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		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=138363</id>
		<title>v0.31 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water&amp;diff=138363"/>
		<updated>2011-03-16T00:19:28Z</updated>

		<summary type="html">&lt;p&gt;Angela Christine: /* Murky pool + rain = no evaporation */&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;
: This appears to be fixed in 31.16 [[User:GhostDwemer|GhostDwemer]] 00:05, 4 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm grumbling a bit at my water reservoir. My Dwarves have apparently declared it to be contaminated and refuse to drink from it any more. This is especially annoying since I was quite careful to make sure not to let any dead animals fall into the reservoir, it should all be nice clean water. But for some reason, it is not. I'm curious if anybody has any useful tricks to help prevent this issue. --[[User:Doctorzuber|Doctorzuber]] 13:56, 18 February 2011 (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;br /&gt;
&lt;br /&gt;
== Freezing documentation? ==&lt;br /&gt;
&lt;br /&gt;
Source water that freezes in colder months won't freeze if piped to an underground area. Rather, the source will freeze, but the water already underground won't become ice. I made an elaborate magma heating system, only to realize that it actually wasn't needed.&lt;br /&gt;
&lt;br /&gt;
== Communicating vessels don't work ==&lt;br /&gt;
&lt;br /&gt;
I've tested it with a very simple two z layers setup (see below), and it doesn't seem to work. I think this should be a bug.&lt;br /&gt;
Because it provides many interesting engineering and opportunities for fun.&lt;br /&gt;
&lt;br /&gt;
The setup is two pools separated by a wall, which are channeled below them, without a wall separating them. Filling one should raise the water level in the other.&lt;br /&gt;
The profile is like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;Level Z:   ====#   #&lt;br /&gt;
Level Z-1: #=======#&lt;br /&gt;
Level Z-2: #########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The right part in level Z should have water too.&lt;br /&gt;
[[Special:Contributions/89.141.113.238|89.141.113.238]] 20:00, 17 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: You've basically just built a sloppy u-bend. This is consistent with the current pressure rules. U-bends push water back up to Z-1 not to Z as you might expect. I suspect the reason for this quirk is to avoid an infinite loop with water bouncing back and forth in a U. --[[User:Doctorzuber|Doctorzuber]] 22:29, 18 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Murky pool + rain = no evaporation ==&lt;br /&gt;
&lt;br /&gt;
Beware: water from a [[murky pool]] appears to never evaporate in the rain. Free-flowing, unconstrained water will stay at level 1; the rain will add to the perma-water and cause it to spread horizontally.&lt;br /&gt;
&lt;br /&gt;
The effect seems to be tied to the original tiles of the pool. I used such a pool to irrigate a subterranean farm plot. Even indoors, the water never evaporated and spread further into my fortress, until I managed to wall off the farm from the original pool tiles.&lt;br /&gt;
&lt;br /&gt;
I was only able to do construct such a wall by knocking out more boundary walls of the pool, toward some open plains. This allowed newly-fallen perma-water to flow away from my farm long enough to build a wall. Unfortunately I appear to be on an embark where it never stops raining; six years in, the level-1 perma-water has spread to cover an area of about 70x40. It has spread in a large circle (bounded by other walls of my mountain) with the original murky pool site at its center. I have never seen any tiles evaporate or recede. --[[User:Squeaky|Squeaky]] 22:00, 29 November 2010 (UTC)&lt;br /&gt;
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Is your TEMPERATURE: ON?  Maybe there's a bug in it relating to the necessary heat to evaporate water. Try to take some water from this pool and ponding it elsewhere and see if it evaporates for the good of !!SCIENCE!!-Anon 16 December 2010&lt;br /&gt;
&lt;br /&gt;
: While this is uncommon, it is not unusual. It's a safe bet that you are in a wet jungle biome. A nice wet/warm biome and murky pools refill VERY quickly. They refill so quickly in fact that like you described, they just never stop dumping new water into your fort. Assuming it's not already a lost cause, you can probably get control of this situation by cutting a nice channel to control the flow of water long enough to get some walls up and contain the flooding. --[[User:Doctorzuber|Doctorzuber]] 13:55, 18 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Workaround:  If you build a roof over the pool it will dry out eventually.  [[User:Angela Christine|Angela Christine]] 00:19, 16 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Angela Christine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Vermin&amp;diff=135243</id>
		<title>v0.31 Talk:Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Vermin&amp;diff=135243"/>
		<updated>2011-01-22T21:12:31Z</updated>

		<summary type="html">&lt;p&gt;Angela Christine: /* What do you do with these critters? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just encountered a SUPER fast moving vermin called &amp;quot;many rats&amp;quot;. Assume this is a bug [[User:Cpad|Cpad]]&lt;br /&gt;
: I just encountered a &amp;quot;many rats&amp;quot; as well. It does move really fast. [[User:Kataklistika|Kataklistika]] 05:41, 14 April 2010 (UTC)&lt;br /&gt;
:: You have a slight chance to disturb a crowd of certain creatures, namely social(?) vermin. They scatter when this happens. Has happened to me many times, and is a feature&lt;br /&gt;
&lt;br /&gt;
I've seen prepared rat brains, can someone please verify that vermin provide no food products? --[[User:StrongAxe|StrongAxe]] 14:46, 15 April 2010 (UTC)&lt;br /&gt;
:I have seen that before as well... In the embark menu. Perhaps it is like cheese in the old version where the civilisation can produce food that the fortress cannot.&lt;br /&gt;
::There was a post in the devlog about a shop selling firefly brains which &amp;quot;needed a little work&amp;quot; so I assume vermin food stuffs are a bug (It was 02/17/2010, I don't know how to link to a specific blog post) --[[User:AKAfreaky|AKAfreaky]] 17:46, 16 April 2010 (UTC)&lt;br /&gt;
Also one elven caravan brought me dragonfly brains :D -A4&lt;br /&gt;
&lt;br /&gt;
I have a tame rat. Any idea I can do with it? --[[User:Niggy|Niggy]] 11:36, 21 April 2010 (UTC)&lt;br /&gt;
: You can love him and squeeze him and name him George. [[User:GhostDwemer|GhostDwemer]] 19:15, 12 November 2010 (UTC)&lt;br /&gt;
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I copied some raws of some vermin. As I looked through them I saw many &amp;quot;bird&amp;quot; vermin have a [child:1] tag and also male and female castes. Could that mean that some vermin are now able to breed? --[[User:Niggy|Niggy]] 23:42, 16 April 2010 (UTC)&lt;br /&gt;
:Going on the basis of mules having the [child:1] tag, with the knowledge that mules are sterile, I think this may be irrelevant. I think this verifies it enough for me, so I'm removing my own verify tag. [[User:Zanziik|Zanziik]] 20:35, 17 April 2010 (UTC)&lt;br /&gt;
::Mules don't have the different genders. These vermins have.--[[User:Niggy|Niggy]] 23:02, 17 April 2010 (UTC)&lt;br /&gt;
:::I see, thanks for clearing that up. I guess further testing is necessary. [[User:Zanziik|Zanziik]] 00:42, 18 April 2010 (UTC)&lt;br /&gt;
::::Hm, testing would be hard, since vermin are most of the time not visible, so you can't check how many are in a room, since creatures in cages don't replicate. Or do they now? I don't have a big fortress right now to test that (because I start a new one every day &amp;lt;.&amp;lt;), so could somebody please test that? --[[User:Niggy|Niggy]] 10:39, 18 April 2010 (UTC)&lt;br /&gt;
:::::I can confirm that animals in cages do not reproduce, I use this to keep my FPS up. Hmm... [[User:Zanziik|Zanziik]] 15:36, 18 April 2010 (UTC)&lt;br /&gt;
::::::Its still not sure if vermin breed or not. Any idea how we could set a vermin up? How could we count vermin in a specific area? Still so much problems to test that. [[User:Niggy|Niggy]] 18:57, 18 April 2010 (UTC)&lt;br /&gt;
::::::Maybe bringing 3 or so ‘breedable‘ vermin (and hoping you got a female) into a place where they NOT spawn,releasing them, wait for some years, put a cat in there and count the dead vermin. If ther are more than before, we have it. If there are not they either escaped or died of old age. --[[User:Niggy|Niggy]] 20:03, 8 May 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
As for vermin not triggering traps don't they trigger cage traps? [[User:Vattic|Vattic]] 10:38, 29 April 2010 (UTC)&lt;br /&gt;
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Can't a fishery process (aquatic) vermin into food? Also, I've just bought a tame turtle; I'm not finding them on my map, and am curious if there's a way to get a shell from a tame turtle, perhaps by dropping it from a great height and then setting a task at the fishery.&lt;br /&gt;
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== What do you do with these critters? ==&lt;br /&gt;
&lt;br /&gt;
What can you do with tame vermin? They can't be slaughtered, right? My duchess likes bats, so I stuck a bat in a cage in her room. She liked it.&lt;br /&gt;
&lt;br /&gt;
I tried putting one in a cage near the entrance, to see if it would detect thieves. I don't think it worked. Do animals in cages detect thieves, or do they have to be on a restraint? Would a tame turtle on a chain detect a thief? I should try that anyway in case it gets killed and makes a shell. Not many turtles in the desert, it seems.&lt;br /&gt;
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Is there any way to get rid of tame vermin? I've got about thirty of them now. If they can't do anything useful, I'd rather get rid of them somehow. [[Special:Contributions/220.253.87.249|220.253.87.249]] 02:51, 5 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: You can't chain up a turtle or other vermin at the gate. They don't show up on the restraint list. [[Special:Contributions/220.253.87.249|220.253.87.249]] 03:03, 5 January 2011 (UTC)&lt;br /&gt;
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: You can put all 30 tame vermin in a single cage, and then sell that cage.  That should get rid of them.  Not all tame vermin are useless though, tame purring maggots are supposed to be able to be milked, and tame spiders will wander around leaving valuable webs. [[User:Angela Christine|Angela Christine]] 21:12, 22 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Angela Christine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Equipment&amp;diff=134105</id>
		<title>v0.31 Talk:Equipment</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Equipment&amp;diff=134105"/>
		<updated>2010-12-27T21:40:34Z</updated>

		<summary type="html">&lt;p&gt;Angela Christine: Abandoned rations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
it is unclear if dorfs pick that kind of equipment up automatically or not, and if not where and how it can be assigned. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:85.127.30.153|85.127.30.153]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Miners automatically grab picks when you turn on their Mining labor. Hunters do the same with crossbows and quivers. By default, military dwarves will grab a waterskin and backpack, in order to fill them with alcohol and two food respectively. Soldiers with ranged weapons will also grab a quiver.&lt;br /&gt;
:You can adjust the military's choice of supplies through the Military screen ({{k|m}} -&amp;gt; {{k|u}}). They can carry one beverage and up to three food - by default, these are set to the aforementioned &amp;quot;alcohol and two food&amp;quot;. Squads set to not carry supplies won't grab the respective containers.&lt;br /&gt;
:AFAIK, civilian dwarves don't grab supplies or supply containers. Unlike soldiers, they're perfectly all right with running back to the dining hall to eat and drink. --[[User:DeMatt|DeMatt]] 05:32, 28 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Waterskins ==&lt;br /&gt;
In the waterskin section it is said that they will be only filled with water. Contrary to that in version 31.11 my military fills their waterskins with all kinds of booze.&lt;br /&gt;
--[[Special:Contributions/92.76.109.120|92.76.109.120]] 09:17, 27 July 2010 (UTC)&lt;br /&gt;
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This is correct, I have deleted the offending line. Also, do soldiers even pick up flasks? [[User:Sergius|Sergius]]&lt;br /&gt;
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I can confirm that soldiers do pick up flasks in 0.31.12.  --[[Special:Contributions/173.26.5.212|173.26.5.212]] 12:57, 28 September 2010 (UTC)&lt;br /&gt;
:They also equip glass vials, even ones that are already filled with extracts. --[[User:Quietust|Quietust]] 17:38, 21 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reorganized == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please note that flasks, backpacks, picks, and waterskins redirect here. Most of the old articles were empty redirects. I verified most of the old 40d entries and consolidated them on this page due to the small number of assignable equipment that actually exists in DF. I did not include buckets since they are not really &amp;quot;assignable&amp;quot; although they are required to perform a function. --[[User:Falldog|Falldog]] 09:06, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Layering ==&lt;br /&gt;
&lt;br /&gt;
I’ve created an uniform with sock and steel high boot (and the sock is above, so I assume it should be picked up first). However my dwarf does not use sock. In Pri/Assignments the sock is after the high boot (this is probably the reason). Is that a bug?&lt;br /&gt;
&lt;br /&gt;
== Fixing Equipment Duplicates ==&lt;br /&gt;
&lt;br /&gt;
I may have found a simple workaround that deletes duplicated pieces of equipment - no need to reform the entire military.&lt;br /&gt;
If you check (m)military - (e)equip - (P)Pri/Assignments you see every individual piece of equipment assigned to each squad position - here you can actually see the multiples of equipment that have been assigned. Unfortunately you can't delete them from this screen. You have to specifically assign the duplicated equipment on the (e) equip screen, before deleting it. This will remove the assignment from the Pri/Assignments page, and the duplicate should get dropped.&lt;br /&gt;
In summary:&lt;br /&gt;
  - Identify the duplicate equipment on the Pri/Assignments page (via the military/equip menu).&lt;br /&gt;
  - On the equip menu, assign the duplicated item to the dwarf &amp;quot;specifically&amp;quot;, by finding the correct item in the list.&lt;br /&gt;
  - Delete the assignment you just made.&lt;br /&gt;
  - The duplicate should now disappear from the dwarf's equipment complement on the Pri/Assignments page, and the item is dropped.&lt;br /&gt;
[[Special:Contributions/82.41.13.58|82.41.13.58]] 21:12, 2 May 2010 (UTC)&lt;br /&gt;
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== Quivers are an extra ammo stacK? ==&lt;br /&gt;
&lt;br /&gt;
I thought in DF2010 that dwarves would no longer carry a stack of ammo in their off-hand, and a quiver was an absolute requirement for a crossbow to be anything more than a clumsy club.  Can anyone confirm this? --[[User:Krenn|Krenn]] 20:17, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quiver limits ==&lt;br /&gt;
&lt;br /&gt;
How many bolts can a quiver contain?&lt;br /&gt;
I was told a quiver can only contain two 'stacks' of ammunition, regardless of the number of bolts in the stack.  Is this true? -- [[User:Maunder|Maunder]] 15:48, 1 November 2010 (UTC)&lt;br /&gt;
: On [[DF2010:Release_information#Squad_Equipment]] is the statement: ''Dwarves will now fill up their quivers properly - they will not go into combat with 1 bolt in their quiver if they can help it.''   So what's a situation that would cause them to have only one bolt?  Is it now safe to reclaim used ammunition?  Still hoping for an answer here... -- [[User:Maunder|Maunder]] 04:30, 17 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Axes ==&lt;br /&gt;
&lt;br /&gt;
Don't forget about axes for woodcutting! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:110.32.127.56|110.32.127.56]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I think axes are better covered under the [[Weapons]] article.  Given that there's no &amp;quot;woodcutter's axe&amp;quot;, just the &amp;quot;battle axe&amp;quot;. --[[User:DeMatt|DeMatt]] 22:18, 14 August 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== Abandoned Rations Make Backpacks a Bad Idea? ==&lt;br /&gt;
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When going off duty or changing equipment my dwarfs drop their backpacks and the food falls out.  Unfortunately, the rations don't generate a hauling task, they just sit there, apparently forever.  If they happen to land in a stockpile they seem to be okay, but if not they eventually rot, all the while being ignored.  I looked it up and there is a bug related to owned food, the only work around seems to be to not assign squads to carry rations.  Perhaps this should be mentioned in the Backpacks section?  [[User:Angela Christine|Angela Christine]] 21:40, 27 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Angela Christine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Brewer&amp;diff=40763</id>
		<title>40d Talk:Brewer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Brewer&amp;diff=40763"/>
		<updated>2009-06-25T15:06:20Z</updated>

		<summary type="html">&lt;p&gt;Angela Christine: /* Drink quality? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Double page: Brewing==&lt;br /&gt;
I found a Brewing page, which doesn't have any info that isn't covered here. I'm going to turn it into a redirect here and copying its talk page over --[[User:Juckto|Juckto]] 06:49, 5 May 2008 (EDT)&lt;br /&gt;
=====Brewing Talk=====&lt;br /&gt;
i have like 80 barrles, but my farms use them all, how can i set the barrles to brewing only? [[User:Corhen|Corhen]]&lt;br /&gt;
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: You can reserve a number of barrels to prevent them from being used by stockpiles, see [[Using bins and barrels]] for more information. But if your farm output is using all of your barrels you're probably either doing too much farming or not making enough barrels.  --[[User:Marble Dice|Marble Dice]] 14:51, 29 April 2008 (EDT)&lt;br /&gt;
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::Alternately, custom Stockpile like a bandit.&lt;br /&gt;
::Ok, that's probably too terse to be comprehensible.  Make a food stockpile that only accepts drinks.  For all your other food stockpiles, set the maximum number of barrels to '0' (hit &amp;quot;C&amp;quot; while q-ing over the stockpile, iirc, but it should tell you what keys to hit in the sidebar).  Dwarves grab barrels to put food in when they notice something about the stockpile with the food; if its not allowed to have barrels, they won't try to put things in it into barrels.  (Now, they won't necessarily empty barrels immediately when you make this change, they'll just stop using new ones, and as the old ones free up they'll be available for brewing). --[[User:Squirrelloid|Squirrelloid]] 14:53, 29 April 2008 (EDT)&lt;br /&gt;
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== Drink quality? ==&lt;br /&gt;
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I am fairly sure that the drink quality thoughts actually just refer to value.  There's no real reason, after all, why quality would be hidden; and drinks don't vary in value, showing that there's probably no quality influence.  --[[User:Aquillion|Aquillion]] 20:39, 26 April 2009 (UTC)&lt;br /&gt;
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:Quality thoughts could also relate to individual preferences.  A dwarf that prefers plump helmet wine will probably get a better thought about wine than about other drinks with the same value/quality.  [[User:Angela Christine|Angela Christine]] 15:06, 25 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Angela Christine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Limestone&amp;diff=8573</id>
		<title>40d:Limestone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Limestone&amp;diff=8573"/>
		<updated>2007-11-18T23:03:27Z</updated>

		<summary type="html">&lt;p&gt;Angela Christine: Changed material value to 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Limestone|tile=▓|color=#FFF|basic_color=#FFF|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Flux]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Sedimentary layer]]&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Hematite]]&lt;br /&gt;
* [[Limonite]]&lt;br /&gt;
* [[Magnetite]]&lt;br /&gt;
:* [[Platinum nuggets]]&lt;br /&gt;
* [[Galena]]&lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
* [[Bituminous coal]]&lt;br /&gt;
* [[Lignite]]&lt;br /&gt;
* Gypsum&lt;br /&gt;
:* Alabaster&lt;br /&gt;
:* Borax&lt;br /&gt;
:* Selenite&lt;br /&gt;
:* Satinspar&lt;br /&gt;
:* Anhydrite&lt;br /&gt;
* Jet&lt;br /&gt;
* Petrified wood&lt;br /&gt;
* Brimstone&lt;br /&gt;
* Kaolinite&lt;br /&gt;
:* Alunite&lt;br /&gt;
:* Marcasite&lt;br /&gt;
* Microline&lt;br /&gt;
* [[Calcite]]&lt;br /&gt;
* Saltpeter}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Angela Christine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9958</id>
		<title>40d Talk:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9958"/>
		<updated>2007-11-10T00:32:24Z</updated>

		<summary type="html">&lt;p&gt;Angela Christine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Unicorn|There is another contender for the position of King of the Animals, and this one is land-based.]] --[[User:BDR|BDR]] 14:42, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm, what about the other fish? sea lampreys? pike? etc? what about them?  Do they just get shunted, and their named champions brushed aside?&lt;br /&gt;
&lt;br /&gt;
:I was going to propose the eagles that seem untargetable as they fly in, grab a dwarf, then drop him from a dizzying height whereupon he spats into chunks on the ground.--[[User:Draco18s|Draco18s]] 03:45, 3 November 2007 (EDT)&lt;br /&gt;
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::Well, until Toady lets carp and elephants fight each other to settle this once and for all, perhaps carp should be King of the Sea and elephants King of the Land. Eagles can have King of the Air.--[[User:Xazak|Xazak]] 19:53, 3 November 2007 (EDT)&lt;br /&gt;
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:::Hmm, wonder if you can have those eagles tamed.  Dwarven air force anyone? --[[User:Frostedfire|frostedfire]]  10:02, 9 November 2007 (AEDT)&lt;br /&gt;
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&lt;br /&gt;
It might be worth noting somewhere that you only seem to get &amp;quot;dangerous&amp;quot; fish if you have an actual river (or coastline?).  If you only have a brook and murky pools, you get our old friends turtles and salmon who never attack or scare anyone.  From what I can tell, salmon, turtles, and char seem to be classified as vermin, not creatures, so they don't freak out the dwarfs.  The aquifer seems safe too, though that may depend on what other water sources are nearby.  &lt;br /&gt;
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Can anyone confirm or refute? -- [[User:Angela Christine|Angela Christine]] 19:32, 9 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Angela Christine</name></author>
	</entry>
</feed>