<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Anter</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Anter"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Anter"/>
	<updated>2026-06-11T22:42:28Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Phantom_spider&amp;diff=84756</id>
		<title>40d:Phantom spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Phantom_spider&amp;diff=84756"/>
		<updated>2010-04-06T02:23:18Z</updated>

		<summary type="html">&lt;p&gt;Anter: Undo revision 80662 by EmiBot (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Phantom spiders''' are [[40d:vermin|vermin]] that occur in [[40d:Region#surroundings|evil]] forest [[40d:biomes|biomes]]. They are closely related to [[40d:cave spider|cave spider]]s; they produce webs that can be collected and woven into [[40d:thread|thread]] at a [[40d:loom|loom]], and bite [[40d:creatures|creatures]] to inject a venom. Note that stripping an area of available [[40d:tree|tree]]s reduces the amount of webbing present due to dwarves trampling it. They can be a danger to [[40d:dwarves|dwarves]] because their venom paralyzes, and since they are [[40d:vermin|vermin]] they are very difficult to see. However, their venom wears off after some time, and they are not unduly aggressive.  Their [[40d:extracts|extracts]] are phantom spider venom and antivenin, both worth 20☼. The antivenin cannot actually be used to treat poisoned dwarves.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
{{Game Data|[CREATURE:SPIDER_PHANTOM]&lt;br /&gt;
	[NAME:phantom spider:phantom spiders:phantom spider]&lt;br /&gt;
	[TILE:249][COLOR:7:0:1]&lt;br /&gt;
	[MODVALUE:1]&lt;br /&gt;
	[VERMIN_GROUNDER]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[EXTRACT:phantom spider venom:7:0:0]&lt;br /&gt;
	[EXTRACT_VALUE:20][PET_EXOTIC][EVIL]&lt;br /&gt;
	[EXTRACT_PARALYZE]&lt;br /&gt;
	[EXTRACT_ANTIDOTE:phantom spider antivenin:7:0:0:50]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[WEBBER][WEBIMMUNE][PARALYZEIMMUNE]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[BLOODTYPE:W][CHITIN]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOSTUN][NOSKULL][NOBONES]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[PREFSTRING:translucence]&lt;br /&gt;
	[PREFSTRING:creepiness]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;br /&gt;
[[Category:Venom]]&lt;/div&gt;</summary>
		<author><name>Anter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Olmman&amp;diff=84751</id>
		<title>40d:Olmman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Olmman&amp;diff=84751"/>
		<updated>2010-04-06T02:22:12Z</updated>

		<summary type="html">&lt;p&gt;Anter: Undo revision 80650 by EmiBot (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Olmman|symbol=o|color={{COLOR:7:0:1}}|butcher=no|&lt;br /&gt;
bones=5|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* [[40d:underground|Subterrenean]] [[40d:water|water]]&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
'''Olmmen''' (half man, half [[40d:olm|olm]]) are agressive predatory amphibious humanoids inhabiting subterranean waters.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:OLMMAN]&lt;br /&gt;
	[NAME:olmman:olmmen:olmman]&lt;br /&gt;
	[TILE:'o'][COLOR:7:0:1]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CLUSTER_NUMBER:3:6]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:gills]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:3FINGERS:3TOES:MOUTH]&lt;br /&gt;
	[MAXAGE:60:80]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FEATURE_ATTACK_GROUP]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Anter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Silver&amp;diff=84735</id>
		<title>40d:Silver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Silver&amp;diff=84735"/>
		<updated>2010-04-06T02:17:59Z</updated>

		<summary type="html">&lt;p&gt;Anter: Undo revision 80729 by EmiBot (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Metal|color=#FFF|bgcolor=#CCC|name=Silver|&lt;br /&gt;
|ore=&lt;br /&gt;
* [[40d:Silver nuggets|Silver nuggets]]&lt;br /&gt;
* [[40d:Horn silver|Horn silver]]&lt;br /&gt;
* [[40d:Galena|Galena]] (50%)&lt;br /&gt;
* [[40d:Tetrahedrite|Tetrahedrite]] (20%)&lt;br /&gt;
|properties=&lt;br /&gt;
* [[40d:Damage|Damage]]% 50&lt;br /&gt;
* [[40d:Material value|Material value]] 10&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[40d:billon|billon]] at [[40d:smelter|smelter]]&lt;br /&gt;
* Make [[40d:sterling silver|sterling silver]] at [[40d:smelter|smelter]]&lt;br /&gt;
* Make [[40d:electrum|electrum]] at [[40d:smelter|smelter]]&lt;br /&gt;
* [[40d:Bolts|Bolts]]&lt;br /&gt;
* [[40d:Weapon|Melee weapons]]&lt;br /&gt;
* [[40d:Metalsmith's forge|Metal crafting]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Silver''' [[40d:bar|bar]]s are created from [[40d:Silver nuggets|Silver nuggets]] and [[40d:Horn silver|Horn silver]].  There is also a 50% chance of getting silver bars from [[40d:Galena|Galena]], and a 20% chance from [[40d:Tetrahedrite|Tetrahedrite]].  Silver bars are used to create valuable goods and as a component for making [[40d:electrum|electrum]]. &lt;br /&gt;
&lt;br /&gt;
Silver bars can also be used to mint [[40d:coin|coin]]s at a [[40d:metalsmith's forge|metalsmith's forge]]. Minted silver coins can be used in the [[40d:economy|economy]] system, as well as for trading.  However, [[40d:trading|trading]] them with [[40d:caravan|caravan]]s is not a good idea as they have the same [[40d:item value|base value]] as [[40d:furniture|furniture]] and no [[40d:quality|quality]] levels, making them a poor value trade good.&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s can also be made from silver (with the notable exception of [[crossbow]]s), but all other [[metal]]s that can be used for weapons deal more damage.  The damage dealt by a silver weapon is the same as [[wood]]en ones: 50%.  While this makes them a poor choice for outfitting your armies, it does make them a safe choice for [[sparring]].  Silver weapons have one benefit over wood: While you have to &amp;lt;s&amp;gt;put up&amp;lt;/s&amp;gt; trade with &amp;lt;s&amp;gt;filthy treehugging sandal-hippies&amp;lt;/s&amp;gt; [[40d:elves|elves]] to acquire wooden weapons, you can make silver ones yourself. Also, the &amp;lt;s&amp;gt;hippies&amp;lt;/s&amp;gt; elves won't sell you proper weapons like [[40d:hammer|hammer]]s and [[40d:axe|axe]]s, but only what amounts to wooden poles.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[MATGLOSS_METAL:SILVER]&lt;br /&gt;
[NAME:silver][ADJ:silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:230]&lt;br /&gt;
[MELTING_POINT:11731]&lt;br /&gt;
[BOILING_POINT:13892]&lt;br /&gt;
[WEAPON][AMMO]&lt;br /&gt;
[SOLID_DENSITY:10490]}}&lt;br /&gt;
&lt;br /&gt;
[[category:metals]]&lt;/div&gt;</summary>
		<author><name>Anter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Leather&amp;diff=84712</id>
		<title>40d:Leather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Leather&amp;diff=84712"/>
		<updated>2010-04-06T02:07:53Z</updated>

		<summary type="html">&lt;p&gt;Anter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Leather''' is the tanned hide of an [[40d:creature|animal]]. It can be used to make [[40d:bags|bags]], [[40d:quiver|quiver]]s, [[40d:backpack|backpack]]s, [[40d:clothing|clothing]], [[40d:shields|shields]], [[40d:armor|armor]] and [[40d:waterskin|water skin]]s at a [[40d:leather works|leather works]]. It can also be used to [[40d:decorate|decorate]] there. However, leather [[40d:trade good|crafts]] can only be made at a [[40d:craftsdwarf's workshop|craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Because it only overlaps in the use of end products, the ''leather industry'' is part of the [[40d:meat industry|meat industry]] guide, not the [[40d:clothing industry|clothing industry]] guide.&lt;br /&gt;
&lt;br /&gt;
Leather armor will be worn by civilians with the [[40d:hunting|hunting]] labor enabled, or by [[40d:military|military]] dwarves with at least leather armor enabled. Dwarves instructed to wear chain and plate armor will still wear leather if chain and plate armor are unavailable. Leather is significantly lighter than other forms of armor, and thus is less likely to cause [[40d:encumbrance|encumbrance]] penalties.&lt;br /&gt;
&lt;br /&gt;
Making leather requires a [[40d:tannery|tannery]] workshop, a raw hide or [[40d:skin|skin]] from an animal, and a dwarf with the '[[40d:tanner|tanning]]' skill turned on. Rotten hides or skin cannot be tanned. The [[40d:human|human]] and dwarven [[40d:caravan|caravan]]s usually sell various leather hides too, in case few animals inhabit the map. One unrotten hide yields one &amp;quot;unit&amp;quot; of leather - regardless of the animal being a [[40d:catsplosion|kitten]] or an [[40d:elephant|elephant]]. Dwarven tanners have a skill unknown to mere humans in that they can make the softest skin of the tiniest animal equally hardy as that of the most heavily protected live creature. Whether they make flimsy skin into a rock-like substance, or tough hide silky and supple, remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Leather of rare or dangerous animals can be quite [[40d:Value#Material_multipliers|valuable]].  The &amp;quot;leather&amp;quot; from [[40d:giant cave spider|giant cave spider]]s and [[40d:giant desert scorpion|giant desert scorpion]]s is called &amp;quot;[[40d:chitin|chitin]]&amp;quot;, but it is otherwise processed and treated as leather in all ways.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[40d:Meat industry|Meat industry]]&lt;br /&gt;
* [[40d:Armor|Armor]]&lt;br /&gt;
* [[40d:Item value#Material multipliers|Value]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Anter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Leather&amp;diff=84709</id>
		<title>40d:Leather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Leather&amp;diff=84709"/>
		<updated>2010-04-06T02:06:44Z</updated>

		<summary type="html">&lt;p&gt;Anter: removing red link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{red link}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Leather''' is the tanned hide of an [[40d:creature|animal]]. It can be used to make [[40d:bags|bags]], [[40d:quiver|quiver]]s, [[40d:backpack|backpack]]s, [[40d:clothing|clothing]], [[40d:shields|shields]], [[40d:armor|armor]] and [[40d:waterskin|water skin]]s at a [[40d:leather works|leather works]]. It can also be used to [[40d:decorate|decorate]] there. However, leather [[40d:trade good|crafts]] can only be made at a [[40d:craftsdwarf's workshop|craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Because it only overlaps in the use of end products, the ''leather industry'' is part of the [[40d:meat industry|meat industry]] guide, not the [[40d:clothing industry|clothing industry]] guide.&lt;br /&gt;
&lt;br /&gt;
Leather armor will be worn by civilians with the [[40d:hunting|hunting]] labor enabled, or by [[40d:military|military]] dwarves with at least leather armor enabled. Dwarves instructed to wear chain and plate armor will still wear leather if chain and plate armor are unavailable. Leather is significantly lighter than other forms of armor, and thus is less likely to cause [[40d:encumbrance|encumbrance]] penalties.&lt;br /&gt;
&lt;br /&gt;
Making leather requires a [[40d:tannery|tannery]] workshop, a raw hide or [[40d:skin|skin]] from an animal, and a dwarf with the '[[40d:tanner|tanning]]' skill turned on. Rotten hides or skin cannot be tanned. The [[40d:human|human]] and dwarven [[40d:caravan|caravan]]s usually sell various leather hides too, in case few animals inhabit the map. One unrotten hide yields one &amp;quot;unit&amp;quot; of leather - regardless of the animal being a [[40d:catsplosion|kitten]] or an [[40d:elephant|elephant]]. Dwarven tanners have a skill unknown to mere humans in that they can make the softest skin of the tiniest animal equally hardy as that of the most heavily protected live creature. Whether they make flimsy skin into a rock-like substance, or tough hide silky and supple, remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Leather of rare or dangerous animals can be quite [[40d:Value#Material_multipliers|valuable]].  The &amp;quot;leather&amp;quot; from [[40d:giant cave spider|giant cave spider]]s and [[40d:giant desert scorpion|giant desert scorpion]]s is called &amp;quot;[[40d:chitin|chitin]]&amp;quot;, but it is otherwise processed and treated as leather in all ways.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[40d:Meat industry|Meat industry]]&lt;br /&gt;
* [[40d:Armor|Armor]]&lt;br /&gt;
* [[40d:Item value#Material multipliers|Value]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Anter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Raccoon&amp;diff=84701</id>
		<title>40d:Raccoon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Raccoon&amp;diff=84701"/>
		<updated>2010-04-06T01:59:12Z</updated>

		<summary type="html">&lt;p&gt;Anter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Raccoon|symbol=r|color={{COLOR:7:0:0}}|bones=2|chunks=2|meat=2|fat=1|skulls=1|skin=Yes|biome= * [[40d:Forest|Forest]] taiga  &lt;br /&gt;
* Any [[40d:temperate|temperate]] forest}}&lt;br /&gt;
&lt;br /&gt;
'''Raccoons''' are medium-[[40d:size|size]]d, omnivorous [[40d:animals|animals]]. They live in [[40d:temperate|temperate]] [[40d:regions|regions]]. Like real live raccoons, they can steal garbage and items left outside, so don't leave your [[40d:masterpiece|masterpiece]] items in the open. If it gets stolen, the [[40d:dwarf|dwarf]] who made the item will get an unhappy [[40d:thought|thought]] which can potentially be extremely powerful and send him into a year-long [[40d:tantrum|tantrum]].  Raccoons probably will not attack your [[40d:dwarves|dwarves]] or your [[40d:pet|pet]]s unless provoked into defending themselves. They can seriously wound or even kill a normal [[40d:dog|dog]] or an untrained peasant with no weapon. An armed [[40d:Ambusher|hunter]] or skilled dwarf can easily kill a raccoon. They can also be captured, tamed, and raised as livestock or adopted as pets.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:RACCOON]&lt;br /&gt;
	[NAME:raccoon:raccoons:raccoon]&lt;br /&gt;
	[TILE:'r'][COLOR:7:0:0]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:10]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:1:3][LOOSE_CLUSTERS]&lt;br /&gt;
	[CURIOUSBEAST_EATER]&lt;br /&gt;
	[CURIOUSBEAST_ITEM]&lt;br /&gt;
	[PETVALUE:25]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[PREFSTRING:mischief]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:2]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:raccoon pup:raccoon pups]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:FOREST_TAIGA]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Anter</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Door&amp;diff=84692</id>
		<title>40d:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Door&amp;diff=84692"/>
		<updated>2010-04-06T01:54:31Z</updated>

		<summary type="html">&lt;p&gt;Anter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[Image:Doors!.png‎|thumb|right|It is important to have many doors, but don't get carried away.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
''(Note that these are mostly green [[40d:glass|glass]] doors, and so have the oval icon, and not the linear ones of stone, wood or metal doors, as near the stairs, bottom left.)'']]A '''door''' (called a '''portal''' when made of glass) is a piece of [[40d:furniture|furniture]] which can be built from [[40d:rock|rock]] (at a [[40d:mason's workshop|mason's workshop]]), [[40d:wood|wood]] (at a [[40d:carpenter's workshop|carpenter's workshop]]), [[40d:glass|glass]] (at a [[40d:glass furnace|glass furnace]]), or [[40d:metal|metal]] (at a [[40d:metalsmith's forge|metalsmith's forge]] - requires three bars). The symbol for a stone door is that of a solid tile, the color of its material, with a cross of a different color across it (e.g. {{Raw Tile|┼|Gray|Silver}}) Doors of different materials use different tiles. Glass doors (or portals) use the symbol {{Raw Tile|O|#0f0|#080}}. Metal doors use the symbol {{Raw Tile|╪|#ff0|#880}}. Wood doors use the symbol {{Raw Tile|║|#ccc|#880}}. A gem door, which can only be created by a [[40d:strange mood|strange mood]], uses the symbol {{Raw Tile|☼|#ccc|#000}}.&lt;br /&gt;
&lt;br /&gt;
Doors made of all [[40d:materials|materials]] function identically, although doors made of more valuable material will increase the &amp;quot;value&amp;quot; of a [[40d:room|room]] it is used in. High-[[40d:quality|quality]] doors give a happy [[40d:thought|thought]] to any [[40d:dwarf|dwarf]] seeing them, especially when a door is part of a room that the dwarf personally owns.{{verify}} Items made of a material a dwarf has a [[40d:preference|preference]] for will give an even happier thought.&lt;br /&gt;
&lt;br /&gt;
Doors, when closed, will prevent the passage of fluid ([[40d:water|water]] and [[40d:magma|magma]]). However, if a dwarf opens the door, the fluid will come spilling through.&lt;br /&gt;
&lt;br /&gt;
Doors may be hooked up to a [[40d:lever|lever]], in which case they will operate like a [[40d:floodgate|floodgate]] without any delay.&lt;br /&gt;
&lt;br /&gt;
== Door settings ==&lt;br /&gt;
&lt;br /&gt;
There are three options one can specify on a door from the {{K|q}} menu:&lt;br /&gt;
* {{K|l}} Forbid/Permit Passage&lt;br /&gt;
** A door set to Forbidden is impassable to everyone in the game. A door cannot be set Forbidden if the door is open. Invading thieves may lock-pick and bypass a Forbidden door.&lt;br /&gt;
* {{K|o}} Keep Tightly Closed/Make Pet-Passable&lt;br /&gt;
** A door that is pet-passable allows through traffic of pets. A pet can still pass through a door that is tightly closed if it does so while it is being held open by an object or dwarf. This also affect the door's permeability to wild animals - a tightly closed door is a good way to keep wild animals from blundering into your fort.&lt;br /&gt;
* {{K|s}} Set as Internal/External&lt;br /&gt;
** A door set to external functions as a [[40d:wall|wall]] when defining boundaries of a room such as a [[40d:bedroom|bedroom]]. A door set to internal allows the room boundaries to pour over.&lt;br /&gt;
&lt;br /&gt;
== Placing doors ==&lt;br /&gt;
After constructing a door at any of the above workshops, they must be &amp;quot;{{K|b}}uilt&amp;quot; (placed) like all other furniture. Doors can now be placed on any open square directly adjacent to a wall - doors cannot be placed diagonally adjacent to walls.  Other doors and [[40d:statue|statue]]s do not count as walls for door-building purposes.   &lt;br /&gt;
&lt;br /&gt;
====Free-standing doors====&lt;br /&gt;
It may be considered a bug or an exploit, but a door can be placed where no walls exist. It requires a constructed (not &amp;quot;natural&amp;quot;) wall to be adjacent to the location, then the door placed, then the constructed wall can be removed. ({{k|d}}, {{k|n}}.)  &lt;br /&gt;
&lt;br /&gt;
In this manner a line of doors can be built across a hallway wider than 2 tiles, or even into an entire &amp;quot;wall&amp;quot; of doors.  If in a line of doors, a &amp;quot;free standing&amp;quot; door can be treated as any other door - locked, linked to a [[40d:trigger|trigger]], etc.  (A lone freestanding door cannot be locked - not that there is much point in doing so.)&lt;br /&gt;
&lt;br /&gt;
If a natural wall is adjacent, even diagonally, and then later removed, the &amp;quot;free-standing&amp;quot; door will collapse if it has no other walls to support it.&lt;br /&gt;
&lt;br /&gt;
Note that doors block the movement of [[wagon]]s, even in a 3 tile wide corridor; if a Dwarven or Human [[caravan]] arrives and your [[trade depot]]s are behind doors one of two things will happen to any wagons: 1) If the doors are unlinked, the wagons will proceed to the doors and then stop.{{verify}} If the doors are then deconstructed, the wagons will continue with only time lost.{{verify}}  2) If the doors are linked (to a lever or pressure plate), even in the &amp;quot;open&amp;quot; state, wagons will not sense any [[40d:path|path]] and will not enter the map (with the usual [[40d:announcement|announcement]] about &amp;quot;bypassing your inaccessible site&amp;quot;), but any pack animals and caravan guards attached to them will proceed as normal.&lt;br /&gt;
&lt;br /&gt;
== Doors and constructions ==&lt;br /&gt;
&lt;br /&gt;
A door built will not create a floor above it the way a wall will. If construction is to be done above a door, walls, fortifications and floors can be built on top of doors. Doors cannot be built on top of other doors &amp;amp;ndash; there must be a floor. Stairs and ramps, of course, cannot be built on top of doors either.&lt;br /&gt;
&lt;br /&gt;
== Door strength ==&lt;br /&gt;
&lt;br /&gt;
Creatures with the [[40d:building destroyer|building destroyer]] tag can destroy doors. All doors. There are no exceptions. &amp;lt;small&amp;gt;Run.&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Conversely, ''any'' door is completely invulnerable to anything that isn't a [[40d:building destroyer|building destroyer]].&lt;br /&gt;
&lt;br /&gt;
Thus, while a [[40d:Troll|Troll]] can smash a masterwork [[40d:Adamantine|Adamantine]] door with ease, an elite hammer[[40d:goblin|goblin]] will be foiled by a base quality green glass portal.&lt;br /&gt;
&lt;br /&gt;
==Doors ajar==&lt;br /&gt;
Sometimes [[40d:dwarves|dwarves]] will leave items in doors, propping them open; also, if a [[40d:vermin|vermin]] is standing in a doorway when the door would otherwise be closed, it will be killed and turned into &amp;quot;remains&amp;quot; which will also hold the door open. Having a door open when it should be closed can lead to all sorts of [[40d:fun|fun]] with [[40d:water|water]], [[40d:magma|magma]] and hostile [[40d:creatures|creatures]]. It is also impossible for a door to be forbidden or &amp;quot;tightly closed&amp;quot; while propped open, further complicating matters. One way to avoid this problem is the use of a door, chamber and then another door.  This decreases the likelihood that both doors will be jammed.&lt;br /&gt;
&lt;br /&gt;
To remove an item from a doorway designate a [[40d:Activity_zone#Garbage_Dump|garbage dump]] (preferably nearby) and then loo{{k|k}} at the item and mark it for {{k|d}}umping. A dwarf with the [[40d:refuse|refuse]] hauling labor enabled will come along and shift it.&lt;br /&gt;
&lt;br /&gt;
Note that if a [[40d:thief|thief]] (specifically, a creature capable of picking locks) passes through a door, the door will be marked as &amp;quot;taken by invaders&amp;quot; - you will need one of your dwarves to walk through it before you can lock it again. The easiest way to do this is station a military squad so that it passes through the door.&lt;br /&gt;
&lt;br /&gt;
If you don't want to designate the item for dumping (or can't, if it's owned by an individual dwarf) you can clear the area by dismantling the door and rebuilding it. Dwarves always clear the area when they build things. Select the door with {{k|q}} and then press {{k|x}} to order the door dismantled. Reconstruct the door in the same way as building a new one.&lt;br /&gt;
&lt;br /&gt;
{{Buildings FAQ}}{{buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Anter</name></author>
	</entry>
</feed>