.║  &lt;br /&gt;
     ║θ╚╣X╠╗θ╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       &lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣÷╚╝X╚╗θ║    &lt;br /&gt;
   ║.θ║.╥...╚═╩╗   &lt;br /&gt;
   ║.╔╝.╤.╥...÷║   &lt;br /&gt;
 ╔═╬┼╝....╤.╤╥╔╬══╗&lt;br /&gt;
 ║θ╚╣X.╥╤.....╚┼..║&lt;br /&gt;
 ║..┼╗.....╤╥.X╠╗θ║&lt;br /&gt;
 ╚══╬╝╥╤.╤....╔┼╬═╝&lt;br /&gt;
    ║÷...╥.╤.╔╝.║  &lt;br /&gt;
    ╚╦═╗...╥.║θ.║  &lt;br /&gt;
     ║θ╚╗X╔╗÷╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       --&amp;gt;&lt;br /&gt;
[[File:Tessellatedrooms.jpg]]&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
===Noble Hive Pods===&lt;br /&gt;
&lt;br /&gt;
A geometric pattern for Noble housing trying for interesting aesthetics and high mobility.  The basic tiling pattern is shown on the left;  one possible way to join them, involving surrounding corridors and a central staircase and a jillion doors, on the right.&lt;br /&gt;
&lt;br /&gt;
[[File:Noblehive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fractal designs ===&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be at the same time very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
More fractal bedroom designs based upon the H-Tree (pictured above) can be found at [[User:Tenebrous|this user page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fractal modified for 3d===&lt;br /&gt;
This was created by palin88 from [http://www.bay12games.com/forum/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
[[File:Palin88_Bedroom_Design.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Dwarf-bedroom-simple.jpg&amp;diff=126952</id>
		<title>File:Dwarf-bedroom-simple.jpg</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Dwarf-bedroom-simple.jpg&amp;diff=126952"/>
		<updated>2010-09-02T16:14:25Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma&amp;diff=126940</id>
		<title>v0.31 Talk:Magma</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma&amp;diff=126940"/>
		<updated>2010-09-02T14:43:36Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's several reports of creatures drowning or suffocating before burning to death even in 7/7 magma, is it possible that dwarves not burning in 1/7 magma is just a bug?&lt;br /&gt;
--[[User:Syndic|Syndic]] 17:40, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Could be. I would have added it to the talk page first, but Ip users can't even create talk pages &amp;gt;.&amp;gt; --[[Special:Contributions/78.151.176.4|78.151.176.4]] 18:24, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm aware of the reports but haven't looked into it myself yet. Add to this the reports of dwarves melting when it rains on a scorching day and it adds up to a pretty screwed up temperature system. You've got three different things that could be a factor. The components of a body have been radically overhauled, that's vastly more complex. We've got the new spatter system, also radically new, might be related, might not. And we've got the new temperatures in worldgen which are very different. I think the worldgen bit is because of a change that makes elevation influence temperature. &lt;br /&gt;
&lt;br /&gt;
:It all adds up to a huge poorly understood mess for now. I wasn't going to say anything about it on the main page yet because it's still wild theory that is not well understood. But I didn't feel it was worth arguing about either, so I didn't delete the note about it on the page. I did edit it slightly just so it looked better without trying to change the content of the message. -- [[User:Doctorzuber|Doctorzuber]] 18:42, 10 April 2010 (UTC)&lt;br /&gt;
::What I found is that all creatures will survive being fully submerged in lava for a short time, not just magma immune ones. However, the ones that aren't magma immune '''will''' be burnt before being able to leave the square (when next to a ramp). If a non-immune creature is in 7/7 magma for more than 1 turn they will generally bleed/burn to death. --[[User:DUMBELLS|dUMBELLS]] 22:39, 10 April 2010 (UTC)&lt;br /&gt;
:::I confirmed this. I tapped into one of these new fangled rigidly shaped volcanos just to test this issue and verified two things. magma is pressureless as expected, and contrary to expectation dwarves do not instantly die when coming in contact with magma. My unlucky miner fled the scene quickly but was without a doubt fully immersed in 7/7 magma before doing so. He suffered no injuries. &lt;br /&gt;
:::Following this test I went ahead and flooded the whole fortress in magma verifying that magma can still kill dwarves, just not as efficiently as expected. The magma also left many objects fully submerged but unharmed which is also quite strange.[[User:Doctorzuber|Doctorzuber]] 16:52, 11 April 2010 (UTC)&lt;br /&gt;
::::I had some fun with a volcano, underground caves, a reptile man tribe, my animals and at last my own dwarves. I dropped my animals down into the volcano but I was somehow disappointed by seeing a living dog &amp;quot;diving&amp;quot; in lava. He fell all the about 90 z.levels down, without even getting hurt. When he landed in the magma see far deep underground, he started to burn/bleed/die. I repeated this with my dwarves and other animals. It seems, falling THROUGH lava does not hurt only standing in it. Maybe it has some other reasons, but all my dwarves/animals reached the bottom magmasea unharmed.--[[User:Niggy|Niggy]] 16:45, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma Sea==&lt;br /&gt;
There is a new line in world gen for Magma Layer YES/NO which would probably turn off the magma sea feature if desired. [[User:Doctorzuber|Doctorzuber]] 18:50, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pipes and pools ==&lt;br /&gt;
&lt;br /&gt;
Going by in-game terminology, there are no more magma pipes - there are only &amp;quot;magma pools&amp;quot; (which are obsidian-lined, extend up from the magma sea, and presumably refill just like 40d magma pipes) and volcanoes (which are likely just &amp;quot;magma pools&amp;quot; that extend all the way to the surface). In Adventurer mode, I encountered magma that extended all the way to the upper cavern layer (but no further), and the game reported that I had discovered a magma pool; upon jumping into it (stepping into the open space above it - stepping down into the magma left me &amp;quot;swimming&amp;quot; at the top of it unable to move at all), I plummeted straight to the magma sea (&amp;quot;discovering&amp;quot; it in the process) and slowly melted. --[[User:Quietust|Quietust]] 20:07, 20 April 2010 (UTC)&lt;br /&gt;
:'''Praise the plummeters!''' I've only played with two maps - one had a volcano(?) that was visible on the main embark map, and the other had nuthin'.  If we need to redefine/delete some terms, then that's what we need to do - if there are no &amp;quot;pipes&amp;quot; in game, then we stick with &amp;quot;pools&amp;quot; and never refer to pipes again. &lt;br /&gt;
:''(For reference to new players, in 40d &amp;quot;magma pipes&amp;quot; and &amp;quot;magma pools&amp;quot; could both be hidden and required revealing by mining - pipes would refill slowly if any magma were removed (by channeling/pumping), but pools contained a fixed amount only.  These may need redefining according to the 0.31 usage.)''--[[User:Albedo|Albedo]] 20:40, 20 April 2010 (UTC)&lt;br /&gt;
:: Keep in mind that pipes and pools as seen in 40d are hidden features again. So it's hard to casually say they just don't exist. Without the finder they're difficult to locate but for now I am still assuming they do still exist. It's very possible they've changed with the new underground stuff, but it's hard to say right away. Give it time. [[User:Doctorzuber|Doctorzuber]] 17:51, 21 April 2010 (UTC)&lt;br /&gt;
::: I inspected a few maps with reveal out of boredom and noticed an oddity. I found what looks like a lava pipe (the usual shapeless large semi-circular area), but it had no lava. It only extended through about 5 z-levels and never touched lava. I can also confirm that I've seen pipes (pools?) that extend down to the sea as described. I spotted this in reveal and didn't get the message for finding it so I can't say on your pipe/pool thing. --[[User:Doctorzuber|Doctorzuber]] 20:06, 28 April 2010 (UTC)&lt;br /&gt;
::::Well, the game refers to them as 'pools'. So we should go with that until we have more information. --[[User:Tarran|Tarran]] 20:23, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite Magma Sources ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to guarantee that you will get a magma pipe on embark?  Making large magma systems or obsidian factories seems like it would be more difficult when you have to work with finite amounts of magma.  --[[Special:Contributions/129.252.122.38|129.252.122.38]] 15:10, 21 April 2010 (UTC)&lt;br /&gt;
: You're guaranteed a magma sea at embark unless you turn that off in the world gen settings. As for finding a pipe just look for an actual volcano. You can adjust the world gen settings to be rich in volcanos if you so desire. Set elevation 200:400:3600:3600 and a high number of volcanos in worldgen if that is what you want. Of course, at present a volcano has no variance of shape whatsoever, and magma behaves a bit oddly. But if that's what you want it's easy enough to get. [[User:Doctorzuber|Doctorzuber]] 17:41, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma Temperature ==&lt;br /&gt;
&lt;br /&gt;
What Temperature Is Magma In This Version? I Suspect It Is 12,000° Urist But Need Confirmation Before Editing The Article. Should This Go Into Magma Properties Or The Top Of The Article? --[[Special:Contributions/80.137.113.241|80.137.113.241]] 15:33, 8 May 2010 (UTC)&lt;br /&gt;
: Possibly, But as you say, it's not confirmed yet. And there's been some confusion on the subject over in the bug tracker. Apparently the list of magma-safe materials has undergone some pretty dramatic changes, and brought in a bug or two to confuse things. --[[User:Doctorzuber|Doctorzuber]] 16:30, 8 May 2010 (UTC)&lt;br /&gt;
::Magma's temperature is still 12000, as verified using dfprobe or dtil (with a sufficiently updated memory.ini). Also, Capitalizing Every Single Word You Type Makes You Look Rather Peculiar. --[[User:Quietust|Quietust]] 16:39, 8 May 2010 (UTC)&lt;br /&gt;
::: Thank you, I was waiting on confirmation before adding a note about temperature here since I saw there was some confusion on the subject. I updated it now. --[[User:Doctorzuber|Doctorzuber]] 21:21, 8 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma buildings == &lt;br /&gt;
Does anybody have any idea what how the game decides when 'magma' has been discovered? I am 'playing' with magma spawning utilities and i cannae get ma magma smelters! [[User:Shabang50|Shabang50]] 20:14, 16 May 2010 (UTC)&lt;br /&gt;
:As soon as you discover the magma sea, or a magma pool. If you embark on a volcano you are allowed to build them immediately. --[[User:Tarran|Tarran]] 00:34, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Volcano eruption ==&lt;br /&gt;
I just settled up on island in the middle of the sea with a visible volcano mountain, in a scorching climate. A few minutes after beginning to build my fortress it started raining. When the rain was about to stop I see a huge red thing, LAVA EVERYWHERE! The volcano seems to have erupted and lava is burning down the mountain and I expect my newly construct fortress to be drowned soon. I don't know if the rain is the cause of this lava flooding or if it is just an eruption. It may just have been a coincidence. Or the water may have been so hot, due to the scorching climate and changed into lava. Lava flood can be a logical explantation to the formation of the island.  [http://mkv25.net/dfma/movie-2184-lavaeverywherevolcanoeruption Here is a video] &amp;lt;small&amp;gt;&amp;amp;ndash; --ToWT comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Rain started to fall again... and it seem that is it the source of this magma overflow. Tiles are filled up to seven one level upper the volcano. [http://mkv25.net/dfma/movie-2185-lavanightmare Here is a video again.] &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::It would be rather nasty if the &amp;quot;magma flow&amp;quot; tiles at the bottom of the magma sea were behaving the same as murky pools and allowing rainwater to accumulate (as magma)... --[[User:Quietust|Quietust]] 20:19, 25 May 2010 (UTC)&lt;br /&gt;
:::It don't seem to be behave the same because I have never seen a murky pool overflow. There it seem that magma is erupting from the upper level from what I have identified, when thinking about how to build my fortress, as the &amp;quot;top&amp;quot; of the volcano. Since the first flood there has been magma on that level. After taking a better look now that my fortress should be safe, the rain is no responsible for the phenomenon. Lava comes out of the volcano even when it is not raining. Now what I would like to know is why is magma flooding out. Any suggestions? &amp;lt;small&amp;gt;&amp;amp;ndash; --ToWT comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::::In that case, the bug is probably that the &amp;quot;magma pool&amp;quot; (read: volcano) is refilling past the top - if it's not already in the bug tracker, it might be wise to add it (and upload a savegame so others can reproduce it). Also, please sign your comments (by typing &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;). --[[User:Quietust|Quietust]] 21:38, 25 May 2010 (UTC)&lt;br /&gt;
:::::But is that really a bug? I mean, there are continuous lava flooding volcano in the real world. --[[Special:Contributions/90.49.12.172|90.49.12.172]] 21:45, 25 May 2010 (UTC)ToWT&lt;br /&gt;
::::::Maybe the Rain is forming obsidian that is dropping to the bottom of the magma sea and causing magma to displace out of the volcano --[[User:Ghosteh|Ghosteh]] 12:51, 27 June 2010 (UTC)&lt;br /&gt;
:::::::If obsidian forms and collapses (from rain) there should be warning messages about it. Also collapsing obsidian will not typically displace anything, it will instead hit the floor and shatter back into raw ore which doesn't displace fluids.--[[User:Doctorzuber|Doctorzuber]] 16:46, 27 June 2010 (UTC)&lt;br /&gt;
::::::::It's what happens when something causes the volcano to think that the layer above the magma surface is part of the pipe causing it to try and refill to that level, sometimes a site gens such that the top layer of the volcano gets eroded causing the 'pipe' area to extend beyond ground level.--[[User:MLegion|MLegion]] 14:43, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma mist ==&lt;br /&gt;
Can someone find an appropriate place for a link to the magma mist article? --[[User:MLegion|MLegion]] 16:15, 1 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_mist&amp;diff=126879</id>
		<title>v0.31 Talk:Magma mist</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_mist&amp;diff=126879"/>
		<updated>2010-09-01T19:35:26Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== magma fall ==&lt;br /&gt;
Magma falling from heights does NOT create magma mist in v.12 and I don't think it ever has, even in 40d. --[[User:MLegion|MLegion]] 16:18, 1 September 2010 (UTC)&lt;br /&gt;
:Yes, and that's exactly what was stated in the article (though now a bit more clearly, thanks to some additional punctuation). --[[User:Quietust|Quietust]] 17:52, 1 September 2010 (UTC)&lt;br /&gt;
:Actually the article said it did, i edited it to say it didn't moments before posting on the talk page. --[[User:MLegion|MLegion]] 19:35, 1 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_mist&amp;diff=126773</id>
		<title>v0.31 Talk:Magma mist</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_mist&amp;diff=126773"/>
		<updated>2010-09-01T16:18:08Z</updated>

		<summary type="html">&lt;p&gt;MLegion: Created page with '== magma fall == Magma falling from heights does NOT create magma mist in v.12 and I don't think it ever has, even in 40d. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== magma fall ==&lt;br /&gt;
Magma falling from heights does NOT create magma mist in v.12 and I don't think it ever has, even in 40d. --[[User:MLegion|MLegion]] 16:18, 1 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Magma_mist&amp;diff=126772</id>
		<title>v0.31:Magma mist</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Magma_mist&amp;diff=126772"/>
		<updated>2010-09-01T16:16:53Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &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;
{{Category|Physics}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
&lt;br /&gt;
Magma mist is the toxic yellow mist created when debris from a cave-in splashes into magma, but unlike water not when a magma waterfall is created. It is presumably as deadly as the lava it comes from, and in earlier versions would instantly kill most creatures who breathed it in.  Luckily, it generally disappears quickly, as not much will usually be produced; cave-ins only cause a small amount of it.  It is unknown whether or not it is deadly as of version 0.31.01, but as with everything else having to do with magma, a high level of caution should be exercised to avoid unwanted [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Preventative Measures ==&lt;br /&gt;
If you are being careful around magma, it isn't very likely that you'll run into magma mist at all, let alone have to worry about your dwarves breathing it in.  The simplest thing you can do to prevent it is to watch out when dealing with mining above magma, or channeling above magma in particular.&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma&amp;diff=126771</id>
		<title>v0.31 Talk:Magma</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma&amp;diff=126771"/>
		<updated>2010-09-01T16:15:30Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's several reports of creatures drowning or suffocating before burning to death even in 7/7 magma, is it possible that dwarves not burning in 1/7 magma is just a bug?&lt;br /&gt;
--[[User:Syndic|Syndic]] 17:40, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Could be. I would have added it to the talk page first, but Ip users can't even create talk pages &amp;gt;.&amp;gt; --[[Special:Contributions/78.151.176.4|78.151.176.4]] 18:24, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm aware of the reports but haven't looked into it myself yet. Add to this the reports of dwarves melting when it rains on a scorching day and it adds up to a pretty screwed up temperature system. You've got three different things that could be a factor. The components of a body have been radically overhauled, that's vastly more complex. We've got the new spatter system, also radically new, might be related, might not. And we've got the new temperatures in worldgen which are very different. I think the worldgen bit is because of a change that makes elevation influence temperature. &lt;br /&gt;
&lt;br /&gt;
:It all adds up to a huge poorly understood mess for now. I wasn't going to say anything about it on the main page yet because it's still wild theory that is not well understood. But I didn't feel it was worth arguing about either, so I didn't delete the note about it on the page. I did edit it slightly just so it looked better without trying to change the content of the message. -- [[User:Doctorzuber|Doctorzuber]] 18:42, 10 April 2010 (UTC)&lt;br /&gt;
::What I found is that all creatures will survive being fully submerged in lava for a short time, not just magma immune ones. However, the ones that aren't magma immune '''will''' be burnt before being able to leave the square (when next to a ramp). If a non-immune creature is in 7/7 magma for more than 1 turn they will generally bleed/burn to death. --[[User:DUMBELLS|dUMBELLS]] 22:39, 10 April 2010 (UTC)&lt;br /&gt;
:::I confirmed this. I tapped into one of these new fangled rigidly shaped volcanos just to test this issue and verified two things. magma is pressureless as expected, and contrary to expectation dwarves do not instantly die when coming in contact with magma. My unlucky miner fled the scene quickly but was without a doubt fully immersed in 7/7 magma before doing so. He suffered no injuries. &lt;br /&gt;
:::Following this test I went ahead and flooded the whole fortress in magma verifying that magma can still kill dwarves, just not as efficiently as expected. The magma also left many objects fully submerged but unharmed which is also quite strange.[[User:Doctorzuber|Doctorzuber]] 16:52, 11 April 2010 (UTC)&lt;br /&gt;
::::I had some fun with a volcano, underground caves, a reptile man tribe, my animals and at last my own dwarves. I dropped my animals down into the volcano but I was somehow disappointed by seeing a living dog &amp;quot;diving&amp;quot; in lava. He fell all the about 90 z.levels down, without even getting hurt. When he landed in the magma see far deep underground, he started to burn/bleed/die. I repeated this with my dwarves and other animals. It seems, falling THROUGH lava does not hurt only standing in it. Maybe it has some other reasons, but all my dwarves/animals reached the bottom magmasea unharmed.--[[User:Niggy|Niggy]] 16:45, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma Sea==&lt;br /&gt;
There is a new line in world gen for Magma Layer YES/NO which would probably turn off the magma sea feature if desired. [[User:Doctorzuber|Doctorzuber]] 18:50, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pipes and pools ==&lt;br /&gt;
&lt;br /&gt;
Going by in-game terminology, there are no more magma pipes - there are only &amp;quot;magma pools&amp;quot; (which are obsidian-lined, extend up from the magma sea, and presumably refill just like 40d magma pipes) and volcanoes (which are likely just &amp;quot;magma pools&amp;quot; that extend all the way to the surface). In Adventurer mode, I encountered magma that extended all the way to the upper cavern layer (but no further), and the game reported that I had discovered a magma pool; upon jumping into it (stepping into the open space above it - stepping down into the magma left me &amp;quot;swimming&amp;quot; at the top of it unable to move at all), I plummeted straight to the magma sea (&amp;quot;discovering&amp;quot; it in the process) and slowly melted. --[[User:Quietust|Quietust]] 20:07, 20 April 2010 (UTC)&lt;br /&gt;
:'''Praise the plummeters!''' I've only played with two maps - one had a volcano(?) that was visible on the main embark map, and the other had nuthin'.  If we need to redefine/delete some terms, then that's what we need to do - if there are no &amp;quot;pipes&amp;quot; in game, then we stick with &amp;quot;pools&amp;quot; and never refer to pipes again. &lt;br /&gt;
:''(For reference to new players, in 40d &amp;quot;magma pipes&amp;quot; and &amp;quot;magma pools&amp;quot; could both be hidden and required revealing by mining - pipes would refill slowly if any magma were removed (by channeling/pumping), but pools contained a fixed amount only.  These may need redefining according to the 0.31 usage.)''--[[User:Albedo|Albedo]] 20:40, 20 April 2010 (UTC)&lt;br /&gt;
:: Keep in mind that pipes and pools as seen in 40d are hidden features again. So it's hard to casually say they just don't exist. Without the finder they're difficult to locate but for now I am still assuming they do still exist. It's very possible they've changed with the new underground stuff, but it's hard to say right away. Give it time. [[User:Doctorzuber|Doctorzuber]] 17:51, 21 April 2010 (UTC)&lt;br /&gt;
::: I inspected a few maps with reveal out of boredom and noticed an oddity. I found what looks like a lava pipe (the usual shapeless large semi-circular area), but it had no lava. It only extended through about 5 z-levels and never touched lava. I can also confirm that I've seen pipes (pools?) that extend down to the sea as described. I spotted this in reveal and didn't get the message for finding it so I can't say on your pipe/pool thing. --[[User:Doctorzuber|Doctorzuber]] 20:06, 28 April 2010 (UTC)&lt;br /&gt;
::::Well, the game refers to them as 'pools'. So we should go with that until we have more information. --[[User:Tarran|Tarran]] 20:23, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite Magma Sources ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to guarantee that you will get a magma pipe on embark?  Making large magma systems or obsidian factories seems like it would be more difficult when you have to work with finite amounts of magma.  --[[Special:Contributions/129.252.122.38|129.252.122.38]] 15:10, 21 April 2010 (UTC)&lt;br /&gt;
: You're guaranteed a magma sea at embark unless you turn that off in the world gen settings. As for finding a pipe just look for an actual volcano. You can adjust the world gen settings to be rich in volcanos if you so desire. Set elevation 200:400:3600:3600 and a high number of volcanos in worldgen if that is what you want. Of course, at present a volcano has no variance of shape whatsoever, and magma behaves a bit oddly. But if that's what you want it's easy enough to get. [[User:Doctorzuber|Doctorzuber]] 17:41, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma Temperature ==&lt;br /&gt;
&lt;br /&gt;
What Temperature Is Magma In This Version? I Suspect It Is 12,000° Urist But Need Confirmation Before Editing The Article. Should This Go Into Magma Properties Or The Top Of The Article? --[[Special:Contributions/80.137.113.241|80.137.113.241]] 15:33, 8 May 2010 (UTC)&lt;br /&gt;
: Possibly, But as you say, it's not confirmed yet. And there's been some confusion on the subject over in the bug tracker. Apparently the list of magma-safe materials has undergone some pretty dramatic changes, and brought in a bug or two to confuse things. --[[User:Doctorzuber|Doctorzuber]] 16:30, 8 May 2010 (UTC)&lt;br /&gt;
::Magma's temperature is still 12000, as verified using dfprobe or dtil (with a sufficiently updated memory.ini). Also, Capitalizing Every Single Word You Type Makes You Look Rather Peculiar. --[[User:Quietust|Quietust]] 16:39, 8 May 2010 (UTC)&lt;br /&gt;
::: Thank you, I was waiting on confirmation before adding a note about temperature here since I saw there was some confusion on the subject. I updated it now. --[[User:Doctorzuber|Doctorzuber]] 21:21, 8 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma buildings == &lt;br /&gt;
Does anybody have any idea what how the game decides when 'magma' has been discovered? I am 'playing' with magma spawning utilities and i cannae get ma magma smelters! [[User:Shabang50|Shabang50]] 20:14, 16 May 2010 (UTC)&lt;br /&gt;
:As soon as you discover the magma sea, or a magma pool. If you embark on a volcano you are allowed to build them immediately. --[[User:Tarran|Tarran]] 00:34, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Volcano eruption ==&lt;br /&gt;
I just settled up on island in the middle of the sea with a visible volcano mountain, in a scorching climate. A few minutes after beginning to build my fortress it started raining. When the rain was about to stop I see a huge red thing, LAVA EVERYWHERE! The volcano seems to have erupted and lava is burning down the mountain and I expect my newly construct fortress to be drowned soon. I don't know if the rain is the cause of this lava flooding or if it is just an eruption. It may just have been a coincidence. Or the water may have been so hot, due to the scorching climate and changed into lava. Lava flood can be a logical explantation to the formation of the island.  [http://mkv25.net/dfma/movie-2184-lavaeverywherevolcanoeruption Here is a video] &amp;lt;small&amp;gt;&amp;amp;ndash; --ToWT comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Rain started to fall again... and it seem that is it the source of this magma overflow. Tiles are filled up to seven one level upper the volcano. [http://mkv25.net/dfma/movie-2185-lavanightmare Here is a video again.] &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::It would be rather nasty if the &amp;quot;magma flow&amp;quot; tiles at the bottom of the magma sea were behaving the same as murky pools and allowing rainwater to accumulate (as magma)... --[[User:Quietust|Quietust]] 20:19, 25 May 2010 (UTC)&lt;br /&gt;
:::It don't seem to be behave the same because I have never seen a murky pool overflow. There it seem that magma is erupting from the upper level from what I have identified, when thinking about how to build my fortress, as the &amp;quot;top&amp;quot; of the volcano. Since the first flood there has been magma on that level. After taking a better look now that my fortress should be safe, the rain is no responsible for the phenomenon. Lava comes out of the volcano even when it is not raining. Now what I would like to know is why is magma flooding out. Any suggestions? &amp;lt;small&amp;gt;&amp;amp;ndash; --ToWT comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::::In that case, the bug is probably that the &amp;quot;magma pool&amp;quot; (read: volcano) is refilling past the top - if it's not already in the bug tracker, it might be wise to add it (and upload a savegame so others can reproduce it). Also, please sign your comments (by typing &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;). --[[User:Quietust|Quietust]] 21:38, 25 May 2010 (UTC)&lt;br /&gt;
:::::But is that really a bug? I mean, there are continuous lava flooding volcano in the real world. --[[Special:Contributions/90.49.12.172|90.49.12.172]] 21:45, 25 May 2010 (UTC)ToWT&lt;br /&gt;
::::::Maybe the Rain is forming obsidian that is dropping to the bottom of the magma sea and causing magma to displace out of the volcano --[[User:Ghosteh|Ghosteh]] 12:51, 27 June 2010 (UTC)&lt;br /&gt;
:::::::If obsidian forms and collapses (from rain) there should be warning messages about it. Also collapsing obsidian will not typically displace anything, it will instead hit the floor and shatter back into raw ore which doesn't displace fluids.--[[User:Doctorzuber|Doctorzuber]] 16:46, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma mist ==&lt;br /&gt;
Can someone find an appropriate place for a link to the magma mist article? --[[User:MLegion|MLegion]] 16:15, 1 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=126439</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=126439"/>
		<updated>2010-08-27T16:23:42Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Article Quality==&lt;br /&gt;
I'm sorry, but this page doesn't come close to Human quality. It's highly incomplete, lacking several conclusive bits of information. It also has broken links and is terribly organized. I do not see how we can possible pass this on as Human; it needs to be prioritized back to Elven and given ''much'' more attention.[[User:The Architect|The Architect]] 06:34, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;br /&gt;
::Not all the parts are duplicated, when destroying Hydras with a Swordsdwarf it put body parts every where, and most of them were butcher-able and gave respective cut up things, further testing would have to be done to see if the lower and upper-body give duplicates if separated. I'd say if that happens again compare the body parts and see if the total is similar to one you drown (which should have everything normal).--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:42, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Fat, intestines, meat'''&lt;br /&gt;
&lt;br /&gt;
I seem to remember a forum post saying that the amount of fat you get depends on the fat descriptor (with a creature that's incredibly skinny giving less than one that's behung with rolls of lard), the amount of meat depending on the muscle descriptor (very strong vs. incredibly weak) and the amount of intestines depending on the size descriptor. I'll test that to verify it once I get my fort running, butchery is usually a later-game side project for me.&lt;br /&gt;
--[[User:Syndic|Syndic]] 16:24, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts with Unknown Uses==&lt;br /&gt;
Wouldn't tusks be used for crafts as well? I see there are '''Decorate with Ivory/Tooth''' and '''Make Ivory/Tooth Crafts''' commands at the craftsdwarf workshop, and I'd guess that tusks would be considered Ivory, if not Teeth. We'd have to check whether they actually do use tusks for those though.&lt;br /&gt;
&lt;br /&gt;
I checked the raws for tusk-bearing animals; Elephants, Walruses, and Warthogs all use Ivory for their tusks. I'm willing to bet these are used for ivory crafts, but can't test it at the moment. --[[User:Warlord255|Warlord255]] 14:53, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Revamping Templates==&lt;br /&gt;
The (apparently hardcoded) templates on creature pages (which previously listed butchery products) need to be made more flexible. For that purpose, we need to list possible parts here. Afaik, there is no such thing as a &amp;quot;chunk&amp;quot; anymore. That was only a placeholder, after all. Here is the beginning of a list; please expand on it and move/reformat it to the main page when you feel it is complete.&lt;br /&gt;
* Inedible&lt;br /&gt;
** Skulls&lt;br /&gt;
** Bones&lt;br /&gt;
** Teeth&lt;br /&gt;
** Tusks&lt;br /&gt;
** Hooves&lt;br /&gt;
** Skins&lt;br /&gt;
** Scales&lt;br /&gt;
** Nervous Tissue&lt;br /&gt;
* Edible&lt;br /&gt;
** Meat&lt;br /&gt;
*** Prepared Organs&lt;br /&gt;
*** Tripe, Sweetbread&lt;br /&gt;
** Fat&lt;br /&gt;
&lt;br /&gt;
Prepared Organs need their own page, rather than just Intestines. Various preparations (such as Tripe) and organs (Intestines, Brains) belong on such a page. I'll be working on that right now, of course... --[[User:The Architect|The Architect]] 05:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd offer that &amp;quot;craftable&amp;quot; could be another category for bones, skulls, skin, etc. - or, failing that, placing the useless items like cartilage into a &amp;quot;detrius&amp;quot; category.--[[User:Warlord255|Warlord255]] 14:55, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is also being discussed [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion#Template_madness|here]]. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:32, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==None of these seem to show up in the kitchen menu?==&lt;br /&gt;
Not even meat - anyone else have this too? --[[User:Confused|Confused]] 21:06, 8 April 2010 (UTC)&lt;br /&gt;
:I might be misinterpriting the situation, but I believe this is because you no longer have the option not to cook meat. I mean, why would you not? --[[User:Zombiejustice|Zombiejustice]] 03:22, 9 April 2010 (UTC)&lt;br /&gt;
::Nope. Is Fixed in 31.02 - back to normal --[[User:Confused|Confused]] 14:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Feathers and scales==&lt;br /&gt;
Ok, so I KNOW I saw a cave crocodile scale. Is this the reptilian version of skin?&lt;br /&gt;
Also, the article says something about feathers. Can we get verification on either of these? --[[User:Zombiejustice|Zombiejustice]] 17:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ask [[User:Soronhen]] who added feathers (?); i can vouch for alligator and cave croc giving scale but not skin. A look at the raws:&lt;br /&gt;
&lt;br /&gt;
donkey:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
cave croc:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
&lt;br /&gt;
giant eagle is less obvious though:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
&lt;br /&gt;
I would read that as giving leather and feather, but I'm surely not trying to check in game ;) --[[User:Confused|Confused]] 17:48, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've tried to stay away from the raws for fear of misinterpreting them. Others who are more confident in their abilities are of course welcome to verify things in this way. I'll edit the article to reflect the scale/skin swap. --[[User:Zombiejustice|Zombiejustice]] 18:45, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I can confirm feathers empirically. Both Giant Eagles and Elk Birds yield feathers, which are currently cluttering up my butchers' shops. --[[User:Nimblewright|Nimblewright]] 16:50, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== beak ==&lt;br /&gt;
A buzzard was killed by a trap and now i have 'corpse' and 'beak'. I would expect a beak is also the result of butchering birds, then. --[[User:Old Ancient|Old Ancient]] 16:18, 16 April 2010 (UTC)&lt;br /&gt;
:But it is not. Butchering does not produce beaks. --[[User:Old Ancient|Old Ancient]] 00:04, 17 April 2010 (UTC)&lt;br /&gt;
::I deleted it from the talk page because no one could confirm, but I wrote a while back about getting a beak as well. I had both buzzards and vultures on the map. Perhaps this warrants further looking into, rather than outright dismissal. --[[User:Zombiejustice|Zombiejustice]] 22:59, 17 April 2010 (UTC)&lt;br /&gt;
:::Especially when you consider the variability of butchery products. A reasonable correlation needs to be established between the RAWs and the possible products, and that needs to be our test for information included on this page and creature pages. [[User:The Architect|The Architect]] 02:34, 19 April 2010 (UTC)&lt;br /&gt;
::::Well its quite simple. you can have noses(!) as you can have beaks, from killing creatures, but you can't from butchering. There is no variability of butchery products, except by animal. I have tested butchering a lot (hundreds of animals), and since it is easy to test, just go ahead instead of speculating! --[[User:Koltom|Koltom]] 13:38, 22 April 2010 (UTC)&lt;br /&gt;
:::::My, one of my weapon traps &amp;quot;produced&amp;quot; a goat ''tail'', so combat produces quite a few items butchering does not. --[[User:Birthright|Birthright]] 00:23, 7 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The beast with 13 hearts==&lt;br /&gt;
So I recently killed a Forgotten Beast. It looks like we got him to the butcher's shop in time, despite a goblin siege. I now have 26 forgotten beast brains, 13 forgotten beast hearts, 80 forgotten beast intestines, and who knows what was cooked before I noticed this abnormality. So much for the idea that only one of each type of organ can be yielded. --[[User:Zombiejustice|Zombiejustice]] 16:11, 22 May 2010 (UTC)&lt;br /&gt;
:Butchering should be able to yield whatever the beast is made of, given that forgotten beasts are procedurally generated they can have athe amounts of identical organs. --[[User:MLegion|MLegion]] 16:23, 27 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Leader&amp;diff=126365</id>
		<title>v0.31 Talk:Leader</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Leader&amp;diff=126365"/>
		<updated>2010-08-25T18:41:24Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;A dwarf with the greatest leadership skill will automatically assume the position of expedition leader at some point after embarking.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Not exactly. I have a new fort, with only one dwarf with social skill, that is, 'Proficient leader'. No other social skills to anyone at embark. However, expedition leader is another dwarf, right from the start. Needs additional confirmation. -afonin&lt;br /&gt;
&lt;br /&gt;
This happens to me as well, but given that you can replace him with whoever you want, it probably doesn't matter. -[[User:Silophant|Silophant]] 15:41, 5 August 2010 (UTC)&lt;br /&gt;
:Bugged for me in v.12 even after i get elected mayors i can still replace them in the nobles screen. --[[User:MLegion|MLegion]] 18:41, 25 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Diplomat&amp;diff=126364</id>
		<title>v0.31 Talk:Diplomat</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Diplomat&amp;diff=126364"/>
		<updated>2010-08-25T18:37:05Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tortisediplomat.PNG|200px|thumb|left|Tortise Diplomat]]&lt;br /&gt;
&lt;br /&gt;
This just happened to me today, not sure what is going on. It arrived, chased some groundhogs, &amp;quot;left unhappy&amp;quot;, destroyed my trade depot, and just started sitting in a hallway. --[[User:Kuroneko|Kuroneko]]&lt;br /&gt;
:Your nearby Human civilization's Diplomat was a &amp;lt;s&amp;gt;forgotten beast&amp;lt;/s&amp;gt;demon. They seem to be a bit buggy. --[[User:Quietust|Quietust]] 15:43, 14 April 2010 (UTC)&lt;br /&gt;
::That sentence is so going into my signature *laugh* --[[User:Birthright|Birthright]] 19:49, 14 April 2010 (UTC)&lt;br /&gt;
:I just got a &amp;quot;midnight blue fiend diplomat&amp;quot; from the Human civ.  We'll see if he's any more competent than Kuroneko's tortoise. --[[User:Krenn|Krenn]] 06:24, 24 April 2010 (UTC)&lt;br /&gt;
:Maybe the civ has been taken by a demon, and appointed henchmen to all the nobles positions. Would be a great feature. --Rikaishi&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Incorrect==&lt;br /&gt;
My liaison got killed during his first visit and six years have passed with no replacement, drawing question to the validity of the information on the article. I've also heard from people who have not had replacements for their liaisons over four or more years. --[[User:Bronzebeard|Bronzebeard]] 09:49, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Human Diplomat==&lt;br /&gt;
[[Diplomat]] redirects here. A human diplomat (law-giver) sent to meet with my baroness was waylaid by goblin ambushers and the next summer the human civ sent a small siege (one squad) against me.  It seems like the human diplomat exists solely to start a war by dying.  --[[User:Passive Fist|Passive Fist]] 14:55, 29 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Has this really changed? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... Fell Tree jobs ...&amp;quot;. In previous versions, the elven diplomat simply counted the wood in your stockpile. The article states that it counts all Fell Tree jobs. Has this changes, or is it an oversight? --[[User:Dree12|Dree12]] 21:04, 24 August 2010 (UTC)&lt;br /&gt;
:With the introduction of the caverns i imagine it counts above ground felled trees, since i have cut down ~200 or so trees in the caverns and the diplomat never mentioned it. --[[User:MLegion|MLegion]] 18:37, 25 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mayor&amp;diff=126103</id>
		<title>v0.31 Talk:Mayor</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mayor&amp;diff=126103"/>
		<updated>2010-08-20T18:29:19Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Am I Seeing Double?==&lt;br /&gt;
Apparently, there seem to be two mayors in my fortress. The only one on the nobles screen is the newest, who has started making mandates out of the blue while the other is still a mayor and in their estate. The two aren't married. Is this some sort of new feature or just another bothersome glitch?&lt;br /&gt;
:Known bug. http://www.bay12games.com/dwarves/mantisbt/view.php?id=312 .--[[User:Tarran|Tarran]] 23:03, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Appointed yet replacable==&lt;br /&gt;
I keep getting new mayors elected as usual but find i can use the nobles screen to replace them with whomever i want as if they where appointable. --[[User:MLegion|MLegion]] 18:29, 20 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tree&amp;diff=125765</id>
		<title>v0.31 Talk:Tree</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tree&amp;diff=125765"/>
		<updated>2010-08-17T15:58:27Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Underground trees spawn in newly created suitable locations once their biome is uncovered. So far, this requires a Subterranean tile of soil, with a full soil wall underneath it. They do not spawn on subterranean soil tiles located above rock walls. From Toady's comments, I speculate that they will spawn on subterranean muddied tiles without a full soil wall beneath them. I have not tested this second hypothesis.[[User:The Architect|The Architect]] 05:53, 26 April 2010 (UTC)&lt;br /&gt;
:That would be entirely consistent with behavior from 0.28.181.40d. --[[User:Quietust|Quietust]] 12:52, 26 April 2010 (UTC)&lt;br /&gt;
::I have the surface level (z 0), then below that I have a whole z level of soil mined out (z -1).  Below that I have a whole z level of soil mined out (z -2).  Below that I have rock all mined out (z -3).  Plants grow on z -1, but not on z -2.  I think that confirms what you were saying. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:38, 26 April 2010 (UTC)&lt;br /&gt;
:::They will spwan quite happily on muddied areas of soil. This has happened on several maps I've played where I've flooded some farmland and access corridors, then found underground trees. They then grow on the muddied areas not covered by farm plots.--[[User:Nimblewright|Nimblewright]] 16:59, 1 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Any list yet of the colours of the wood, and the products thereof?&lt;br /&gt;
I know that at the very least, feather wood and the underground wood have different colours. --[[User:AndrDrew|AndrDrew]] 00:13, 6 May 2010&lt;br /&gt;
&lt;br /&gt;
'Saplings will not grow on a tile with items on it' Is this correct? In 40d saplings grew fine in occupied spaces but didn't mature into trees until the tile was cleared. --[[User:MLegion|MLegion]] 15:58, 17 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=124620</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=124620"/>
		<updated>2010-08-10T09:29:30Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
 Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
Here are third party applications useful for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Dwarf Fortress filesharing services==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
''by Jonask, Solifuge, Kaypy and Japa''&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
Stonesense Slate now supports v0.31.05 - [http://stonesense.googlecode.com/files/Stonesense_Slate_RC2.rar get it here]&lt;br /&gt;
&lt;br /&gt;
== Interface tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm2]===&lt;br /&gt;
&lt;br /&gt;
Dfterm2 is a tool to run Dwarf Fortress via terminals remotely. Multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm2]].&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===&lt;br /&gt;
&lt;br /&gt;
The standalone Reveal utility is obsolete due to missing source code.  [[DF2010:Utilities#DFHack|DFHack]]'s dfreveal module works like Reveal did, and has built-in undo capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=-2&amp;gt;Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=39229 Dwarf Therapist]===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 0.5.7 is out (July 13, 2010). This version supports DF builds up to 0.31.10.&lt;br /&gt;
&lt;br /&gt;
''NOTE'': This project is currently seeking a new maintainer.&lt;br /&gt;
&lt;br /&gt;
New dedicated support forum: http://code.google.com/p/dwarftherapist/&lt;br /&gt;
&lt;br /&gt;
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt&lt;br /&gt;
&lt;br /&gt;
Patch for ver. 0.31.12 found here: http://dffd.wimbli.com/file.php?id=2822&lt;br /&gt;
&lt;br /&gt;
Instruction for making it work with new versions here: http://code.google.com/p/dwarftherapist/wiki/MappingNewVersions This page also tends to have the new addresses within an hour or two of new releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] ===&lt;br /&gt;
Runesmith is a Dwarf information viewing and editing tool inspired by the original Dwarf Companion. It uses the DFHack library to interface with Dwarf Fortress and Qt to provide a robust and professional looking cross-platform GUI. http://www.bay12forums.com/smf/index.php?topic=59056.0&lt;br /&gt;
&lt;br /&gt;
Version 0.1.5 is out for Windows, currently supporting 0.31.12. Since it uses DFHack, all versions of DF that DFHack supports, Runesmith supports!&lt;br /&gt;
&lt;br /&gt;
    * Windows: http://dffd.wimbli.com/file.php?id=2538&lt;br /&gt;
    * Linux: to follow (the windows one is reported to work fine under wine though)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A tool that allows smithing (editing) of the digits and letters (runes) that control all life in DF. By smithing these runes, the metagods (players) can meddle with DF mortals to suit their games, be it recasting a soul into a new species body, blessing and cursing indiviudals or just to make predictions of when a mortal will attain the next degree of competence to guide them on how they should spend their limited time.&amp;quot; - Psieye - (http://www.bay12forums.com/smf/index.php?topic=57003.msg1324765#msg1324765)&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=58809 DFHack] ===&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. The current (0.4.0.5) release only supports the new DF 0.31.01, 0.31.02 and 0.31.03 legacy versions and 0.31.04-0.31.12 SDL versions. It consists of some of the more useful DFHack tools.&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== DFhack tools for DF 2010 ===&lt;br /&gt;
==== dfcleanmap ====&lt;br /&gt;
Cleans all the bloodsmears that get scattered all over the map.&lt;br /&gt;
==== dfliquids ====&lt;br /&gt;
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.&lt;br /&gt;
&lt;br /&gt;
==== dfprospector ====&lt;br /&gt;
Lists all available minerals on the map and how much of them there is.&lt;br /&gt;
==== dfreveal ====&lt;br /&gt;
Reveals the whole map. Newly can also hide what it revealed. Use with caution, releases [[HFS]]! Same warnings as to the original Reveal tool apply.&lt;br /&gt;
&lt;br /&gt;
==== dfvdig ====&lt;br /&gt;
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfForeman|Dwarf Foreman]] ===&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers. &lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfScript|Dwarf Script]] ===&lt;br /&gt;
Dwarf Script is a program and allows you to manipulate DF's memory using a script.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://sun2design.com/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments).&lt;br /&gt;
&lt;br /&gt;
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent. Supports exporting to Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=55025.0 ChromaFort] ===&lt;br /&gt;
Chromafort allows you to convert 24-bit bitmap (.bmp) images into Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===&lt;br /&gt;
WYSIWYG editor for designing the raws for a custom workshop.&lt;br /&gt;
(Not all raws, just the tiles and colors)  Lets you see how it will look at each stage of construction.  Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.&lt;br /&gt;
&lt;br /&gt;
Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=1996 Uristmod] ===&lt;br /&gt;
A program which uses text files to automatically change/update raw files.  Makes installation of mods easier.  However at this time, the documentation is a little confusing and makes creating mods harder for beginners.  [http://www.bay12forums.com/smf/index.php?topic=53028.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2113 Raw tile selector] ===&lt;br /&gt;
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
&lt;br /&gt;
Currently for windows only.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2178 Raw tile merger] ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===&lt;br /&gt;
Very detailed Windows program to help create customize world gens.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://winmerge.org/ WinMerge] ===&lt;br /&gt;
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tools under development =&lt;br /&gt;
&lt;br /&gt;
'''The tools listed below are under development for DF 2010, but cannot perform the task they are intended for at this time.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Obsidian|Obsidian]] ===&lt;br /&gt;
''by Skeggox''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Obsidian is a toolset for converting DF maps into a renderable scene, manipulating the result, and displaying it directly in 3D or exporting to 3rd party renderers and raytracers.&lt;br /&gt;
&lt;br /&gt;
Its a modular Lua framework, using Open Scene Graph for rendering and DFHack for talking with Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12forums.com/smf/index.php?topic=57920.0 forum thread] has more detail.&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=124619</id>
		<title>v0.31 Talk:Water</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=124619"/>
		<updated>2010-08-10T09:24:58Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Water as cushioning ==&lt;br /&gt;
&lt;br /&gt;
Tried dropping various creatures in various places in arena mode. Everything survives 1z drops unharmed. 2z is damaging. 3z is more often than not lethal. Water appears to cushion falls. I dropped things from the top of the arena into the 3z deep end of the water and they weren't injured at all, though they quickly drowned due to not being swimmers. Also tried dropping people in 3z of magma. Magma seems to provide less cushioning than water. And then they burn. Suggest making irrationally large (200-300z or so) drops into various depths of water to test cushioning effect. [[User:Rkyeun|Rkyeun]] 04:44, 5 April 2010 (UTC)&lt;br /&gt;
:It's worth noting that layers of water in previous versions did not cushion your fall so much as the depth of the water didn't increase it. I.e. the drop damage was calculated by the amount of air you fell through. Is that a possibility here? --[[User:Eagle0600|Eagle0600]] 05:24, 5 April 2010 (UTC)&lt;br /&gt;
::This appears to be actual cushioning. Creatures fell 5-6z before hitting the water and falling another 3z. If the water simply didn't count, they'd have splatted as normal for a 6z fall. Instead they were unharmed and seemingly unaware that they should swim to safety. Or merely unable to. [[User:Rkyeun|Rkyeun]] 16:41, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
&lt;br /&gt;
I've built a very large reservoir (currently 30x25x4 approx) on some ground that had mountain goat blood on it. There is also a small amount of mountain goat and dwarf blood on the area around the reservoir. On overflowing the reservoir (which is fed from the top by a &amp;quot;clean&amp;quot; source), I get blood EVERYWHERE the water flows, seemingly on evaporation of the water. There's now far more blood spread around than the creatures had originally... anyone seen similar? --[[User:Nimblewright|Nimblewright]] 21:21, 8 April 2010 (UTC)&lt;br /&gt;
: I did some arena tests with blood and water. apparently adding a 7/7 tile of water on top of a pool of blood creates more pools of blood which are pushed out to the edges of the water as it moves. This behavior may be a bug. There is an open ticket about the subject on the bug tracker here with my full results. [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=296]] - [[User:Doctorzuber|Doctorzuber]] 01:31, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifications of old behavior ==&lt;br /&gt;
&lt;br /&gt;
*U-bend test from a river fills to z-1 as expected&lt;br /&gt;
*U-bend test from a murky pool fills to z-1 as expected&lt;br /&gt;
*channeling directly from a river temporarily has no flow, but soon becomes naturally flowing as expected&lt;br /&gt;
*screw pump to a dead end one level above a river generates natural flow as expected&lt;br /&gt;
*Diagonal connections neutralize water pressure as expected&lt;br /&gt;
*Diagonal connections do not prevent the spread of flow as expected&lt;br /&gt;
*Reactor#3 built as a perpetual motion test -- behaves as expected&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*some flow artifacts at the bottom of both U-bends -- this was always a bit quirky, but should run more tests&lt;br /&gt;
*screw pump from a murky pool in a 1x18 channel which doubles back to the murky pond generates reliable flow -- '''possible change in flow mechanics'''&lt;br /&gt;
*Screw pump from z-2 one level below the river, pushing into a 1x100 channel generates flow only near the end of the channel where the water is still filling. Behaves as expected, the previous test appears to be a fluke.&lt;br /&gt;
&lt;br /&gt;
I'm running through a battery of tests here, I will update this with my results. The one surprise so far is the murky pool test. In 40d a similar test would quickly become saturated with 7/7 water and only indicate flow at the end of the channel. need to test that more to make sure this isn't a fluke. I will continue to update this as I verify more things. Once I have a bit more information I'll start updating the water pages. [[User:Doctorzuber|Doctorzuber]] 01:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Ran a new variation of the long channel flow test using a level drop this time to break the natural flow effect from the river. This time I got the expected result of many tiles of still water with a small amount of flowing water near the end of the channel where it had not yet filled. This does however mean I'm using pressurized water this time which might be worth a bit more investigation. This also demonstrates the simplest form of water teleportation which is what is believed to be why flow of this nature fails to appear. [[User:Doctorzuber|Doctorzuber]] 19:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Springs? ==&lt;br /&gt;
&lt;br /&gt;
Reading this article mentions that water can come from springs... and it's linked. I hadn't heard of this before, so I followed the link and it redirected to Calendar; it meant springtime. I removed the link for now, but do water-springs occur? Someone who knows either remove the term in this article or work on the Spring page. --[[User:Waladil|Waladil]] 04:33, 8 June 2010 (UTC)&lt;br /&gt;
:&amp;quot;Springs&amp;quot; probably refers to mountain brooks. At the head of each brook, there is a spidery section of water, and at the end of each &amp;quot;finger&amp;quot; of water there is a &amp;quot;river source&amp;quot; tile that can be viewed with {{k|k}}. These are infinite sources of water, and probably what the article refers to.[[User:JohnnyMadhouse|JohnnyMadhouse]] 04:43, 8 June 2010 (UTC)&lt;br /&gt;
:: the source of many rivers is a spring, it's a weird spidery looking thing that is a direct source of water. They can sometimes be found on open plains. They are often found deep in the mountains. If you have one in your embark map, they have some odd properties as discussed in the wiki.  They will have a number of tiles that are treated as water sources, which will constantly and rapidly refill to 7/7 water providing and endless supply of water. a collapse above these tiles will break this effect. This is different from the much more common behavior of off map water sources where you have and edge of map tile that will constantly refill. Edge of map tiles cannot be destroyed. --[[User:Doctorzuber|Doctorzuber]] 15:41, 10 June 2010 (UTC)&lt;br /&gt;
::: Well thanks for the answer... someone might want to make a Spring(Water) page as opposed to the Spring(Season) page... Either one of you guys prolly could... I don't have any firsthand knowledge, so I prolly shouldn't. --[[User:Waladil|Waladil]] 00:48, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== fortifications on map edge to drain fluid away ==&lt;br /&gt;
They say you can designate fortifications on edge tiles to drain fluid off the map. --[[User:TomiTapio|TomiTapio]] 13:44, 15 July 2010 (UTC)&lt;br /&gt;
: You can't dig out an edge tile. If there is solid ground there it is there to stay. Just to double-check I even tried to carve fortifications out of an edge tile. as expected, it doesn't work. You can smooth and engrave the wall if you so wish but cannot otherwise remove or alter it. However in underground complexes it is common to have open spaces at the edge of map. In this case you can choose to place walls (or fortifications) right up at the edge of the map. On the surface of the world where caravans travel, you may not place any structures within 5 tiles of the edge. --[[User:Doctorzuber|Doctorzuber]] 17:37, 15 July 2010 (UTC)&lt;br /&gt;
:: Actually, I've done the fortification trick.  If you smooth the edge wall, you can carve fortifications in it and use it to drain an infinite amount of water/magma. [[Special:Contributions/64.255.180.84|64.255.180.84]] 16:16, 9 August 2010 (UTC)&lt;br /&gt;
::: Even in version 0.31? It's well known that this was possible in 40d (though only with water), but some things have changed since then. --[[User:Quietust|Quietust]] 16:53, 9 August 2010 (UTC)&lt;br /&gt;
:::: Smoothing it first you say? I'll have to verify that later, if true that's useful to know. --[[User:Doctorzuber|Doctorzuber]] 01:16, 10 August 2010 (UTC)&lt;br /&gt;
:::::Works fine, if you do this to a wall at waterlevel in a cavern near a part of the edge that generates water you can create real easy power supplies.--[[User:MLegion|MLegion]] 09:24, 10 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=124223</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=124223"/>
		<updated>2010-08-08T22:10:08Z</updated>

		<summary type="html">&lt;p&gt;MLegion: Homepage has the instructions for the newest df version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
 Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
Here are third party applications useful for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Dwarf Fortress filesharing services==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
[[File:stonesense.jpg|208px|thumb|right|Stonesense Screenshot]]&lt;br /&gt;
''by Jonask, Solifuge, Kaypy and Japa''&lt;br /&gt;
&lt;br /&gt;
Stonesense is a third party real-time visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
&lt;br /&gt;
More information is available in [http://www.bay12games.com/forum/index.php?topic=43260.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
Stonesense Slate now supports v0.31.05 - [http://stonesense.googlecode.com/files/Stonesense_Slate_RC2.rar get it here]&lt;br /&gt;
&lt;br /&gt;
== Interface tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm2]===&lt;br /&gt;
&lt;br /&gt;
Dfterm2 is a tool to run Dwarf Fortress via terminals remotely. Multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm2]].&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===&lt;br /&gt;
&lt;br /&gt;
The standalone Reveal utility is obsolete due to missing source code.  [[DF2010:Utilities#DFHack|DFHack]]'s dfreveal module works like Reveal did, and has built-in undo capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=-2&amp;gt;Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=39229 Dwarf Therapist]===&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
Version 0.5.7 is out (July 13, 2010). This version supports DF builds up to 0.31.10.&lt;br /&gt;
&lt;br /&gt;
''NOTE'': This project is currently seeking a new maintainer.&lt;br /&gt;
&lt;br /&gt;
New dedicated support forum: http://code.google.com/p/dwarftherapist/&lt;br /&gt;
&lt;br /&gt;
Read the full changelog here: http://code.google.com/p/dwarftherapist/source/browse/CHANGELOG.txt&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] ===&lt;br /&gt;
Runesmith is a Dwarf information viewing and editing tool inspired by the original Dwarf Companion. It uses the DFHack library to interface with Dwarf Fortress and Qt to provide a robust and professional looking cross-platform GUI. http://www.bay12forums.com/smf/index.php?topic=59056.0&lt;br /&gt;
&lt;br /&gt;
Version 0.1.5 is out for Windows, currently supporting 0.31.12. Since it uses DFHack, all versions of DF that DFHack supports, Runesmith supports!&lt;br /&gt;
&lt;br /&gt;
    * Windows: http://dffd.wimbli.com/file.php?id=2538&lt;br /&gt;
    * Linux: to follow (the windows one is reported to work fine under wine though)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A tool that allows smithing (editing) of the digits and letters (runes) that control all life in DF. By smithing these runes, the metagods (players) can meddle with DF mortals to suit their games, be it recasting a soul into a new species body, blessing and cursing indiviudals or just to make predictions of when a mortal will attain the next degree of competence to guide them on how they should spend their limited time.&amp;quot; - Psieye - (http://www.bay12forums.com/smf/index.php?topic=57003.msg1324765#msg1324765)&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=58809 DFHack] ===&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. The current (0.4.0.5) release only supports the new DF 0.31.01, 0.31.02 and 0.31.03 legacy versions and 0.31.04-0.31.12 SDL versions. It consists of some of the more useful DFHack tools.&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== DFhack tools for DF 2010 ===&lt;br /&gt;
==== dfcleanmap ====&lt;br /&gt;
Cleans all the bloodsmears that get scattered all over the map.&lt;br /&gt;
==== dfliquids ====&lt;br /&gt;
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.&lt;br /&gt;
&lt;br /&gt;
==== dfprospector ====&lt;br /&gt;
Lists all available minerals on the map and how much of them there is.&lt;br /&gt;
==== dfreveal ====&lt;br /&gt;
Reveals the whole map. Newly can also hide what it revealed. Use with caution, releases [[HFS]]! Same warnings as to the original Reveal tool apply.&lt;br /&gt;
&lt;br /&gt;
==== dfvdig ====&lt;br /&gt;
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfForeman|Dwarf Foreman]] ===&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers. &lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfScript|Dwarf Script]] ===&lt;br /&gt;
Dwarf Script is a program and allows you to manipulate DF's memory using a script.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://sun2design.com/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments).&lt;br /&gt;
&lt;br /&gt;
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent. Supports exporting to Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=55025.0 ChromaFort] ===&lt;br /&gt;
Chromafort allows you to convert 24-bit bitmap (.bmp) images into Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===&lt;br /&gt;
WYSIWYG editor for designing the raws for a custom workshop.&lt;br /&gt;
(Not all raws, just the tiles and colors)  Lets you see how it will look at each stage of construction.  Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.&lt;br /&gt;
&lt;br /&gt;
Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=1996 Uristmod] ===&lt;br /&gt;
A program which uses text files to automatically change/update raw files.  Makes installation of mods easier.  However at this time, the documentation is a little confusing and makes creating mods harder for beginners.  [http://www.bay12forums.com/smf/index.php?topic=53028.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2113 Raw tile selector] ===&lt;br /&gt;
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
&lt;br /&gt;
Currently for windows only.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2178 Raw tile merger] ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===&lt;br /&gt;
Very detailed Windows program to help create customize world gens.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://winmerge.org/ WinMerge] ===&lt;br /&gt;
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tools under development =&lt;br /&gt;
&lt;br /&gt;
'''The tools listed below are under development for DF 2010, but cannot perform the task they are intended for at this time.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Obsidian|Obsidian]] ===&lt;br /&gt;
''by Skeggox''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Obsidian is a toolset for converting DF maps into a renderable scene, manipulating the result, and displaying it directly in 3D or exporting to 3rd party renderers and raytracers.&lt;br /&gt;
&lt;br /&gt;
Its a modular Lua framework, using Open Scene Graph for rendering and DFHack for talking with Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12forums.com/smf/index.php?topic=57920.0 forum thread] has more detail.&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ice&amp;diff=122232</id>
		<title>v0.31 Talk:Ice</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ice&amp;diff=122232"/>
		<updated>2010-07-22T16:39:29Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Observations from a freezing biome. &lt;br /&gt;
Mined ice produces boulders of Ice which can be built with or dumped, they still cannot be added to stockpiles and will melt underground or if the overground temperature rises.&lt;br /&gt;
Ice boulders melt into 'dirty ice', which is liable to be cleaned up by a bored dwarf, and then into 'stagnant water'.&lt;br /&gt;
Stagnant water seems to act like blood smears and other psuedo liquids, it doesnt actually put water in the square, run or form pools.&lt;br /&gt;
Neither 'dirty ice' nor 'stagnant water' will muddy a floor for farming.&lt;br /&gt;
Anyone see any mistakes in this?&lt;br /&gt;
:I sure do, my good fellow; I sure do. --[[User:Bronzebeard|Bronzebeard]] 06:27, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
As for temperate biome, mined ice produces 'water' item {{Raw Tile|≈|3:1}} which can be cleaned. &amp;lt;br /&amp;gt;&lt;br /&gt;
BTW, brook behaves curiously on winter coming. I've got an edge of two biomes on my map and the brook is flowing from one to another. And on late Autumn first freezes the upstream part of the brook, then the downstream part does, on Spring downstream part melts first, then the upstream does. --[[User:Peregarrett|Peregarrett]] 13:34, 20 May 2010 (UTC)&lt;br /&gt;
:That sounds like expected behavior to me.  The colder tiles will freeze sooner and thaw later, regardless of the water source in question. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 13:53, 20 May 2010 (UTC)&lt;br /&gt;
::It looks funny, when a half of brook is frozen and the other half still flowing =)&lt;br /&gt;
::Further experiment shows:&amp;lt;br /&amp;gt;&lt;br /&gt;
:: * Later, on early winter it is always ice. &lt;br /&gt;
:: * When it is an ice boulder {{Raw Tile|•|3:1}} it can be used as other stone, for example a wall can be build of it.&lt;br /&gt;
:: * When it is an ice pile {{Raw Tile|≈|3:1}} it can be cleaned. Both items are described as 'ice'.&lt;br /&gt;
:: --[[User:Peregarrett|Peregarrett]] 14:17, 20 May 2010 (UTC)&lt;br /&gt;
:::I've seen this as well in a temperate climate with a brook. The transitions happen at consistent dates in the calender, obviously with water being liquid first, then patchily turning to ice, and the mined ice being anything from stagnant water, through dirty ice to ice (appearing as rocks) depending on the date and position on the map. Channelling the stuff creates 'glacial slopes', and any water that's flowed under the lip of the surrounding land (due to winter mining at the edges of the ponds/brooks when the water froze in previous winters) tends not to freeze up the following winter, at least at my current location, which can be a pain in the arse as it creates an 'entombing' hazard for the miners if they need to get access again and release too much of it at once and get caught in the quickly freezing flow. I can't wait for some sort of dwarven thermometer to be announced so that we can dot them around the locale and chart things a little more accurately. Could even have a 'noble' buzzing around with chalk and slate, doing the job for you.&lt;br /&gt;
::::Even though mined ice is treated as stone for purposes of construction I have had no luck getting any workshops to use it as such (ice furniture/blocks/crafts). Also making ice workshops works fine for me, i even have a working ice magma glass furnace. I have 2 magma glass furnaces, 1 melts quickly after construction the other doesn't, the one that doesn't melt is in a part of my map which is in a freezing glacier biome, the other in merely a 'cold' biome, the melting persists even when it's winter and temperature in that biome is subzero. --[[User:MLegion|MLegion]] 16:39, 22 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_sea&amp;diff=121841</id>
		<title>v0.31 Talk:Magma sea</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_sea&amp;diff=121841"/>
		<updated>2010-07-18T18:31:49Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Varying Height==&lt;br /&gt;
&lt;br /&gt;
In fortress mode there are two numbers corresponding to the distance in the z direction. The one (at the top right) is relative to the floor straight above (or below) the current position of the screen, and the other (at the bottom right) might be something like altitude&amp;lt;!--I HONESTLY DON'T KNOW, BUT I ASSUME IT'S MORE UNIVERSAL THAN THE RELATIVE NUMBER AT THE TOP--&amp;gt;, so try  and make a note of the bottom number so we can compare those and see where the magma sea starts. For some reason I forgot that number, but the first magma sea I found was at about -65 relative to the lowest point on the surface of my map. [[User:Ramperkash|Ramperkash]]&lt;br /&gt;
&lt;br /&gt;
:I’ve got mine sea at -22 (118 absolute height). That’s not good, because as a result I have not much minerals to mine and I play only 2x2 square... And most of those 22 layers are filled with 3 levels of caverns. [[User:WFrag|WFrag]] 07:35, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Top of the sea at -27 relative (115 absolute) and the bottom where the layer of semi molten rock is at -32 relative. However my worldgen settings only had 2 cavern layers instead of 3. [[User:MLegion|MLegion]] 11:25, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Spoiler warnings==&lt;br /&gt;
Do we really need the major spoiler warning there? There are already spoiler links on the two pages that are linked under the warning. --[[User:DUMBELLS|dUMBELLS]] 19:58, 17 April 2010 (UTC)&lt;br /&gt;
:Agreed, removed it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:45, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Draining the magma sea==&lt;br /&gt;
While trying make obsidian around the adamantine i noticed that the obsdian was falling down and disappearing as stated in the article, however this does cause a 7/7 tile of magma to be removed and does not seem to regenerate. Would pumping an endless water source into the magma sea thus drain it eventually? [[User:MLegion|MLegion]] 11:34, 11 July 2010 (UTC)&lt;br /&gt;
:This works but places where the magma touches the map edge work as endless magma supplies, so you can only drain levels or areas that are not connected to a map edge. Dropping water on the map edges turning them into obsidian seems to work to get around that though. [[User:MLegion|MLegion]] 10:43, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==magma sea generation==&lt;br /&gt;
Decided to try draining the sea, only to find myself unable to find a single tile where there was an unbroken line of magma from the top of the sea to the bottom, it appears that when the sea is generated it makes sure that none of the top of the magma sea can be traced directly down to the bottom floor, it would be nice if somene could verify that it's not just me or this particular embark. [[User:MLegion|MLegion]] 11:46, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verify rock collapsing into the magma sea vanishes. ==&lt;br /&gt;
&lt;br /&gt;
I've been trying to make a pillar of obsidian in the middle of the magma sea by dropping water from above, and absolutely no progress has been made. The water falls into the magma, and I can't actually catch any obsidian being produced. Steam and mist are produced, and if you trace it down the layers of magma, it turns into red sand. I get collapse messages every few seconds, but no matter when I pause it I can't find a square of obsidian anywhere. --[[Special:Contributions/75.234.2.101|75.234.2.101]] 19:19, 17 July 2010 (UTC)&lt;br /&gt;
:Anything that falls on to the semi-molten rock just vanishes. --[[User:MLegion|MLegion]] 18:31, 18 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Caverns&amp;diff=121481</id>
		<title>v0.31 Talk:Caverns</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Caverns&amp;diff=121481"/>
		<updated>2010-07-14T08:48:46Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure 'When should I move in' is a relevant topic for this page.  It goes from being informative to prescriptive.  As this is not a guide page, it should probably avoid recommendations and focus on facts about Caverns.  (Relevantly, the answer to 'when should i move in' may well be never, based on considerations entirely unconnected to the dangers of the cavern). --[[User:Squirrelloid|Squirrelloid]] 18:58, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, it needed something, and I'm not the best writer in the world, so you're right. Someone should also take a picture of a cavern for when the images work again, I might if no-one else does. --[[User:Tarran|Tarran]]&lt;br /&gt;
::I haven't found ruins.  Instead I used an adamantium pillar to mine through a magma sea layer, and found glowing pits with about eleventy-billion demons in them.  Good to see that while going deep is GAME OVER, there are dozens of different ways to die.--[[User:Alkyon|Alkyon]] 03:38, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Should this page be considered/have a link to a Biome page? All creatures that exist in these caverns have a the tag [BIOME:SUBTERRANEAN_CHASM] and appear use the [UNDERGROUND_DEPTH:1-3:1-3] to control the depths they can be found in. This would be quite useful for organization. -[[User:EricBlank|EricBlank]]&lt;br /&gt;
:I think it should have a link from the biome page, since this page is more specific, and it is a biome itself.--[[User:Tarran|Tarran]] 02:22, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Geography - I have a game where I didn't breach the caverns until z-level 59.  In my current game after breaking through a double aquifer I hit the caverns immediately at z-level 6.  It doesn't seem like z-level 15 is typical.--[[User:Dextradei|Dextradei]] 16:21, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Of magma and pools ==&lt;br /&gt;
&lt;br /&gt;
Can anyone verify if the first level will likely have a gigantic pool, and that the magma is really part of the cavern an not the separate {{l|Magma_sea|Magma sea}}? --[[User:Tarran|Tarran]] 08:24, 8 April 2010 (UTC)&lt;br /&gt;
:There is a world gen setting for &amp;quot;cavern water&amp;quot; ranging from 1-100, also one for &amp;quot;force magma at bottom layer&amp;quot;. the latter is on by default. So, dont know, maybe merge or link the articles? Maybe i´ll try a world without forced magma later. --[[User:Arin|Arin]] 08:28, 8 April 2010 (UTC)&lt;br /&gt;
::Maybe the &amp;quot;force magma at bottom layer&amp;quot; means the magma sea, so I don't think it is a part of the cavern, if someone doesn't disagree, then I'll remove it from the cavern page. --[[User:Tarran|Tarran]] 08:31, 8 April 2010 (UTC)&lt;br /&gt;
::: I agree, but i think the page should link to [[Magma sea]], as a reference to what you get when you got past the caverns. --[[User:Arin|Arin]] 08:39, 8 April 2010 (UTC)&lt;br /&gt;
::::You made a link to 'Magma_Sea' instead of 'Magma_sea' :p (yes it matters), anyway, changed the main page around a bit. --[[User:Tarran|Tarran]] 08:51, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== downward passage ==&lt;br /&gt;
As adventurer I entered a cave with a dragon in it from the surface, it let to one of these caverns. upon exploring it for about two hours I got an announcement that I found a downward passage. What followed was a series of small caves much like the one that let from the survace into the caverns, only that this one led to the second level.&lt;br /&gt;
Does one get this announcement also in fortress mode?&lt;br /&gt;
&lt;br /&gt;
Yes I got it in fortress mode too, I think they are there to let adventurers get deeper into the caverns[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
== Underworld article ==&lt;br /&gt;
&lt;br /&gt;
There is a more generic article about subterrean features: {{L|Underworld}} what do? merge/redirect?&lt;br /&gt;
:This page should stay, since it is larger and more specific, and 'Cavern' is the correct meaning, 'Underworld' just means everything beneath the ground. So it is unneeded, we should just wait for Briess or someone more experienced then me to decide. --[[User:Tarran|Tarran]] 08:44, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Edge of the Map ==&lt;br /&gt;
&lt;br /&gt;
I spent like 30 minutes Googling to try to find out how to get rid of an infinite water supply drawn from a river now that there are no more chasms, and after a while I learned that water flows out of the edge of the map and that caverns can breach the edge of the map, creating a drain with the same effect that chasms had before.  I think someone should mention this since it's much less difficult to build a large-scale water system if that water has somewhere to drain instead of flooding your fortress. --[[Special:Contributions/129.252.122.38|129.252.122.38]] 14:49, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I wonder, is that possible to drain water from the cavern, which goes out of the edge of the map? Will water flow from the edge to the cavern or not? [[User:WFrag|WFrag]] 04:59, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Caverns where the water touches the edge is an infinite water source, where the water doesnt touch the edge once fortified is an infinite water drain so this makes for VERY easy waterwheel powerstations, you want a roughly 4:1 water source/water drain ratio to keep 5 wide channel supplied with enough water to power the wheels. --[[User:MLegion|MLegion]] 08:48, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== World Generation ==&lt;br /&gt;
&lt;br /&gt;
I don't know if this should be here on in the World Generation article, but there are a bunch of variables related to caverns in the worldgen parameters which let you customize the cavern layout, and it's not particularly obvious what they do.  Turning the cavern layer count to 0, for example, makes it so you can't embark with seeds for some reason (bug?) &lt;br /&gt;
: One explanation could be that your starting civilisation gathered seeds for subterran crops from natural occuring underground plants in caves. So a world without caves would be a world without underground crops. But this should of course also imply that there are no crops or their products (like any pigtail items) or towercaps in the world. --[[Special:Contributions/80.187.102.242|80.187.102.242]] 16:33, 12 May 2010 (UTC)&lt;br /&gt;
and I'm not entirely sure what Openness and Passage Density are referring to.  Raising &amp;quot;levels above layer 1&amp;quot; makes you encounter the first cavern later (obviously) which I think creates a more relaxed fortress-building experience should you want it. --[[Special:Contributions/129.252.122.38|129.252.122.38]] 14:49, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Underground lakes==&lt;br /&gt;
If an underground lake is connected to the edge of the fortress map will it fill up as it is drained (thus giving an unlimited supply of water) or is the water limited to whats in it on embarkation?&lt;br /&gt;
&lt;br /&gt;
==Caravan spawning into the caverns==&lt;br /&gt;
Amusingly, as of v0.31.03, I've witnessed that instead of spawning at the side of the map ABOVE GROUND, the dwarven caravan sometimes spawns at the side of the map in the CAVERNS. This invariably leads to carnage.&lt;br /&gt;
&lt;br /&gt;
==Spoilers==&lt;br /&gt;
I'm labeling the article as a spoiler, since I believe players should explore the caverns by themselves, without knowing what waits in there. Possibly there could be a simple unspoiled paragraph that says something along the lines of: &amp;quot;there are huge caverns underground with interesting plants and creatures. Dig down an unspecified number of Z levels to find. Have Fun.&amp;quot; But everything else is a spoiler, IMHO. --[[User:Markus cz|Markus cz]] 16:49, 15 May 2010 (UTC)&lt;br /&gt;
:It's not a major spoiler, since everyone knows about in now, and it is mentioned many times, nothing is particularly 'spoilery, you don't ruin the entire gaming experience reading the page, it's about as 'spoilery as adamantine. --[[User:Tarran|Tarran]] 00:26, 17 May 2010 (UTC)&lt;br /&gt;
::I would argue that both caverns and adamantine ''are'' spoilers, perhaps not for us, but definitely for starting players, but I didn't know there is a Minor spoilers tag. I think it works well enough, thanks.--[[User:Markus cz|Markus cz]] 09:28, 17 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Nether-cap&amp;diff=121417</id>
		<title>v0.31 Talk:Nether-cap</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Nether-cap&amp;diff=121417"/>
		<updated>2010-07-13T21:13:31Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do nether-cap logs inherit the fixed temperature of the nether-cap tree?--[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 03:15, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think the more important question is &amp;quot;Since Nethercaps are chilled to 32 degrees F (if I did the math right), will submerged Nnethercaps cause water to freeze into ice?&amp;quot; I only wish I could test this right now. [[User:Coaldiamond|-Coaldiamond]] 17:14, 8 June 2010 (UTC)&lt;br /&gt;
:Likely not - items melt/boil at their melting/boiling points, as opposed to freezing/condensing at them. For example, an object with a melting point of 12345 will be solid at 12344 and liquid at 12345. --[[User:Quietust|Quietust]] 18:41, 8 June 2010 (UTC)&lt;br /&gt;
::Created a completely nethercap pump and have had it pumping magma for ages now, still no signs of deconstruction or damage, whatsoever. --[[User:MLegion|MLegion]] 20:59, 13 July 2010 (UTC)&lt;br /&gt;
:::Pump got submerged totally still no damage. --[[User:MLegion|MLegion]] 21:13, 13 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Nether-cap&amp;diff=121416</id>
		<title>v0.31 Talk:Nether-cap</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Nether-cap&amp;diff=121416"/>
		<updated>2010-07-13T20:59:21Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do nether-cap logs inherit the fixed temperature of the nether-cap tree?--[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 03:15, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think the more important question is &amp;quot;Since Nethercaps are chilled to 32 degrees F (if I did the math right), will submerged Nnethercaps cause water to freeze into ice?&amp;quot; I only wish I could test this right now. [[User:Coaldiamond|-Coaldiamond]] 17:14, 8 June 2010 (UTC)&lt;br /&gt;
:Likely not - items melt/boil at their melting/boiling points, as opposed to freezing/condensing at them. For example, an object with a melting point of 12345 will be solid at 12344 and liquid at 12345. --[[User:Quietust|Quietust]] 18:41, 8 June 2010 (UTC)&lt;br /&gt;
::Created a completely nethercap pump and have had it pumping magma for ages now, still no signs of deconstruction or damage, whatsoever. --[[User:MLegion|MLegion]] 20:59, 13 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_sea&amp;diff=121236</id>
		<title>v0.31 Talk:Magma sea</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_sea&amp;diff=121236"/>
		<updated>2010-07-12T10:43:08Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Varying Height==&lt;br /&gt;
&lt;br /&gt;
In fortress mode there are two numbers corresponding to the distance in the z direction. The one (at the top right) is relative to the floor straight above (or below) the current position of the screen, and the other (at the bottom right) might be something like altitude&amp;lt;!--I HONESTLY DON'T KNOW, BUT I ASSUME IT'S MORE UNIVERSAL THAN THE RELATIVE NUMBER AT THE TOP--&amp;gt;, so try  and make a note of the bottom number so we can compare those and see where the magma sea starts. For some reason I forgot that number, but the first magma sea I found was at about -65 relative to the lowest point on the surface of my map. [[User:Ramperkash|Ramperkash]]&lt;br /&gt;
&lt;br /&gt;
:I’ve got mine sea at -22 (118 absolute height). That’s not good, because as a result I have not much minerals to mine and I play only 2x2 square... And most of those 22 layers are filled with 3 levels of caverns. [[User:WFrag|WFrag]] 07:35, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Top of the sea at -27 relative (115 absolute) and the bottom where the layer of semi molten rock is at -32 relative. However my worldgen settings only had 2 cavern layers instead of 3. [[User:MLegion|MLegion]] 11:25, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Spoiler warnings==&lt;br /&gt;
Do we really need the major spoiler warning there? There are already spoiler links on the two pages that are linked under the warning. --[[User:DUMBELLS|dUMBELLS]] 19:58, 17 April 2010 (UTC)&lt;br /&gt;
:Agreed, removed it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:45, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Draining the magma sea==&lt;br /&gt;
While trying make obsidian around the adamantine i noticed that the obsdian was falling down and disappearing as stated in the article, however this does cause a 7/7 tile of magma to be removed and does not seem to regenerate. Would pumping an endless water source into the magma sea thus drain it eventually? [[User:MLegion|MLegion]] 11:34, 11 July 2010 (UTC)&lt;br /&gt;
:This works but places where the magma touches the map edge work as endless magma supplies, so you can only drain levels or areas that are not connected to a map edge. Dropping water on the map edges turning them into obsidian seems to work to get around that though. [[User:MLegion|MLegion]] 10:43, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==magma sea generation==&lt;br /&gt;
Decided to try draining the sea, only to find myself unable to find a single tile where there was an unbroken line of magma from the top of the sea to the bottom, it appears that when the sea is generated it makes sure that none of the top of the magma sea can be traced directly down to the bottom floor, it would be nice if somene could verify that it's not just me or this particular embark. [[User:MLegion|MLegion]] 11:46, 11 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Raw_adamantine&amp;diff=121174</id>
		<title>v0.31 Talk:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Raw_adamantine&amp;diff=121174"/>
		<updated>2010-07-11T20:25:58Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Infobox==&lt;br /&gt;
Uh oh!  I don't know what happened, but the stonelookup template got messed with here, when I used the Rater!  I never understood the Stonelookup template anyway, anyone know how to fix? --[[User:Aescula|Aescula]] 08:16, 26 May 2010 (UTC) (I know, an admin without knowledge of what happened, but...  Yeah.)&lt;br /&gt;
:Looks fine to me... --[[User:Quietust|Quietust]] 12:45, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Confirmation?==&lt;br /&gt;
I verified all things I added a while ago using reveal on several random embark locations, further I checked the values of material multipliers. Adamantine is magma proof, also tried that out. The other information is easily confirmed by screens. Should I add those? I reverted the edit, for the information is almost certainly correct. Just try it yourself.[[User:BBW|BBW]] 00:01, 2 April 2010 (UTC)&lt;br /&gt;
:In that case, my apologies.  I was misinformed. --[[User:Briess|Briess]] 00:23, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Down-stairs? ==&lt;br /&gt;
&lt;br /&gt;
Can down-stairs prevent the demons from getting though? --[[User:Tarran|Tarran]]&lt;br /&gt;
:Unlikely - even in 40d, down-stairs above open space were enough to let Spirits of Fire through. --[[User:Quietust|Quietust]] 23:34, 2 April 2010 (UTC)&lt;br /&gt;
::Well, I'm pretty sure clowns are now randomly generated, but even if you get lucky and none of them can fly, they can still barf webs/fire/radioactive elves/whatever up through the stairwell. I'd recommend a good, sturdy wall. --[[User:Mr Frog|Mr Frog]] 23:21, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Outdated Picture ==&lt;br /&gt;
&lt;br /&gt;
Really minor detail, but the image on the page is from 40d, which isn't really accurate for this version's article. Could someone take a similar screenie of the 0.31.01 [[magma sea]] pillars? I'd do it myself, but I've already found a pillar in my current fortress and I &amp;lt;b&amp;gt;really&amp;lt;/b&amp;gt; don't feel like probing around for another one (assuming there even IS another one in there). Sorry for nitpicking. --[[User:Mr Frog|Mr Frog]] 23:11, 3 April 2010 (UTC)&lt;br /&gt;
:The message is exactly the same, but I see what you're getting at - I'm going to leave that screenie but go find another of the pillars to insert a little later. --[[User:Retro|Retro]] 02:45, 4 April 2010 (UTC)&lt;br /&gt;
::Could that second image be a little larger in the original, and then get thumbed? Some detail is lost, and it'd be nice to see it &amp;quot;full size&amp;quot;, as an option (as is w/ the announcement image - but no detail was lost in that, natch.)&amp;lt;br /&amp;gt;Oh - and a quick footnote comment/explanation about how that image was achieved would be nice too - keeps newbies from going crazy w/ the vanilla game. --[[User:Albedo|Albedo]] 09:15, 4 April 2010 (UTC)&lt;br /&gt;
:::Absolutely; I didn't realize there was an auto-thumbnailing function thing until I had already shrunken it myself. I'll go and recapture the image and then add the relevant details on how it was done later tonight. --[[User:Retro|Retro]] 21:27, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Best Weapons ==&lt;br /&gt;
The part of the article that says &amp;quot;and weapons and armor made from it are very likely among the best possible&amp;quot; is wrong, isn't it? I thought since the material re-write, adamantine made the worst weapons in the game due to their low weight, and thus low force of impact. At the very least, the make terrible hammers and maces now, don't they? --[[Special:Contributions/130.184.250.29|130.184.250.29]] 23:10, 6 April 2010 (UTC)&lt;br /&gt;
*They are still better than all the other materials (with the possible exception of slade) even due its low weight. Maybe its weapons aren't as strong as before but they are still better than steel.--[[User:Niggy|Niggy]] 16:45, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Safe mining? ==&lt;br /&gt;
I just had an idea if you did not want to breach HFS, what if you just dig down to lower levels of the tube and carve fortifications? The only danger is ranged attacks from within. And you could be confident that those levels at and above are safe. --[[User:Tarran|Tarran]] 18:46, 13 April 2010 (UTC)&lt;br /&gt;
:The issue is that you don't know where HFS starts - even if you knew where it was, there's a chance that on the way there you'd accidentally pierce a hollow part of the tube and invoke Hell's wrath before you were prepared. If you carve fortifications into the adamantine walls, it only defends you against semi-molten rock. --[[User:Retro|Retro]] 18:51, 13 April 2010 (UTC)&lt;br /&gt;
:Given the actual layout, that could be infeasible - the actual wall around the tube is only 1 tile thick in most places, and the tube itself is usually surrounded either by semi-molten rock (which cannot be mined) or magma (which could be rather problematic to remove); thus, while you could certainly try to carve fortifications, there'd still be the problem of getting into a position from which to carve them. --[[User:Quietust|Quietust]] 18:53, 13 April 2010 (UTC)&lt;br /&gt;
::I'm Talking about tubes that extend past the magma sea, and it's not that much of a problem to dig around the whole vein level... Right?. --[[User:Tarran|Tarran]] 18:58, 13 April 2010 (UTC)&lt;br /&gt;
:::Not all of them actually extend that far beyond the magma, and it's entirely possible (and quite likely) that the hollow part will be within the magma or molten rock. --[[User:Quietust|Quietust]] 19:03, 13 April 2010 (UTC)&lt;br /&gt;
::::What I'm trying to say is that if you use fortifications then you could figure out which levels ''above'' the magma sea are safe, the levels at or below it still require military. --[[User:Tarran|Tarran]] 19:12, 13 April 2010 (UTC)&lt;br /&gt;
:::::Ah, I see - assumed you were talking about deeper levels. Well, that'd make sense for levels above the magma sea certainly, though I don't think it's that likely that above the sea you'd dig into HFS. Mildly practical but certainly no trouble. --[[User:Retro|Retro]] 21:23, 13 April 2010 (UTC)&lt;br /&gt;
::::::Did 7 embarks and used reveal on all 7 the hollow part started at equal or below the semi-molten rock layer each time. [[User:MLegion|MLegion]] 20:25, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adamantite Thread ==&lt;br /&gt;
&lt;br /&gt;
Do Dwarves sutured with Adamantite thread have defensive bonuses? [[User:Ghosteh|Ghosteh]] 23:25, 27 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_sea&amp;diff=121145</id>
		<title>v0.31 Talk:Magma sea</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_sea&amp;diff=121145"/>
		<updated>2010-07-11T11:46:56Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Varying Height==&lt;br /&gt;
&lt;br /&gt;
In fortress mode there are two numbers corresponding to the distance in the z direction. The one (at the top right) is relative to the floor straight above (or below) the current position of the screen, and the other (at the bottom right) might be something like altitude&amp;lt;!--I HONESTLY DON'T KNOW, BUT I ASSUME IT'S MORE UNIVERSAL THAN THE RELATIVE NUMBER AT THE TOP--&amp;gt;, so try  and make a note of the bottom number so we can compare those and see where the magma sea starts. For some reason I forgot that number, but the first magma sea I found was at about -65 relative to the lowest point on the surface of my map. [[User:Ramperkash|Ramperkash]]&lt;br /&gt;
&lt;br /&gt;
:I’ve got mine sea at -22 (118 absolute height). That’s not good, because as a result I have not much minerals to mine and I play only 2x2 square... And most of those 22 layers are filled with 3 levels of caverns. [[User:WFrag|WFrag]] 07:35, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Top of the sea at -27 relative (115 absolute) and the bottom where the layer of semi molten rock is at -32 relative. However my worldgen settings only had 2 cavern layers instead of 3. [[User:MLegion|MLegion]] 11:25, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Spoiler warnings==&lt;br /&gt;
Do we really need the major spoiler warning there? There are already spoiler links on the two pages that are linked under the warning. --[[User:DUMBELLS|dUMBELLS]] 19:58, 17 April 2010 (UTC)&lt;br /&gt;
:Agreed, removed it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:45, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Draining the magma sea==&lt;br /&gt;
While trying make obsidian around the adamantine i noticed that the obsdian was falling down and disappearing as stated in the article, however this does cause a 7/7 tile of magma to be removed and does not seem to regenerate. Would pumping an endless water source into the magma sea thus drain it eventually? [[User:MLegion|MLegion]] 11:34, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==magma sea generation==&lt;br /&gt;
Decided to try draining the sea, only to find myself unable to find a single tile where there was an unbroken line of magma from the top of the sea to the bottom, it appears that when the sea is generated it makes sure that none of the top of the magma sea can be traced directly down to the bottom floor, it would be nice if somene could verify that it's not just me or this particular embark. [[User:MLegion|MLegion]] 11:46, 11 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_sea&amp;diff=121143</id>
		<title>v0.31 Talk:Magma sea</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_sea&amp;diff=121143"/>
		<updated>2010-07-11T11:34:37Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Varying Height==&lt;br /&gt;
&lt;br /&gt;
In fortress mode there are two numbers corresponding to the distance in the z direction. The one (at the top right) is relative to the floor straight above (or below) the current position of the screen, and the other (at the bottom right) might be something like altitude&amp;lt;!--I HONESTLY DON'T KNOW, BUT I ASSUME IT'S MORE UNIVERSAL THAN THE RELATIVE NUMBER AT THE TOP--&amp;gt;, so try  and make a note of the bottom number so we can compare those and see where the magma sea starts. For some reason I forgot that number, but the first magma sea I found was at about -65 relative to the lowest point on the surface of my map. [[User:Ramperkash|Ramperkash]]&lt;br /&gt;
&lt;br /&gt;
:I’ve got mine sea at -22 (118 absolute height). That’s not good, because as a result I have not much minerals to mine and I play only 2x2 square... And most of those 22 layers are filled with 3 levels of caverns. [[User:WFrag|WFrag]] 07:35, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Top of the sea at -27 relative (115 absolute) and the bottom where the layer of semi molten rock is at -32 relative. However my worldgen settings only had 2 cavern layers instead of 3. [[User:MLegion|MLegion]] 11:25, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Spoiler warnings==&lt;br /&gt;
Do we really need the major spoiler warning there? There are already spoiler links on the two pages that are linked under the warning. --[[User:DUMBELLS|dUMBELLS]] 19:58, 17 April 2010 (UTC)&lt;br /&gt;
:Agreed, removed it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:45, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Draining the magma sea==&lt;br /&gt;
While trying make obsidian around the adamantine i noticed that the obsdian was falling down and disappearing as stated in the article, however this does cause a 7/7 tile of magma to be removed and does not seem to regenerate. Would pumping an endless water source into the magma sea thus drain it eventually? [[User:MLegion|MLegion]] 11:34, 11 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_sea&amp;diff=121142</id>
		<title>v0.31 Talk:Magma sea</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma_sea&amp;diff=121142"/>
		<updated>2010-07-11T11:25:47Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Varying Height==&lt;br /&gt;
&lt;br /&gt;
In fortress mode there are two numbers corresponding to the distance in the z direction. The one (at the top right) is relative to the floor straight above (or below) the current position of the screen, and the other (at the bottom right) might be something like altitude&amp;lt;!--I HONESTLY DON'T KNOW, BUT I ASSUME IT'S MORE UNIVERSAL THAN THE RELATIVE NUMBER AT THE TOP--&amp;gt;, so try  and make a note of the bottom number so we can compare those and see where the magma sea starts. For some reason I forgot that number, but the first magma sea I found was at about -65 relative to the lowest point on the surface of my map. [[User:Ramperkash|Ramperkash]]&lt;br /&gt;
&lt;br /&gt;
:I’ve got mine sea at -22 (118 absolute height). That’s not good, because as a result I have not much minerals to mine and I play only 2x2 square... And most of those 22 layers are filled with 3 levels of caverns. [[User:WFrag|WFrag]] 07:35, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Top of the sea at -27 relative (115 absolute) and the bottom where the layer of semi molten rock is at -32 relative. However my worldgen settings only had 2 cavern layers instead of 3. [[User:MLegion|MLegion]] 11:25, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Spoiler warnings==&lt;br /&gt;
Do we really need the major spoiler warning there? There are already spoiler links on the two pages that are linked under the warning. --[[User:DUMBELLS|dUMBELLS]] 19:58, 17 April 2010 (UTC)&lt;br /&gt;
:Agreed, removed it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:45, 23 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adamantine&amp;diff=121061</id>
		<title>v0.31 Talk:Adamantine</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adamantine&amp;diff=121061"/>
		<updated>2010-07-10T20:44:04Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magma Seas and Adamantine ==&lt;br /&gt;
&lt;br /&gt;
From what I can tell, HFSs are no longer the only sources of adamantine.  I'm looking at a magma sea with deposits lining the walls.  --[[User:TarrVetus|TarrVetus]] 12:59, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's still [[adamantine]]. Without spoiling too much, I must ask rhetorically: has anything good ever come of mining too much of it? Has there not always been a horrific punishment to go along with the unimaginable wealth it brings? How about you dig a bit deeper, my little lamb... and maybe even deeper... what's the worst that could happen? :3 --[[User:Mr Frog|Mr Frog]] 22:55, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Messed up spoiler position ==&lt;br /&gt;
See the [[Raw adamantine]], The spoiler is in a different position, I'm going to revise it, so all non super-spoily stuff is above the spoiler. --[[User:Tarran|Tarran]] 02:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Okay, that about does it ==&lt;br /&gt;
Not only did my suturer ignore the thread stored in my hospital, no, he had to pick adamantine strands, too --[[Special:Contributions/92.202.58.117|92.202.58.117]] 17:36, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Stockpiles==&lt;br /&gt;
What kind of stockpile are adamantine strands stored on? I can't find an option for them under cloth or any other stockpile category.&lt;br /&gt;
:Cloth stockpiles, what is odd though is that whether or not a stockpile takes strands is determined by whetehr or not the stockpile takes 'Cloth &amp;gt; Thread (silk) &amp;gt; Phantom spider silk thread'. [[User:MLegion|MLegion]] 20:44, 10 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Plant_gathering&amp;diff=60247</id>
		<title>40d Talk:Plant gathering</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Plant_gathering&amp;diff=60247"/>
		<updated>2009-12-29T11:50:20Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It would be interesting, if the skill influenced either if you find &amp;quot;fruit&amp;quot; and or just how many (or both). &lt;br /&gt;
As I have no idea (not using it very often), I would just like to point that out.&lt;br /&gt;
[[User:Lesconrads|Lesconrads]] 21:48, 20 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
What does it mean when it says underground shrubs always yield a crop, except for plump helmets? My gatherers regularly get plump helmets from my towercap farm. --[[User:MLegion|MLegion]] 11:50, 29 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Gremlin&amp;diff=59265</id>
		<title>40d Talk:Gremlin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Gremlin&amp;diff=59265"/>
		<updated>2009-12-05T15:35:32Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Possible verification for gremlins pulling levers -- they have the [MISCHIEVIOUS] flag, unlike any other creature. --[[User:Corona688|Corona688]] 01:26, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:They did in the old version, but I think they don't even spawn in the new version.  I remember Toady saying he wanted to bring the gremlins back, along with other improvements to chasm civilization(s).--[[User:Maximus|Maximus]] 01:42, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I saw a gremlin in my current fortress (40d), but I haven't seen him pulling any lever. But he was not next to my levers before I killed him, so I can tell you if they still do that. [[User:Timst|Timst]] 03:11, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Confirmed. I've seen an annoyingly large number of gremlins wandering around; they were given names (along with the dozen or so cave-swallowmen nearby in the chasm) by the dwarves, which spammed me half to death with messages akin to &amp;quot;THE DWARVES HAVE GIVEN A RESIDENT _______ THE NAME _______.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:::No evidence of lever-pulling or other mischief; however, they do have a nasty tendancy to scare the hell out of any dwarves that wander by to get a drink. (There were three or four immediately visible ones when I checked the {{k|u}}nits screen; I don't know how many more might have been hiding in the other hidden features.) ~ [[User:Midna|Midna]] 03:38, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::UPDATE! Modifying drow into the game using elves as a template provided interesting results. In fact, due to the ability to bring pretty much any tameable animal with them from embark, I ended up bringing a gremlin with me.&lt;br /&gt;
:::This is where the fun started.&lt;br /&gt;
:::It ''seems'' that any sentient creature which is used as a pet is '''usable as one of your units.''' The gremlin popped up with the a name and the title &amp;quot;Gremlin Ambusher,&amp;quot; which leads me to believe that it was capable of working. I didn't get to test it, though. And for all intents and purposes, it seems as though I'd started with eight units, though I noted a few odd things. (If I recall correctly, it didn't have preferences due to not having an entity associated with it.) You could view the thoughts, though, which was an interesting feature.&lt;br /&gt;
:::This was discovered in 40d, and as such I suggest more testing. ~ [[User:Midna|Midna]] 04:09, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Gremlins confirmed in Dwarf Fortress Talk 3 ==&lt;br /&gt;
&lt;br /&gt;
In Talk 3, the Toady One has confirmed that gremlins will return in full force and be able to pull levers. The way he talked about it, they may not have been able to before. -[[Special:Contributions/166.20.24.145|166.20.24.145]] 22:20, 19 October 2009 (UTC)&lt;br /&gt;
:My fort is in a chasm with several gremlins about and twice now i have had the 'Something has pulled a lever!' message. Running 40d16.--[[User:MLegion|MLegion]] 11:54, 27 November 2009 (UTC)&lt;br /&gt;
::I have a chasm on my current map that contain gremlins as well (version 40d16), two of which have so far been named.  I have not, however, had any lever-pulling incidents.  I suppose it is likely due to the fact that the chasm is sealed (doesn’t break the surface and I’ve walled off any underground breaches) which would mean that the little critters can’t find a path to a lever (they are all in the chasm). What I would really like to know is if they are captured and tamed, will they still do this?  (I have a ‘thing’ for capturing and taming unusual critters for breeding purposes.) --[[User:Frewfrux|Frewfrux]] 18:23, 27 November 2009 (UTC)&lt;br /&gt;
:::Since they have [trapavoid] i made a trapped corridor and then collapsed a ceiling tile and let the dust knock them out to capture one, had him tamed for 4 years now and he hasn't pulled a single lever (or been adopted even though he is marked as available) --[[User:MLegion|MLegion]] 14:05, 5 December 2009 (UTC)&lt;br /&gt;
:::OK suddenly I got the announcement 'The dwarves have given a resident stray gremlin the name Logem Akrullitast' and now the gremlin shows up in the unit list as hostile, even though he was just standing around in my meeting area, I built cage traps around him and collapsed a ceiling tile on him when he stepped on one and re-caught him. He shows up as friendly in the v-menu and cannot apparently be tamed again so I have no idea whats up. Also he doesn't show up in the stocks menu under animals anymore either adopted or available.--[[User:MLegion|MLegion]] 15:23, 5 December 2009 (UTC)&lt;br /&gt;
:::Just noticed 3 (formerly) locked doors near where my gremlin was hanging out are marked as having been used by an intruder, perhaps his walking through locked doors causes him to be marked as hostile?--[[User:MLegion|MLegion]] 15:35, 5 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Gremlin&amp;diff=59264</id>
		<title>40d Talk:Gremlin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Gremlin&amp;diff=59264"/>
		<updated>2009-12-05T15:23:44Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Possible verification for gremlins pulling levers -- they have the [MISCHIEVIOUS] flag, unlike any other creature. --[[User:Corona688|Corona688]] 01:26, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:They did in the old version, but I think they don't even spawn in the new version.  I remember Toady saying he wanted to bring the gremlins back, along with other improvements to chasm civilization(s).--[[User:Maximus|Maximus]] 01:42, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I saw a gremlin in my current fortress (40d), but I haven't seen him pulling any lever. But he was not next to my levers before I killed him, so I can tell you if they still do that. [[User:Timst|Timst]] 03:11, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Confirmed. I've seen an annoyingly large number of gremlins wandering around; they were given names (along with the dozen or so cave-swallowmen nearby in the chasm) by the dwarves, which spammed me half to death with messages akin to &amp;quot;THE DWARVES HAVE GIVEN A RESIDENT _______ THE NAME _______.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:::No evidence of lever-pulling or other mischief; however, they do have a nasty tendancy to scare the hell out of any dwarves that wander by to get a drink. (There were three or four immediately visible ones when I checked the {{k|u}}nits screen; I don't know how many more might have been hiding in the other hidden features.) ~ [[User:Midna|Midna]] 03:38, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::UPDATE! Modifying drow into the game using elves as a template provided interesting results. In fact, due to the ability to bring pretty much any tameable animal with them from embark, I ended up bringing a gremlin with me.&lt;br /&gt;
:::This is where the fun started.&lt;br /&gt;
:::It ''seems'' that any sentient creature which is used as a pet is '''usable as one of your units.''' The gremlin popped up with the a name and the title &amp;quot;Gremlin Ambusher,&amp;quot; which leads me to believe that it was capable of working. I didn't get to test it, though. And for all intents and purposes, it seems as though I'd started with eight units, though I noted a few odd things. (If I recall correctly, it didn't have preferences due to not having an entity associated with it.) You could view the thoughts, though, which was an interesting feature.&lt;br /&gt;
:::This was discovered in 40d, and as such I suggest more testing. ~ [[User:Midna|Midna]] 04:09, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Gremlins confirmed in Dwarf Fortress Talk 3 ==&lt;br /&gt;
&lt;br /&gt;
In Talk 3, the Toady One has confirmed that gremlins will return in full force and be able to pull levers. The way he talked about it, they may not have been able to before. -[[Special:Contributions/166.20.24.145|166.20.24.145]] 22:20, 19 October 2009 (UTC)&lt;br /&gt;
:My fort is in a chasm with several gremlins about and twice now i have had the 'Something has pulled a lever!' message. Running 40d16.--[[User:MLegion|MLegion]] 11:54, 27 November 2009 (UTC)&lt;br /&gt;
::I have a chasm on my current map that contain gremlins as well (version 40d16), two of which have so far been named.  I have not, however, had any lever-pulling incidents.  I suppose it is likely due to the fact that the chasm is sealed (doesn’t break the surface and I’ve walled off any underground breaches) which would mean that the little critters can’t find a path to a lever (they are all in the chasm). What I would really like to know is if they are captured and tamed, will they still do this?  (I have a ‘thing’ for capturing and taming unusual critters for breeding purposes.) --[[User:Frewfrux|Frewfrux]] 18:23, 27 November 2009 (UTC)&lt;br /&gt;
:::Since they have [trapavoid] i made a trapped corridor and then collapsed a ceiling tile and let the dust knock them out to capture one, had him tamed for 4 years now and he hasn't pulled a single lever (or been adopted even though he is marked as available) --[[User:MLegion|MLegion]] 14:05, 5 December 2009 (UTC)&lt;br /&gt;
:::OK suddenly I got the announcement 'The dwarves have given a resident stray gremlin the name Logem Akrullitast' and now the gremlin shows up in the unit list as hostile, even though he was just standing around in my meeting area, I built cage traps around him and collapsed a ceiling tile on him when he stepped on one and re-caught him. He shows up as friendly in the v-menu and cannot apparently be tamed again so I have no idea whats up. Also he doesn't show up in the stocks menu under animals anymore either adopted or available.--[[User:MLegion|MLegion]] 15:23, 5 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Gremlin&amp;diff=59257</id>
		<title>40d Talk:Gremlin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Gremlin&amp;diff=59257"/>
		<updated>2009-12-05T14:05:37Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Possible verification for gremlins pulling levers -- they have the [MISCHIEVIOUS] flag, unlike any other creature. --[[User:Corona688|Corona688]] 01:26, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:They did in the old version, but I think they don't even spawn in the new version.  I remember Toady saying he wanted to bring the gremlins back, along with other improvements to chasm civilization(s).--[[User:Maximus|Maximus]] 01:42, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I saw a gremlin in my current fortress (40d), but I haven't seen him pulling any lever. But he was not next to my levers before I killed him, so I can tell you if they still do that. [[User:Timst|Timst]] 03:11, 15 November 2008 (EST)&lt;br /&gt;
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:::Confirmed. I've seen an annoyingly large number of gremlins wandering around; they were given names (along with the dozen or so cave-swallowmen nearby in the chasm) by the dwarves, which spammed me half to death with messages akin to &amp;quot;THE DWARVES HAVE GIVEN A RESIDENT _______ THE NAME _______.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:::No evidence of lever-pulling or other mischief; however, they do have a nasty tendancy to scare the hell out of any dwarves that wander by to get a drink. (There were three or four immediately visible ones when I checked the {{k|u}}nits screen; I don't know how many more might have been hiding in the other hidden features.) ~ [[User:Midna|Midna]] 03:38, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::UPDATE! Modifying drow into the game using elves as a template provided interesting results. In fact, due to the ability to bring pretty much any tameable animal with them from embark, I ended up bringing a gremlin with me.&lt;br /&gt;
:::This is where the fun started.&lt;br /&gt;
:::It ''seems'' that any sentient creature which is used as a pet is '''usable as one of your units.''' The gremlin popped up with the a name and the title &amp;quot;Gremlin Ambusher,&amp;quot; which leads me to believe that it was capable of working. I didn't get to test it, though. And for all intents and purposes, it seems as though I'd started with eight units, though I noted a few odd things. (If I recall correctly, it didn't have preferences due to not having an entity associated with it.) You could view the thoughts, though, which was an interesting feature.&lt;br /&gt;
:::This was discovered in 40d, and as such I suggest more testing. ~ [[User:Midna|Midna]] 04:09, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Gremlins confirmed in Dwarf Fortress Talk 3 ==&lt;br /&gt;
&lt;br /&gt;
In Talk 3, the Toady One has confirmed that gremlins will return in full force and be able to pull levers. The way he talked about it, they may not have been able to before. -[[Special:Contributions/166.20.24.145|166.20.24.145]] 22:20, 19 October 2009 (UTC)&lt;br /&gt;
:My fort is in a chasm with several gremlins about and twice now i have had the 'Something has pulled a lever!' message. Running 40d16.--[[User:MLegion|MLegion]] 11:54, 27 November 2009 (UTC)&lt;br /&gt;
::I have a chasm on my current map that contain gremlins as well (version 40d16), two of which have so far been named.  I have not, however, had any lever-pulling incidents.  I suppose it is likely due to the fact that the chasm is sealed (doesn’t break the surface and I’ve walled off any underground breaches) which would mean that the little critters can’t find a path to a lever (they are all in the chasm). What I would really like to know is if they are captured and tamed, will they still do this?  (I have a ‘thing’ for capturing and taming unusual critters for breeding purposes.) --[[User:Frewfrux|Frewfrux]] 18:23, 27 November 2009 (UTC)&lt;br /&gt;
:::Since they have [trapavoid] i made a trapped corridor and then collapsed a ceiling tile and let the dust knock them out to capture one, had him tamed for 4 years now and he hasn't pulled a single lever (or been adopted even though he is marked as available) --[[User:MLegion|MLegion]] 14:05, 5 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Purring_maggot&amp;diff=58962</id>
		<title>40d Talk:Purring maggot</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Purring_maggot&amp;diff=58962"/>
		<updated>2009-12-01T15:53:39Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Article doesn't state where you can find Purring maggots. As far as I remember they should spawn in chasms. They also seem pretty rare. I've had at least 5 chasms and no purring maggot yet. Including stats from raws would also improve this page. --[[User:Someone-else|Someone-else]] 12:09, 22 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:perhaps it means valleys instead of chasms(deep dip but not forever into the ground) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:eerr|eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I've noticed that not all creatures that can spawn in a particular biome necessarily do. I suspect that the temperature of the map is involved. [[User:VengefulDonut|VengefulDonut]] 11:07, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==what makes them milkable?==&lt;br /&gt;
Can someone tell me if the [MILKABLE:33333] tag is what makes them milkable? Purring Maggots are the only creatures (I've found) with this tag straight out of the box. Is this, perhaps, why cow's milk (and other such) can only be bought from outprovince?&lt;br /&gt;
&lt;br /&gt;
And, I have had purring maggots spawn inside my keep if it shares a wall with the chasm, even if he wall is unbroken. Cave spiders and other vermin will, too.     --[[User:Teres_Draconis|jaz]]  ... on this day, at this time.&lt;br /&gt;
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^-- is because your keep is in the chasm biome. They spawn depending on the biome not on the actual location. I don't know what game mechanic makes them the only milkable animal. I would assume that cows, goats, and camels should all be milkable eventually.[[User:GarrieIrons|GarrieIrons]] 23:56, 23 May 2009 (UTC)&lt;br /&gt;
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^---Only creatures that can be held can be milked at the moment, and cows and such can't be held. [[User:Planetofthedwarves|Planetofthedwarves]]&lt;br /&gt;
&lt;br /&gt;
region1-world_sites_and_pops.txt thats made when you generate a world contains info on whether or not there are purring maggots in a named area eg.&lt;br /&gt;
*1: Alocsasmcith, &amp;quot;The Shaken Gutters&amp;quot;, a cave&lt;br /&gt;
**	1 bronze colossus&lt;br /&gt;
**	5 naked mole dogs&lt;br /&gt;
**	269 purring maggots&lt;br /&gt;
--[[User:MLegion|MLegion]] 15:53, 1 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Gremlin&amp;diff=58743</id>
		<title>40d Talk:Gremlin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Gremlin&amp;diff=58743"/>
		<updated>2009-11-27T11:54:29Z</updated>

		<summary type="html">&lt;p&gt;MLegion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Possible verification for gremlins pulling levers -- they have the [MISCHIEVIOUS] flag, unlike any other creature. --[[User:Corona688|Corona688]] 01:26, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:They did in the old version, but I think they don't even spawn in the new version.  I remember Toady saying he wanted to bring the gremlins back, along with other improvements to chasm civilization(s).--[[User:Maximus|Maximus]] 01:42, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I saw a gremlin in my current fortress (40d), but I haven't seen him pulling any lever. But he was not next to my levers before I killed him, so I can tell you if they still do that. [[User:Timst|Timst]] 03:11, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Confirmed. I've seen an annoyingly large number of gremlins wandering around; they were given names (along with the dozen or so cave-swallowmen nearby in the chasm) by the dwarves, which spammed me half to death with messages akin to &amp;quot;THE DWARVES HAVE GIVEN A RESIDENT _______ THE NAME _______.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:::No evidence of lever-pulling or other mischief; however, they do have a nasty tendancy to scare the hell out of any dwarves that wander by to get a drink. (There were three or four immediately visible ones when I checked the {{k|u}}nits screen; I don't know how many more might have been hiding in the other hidden features.) ~ [[User:Midna|Midna]] 03:38, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::UPDATE! Modifying drow into the game using elves as a template provided interesting results. In fact, due to the ability to bring pretty much any tameable animal with them from embark, I ended up bringing a gremlin with me.&lt;br /&gt;
:::This is where the fun started.&lt;br /&gt;
:::It ''seems'' that any sentient creature which is used as a pet is '''usable as one of your units.''' The gremlin popped up with the a name and the title &amp;quot;Gremlin Ambusher,&amp;quot; which leads me to believe that it was capable of working. I didn't get to test it, though. And for all intents and purposes, it seems as though I'd started with eight units, though I noted a few odd things. (If I recall correctly, it didn't have preferences due to not having an entity associated with it.) You could view the thoughts, though, which was an interesting feature.&lt;br /&gt;
:::This was discovered in 40d, and as such I suggest more testing. ~ [[User:Midna|Midna]] 04:09, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Gremlins confirmed in Dwarf Fortress Talk 3 ==&lt;br /&gt;
&lt;br /&gt;
In Talk 3, the Toady One has confirmed that gremlins will return in full force and be able to pull levers. The way he talked about it, they may not have been able to before. -[[Special:Contributions/166.20.24.145|166.20.24.145]] 22:20, 19 October 2009 (UTC)&lt;br /&gt;
:My fort is in a chasm with several gremlins about and twice now i have had the 'Something has pulled a lever!' message. Running 40d16.--[[User:MLegion|MLegion]] 11:54, 27 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=58591</id>
		<title>40d Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=58591"/>
		<updated>2009-11-23T20:14:48Z</updated>

		<summary type="html">&lt;p&gt;MLegion: you can trade artifacts sometimes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What can become an artifact?==&lt;br /&gt;
What are some of the things that dwarfs can make into artifacts? [[User:Diabl0658|Diabl0658]] 03:59, 1 December 2007 (EST)&lt;br /&gt;
:Any item that your dwarves can craft and has a quality modifier can be made into artifacts. This includes armor, clothing, weapons, all kinds of crafts, furniture, cut gems and whatnot. Notable exceptions include coins(dunnae have quality modifiers), buildings(aint items) and babies(those rascals!). Bars, blocks, raw glass and other such base materials have no quality modifier and cannot be artifacts. I've never seen or heard about legendary meals, drinks and cloth/thread, so I think they can't be artifacts either. Though dwarves will say that they've eaten a legendary meal, when they've consumed a masterpiece meal. [[User:Noctis|Noctis]] 06:02, 1 December 2007 (EST)&lt;br /&gt;
::Ive heard of someone creating a artifact meal and almost having it rot away before getting it into the food stockpile [[User:Diabl0658|Diabl0658]] 11:00, 1 December 2007 (EST)&lt;br /&gt;
==Destruction==&lt;br /&gt;
On #bay12games, there was some question about artifacts being destroyed by magma. Can anyone confirm or deny this? Also ways to destroy artifacts which aren't listed: Trading, dumping in magma vent (the floorless bottom seems to count as chasm), and dropping a bridge on it. [[User:Rkyeun|Rkyeun]] 02:10, 20 January 2008 (EST)&lt;br /&gt;
:I can't imagine anything not made of a [[magma-proof]] base material *not* being destroyed by any significant immersion in magma. --[[User:N9103|Edward]] 20:29, 20 January 2008 (EST)&lt;br /&gt;
::And yet because it's an artifact, it may have a special flag that prevents specifically that. Can anyone confirm non-magma-proof artifact destruction in magma? [[User:Rkyeun|Rkyeun]] 11:52, 24 January 2008 (EST)&lt;br /&gt;
::Nevermind. I did. Artifact mechanism melted in magma. [[User:Rkyeun|Rkyeun]] 02:34, 16 May 2008 (EDT)&lt;br /&gt;
Can artifacts burn? After a very large confrontation with a couple dozen spirits of fire, my artifact kobold bone shield is putting off lots of smoke and burning anyone that comes near it, but isn't actually on fire (there's no !! next to the name). After about a year of it smoking up my fort, I channeled the ground under it and built a floor on top of it. 5 years later, it's still there, still smoking, and apparently hot enough to make the walls around it warm. [[User:HeWhoIsPale|HeWhoIsPale]] 16:44, 13 November 2008 (EST)&lt;br /&gt;
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:By any chance is it encircled with bands of plutonium?--[[User:Maximus|Maximus]] 17:33, 13 November 2008 (EST)&lt;br /&gt;
::Whoops, wrong bone shield. My other artifact bone shield is the buggered one: ''Tabaralen, &amp;quot;The Faithful Moth&amp;quot; This is a giant cave spider chitin shield. All craftsdwarfship is of the highest quality. Is is decorated with turtle shell and goblin bone. This object menaces with spikes of giant cave spider chitin, Native gold and Tower-cap. On the item is an image of two shields in Phyllite. On the item is an image of Tirist Leaderhammer the dwarf and dwarves in turtle shell. Tirist Leaderhammer is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Tirist Leaderhammer to leadership of The Boats of Swallowing in 98. On the item is an image of Mosus Autumnstockade the dwarf in Phyllite.'' [[User:HeWhoIsPale|HeWhoIsPale]] 10:06, 14 November 2008 (EST)&lt;br /&gt;
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== Furniture ==&lt;br /&gt;
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All right, so what can I do with a legendary [[lace agate]] [[hatch cover]]?[[User:GarrieIrons|GarrieIrons]] 03:20, 22 January 2008 (EST)&lt;br /&gt;
:&amp;lt;s&amp;gt;Same thing as 90% of Artis. Sell it or&amp;lt;/s&amp;gt; Build it in a Noble's room. --[[User:N9103|Edward]] 06:04, 28 April 2008 (EDT)&lt;br /&gt;
:: Artifacts are not tradeable. --[[User:Koltom|Koltom]] 08:19, 28 April 2008 (EDT)&lt;br /&gt;
:::Really... that's weird then since I would swear that I sold a particularly valuable bracelet after killing off it's creator that was otherwise useless... Being that it was a good amount of time ago (possibly even pre-3D) that I actually *tried* to sell an arti, it's quite likely that time has muddled an attempt to sell into a successful sale. I suppose this somewhat nullifies my previous comment, since it's far less than 90% of artis which are buildable. --[[User:N9103|Edward]] 08:46, 28 April 2008 (EDT)&lt;br /&gt;
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We just endured a rather nasty goblin ambush (I'd built a nice castle but hadn't yet built a real military to go with it, so we huddled inside with the drawbridge up for a whole season while I had my dwarves equip and train a small army to &amp;quot;break out&amp;quot; with) and one of my peasants gave me the nicest present after we cleaned up; a legendary goblin bone door made out of the bones of our fallen enemies. I very much want to use this as our castle's main entrance door now. Does anyone know if an artifact's indestructibility applies to trolls and similar door-wreckers? Oh, I've got magma, so I'll make a copy of the save game and test whether magma can burn through such a thing too. [[User:Bryan Derksen|Bryan Derksen]] 15:30, 5 May 2008 (EDT)&lt;br /&gt;
:It's a constructed nonterrain feature, thus it's going to be knocked down by anything that deconstructs constructions. --[[User:GreyMario|GreyMario]] 17:38, 5 May 2008 (EDT)&lt;br /&gt;
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::Hmph. I'll put it a couple of layers deep inside my fortifications, then. Guests will pass through it but invaders will have to fight pretty hard to get there. I'll just have to be satisfied with my giant electrum drawbridge as a fancy front door. [[User:Bryan Derksen|Bryan Derksen]] 18:10, 5 May 2008 (EDT)&lt;br /&gt;
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My current fortress desperately needs display cases or pedestals for artifacts... or statues could hold them; a legendary blowgun, two scepters and a mask would look cool on statues holding them or in cases. You can build furniture artifacts but currently the only way to &amp;quot;display&amp;quot; other artifacts is to create a stockpile for them.&amp;lt;br /&amp;gt;Hmm... imagine a legendary king's statue holding several other artifacts. Forced happyness on anyone walking past it.&amp;lt;br /&amp;gt;--[[User:Karpatius|Karp]] 05:42, 5 December 2008 (EST)&lt;br /&gt;
:I build museums; small, deeply-cloistered rooms with only one entrance from above and a sort of checkered fringe of alcoves.  I put stockpiles in the fringe and traps in every other allowable space, forbid artifacts from all stockpiles, and watch them trickle in.  Sometimes I let large gems in too.  Still not quite a pedestal but a rather more decorous display than some random pile...  --[[User:Corona688|Corona688]] 15:23, 10 December 2008 (EST)&lt;br /&gt;
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== Artifact menu ==&lt;br /&gt;
&lt;br /&gt;
I seem to recall stumbling across a list of the various legendary artifacts I had created. Can anyone tell me how to get to it again?&lt;br /&gt;
:If you're talking about current artifacts in a given fortress, you get a new menu option once you've produced atleast one in that fortress. (lowercase {{k|L}}) --[[User:N9103|Edward]] 21:59, 22 January 2008 (EST)&lt;br /&gt;
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much better&lt;br /&gt;
--[[User:NateAustin|NateAustin]] 17:36, 29 February 2008 (EST)&lt;br /&gt;
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== Trade ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to trade legendary artifacts? I just got a legendary statue and it currently sitting my furniture storage. I 've tried to get my dwarves to bring it to the depot, but it doesnt show up on the trade list. Is it possible? [[User:Robje|Robje]] 18:09, 12 March 2008 (EDT)&lt;br /&gt;
:No, Artifacts are not tradeable. They will not even take them to the depot if they sit in a bin marked for trade. --[[User:Koltom|Koltom]] 08:20, 28 April 2008 (EDT)&lt;br /&gt;
::I noticed that when I reclaimed a fortress all reclaimed artifacts could be traded.--[[User:MLegion|MLegion]] 20:14, 23 November 2009 (UTC)&lt;br /&gt;
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== Value ==&lt;br /&gt;
The value can be found under the artifact menur &amp;quot;l&amp;quot;&lt;br /&gt;
what is the maximum calue you have found on an artifact, mine is platnium high boot for 146400? --[[User:Corhen|Corhen]]&lt;br /&gt;
:There is a thread on the forums somewhere with this specific purpose. --[[User:GreyMario|GreyMario]] 17:02, 28 April 2008 (EDT)&lt;br /&gt;
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== &amp;quot;Finished Goods&amp;quot;-type Artifacts...? ==&lt;br /&gt;
&lt;br /&gt;
I understand the point of furniture artifacts- they can be built and are great for nobles- but what the heck are you supposed to do with artifact rings/amulets/crowns/scepters/et cetera? I'm sitting on over 300,000 value worth of &amp;quot;Finished Goods&amp;quot; artifacts. I guess my dwarves don't like building furniture... --[[User:Borgin|Borgin]]&lt;br /&gt;
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:You could abandon the fortress and come back in adventure mode.  Artifact rings?  Too good! --[[User:Marble Dice|Marble Dice]] 11:01, 15 May 2008 (EDT)&lt;br /&gt;
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:There might be more point to those types if/when artifacts start getting special magical effects. That's probably a long ways off though. --[[User:BahamutZERO|BahamutZERO]] 12:16, 15 May 2008 (EDT)&lt;br /&gt;
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:But even in Adventure Mode, artifacts (besides weapons/armor) don't have much of a point, right? To be honest, I've never gone through Adventure Mode- ''it lags my laptop''. Sad, I know. But like BahamutZERO said, at least they'll gain some point ''eventually''... And hopefully soon. --[[User:Borgin|Borgin]] 23:46, 15 May 2008 (CST)&lt;br /&gt;
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::Well you can trade 'em to merchants in Adventure mode, I'd imagine?  Maybe not, I've never tried, and I doubt the shops sell anything you'd care about (ie masterpiece steel or adamantine weapons and armor). Still, I think it's fun to walk around wearing an artifact ring or amulet! At least until an archer kills you. --[[User:Marble Dice|Marble Dice]] 02:45, 16 May 2008 (EDT)&lt;br /&gt;
:::As far as I can tell, artifact crafts/goblets/etc are used entirely for boosting your fortress created wealth stat.  There is rarely a time when a sudden 200k added to that is trivial.--[[User:Dadamh|Dadamh]] 14:36, 30 May 2008 (EDT)&lt;br /&gt;
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:::Artifact craft items work weird in Adventure mode: you can sell them to a shopkeeper for all their goods and cash, and just pick it back up and walk away without guards jumping you for thievery; you can even re-sell it to the same guy if he has any money left. This is a pretty blatant exploit, though of limited use (coins is heavy!). You cannot, however, fast travel with an artifact you've already sold. But what does a wandering professional spearelf do with a turtle bone crown, anyway? --[[User:Zombiejustice|Zombiejustice]] 21:25, 1 July 2008 (EDT)&lt;br /&gt;
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== selling ==&lt;br /&gt;
&lt;br /&gt;
is there a way to hack DF and be able to sell artifacts? --[[User:0todd0|0todd0]] 20:58, 2 June 2008 (EDT)&lt;br /&gt;
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== Artifact millstones and gems ==&lt;br /&gt;
My dwarves have made three artifacts so far; I know that my emerald flask is just for style, but what of the &amp;quot;Perfect Aquamarine&amp;quot; and the Millstone?  Will some noble love having a mill placed in his bedroom, grinding away at all hours of the night when he's trying to sleep, or is it just going to annoy him?  As for the aquamarine, can it be crafted into furniture?  Will this raise the item's value exponentially?  Will it still serve to elevate a room to royal status for satisfying noble needs?  If no one has the answers to these questions, I'll do the research myself and post findings.&lt;br /&gt;
--[[User:Eddie|Eddie]] 14:33, 2 July 2008 (EDT)&lt;br /&gt;
::Go ahead and use the millstone -- it'll work just fine.  As for the gem, it just looks pretty.  Sometimes gem cutters make large gems, and you can trade them away.[[User:Mirthmanor|Mirthmanor]] 11:16, 16 August 2008 (EDT)&lt;br /&gt;
:::Curious on this note, Can you make gem windows with artifact gems? If so, there is a use for it. [[Gem Window]]s are windows that are made from 3 gems, alike or different, and their quality is derived from their components. [[User:Jwguy|Jwguy]] 11:12, 8 July 2009 (UTC)&lt;br /&gt;
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== Artifact quality modifier? ==&lt;br /&gt;
&lt;br /&gt;
I know that the quality modifier for regular equipped items is 1.0... for masterful it's 2.0... But what is the modifier for artifact level items? I can't find it anywhere. --[[User:PrettyGrizzly|PrettyGrizzly]] 11:04, 4 July 2008 (EDT)&lt;br /&gt;
:The QUALITY modifier for artifacts is the same as Masterful, 2.0. The VALUE modifier of artifacts is MUCH higher than the Masterful's x12, though. :) AFAIK, the only difference is that only Legendary weapon/armor users can equip legendary weapons/armors. I may be wrong but I believe I read something to that effect a few months back. ----[[User:Borgin|Borgin]] 20:00, 12 August 2008&lt;br /&gt;
::I have yet to run into anybody who knows the quality modifier for sure.  If you can find where either testing or a statement from Toady confirms what the modifier is, it would clear that up and be useful in several pages of this wiki. [[User:LegacyCWAL|LegacyCWAL]] 15:14, 11 December 2008 (EST)&lt;br /&gt;
:Here's what we do know:&lt;br /&gt;
::1) In the game code, artifact weapons have a &amp;quot;masterful&amp;quot; multiplier attached to them.&lt;br /&gt;
::2) ''Also'', in that same part of the code, are more unknown modifiers - parts of the code that, as yet, have not been interpreted.  Might involve multipliers, might not, we just don't know.&lt;br /&gt;
::3) Only Heroes (skill level 15 or better) can wield artifact weapons.&lt;br /&gt;
::4) Any dwarf with weapon skill 15 is a one-shot killing machine, with or without an artifact weapon.  IF he hits, it's gone - if he hits a limb, it's off, if he hits the torso, organs go red, kk b'bye.. (Megabeasts/whales may be an exception.)&lt;br /&gt;
::5) Without combat logging, there is no way to begin to assess what damage is done. (This might be possible in Adventure mode - not as familiar with that.)&lt;br /&gt;
::6) Even with combat logging, combat has a lot of randomizing factors in it - a LOT of logging and statistical analysis would have to be done to approach something resembling convincing data.&lt;br /&gt;
:And parallel problems for armour (maybe more).&lt;br /&gt;
:So, all that said - we don't know.  We suspect, but we just don't know.  However, as mentioned above, with the possible exception of megabeasts and whales, practically speaking it's a moot point - with an artifact adamantine battle axe or a no quality silver practice axe, heroes are going to do just fine.  (I'd like to know, no doubt - but a *steel battle axe* will do just fine for now.)--[[User:Albedo|Albedo]] 18:47, 28 August 2009 (UTC)&lt;br /&gt;
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== Too precious to put down ==&lt;br /&gt;
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Am I the only one whose dwarves create legendary... [[floodgate]]s, put them down in the workshop and immediately pick them up again... then continue on with their merry lives just significantly weighed down?&lt;br /&gt;
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I have never been able to use an artifact yet. My dwarves just never let them go!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:04, 6 July 2008 (EDT)&lt;br /&gt;
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:That's never happened to me, fortunately. I've seen three legendary doors, a legendary grate, a legendary bed, and a legendary batman cabinet, and was able to place them all normally. In fact, I've never had a military dwarf who was skillful enough to be worthy of picking up a legendary weapon or piece of armor. [[User:Bryan Derksen|Bryan Derksen]] 04:37, 6 July 2008 (EDT)&lt;br /&gt;
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:I do believe that, in earlier versions, artificiers would carry their artifacts with them until death ripped them from their icy fingers. Perhaps you're just using an older version...? [[User:Borgin|Borgin]] 20:04, 12 August 2008&lt;br /&gt;
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== Weird Materials (and armour?) ==&lt;br /&gt;
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&amp;quot;Artifact weapons won't be used by recruits and normal warriors, only by elites and champions.&amp;quot; Does this include armour? Also, should we add somewhere that weird materials are possible? Platinum plate armour (which is AWESOME) and the like that aren't normally possible? (I know I've seen it said ''somewhere'', but it's not here) [[User:Droqen|Droqen]] 10:58, 27 July 2008 (EST)&lt;br /&gt;
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: My Charbone Battle Axe says it should be written down SOMEWHERE :P  ...as does my Kunzite Cabinet and Blue Garnet Statue.  I have some crazy dwarves.  Oh, and that thing about any room with an artifact in it being royal....bunk.  I have an artifact Bismuth Chain in a throne room, place didn't get bumped up to royal status until I also threw in the artifact Oaken Hatch Cover.  --[[User:Eddie|Eddie]] 11:51, 26 July 2008 (EDT)&lt;br /&gt;
:: I think that, more specifically, it is that ''most'' artifacts will bump up a room to royal but all. Example: I have a Purple Spinel Door (worth 48000) that bumped up three rooms at once to royal quality. --[[User:Toloran|Toloran]] 20:07, 10 August 2008 (EDT)&lt;br /&gt;
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Um, my craftsdwarf just got possessed, and he made a bone spear. &amp;quot;this is a rhesus macaque bone spear, highest quality craftsdwarfship, adorned with hanging rings of birch. does anyone how much damage it will do? is it even possible? [[User:Destor|Destor]] 10:32, 28 September 2008 (EDT)&lt;br /&gt;
:Bone gives a 0.5 damage multiplier, but being an artifact gives it a massive (though unknown) damage multiplier also. [[User:HeWhoIsPale|HeWhoIsPale]] 09:32, 29 September 2008 (EDT)&lt;br /&gt;
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== availability ==&lt;br /&gt;
Is there a way to hack the game so you can make artifact weapons, even if the dwarf isn't in a fey mood? Or better, for them out of nothing? -Eddren, Fortress extraordinar&lt;br /&gt;
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:Firstly, you signed incorrectly. Use four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;) to sign with the name and date.&lt;br /&gt;
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:Secondly, you spelled 'extraordinaire' incorrectly.&lt;br /&gt;
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:Thirdly, no, not without modifying the source, which would mean you'd need to be a developer (which is, at the time of writing, just one person--Toady), or you'd need to decompile the executable to the base code (good luck with that). And after that, you'd need to be knowledgeable enough in the language it's written in to modify the code to suit your needs.&lt;br /&gt;
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:In short, no. Wait for moods, like the ''rest'' of us do. And don't expect to be able to create '''artifacts''' out of '''nothing'''. ~ [[User:Midna|Midna]] 02:55, 27 October 2008 (EDT)&lt;br /&gt;
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== Artifact Quine! ==&lt;br /&gt;
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My Tanner claimed a leatherworking shop and produced a self-referential artifact: Lathonnunùr, &amp;quot;The Mythical Crevices&amp;quot;, a donkey leather mask.&lt;br /&gt;
:This is a donkey leather mask. All craftsdwarfship is of the highest quality. This object menaces with spikes of dog leather and Alunite. '''On the item is an image of The Mythical Crevices the donkey leather mask in donkey leather.''' On the item is an image of Portalshades the alligator and dwarves in muskox leather. Portalshades in surrounded by the dwarves. The artwork relates to the rise of the alligator Portalshades as an enemy of The Problematic Sack in 29.&lt;br /&gt;
Presumably the image is recursive? Anyway, this artifact was apparently ''so cool'' that it created a disturbance in the Force which the dwarves back home managed to pick up, because the very next caravan to arrive offered an empty lead cage decorated with a (presumably also recursive) picture of The Mythical Crevices:&lt;br /&gt;
:This is a well-crafted Lead cage. It is decorated with exceptionally worked giant eagle leather and encircled with bands of exceptionally worked Ruby. On the item is a finely-designed image of The Mythical Crevices the donkey leather mask in Cassiterite.&lt;br /&gt;
(Note that I'm running with &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;, and my fortress started in the year 88. I didn't feel like waiting for the whole thousand-year history to generate &amp;amp;mdash; if you hit Escape during worldgen, you can start playing with the universe &amp;quot;so far&amp;quot;. Useful thing to know.)&lt;br /&gt;
--[[User:Quuxplusone|Quuxplusone]] 23:40, 3 August 2008 (EDT)&lt;br /&gt;
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:I've several recursive artifacts like you mention, as well as caravans arriving with gear decked out in pictures of my artifacts. Maybe a little cave swallow told them? [[User:RedKing|RedKing]] 02:12, 19 April 2009 (UTC)&lt;br /&gt;
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== Reclaim Mode and Artifacts ==&lt;br /&gt;
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It seems that if you have artifacts, lose your fortress, then reclaim, the artifacts are weirdly affected. Artifacts become sellable, for a start. This kinda makes sense because your dwarves don't care so much about someone else's artifacts, I suppose. The really odd thing, though, is that constructed artifacts (grates, doors, etc) seem to stop being artifacts. Shislugbumal becomes merely an elf bone throne - and if you view the items in the &amp;quot;building&amp;quot; the throne contains a Shislugbumal which isn't marked [B], can't be dumped or claimed, isn't listed in the stocks screen etc. And if the throne is deconstructed, it ceases to exist entirely. It does, however, still give a huge boost to the room value. Is this normal behavior?&lt;br /&gt;
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PS: Damnit, every time I look to this wiki my dwarves all run off to be eaten by skeletal horses. Bastards. --[[User:Groveller|Groveller]] 10:57, 25 August 2008 (EDT)&lt;br /&gt;
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== Adventure Mode Artfact Oddity ==&lt;br /&gt;
So I go to my fortress where two artifacts, a spear and a boot, happen to be still inside the forge. I take the spear and boot out, equip the spear, drop the boot, and look again. It shows that the spear and boot are still in the forge, with an additional boot outside the forge. Further, when I fast travel and end up fighting a bear, the spear is gone from my hand. Thankfully I'd kept the old one as a spare.  Any ideas what's going on here? --[[User:Zombiejustice|Zombiejustice]] 14:57, 3 October 2008 (EDT)&lt;br /&gt;
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== Only dwarves with a legendary skill will use artifact weapons or armor? ==&lt;br /&gt;
This bit was just added, but I thought it had been established that [[Soldiers#Heroes_and_Champions|heroes]] (&amp;quot;great&amp;quot; skill level or higher) can also use them, not just champions (legendary skill level). That selfsame data is referenced under [[Legendary_artifact#Usage|Usage]] in this article. I'd edit the article accordingly, but I'm not really sure of that fact; I just remember Toady mentioning offhand at one point something along those lines, that heroes could use them or similar. --[[User:Janus|Janus]] 03:23, 9 December 2008 (EST)&lt;br /&gt;
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== No fuel needed ==&lt;br /&gt;
Just noticed that one of my dwarves used a forge to create some artifact greaves with no fuel... Mainly noticed this due to the fact that he wouldn't use my magma forge, and I had to build a non-magma one to get him to make them... Not sure where to add this, and whether anyone else wants to confirm? [[User:Tr00st|Tr00st]] 04:36, 2 January 2009 (EST)&lt;br /&gt;
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:Consider it confirmed.  I've taken advantage of this multiple times. --[[User:Squirrelloid|Squirrelloid]] 04:51, 2 January 2009 (EST)&lt;br /&gt;
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::Also of note:  Moody Dwarves that use a magma forge will only do so if and as long as it is powered.  I've had a dwarf go into a frenzy when the forge he was using lost its power due to the shifting of the magma beneath causing it to lose power.  --[[User:Eddie|Eddie]] 14:13, 2 January 2009 (EST)&lt;br /&gt;
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== Controlled 'glitches' in item number ==&lt;br /&gt;
If you forbid an item the moody dwarf has already brought to the shop, it will grab a replacement item for that slot.  However, if you unforbid the item afterwards, and the item is still there when he begins (ends?) construction, the previously forbidden items may be incorporated into the artifact.&lt;br /&gt;
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:Example: Mangrodkast &amp;quot;Ashamed Genius&amp;quot;: a fire imp leather shield&lt;br /&gt;
:This is a fire imp leather shield.  All craftdwarfship is of the highest quality. It is encrusted with bauxite,  decorated with leopard leather, and encircled with bands of fire imp leather, sturgeon leather, red diamond, green tourmaline, and nickel.  This object is adorned with hanging rings of yellow diamond, donkey leather, and groundhog leather.  On the item is an image of a cave spider in green diamond.&lt;br /&gt;
:On the item is an image of Ashamedgenius the fire imp leather shield in cave spider silk.&lt;br /&gt;
:On the item is an image of dwarves in yellow zircon. The dwarves are traveling.  The artwork relates to the founding of Archspears by the Vestibule of Utterances of The Rags of Excavation in 30.&lt;br /&gt;
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So, it includes: Fire imp leather, sturgeon leather, leopard leather, '''donkey leather''', '''groundhog leather''', bauxite, red diamond, green diamond, yellow diamond, '''green tourmaline''', nickel, cave spider silk, and (rough) yellow zircon, a total of 13 items.  The bolded items I had forbade after they made it to the workshop because I wanted the dwarf to use more valuable items, and unforbade them after the dwarf brought such items to the workshop.  I actually forbade a third piece of leather, which must have been put away (or possibly simply added to the job queue and thus unavailable) since it was not also added to the artifact.&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 05:03, 17 January 2009 (EST)&lt;br /&gt;
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== Losing an artifact? ==&lt;br /&gt;
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I just had my worst artifact ever (first and only of this fort, a possession, created a turtle shell idol worth 3k) stolen by a kobold thief. However, there's no note about the artifact being lost on the artifact menu like the page says. Bug, or should the page be updated?&lt;br /&gt;
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:Re: Losing an artifact&lt;br /&gt;
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:Not sure if i'm editting this right, I'm not good at wikis. Anyway, several seasons after losing that artifact, it's name simply -disappeared- from the list of my artifacts. Again this seems to disagree with the article...&lt;br /&gt;
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== Automatic Royal Wrong==&lt;br /&gt;
: An artifact furniture does NOT automatically make the room Royal. Case in point, my first artifact in my current fort- a wood bed with an image of cloud in pine. Only worth 3600, so no royal. Only grand. I suppose I should edit the article...&lt;br /&gt;
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::Pretty much everything on the wiki regarding to room value is either wrong or hopelessly outdated =( --[[User:LegacyCWAL|LegacyCWAL]] 21:15, 16 March 2009 (UTC)&lt;br /&gt;
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== Bug with Cloth in Artifacts ==&lt;br /&gt;
:A mechanic got possessed and made an artifact mica mechanism. He used a mica, cave spider silk ''cloth'' and pig tail ''cloth''. However, when the artifact was made, it said &amp;quot;...It is encircled with bands of cave spider silk and Pig tail..&amp;quot;. Does the artifact-making process reduce the cloth to the raw material it was made of?&lt;br /&gt;
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::When describing the clothes you wear, would you usually say it's made from cotton and polyester, or that it was made from cotton cloth and sheets of polyester?  Given that thread is not used as crafting materials, it should be quite obvious that those bands are of cloth.&lt;br /&gt;
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== Crossbow ==&lt;br /&gt;
I think the small entry about artifact crossbows needs to be changed, it's a tad confusing. &amp;quot;Note that the material of a crossbow, artifact or not, does not change its '''''shooting abilities''''', only its viability in melee. However, higher quality crossbows '''''shoot better'''''.&amp;quot; -[[User:Lamp|Lamp]] 22:27, 29 June 2009 (UTC)&lt;br /&gt;
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== Values of cloth artifacts ==&lt;br /&gt;
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Cloth used as the primary component of an artifact seems to have strange effects on its value.  I have several cloth artifacts in my most recent fortress.  All of them are worth at least 600☼ more than the formula would indicate in the absence of the &amp;quot;default&amp;quot; cloth and dye decorations, but there doesn't seem to be any rhyme or reason to precisely how much.  This item: [[Media:Stigazustos.png]] is worth 13000☼, which is particularly strange because 13000 is not divisible by 120, or even by 12 (the multiplier for masterful dye).  Perhaps the quality of the cloth, although no longer visible, is somehow factored into the artifact's value?  Does anybody have any idea how this works? --[[User:LaVacaMorada|LaVacaMorada]] 06:48, 21 October 2009 (UTC)&lt;br /&gt;
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== Number of materials ==&lt;br /&gt;
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Currently, the article states that &amp;quot;Item types which normally require multiple objects to create (such as Platemail) will cause the moody dwarf to acquire that number of objects&amp;quot;. I'm fairly certain that this is false, since the actual type of item isn't determined until the artifact itself is produced at the end of the mood - unless there's some sort of special handling for armorsmithing moods, it should be entirely possible to savescum an artifact low boot into plate mail, regardless of the materials gathered. --[[User:Quietust|Quietust]] 17:08, 26 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>MLegion</name></author>
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