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	<updated>2026-06-11T08:58:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Repurposed-drainage.png&amp;diff=82655</id>
		<title>File:Repurposed-drainage.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Repurposed-drainage.png&amp;diff=82655"/>
		<updated>2010-04-04T15:35:47Z</updated>

		<summary type="html">&lt;p&gt;Arcalane: Vucar Lesastkeskal plants plump helmet seeds in a repurposed irrigation drainage chamber.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vucar Lesastkeskal plants plump helmet seeds in a repurposed irrigation drainage chamber.&lt;/div&gt;</summary>
		<author><name>Arcalane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Brookfeed-reservoir-farmroom.png&amp;diff=82644</id>
		<title>File:Brookfeed-reservoir-farmroom.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Brookfeed-reservoir-farmroom.png&amp;diff=82644"/>
		<updated>2010-04-04T15:33:11Z</updated>

		<summary type="html">&lt;p&gt;Arcalane: There's a slight bug here which has rendered one of the reservoir floodgate walls invisible, but still perfectly functional, but it should get the point across...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's a slight bug here which has rendered one of the reservoir floodgate walls invisible, but still perfectly functional, but it should get the point across...&lt;/div&gt;</summary>
		<author><name>Arcalane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploit&amp;diff=62885</id>
		<title>40d Talk:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploit&amp;diff=62885"/>
		<updated>2010-02-09T10:49:42Z</updated>

		<summary type="html">&lt;p&gt;Arcalane: /* Deadly bridges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Deadly bridges ==&lt;br /&gt;
&lt;br /&gt;
As far as I recall megabeasts can't be killed with bridge, and they destroy it when it tries to smash them. Article does state that bridge can destroy everything. --[[User:Someone-else|Someone-else]] 00:24, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Also I often hear that demons are not affected by the bridge and that it is destroyed if it lowers on top of them. We need some verification on this.--[[User:Richards|Richards]] 00:57, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I ''think'' I accidentally atomsmashed an [[Elf]] who was standing in one of the squares the bridge ''occupies'' when it's &amp;quot;up&amp;quot;. Can anyone else verify? I'll test it again with a few useless dwarves later. --[[User:Arcalane|Arcalane]] 10:49, 9 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
[[User:GreyMario|GreyMario]] wrote an exploit about Siege engines that doesn't makes much sense. We need someone to expand it.--[[User:Richards|Richards]] 01:09, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
You fire the stone into the wall, which then falls into the trench.  As the trench is limited in space, stones start piling up.  (Apparently, catapults are no good at doing what they were historically used for - destroying walls...  And they fire in flat trajectories - i would have honestly expected stones to travel up z-levels - but having tested catapults with roofs over them, they work, which i find silly but what the heck...).  Note that this is only a quantum stockpile for stone, as opposed to dump, which is much more versatile, but there's also no need to reclaim.  --[[User:Squirrelloid|Squirrelloid]] 02:15, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks. I'll add that in.--[[User:Richards|Richards]] 02:37, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well I guess eventually there will be a limit of how many items can be on a specific square... but for the moment there can be an infinite number of items no any square. --[[User:AlexFili|AlexFili]] 06:10, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Another quantum stockpile can be achieved through dwarves shifting stones off of where you build a workshop, onto one tile. I've had piles of several hundred raw rocks siting on one square thanks to some nice tricks.&lt;br /&gt;
&lt;br /&gt;
I'm trying to use the Quantum Stockpile technique to toss everything from my wagon to a single tile, but the Dwarves won't haul anything I've marked for dumping! I've made sure that nothing is forbidden, and the Dwarves all haul Refuse/Stone/Wood etc... but they won't move. --[[User:Anfini|Anfini]] 00:55, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ha! Nevermind, fixed it myself. I didn't realize DF toggled &amp;quot;Dwarves ignore Refuse from outside&amp;quot; by default. --[[User:Anfini|Anfini]] 00:58, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ideological point of views ==&lt;br /&gt;
&lt;br /&gt;
Given the endless discussions on the net on what is considered or not cheating (as opposed to modding, or fair use of game mechanics, etc.), I suggest being extra careful of not asserting what is or what is not [[cheating]].&lt;br /&gt;
&lt;br /&gt;
 Exploits are distinct from cheating because ...&lt;br /&gt;
&lt;br /&gt;
Some would say&lt;br /&gt;
&lt;br /&gt;
 Exploits are a distinct form of cheating because ...&lt;br /&gt;
&lt;br /&gt;
Plus, the justification&lt;br /&gt;
 Whether a player chooses to make use of an exploit or not depends on their personal taste;&lt;br /&gt;
 given that Dwarf Fortress is a single-player game, no one is actually harmed when you use an exploit.&lt;br /&gt;
&lt;br /&gt;
equally applies to all forms of cheating (or non-cheating).&lt;br /&gt;
&lt;br /&gt;
I would also stress that DF is currently more of a sandbox than a game with difficult goals, and that players boast more about their devious schemes and grand projects than about ''winning''.&lt;br /&gt;
&lt;br /&gt;
--[[User:Aykavil|Aykavil]] 05:20, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't forget, many cheaters 'cheat' because they want to find out how particular functions work or to 'test out theories'. Then of course there's the people who cheat to simply save time. These are different from the people who would cheat just for 'kicks'. --[[User:AlexFili|AlexFili]] 05:31, 10 July 2008 (EDT)&lt;br /&gt;
:I would say that it's indeed true that exploits are distinct from cheating.  Cheating in a game involves breaking the rules; in a computer game, the program itself is &amp;quot;the rules&amp;quot; that one plays by.  In fact, in some cases the &amp;quot;exploits&amp;quot; are unavoidable (such as children being legendary in six or more skills before they reach adulthood).&lt;br /&gt;
&lt;br /&gt;
:It's like in gridiron football, if the ball carrier goes out of bounds the clock stops.  This can be considered an exploitation of the rules to keep time from running out in the half, but it certainly isn't cheating.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 14:01, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::My attitude toward such things generally revolves around what I imagine the creators of the game intended. In Stronghold 2, for example. I am certain that the creators did not intend players to create gigantic stacks of siege engines coexisting ipon a single point, but last I saw it was the 'best' strategy. That upset me. But it doesn't upset me when someone exploits DF or 'mangles' it with modding. There is very little a player can do to subvert Toady's intent with this game, even with modding, because it's more than just a fuedal economy/fortress defense simulation. I'm all for rules and restrictions in bloodline games, though--cheating and exploitation can be fun, but they almost always ruin stories and make the game less challenging. --[[User:Navian|Navian]] 15:36, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Legendary Wrestler (Adventure) ==&lt;br /&gt;
&lt;br /&gt;
I found a bug in Adventure mode that could be quite readily exploited. I wasn't sure if I just plonked it on the page, or chucked it here, so I'm just putting it here for now.&lt;br /&gt;
&lt;br /&gt;
When strangling anything, you get 10xp for every 'choke'. If you hold down the directional button towards the creature, it will still get choked, but time will no pass, and the creature will never die. By placing something heavy(ish) on your keyboard, you can pretty much leave your adventurer to strangle for about 10 minutes, while you go get a drink. You come back, press Z to check your status, and, whadya know, you are now a Legendary Wrestler.&lt;br /&gt;
&lt;br /&gt;
For reference, I use Windows XP. Don't know if that helps at all.&lt;br /&gt;
&lt;br /&gt;
Thanks, Doom.&lt;br /&gt;
&lt;br /&gt;
==Infinite Power Not An Exploit==&lt;br /&gt;
No really.  I know it makes no physical sense, but as there is little good way to create power generation on most maps otherwise, and power can be used for all sorts of fun projects, the possibility of creating a battery anywhere you need it makes all sorts of fun things possible.  I also doubt implementing a realistic physics model of energy is at all possible, much less sensical in a game which allows productive underground farming - which is honestly a far more serious violation of conservation of energy than waterwheel batteries.  Doesn't work like reality does not imply it isn't intended or its exploitive of the system.  The fact that the easy availability of power leads to more fun projects strongly argues it is a feature, not an exploit.  --[[User:Squirrelloid|Squirrelloid]] 17:29, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The line between Exploit and Feature is entirely subjective. The fact that a significant player population considers something an exploit makes it so, I would think. It's not like &amp;quot;exploit&amp;quot; in this sense is a pejorative term. --[[User:Erom|Erom]] 14:58, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Seeing as it violates fairly basic laws of physics (unlike underground farming, what with fungi not requiring sunlight), I'd say that the infinite power thing is as much of an exploit as any other mechanism that generates an arbitrary amount of an otherwise-limited resource. You are, after all, exploiting the gaps in the game's physics engine.&amp;lt;br /&amp;gt;This isn't explicitly a bad thing, though; this game would be far less [[fun]] if it didn't have any hilarious bugs. Since there's no real goal of the game except to do something interesting or amusing before everything dies when your magma-pumping system suffers a mechanical failure and spews lava into the sleeping quarters, I don't really see any particular grounds to not take advantage of these holes in reality. As long as you don't go &amp;quot;hey, look, I built an entire fortress out of adamantine&amp;quot; without telling people that you turned your smelters into molecular forges that produce thousands of wafers from, say, sand, it's fine. Some people want to challenge themselves and do it the &amp;quot;right&amp;quot; way, others want to challenge themselves and do it the &amp;quot;weird&amp;quot; way, and both are equally valid approaches. After all, there are plenty of people who make &amp;quot;anti-walkthroughs&amp;quot; for games which involve bending the game in question into strange ten-dimensional shapes whilst still getting to the end, and that's just as fun as doing it properly. Maybe it'll get fixed, but in the meantime feel free to dig out the bottom of the mountain and hold up a million tonnes of rock with a single glass pillar, or channel your magma with wooden walls.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;The exploits mentioned in these paragraphs may or may not have been performed by the author. No responsibility is accepted for attempting to perform said exploits. [[Catsplosion#Thermonuclear_catsplosion|Do not attempt to modify cats to produce temperatures exceeding 16939.81667 degrees Kelvin.]]&amp;lt;/sub&amp;gt;--[[User:Quil|Quil]] 15:37, 17 December 2008 (EST)&lt;br /&gt;
::Productive underground farming is a violation of the laws of physics.  Specifically conservation of energy.  Farming generally works because plants turn sunlight into energy.  You're right, fungi don't do this.  However, fungi turn dead stuff into energy - a rather inefficient process.  Growing fungi in solid rock, no matter how wet, shouldn't do anything, and fungal farms should require massive amounts of fertilizer.  (Its not like people don't farm mushrooms today).  I also don't think Quarry Bush, Sweet Pods, or Cave Wheat are fungi at all, and the only one I know that is would be Plump Helmet.  &lt;br /&gt;
::Regardless, underground farming in the game produces energy from nothing.  I consider this a more severe physics violation than perpetual motion machines, made more egregious because it doesn't actually lead to fun like Rube Goldberg devices.&lt;br /&gt;
::Finally, exploit technically means its not intended to occur.  Violating the laws of physics does not imply game exploit if those violations are intended.  Obviously underground farming is intended, so despite being a severe violation of conservation of energy its not actually an exploit.  Similarly, arbitrary power seems perfectly intended by the way power works in the game.  Exploits are not determined by vote, they are determined by the designer's intention - so the only vote that counts here would by ToadyOne's.&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 16:02, 17 December 2008 (EST)&lt;br /&gt;
:::''should require massive amounts of fertilizer''&lt;br /&gt;
:::Where do you think your dwarves do their business? --[[User:Juckto|juckto]] 16:06, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::This should have diminishing returns.  Eat food, body removes energy, expel remaining mass which contains some amount of energy to be used.  If you feed your dwarves with nothing but farming (perfectly possible in game) you should be faced with diminishing yields as consumption pulls energy out of the system which then gets used for activities (so no, disposing of the dead as fertilizer does not solve the problem).  Ie, a sealed fortress with no access to the surface should be faced with an ever-decreasing energy budget, and thus ever-decreasing food production.  Instead, in-game you have exponentially increasing potential food production, which is crazy since there is no outside energy input.  --[[User:Squirrelloid|Squirrelloid]] 16:44, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::On the other hand, DF is semi-mythical, and the concept of dwarves maintaining underground farms that work as well for them as above-ground farms work for humans is a great game element, even if it does not match what exists in our world.--[[User:Maximus|Maximus]] 17:21, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Why do the same arguments not also support arbitrary physical power if arbitrary energy is allowed otherwise?  Its the same thing - both violate conservation of energy.  --[[User:Squirrelloid|Squirrelloid]] 17:26, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::If things didn't grow in dark, seemingly nutrientless places, preparing petri dishes would be far, far easier. As it is, since things become &amp;quot;muddy&amp;quot; when irrigated, presumably a suitable layer of fertile silt is being deposited on the surface of the rock to grow mythical subterranean plants that thrive well enough to be a suitable crop. There is, however, a subtle difference between magical crops and magical water, in that one is a somewhat hand-waved but ultimately convenient mechanism for growing crops, along the same lines as the massive time acceleration and strange Dwarven sleeping habits, while the other is a device that has no actual, functioning, real-world equivalent and is instead a quirk of the simulation, similar to, say, the deadly !![[fire imp]] fat!! that is produced by strange object property inheritance. It's essentially the same thing as opening up the reaction_standard.txt file and removing the requirement for fuel and adamantine threads from the adamantine production reaction, which happens to give you as much adamantine as you like straight from your smelter. The developer left the raws in simple text format, so he must have intended for people to do that, surely?&lt;br /&gt;
::::::Really, though, I don't see the need to argue about this. It's not like the Exploit Police are going to come and arrest people for building perpetual motion machines, nor are they going to arrest me for making a species that can rip people to pieces with their bare hands and wield +adamantine rocket launcher+s in both hands.--[[User:Quil|Quil]] 17:51, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If we can agree that Toady did not intend for perpetual motion machines to be possible, then we can safely classify this as an exploit. If we can't, I'm sure there is a thread with comments from him on the issue around the forums somewhere. [[User:VengefulDonut|VengefulDonut]] 22:17, 17 December 2008 (EST)&lt;br /&gt;
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::''Why'' does any of this matter?  Perpetual motion can be done, we document it.  Make use of it if you like, don't if you don't.--[[User:Maximus|Maximus]] 23:47, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Agreed with [[User:Maximus|Maximus]], we're arguing over a classification that simply isn't included in the scope of the wiki.  Whether it's classified as an exploit or not, the ability to create power via perpetual motion exists and has been documented; therefor, it deserves a place in the wiki.  Let's just leave it where it is and agree that if someone doesn't personally think it's an exploit, then it's not an exploit for them.  --[[User:LucienSadi|LucienSadi]] 05:28, 18 December 2008 (EST)&lt;br /&gt;
::::&amp;lt;em&amp;gt;Not included in the scope of the wiki??&amp;lt;/em&amp;gt;  Guilty conscience much?  Rest at ease, the exploit page isn't finger-wagging as much an instruction manual XD   Of &amp;lt;em&amp;gt;course&amp;lt;/em&amp;gt; it's relevant, there's things even Toady considers an exploit(and plans to remove).  As for mushrooms, that's obviously as Toady intended it, not an unintended side-effect of something else gone wrong.  &amp;lt;em&amp;gt;That&amp;lt;/em&amp;gt; is what makes things an exploit or not, a game with dwarves and dragons is fairly fantastic in the first place.  Sheesh. --[[User:Corona688|Corona688]] 09:57, 18 December 2008 (EST)&lt;br /&gt;
:::Of course it's included in the scope of the wiki. Look at the title of the talk page. Talk:Exploit. If it's an exploit, we include it on the exploit page. If it's not, we include it somewhere else. In any case, it shows up somewhere. Don't get so excited over little things :) [[User:VengefulDonut|VengefulDonut]] 06:27, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Intricate artifacts ==&lt;br /&gt;
&lt;br /&gt;
You seem to be certain that this exploit doesn't work, but I can't imagine that you've actually tried it correctly, since I have an example that confirms it: {{spoil small|[[image:Soundedmurders.png]]}}.&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 17:44, 20 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Indeed i tried to confirm it with my 2 last artifacts (today) and it didn't work. At what precise moment did you unforbid the items? Did they all show up as tasked with 't'? Have you yourself reproduced it? What version do you use? I know there ''is'' a bug that produces such artifacts but that one can't be reliably reproduced AFAIK. --[[User:Höhlenschreck|Höhlenschreck]] 17:57, 20 June 2009 (UTC)&lt;br /&gt;
::Ah - I think i see how it would work - assuming he wants 3 stones, 1 is tasked. Now I unforbid 5 other present stones at once and they will all be tasked? If it should work like that, i probably haven't tried that. --[[User:Höhlenschreck|Höhlenschreck]] 18:03, 20 June 2009 (UTC)&lt;br /&gt;
:The retasking is done only when the moody dwarf picks up or delivers new materials. In your example the first three stones that he picked up would be retasked, but the fourth and fifth would not because he already has three stones that were before them. So he would use a total of 4 stones. If you wanted him to use all of them you need to unforbid the latest three, wait for them to get tasked, then unforbid the first two. &lt;br /&gt;
The example is one I generated in {{version|0.28.181.40d}}. It shouldn't be any different in d# versions, though, since there aren't any logic updates. Mayday, on the other hand; I have no clue how far his changes have reached. [[User:VengefulDonut|VengefulDonut]] 18:08, 20 June 2009 (UTC)&lt;br /&gt;
:::So does this only work if the dwarf requires more than one item of a type? --[[User:Höhlenschreck|Höhlenschreck]] 12:46, 25 June 2009 (UTC)&lt;br /&gt;
::::You can pull it off if they only want one, but it will be a lot more work on your part. [[User:VengefulDonut|VengefulDonut]] 13:50, 25 June 2009 (UTC)&lt;br /&gt;
I think this is more complicated than Donut realizes, or else he just hasn't explained it thoroughly. I finally got this method to work, with a caveat. Here's how I did it: First, my dwarf collected the item I wanted extras of last (I was hoping to make a bone hammer, and he only got one bone, and I wanted more bone) so I forbade one of the 3 cave lobster shells he'd collected. I alternated forbidding the goblin bones (no other kind for a war hammer!) and the lobster shells until I had 4 stacks of goblin bones. Then, I forbade a second lobster shell, so he could collect one and return it to the shop without starting work. But I found I had to actually let him pick up the last shell (the last item to be picked up before construction would start) before it would re-task the unforbidden goblin bones, then I had to forbid the latest tasked lobster shell before he returned with the un-tasked one (to keep him from beginning construction). Then I had to wait until he picked up the next shell, etc. Note for clarity's sake that I had to unforbid only one stack of bone at a time, starting from the bottom (most recently collected) stack up to the oldest/top stack. Presumable, according to what Donut says, you can unforbid as many at a time as are queued for inclusion originally - I could only do one at a time because he originally only wanted one.&lt;br /&gt;
	In this particular case, he ended up using the lobster shell for the base of the construction, which was NOT what I wanted, so I'll have to figure something else out... But I thought I'd post this just because I had such trouble getting it to work. From my other experience I believe that the last item to be forbidden/unforbidden tends to end up being the 'base' material, so I actually don't think you can use this method (the way I did it) for the material you want to be the base for the item; however, in this particular case I've found that cave lobster shell was the original base item (which disappoints me greatly) so I can't say this for sure.&lt;br /&gt;
&lt;br /&gt;
==Sweet pods, winter, and underground==&lt;br /&gt;
&lt;br /&gt;
What exactly are the exploits involving those items? I couldn't find any information on how you can exploit the process of turning sweet pods into dwarven syrup instead of sugar, exploit what I'm assuming is referring to the thought to be bug where a farm plot does not check if a plant can be grown next season if it is late winter (not tested for current version), or how you can trick a subterranean farm plot into growing above ground plants. &lt;br /&gt;
&lt;br /&gt;
I'm not saying there aren't exploits involving those, just curious as to ''what'' the exploits are. --[[User:Elvang|Elvang]] 04:34, 21 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Err, well, no; intentionally producing only syrup as such is an exploit since it gives 5 times the amount and thus value compared to sugar - and that can't be what Toady intends, right? right? Also it is obviously an oversight on Toady's part that you can grow any surface plants all year, especially in winter. So you shouldn't do it just because you can. And for underground, well seriously, we all know that anything except mushrooms needs sunlight so if you plant smth else than plumps you are, again, exploiting, cos obviously Toady is going to change that soon..as you may have figured, ''I'' don't consider any of those exploits, but people have argued for it. --[[User:Höhlenschreck|Höhlenschreck]] 15:09, 21 June 2009 (UTC)&lt;br /&gt;
::I gotta disagree with the underground plants thing - for all we know dwarves just have a lot more names for &amp;quot;mushroom&amp;quot; than we do, like eskimos with snow (although that might be an urban legend?).&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 14:57, 21 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::FWIW, I was arguing something else listed on this page *wasn't* an exploit because non-fungus grow underground, not that growing things like Cave Wheat was an exploit because they should require sunlight.  Ie, blatant physics violations =/=&amp;gt; not behaving as intended. --[[User:Squirrelloid|Squirrelloid]] 08:44, 16 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Isn't this a ''fantasy'' game? [[User:Wagawaga|wagawaga]] 17:24, 10 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Now, now, let's not bring facts into this argument. [[User:Nymersic|Nymersic]] 20:42, 14 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Using ore in a mason/craft shop==&lt;br /&gt;
Is it an exploit that building metal furniture takes 3 ore but building the same furniture from the ore takes only 1? Not so much where the ore is lesser value than the metal (eg, &amp;quot;iron&amp;quot;) but say with &amp;quot;gold&amp;quot; and other metals where the ore is a &amp;quot;nugget&amp;quot;.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 14:57, 21 July 2009 (UTC)&lt;br /&gt;
:The game is an alpha - in some places it's quirky as hell, especially in some of the math/values, but where the &amp;quot;quirks&amp;quot; stop and the &amp;quot;bugs&amp;quot; start is unclear.  Is it an exploit to make a statue from gold ore rather than gold metal - the value is the same, so why process it?  Meh.  In the end, it's up to each player to determine, for themselves, their own challenges - if the game starts to get too easy, then self-handicap.  &amp;quot;Which ones?&amp;quot; is up to you. --[[User:Albedo|Albedo]] 20:11, 21 July 2009 (UTC)&lt;br /&gt;
::Actually, what he was describing wouldn't be the same value.  The gold statue at a mason's shop using gold nuggets would require one nugget, but at a smith's you would have to smelt 3 nuggets into 3 bars and use those bars to make 1 statue.  You get a third the value out of doing it the proper way (not to mention about six times the work).  It sounds like this would be a pretty large exploit with any of the &amp;quot;Native&amp;quot; materials.  But... does it still work that way?  That's the question. [[User:Nymersic|Nymersic]] 20:48, 14 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bookkeeper exploit ==&lt;br /&gt;
I've found that people still work just as furiously when updating stockpile records while set to the highest precision after they've achieved highest precision already. I've used this to train new bookkeeper's just as fast, you just have to make sure the stock changes often enough. Can anyone confirm that they do still work faster when set to highest precision even after highest precision has been obtained, as opposed to being set to low precision at the time? [[User:Shardok|Shardok]] 09:34, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cooking Alcohol ==&lt;br /&gt;
Why does this have a link to Req129 and a quote of it? Also, shouldn't the link to Req129 be posted after the quote, if left there? Just want to see which way seems to make more sense first. [[User:Shardok|Shardok]] 09:40, 8 August 2009 (UTC)&lt;br /&gt;
:If you read carefully you will notice that req129 will result in boozecooking not being profitable any more.&lt;br /&gt;
::I know what it will do, but I mean, shouldn't the link to Req129 either be listed after the quote, or not listed at all if the quote is there? Or maybe the quote should be removed?&lt;br /&gt;
Also, separate question, does alcohol that's cooked still provide the same effects as uncooked alcohol? [[User:Shardok|Shardok]] 11:24, 8 August 2009 (UTC)&lt;br /&gt;
:If you are asking if it still counts as booze/drink: no. Cooking all alcohol will result in a bad surprise. --[[User:Birthright|Birthright]] 12:53, 8 August 2009 (UTC)&lt;br /&gt;
::Good, now I know that I've been right in refusing to let my cooks cook alcohol on my fortresses. I always tend to have too much food and not enough alcohol. However, it is fun to read descriptions of alcohol food and notice that dwarves have discovered a means by which to mince alcohol in its drink form! [[User:Shardok|Shardok]] 19:04, 8 August 2009 (UTC)&lt;br /&gt;
I think you still should be able to &amp;quot;cook&amp;quot; alcohol, but not by it's self. When I think of a lavish meal, I see an appetizer a main course and a drink.[[User:Derekiv|Derekiv]]10:10, 27 November 2009&lt;/div&gt;</summary>
		<author><name>Arcalane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Obsidian&amp;diff=16663</id>
		<title>40d:Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Obsidian&amp;diff=16663"/>
		<updated>2009-06-23T04:47:59Z</updated>

		<summary type="html">&lt;p&gt;Arcalane: Obsidian is magma proof!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Obsidian|tile=▒|color=#888|basic_color=#888|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Sword]]s&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Magma proof]]&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Igneous extrusive layer]]&lt;br /&gt;
* [[Material value]] 3&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Hematite]]&lt;br /&gt;
* [[Native gold]]&lt;br /&gt;
* [[Native copper]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
* [[Native aluminum]]&lt;br /&gt;
* [[Galena]]&lt;br /&gt;
* Brimstone&lt;br /&gt;
* Realgar&lt;br /&gt;
* Orpiment&lt;br /&gt;
* Stibnite&lt;br /&gt;
* Rutile&lt;br /&gt;
* Hornblende&lt;br /&gt;
* Alunite&lt;br /&gt;
* Microcline&lt;br /&gt;
}}&lt;br /&gt;
'''Obsidian''' is one of the types of [[stone]] that forms entire [[stone#Stones forming entire layers |layer]]s.&lt;br /&gt;
&lt;br /&gt;
Obsidian is produced by cooling [[magma]] and is typically present in large quantities on maps with [[magma pool]]s or [[magma pipe]]s.  It is always found surrounding these features, varying between 2-5 tiles thick, every layer of the magma plus often above and below.  Obsidian can be produced using a process described [[Magma#Producing Obsidian|here]].  Also, [[goblin]] towers are made of obsidian and can be mined to produce large quantities of it.  [[Magma man|Magma men]] also become a single, usable obsidian stone when killed.&lt;br /&gt;
&lt;br /&gt;
Obsidian is the only stone that can be used to make [[weapon|short swords]] (which also requires a [[wood]] log) at a [[craftsdwarf's workshop]] using the [[stonecrafter]] skill.  The [[damage]] of an obsidian weapon is the same as for a [[steel]] [[weapon]] of the same [[quality]].{{v|0.28.181.40d}}  &lt;br /&gt;
&lt;br /&gt;
Obsidian is considered an [[economic stone]] and is more valuable than [[flux]] (by 3/2), yielding high-[[value]] [[furniture]] and [[finished goods]].   In order to use it for anything other than weapons, it needs to be turned-off (to green) on the stone management portion of the [[Status]] screen ({{key|z}}, {{key|stone}}).&lt;br /&gt;
&lt;br /&gt;
Obsidian is the only other magma proof rock besides [[Bauxite]]. Thus, it is safe to use obsidian floodgates and mechanisms to control artificial magma flow if you cannot find bauxite - and guess what? There's little pockets of it all around vents and pipes that you can very carefully mine out!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Obsidian&amp;quot; is the also name of the twelfth month of the dwarven [[calendar]], covering late Winter.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Igneous Extrusive Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Arcalane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25052</id>
		<title>40d:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25052"/>
		<updated>2009-06-23T04:44:56Z</updated>

		<summary type="html">&lt;p&gt;Arcalane: Adding obsidian to the list of safe materials&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma-safe materials''' are known to include [[iron]], [[steel]], [[bauxite]], [[obsidian]], [[nickel silver]] and [[adamantine]], but currently it is difficult to control [[magma]] flow with [[floodgate]]s since [[mechanism]]s must be made out of [[Rock|rocks]], most of which are not magma-safe (Bauxite being the notable exception).&lt;br /&gt;
&lt;br /&gt;
[[Mechanisms]] made from raw adamantine are magma-safe, and will properly operate a magma-safe floodgate in a magma [[channel]].  In order to construct mechanisms from raw adamantine, you must first allow its use for non-economic purposes in the stock screen ({{key|z}} and select 'stone').  You might wish to remove other stone-using jobs while adamantine is available for use.&lt;br /&gt;
&lt;br /&gt;
If you are using bauxite, be sure to mark a [[stockpile]] around the [[mechanic's workshop]] which allows bauxite only.&lt;br /&gt;
&lt;br /&gt;
The mechanism on the [[lever|trigger]] need not be magma-safe, only the one on the floodgate.  If you do not have any bauxite or adamantine available, you can also work around floodgate based flow control by opting for [[screw pump|screw pumps]] to pump the magma over [[wall]]-barriers.&lt;br /&gt;
&lt;br /&gt;
== Calculations ==&lt;br /&gt;
&lt;br /&gt;
According to the raw data files, magma's temperature is somewhere between 1300°C and 1400°C, which translates to 2300°F&amp;amp;ndash;2500°F .&lt;br /&gt;
&lt;br /&gt;
Materials that resist magma are:&lt;br /&gt;
&lt;br /&gt;
Earth:&lt;br /&gt;
* Constructions ([[Wall]], [[Floor]], [[Ramp]], [[Stairs]]) can never melt or burn (there is nothing wrong with [[wood]]en magma reservoir). Natural [[ice]] walls/floors/ramps/stairs may melt however.&lt;br /&gt;
* [[fortification|fortifications]] will allow the passage of [[magma]], but not the assorted magma creatures. Fire snakes are vermin, so they can spawn anywhere near their native biome - the magma pipe/pool.  They are not affected by fortifications, grates, or anything else you might try to throw at them.  Also, there is a bug with fluids which may sometimes let magma (and water) push living things through barriers such as fortifications, bars and grates.  [[Pump]]s are a positive defense, but can change the dynamics of fluid [[pressure]].&lt;br /&gt;
&lt;br /&gt;
Metal:&lt;br /&gt;
* [[Nickel]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Nickel silver]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Iron]] &amp;amp;mdash; 2680°F (1471°C)&lt;br /&gt;
* [[Steel]] &amp;amp;mdash; 2710°F (1488°C)&lt;br /&gt;
* [[Platinum]] &amp;amp;mdash; 3000°F (1649°C)&lt;br /&gt;
* [[Adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Stone:&lt;br /&gt;
* [[Obsidian]] &amp;amp;mdash; Whilst the exact melting point of obsidian is unknown, it is high enough not to be melted by magma.&lt;br /&gt;
* [[Bauxite]] &amp;amp;mdash; 3600°F (1982°C)&lt;br /&gt;
* [[Raw adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
== Glass ==&lt;br /&gt;
[[Glass]] behaves oddly in regards to magma.  Glass is, in itself, not magma safe; glass [[instrument|instruments]] will melt in magma.  However, glass [[furniture]] will not.  So glass [[statue|statues]], [[screw pump|screw pumps]], and [[floodgate|floodgates]] are all fine when submerged in magma.  Forum link with experiments: http://www.bay12games.com/forum/index.php?topic=27423.msg333562#msg333562&lt;br /&gt;
&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Arcalane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25051</id>
		<title>40d:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25051"/>
		<updated>2009-06-23T04:44:32Z</updated>

		<summary type="html">&lt;p&gt;Arcalane: /* Calculations */ - Obsidian as a safe stone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma-safe materials''' are known to include [[iron]], [[steel]], [[bauxite]], [[nickel silver]] and [[adamantine]], but currently it is difficult to control [[magma]] flow with [[floodgate]]s since [[mechanism]]s must be made out of [[Rock|rocks]], most of which are not magma-safe (Bauxite being the notable exception).&lt;br /&gt;
&lt;br /&gt;
[[Mechanisms]] made from raw adamantine are magma-safe, and will properly operate a magma-safe floodgate in a magma [[channel]].  In order to construct mechanisms from raw adamantine, you must first allow its use for non-economic purposes in the stock screen ({{key|z}} and select 'stone').  You might wish to remove other stone-using jobs while adamantine is available for use.&lt;br /&gt;
&lt;br /&gt;
If you are using bauxite, be sure to mark a [[stockpile]] around the [[mechanic's workshop]] which allows bauxite only.&lt;br /&gt;
&lt;br /&gt;
The mechanism on the [[lever|trigger]] need not be magma-safe, only the one on the floodgate.  If you do not have any bauxite or adamantine available, you can also work around floodgate based flow control by opting for [[screw pump|screw pumps]] to pump the magma over [[wall]]-barriers.&lt;br /&gt;
&lt;br /&gt;
== Calculations ==&lt;br /&gt;
&lt;br /&gt;
According to the raw data files, magma's temperature is somewhere between 1300°C and 1400°C, which translates to 2300°F&amp;amp;ndash;2500°F .&lt;br /&gt;
&lt;br /&gt;
Materials that resist magma are:&lt;br /&gt;
&lt;br /&gt;
Earth:&lt;br /&gt;
* Constructions ([[Wall]], [[Floor]], [[Ramp]], [[Stairs]]) can never melt or burn (there is nothing wrong with [[wood]]en magma reservoir). Natural [[ice]] walls/floors/ramps/stairs may melt however.&lt;br /&gt;
* [[fortification|fortifications]] will allow the passage of [[magma]], but not the assorted magma creatures. Fire snakes are vermin, so they can spawn anywhere near their native biome - the magma pipe/pool.  They are not affected by fortifications, grates, or anything else you might try to throw at them.  Also, there is a bug with fluids which may sometimes let magma (and water) push living things through barriers such as fortifications, bars and grates.  [[Pump]]s are a positive defense, but can change the dynamics of fluid [[pressure]].&lt;br /&gt;
&lt;br /&gt;
Metal:&lt;br /&gt;
* [[Nickel]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Nickel silver]] &amp;amp;mdash; 2600°F (1427°C)&lt;br /&gt;
* [[Iron]] &amp;amp;mdash; 2680°F (1471°C)&lt;br /&gt;
* [[Steel]] &amp;amp;mdash; 2710°F (1488°C)&lt;br /&gt;
* [[Platinum]] &amp;amp;mdash; 3000°F (1649°C)&lt;br /&gt;
* [[Adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Stone:&lt;br /&gt;
* [[Obsidian]] &amp;amp;mdash; Whilst the exact melting point of obsidian is unknown, it is high enough not to be melted by magma.&lt;br /&gt;
* [[Bauxite]] &amp;amp;mdash; 3600°F (1982°C)&lt;br /&gt;
* [[Raw adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
== Glass ==&lt;br /&gt;
[[Glass]] behaves oddly in regards to magma.  Glass is, in itself, not magma safe; glass [[instrument|instruments]] will melt in magma.  However, glass [[furniture]] will not.  So glass [[statue|statues]], [[screw pump|screw pumps]], and [[floodgate|floodgates]] are all fine when submerged in magma.  Forum link with experiments: http://www.bay12games.com/forum/index.php?topic=27423.msg333562#msg333562&lt;br /&gt;
&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Arcalane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma-safe&amp;diff=27925</id>
		<title>40d Talk:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma-safe&amp;diff=27925"/>
		<updated>2009-06-23T04:42:58Z</updated>

		<summary type="html">&lt;p&gt;Arcalane: /* Obsidian */ - huzzah!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can artifacts burn or melt too? I just got a artifact goblin bone floodgate (How is that even possible?).--[[User:Noctune9|Noctune9]] 12:48, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How much of this has been verified? [[User:Schm0|Schm0]] 06:16, 20 November 2007 (EST)&lt;br /&gt;
:I think it's all based on inference from raw files. I have been meaning to test bauxite or get someone else to do it, but haven't run into any or been very convincing [[User:VengefulDonut|VengefulDonut]] 10:22, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I haven't run into any Bauxite either, and I was on hunt for it.  After starting fortresses on 20+ map squares with Sediment layers, revealing it then exporting images of the layers to analyze...I haven't seen a single Bauxite deposit.  Makes me wonder if it's a bug, or if I'm that unlucky.  My theory is that Bauxite mechanisms won't melt under magma. --[[User:TheUbie|TheUbie]] 12:53, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I had the same idea :)   [[User:VengefulDonut|VengefulDonut]] 16:40, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Man I hope it's true.  Bump that number up to 35 regions with Sediment layers and no Bauxite.  Beginning to think it's a bug.  --[[User:TheUbie|TheUbie]] 04:29, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Isn't the easiest way to test this either to make some critter drop bauxite, or mod a stone you have to being the same temperature rating and see if that survives. --[[User:Shades|Shades]] 06:51, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Is it possible to order bauxite mechanisms from the caravan? --[[User:Alfador|Alfador]] 11:44, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::: Actually, the easiest way was for me to edit the raw and put bauxite in every layer in the game.  Fired up the game, created a new world, found a magma vent and bam I was in business.  The verdict?  It's magma-safe.  Both Bauxite floodgates and bauxite mechanisms resist the magma, and the bauxite rocks that I left on the floor were unharmed by the magma flow.  Bauxite: confirmed.  With the iron and steel confirmation, I would believe that anything given the melting point stat above magma's temperature is magma safe.  Now, if we can just get Toady to make magma replenish, we could make some amazing magma traps with machines made of iron/steel and bauxite!    --[[User:TheUbie|TheUbie]] 15:01, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Iron is definitly magma safe. I've repeatedly flooded goblins with magma, and only their iron equipment remained. Iron floodgates are not destroyed from magma either ( although their mechanisms are. ) Iron screw pumps can pump magma with no problem. IRON IS A OK.--[[User:GauHelldragon|GauHelldragon]] 05:21, 21 November 2007 (EST)&lt;br /&gt;
:But you can't make mechanisms out of it, which is what we're trying to do. --[[User:GreyMario|GreyMario]] 16:14, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::There's still the question of whether you can make a magma forge/furnace using a platinum bar (I doubt it).--[[User:Maximus|Maximus]] 19:11, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Raw adamantine is magma-safe.  I know we all ''knew'' that, but I've tested it.  In particular, I built mechanisms out of raw adamantine and tested them on a raw adamantine floodgate.  All the loose stone has since melted, but the gate continues to open and close just fine.  And while raw adamantine is rare and valuable, at least it's less rare than bauxite....  [[User:Doctorlucky|Doctorlucky]] 21:00, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Kinda sad when you feel more accomplishment from finding Bauxite than finding Adamantine.  --[[User:TheUbie|TheUbie]] 04:50, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: well i added a simple solition to this problem, i've added a reaction which makes bauxite from iron and fuel so you can use iron for magma safe mechanisms --[[User:Slimtim|Slimtim]] 08:01, 15 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Weird. I have lots of bauxite on my very first map with magma. The weird thing is, I don't recall whether it's in the sedimentary layer or not. And no, I haven't modded my game at all. But yeah, Bauxite is very magma-proof. There's a bunch of it sitting in a room because my dwarves are lazy. (Then again, I think storing 1500 stones takes alot of work and space.) and the magma made it into that room and all the bauxite is sitting there unconcerned.&lt;br /&gt;
&lt;br /&gt;
::I believe Bauxite isn't sedimentary because my map has only one sedimentary layer and I've found bauxite in more than one layer, iirc. Will check and confirm. --[[User:CrushU|CrushU]] 21:35, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Checked. Bauxite is in a layer with Chert, Chert is Sedimentary, so Bauxite is as well. My bad. In any case, I still have alot of it. *shrug* --[[User:CrushU|CrushU]] 21:52, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
What about mechanisms made of some iron ore? Gonna check it--[[User:Dorten|Dorten]] 00:00, 16 January 2008 (EST)&lt;br /&gt;
:Woo... Only stones, which have any MELTING_POINT in MATGLOSS are bauxite, raw adamantine (knew that already) and all, which can be ignited, instead of melting... No Magnetite mechanism can stand the heat of magma... :'(&lt;br /&gt;
&lt;br /&gt;
Nickel is cheapest magma-safe material if you can't get bauxite. I bring at least one bar of it when I'm embarking at volcanic area. Easiest way to get bauxite is to bring it when embarking or to request it from caravan (both options are available only sometimes). Oh, and why has steel got higher melting point than iron? Iron should be ~1538°C. --[[User:Someone-else|Someone-else]] 09:03, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is glass really magma-safe? I have dumped green glass objects into magma only to have them disappear without a trace, leaving absolutely nothing behind. Does it work different for floodgates and things? [[User:Soadreqm|Soadreqm]] 17:53, 2 May 2008 (EDT)&lt;br /&gt;
:No. Glass can be used to make magma buildings, and constructions of any type including glass are utterly invulnerable to any and all forces except Remove Construction, but lava will melt any glass items it can get into the same square as, leaving nothing behind. [[User:Rkyeun|Rkyeun]] 13:05, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Request for Example of Use==&lt;br /&gt;
Are there any maps on the DFMA that bauxite mechanisms are used in? --[[User:Jackard|Jackard]] 02:23, 16 January 2008 (EST)&lt;br /&gt;
:Would this help?[http://mkv25.net/dfma/map-1691-echoink] It's a movie of a magma pumping system to get magma over a river. Ends up showing a REAL nasty bug as well. I believe the related fort has several maps up, both with and without the bug in effect. --[[User:N9103|Edward]] 16:19, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm a pretty new player and what I could use here is some advice on how to get my dwarves to pick specific types of stone to make mechanisms out of. My fort's in a region with magma but no apparent sources of bauxite, so I ordered some from the caravan and next year it arrived as promised. Now I've got a handful of precious bauxite boulders sitting in my vast storehouse of andesite and microcline and since it's never mattered until now what stone my dwarves worked with I'm not sure what's the best way to sort this out. Last thing I want is for it to wind up turned into useless bauxite baubles. I figure I'll shut down all my stone processing facilities, forbid every non-bauxite stockpile I can find, and then tell my mechanics to make mechanisms until the bauxite's all gone. Is there a more efficient way? [[User:Bryan Derksen|Bryan Derksen]] 06:34, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can make a bauxite-only stockpile (and forbid bauxite from all other stone stockpiles -- see {{K|q}} {{K|s}} on a stockpile) next to the mechanic workshops and distant (in terms of coordinates) from other stone-using workshops, though this isn't a guarantee. You could also lock the mechanics in with the bauxite ({{K|q}} {{K|f}} on a door), but remember to let them out before they starve. [[User:Anydwarf|Anydwarf]] 08:43, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just use the fact that stoneworkers always look for the closest stone (note: z-axis does not count!). If the mason or whatever has just eaten, he might pick a stone not too far away from the lunch room, though, so just build the bauxite pile + mechanics workshop far off where you are sure your mason will never come. [[User:Qwertyu|Qwertyu]] 04:40, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that'll simplify things greatly. My existing mechanics shop doesn't have room very close to it where I could squeeze in another storeroom, but bauxite mechanisms are important enough that I could build a workshop in a remote location just for this purpose. :) [[User:Bryan Derksen|Bryan Derksen]] 21:37, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As a clarification to a point that Qwertyu only touched on, If a stockpile is above or below the workshop, it will still be considered just as far as anything on the same level, no matter the number of levels up or down the stockpile is. E.g. you can have 3x3 piles above and below the workshop, and appropriate items in those piles will always be taken first. (atleast, that's true as far as anything I've seen/tested.) --[[User:N9103|Edward]] 06:55, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== verify temperatures? ==&lt;br /&gt;
&lt;br /&gt;
In my raws, iron's melting point is 12768 on the DF temperature scale. Shouldn't this equal 2800 degrees Fahrenheit? I think there's some inaccurate math on this page, but I'm not editing it myself just now in case there's something I don't know. [[User:G-Flex|G-Flex]] 06:43, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Could you share the process that led you to these results? [[User:VengefulDonut|VengefulDonut]] 08:49, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::[[Temperature_scale]] states the following:&lt;br /&gt;
&lt;br /&gt;
::[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
::[DF scale] = [CELSIUS]*9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
::metgloss_metal.txt gives me [MELTING_POINT:12768] for iron, and [[Magma-safe materials]] lists it as 2680°F, but:&lt;br /&gt;
::2680°F + 9968 = 12648°DF, not 12768. The problem here seems obvious, and going by the raws, the melting point is in fact 2800°F.&lt;br /&gt;
&lt;br /&gt;
::Also, for nickel: [MELTING_POINT:12619]. This is 2651°F, but [[Magma-safe materials]] lists the melting point as 2600°F.&lt;br /&gt;
&lt;br /&gt;
::Is this article possibly using old data? I'm using the latest version of DF here as of this posting. [[User:G-Flex|G-Flex]] 20:55, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== constructed walls safe? ==&lt;br /&gt;
&lt;br /&gt;
The article implied that built walls were not safe from melting, but I recall a game where I used several constructed [[alunite]] walls to surround floodgates, and the walls did not melt, even after quite a while.  Is alunite itself magma-safe, or are all constructed walls impervious to melting?&lt;br /&gt;
[[User:Lichenousd|Lichenousd]] 17:36, 17 September 2008 (EDT)&lt;br /&gt;
:I am not sure where the article implies that, at least I didn't notice it. However to answer your question items only melt when the magma is in a square, adjacent tiles (such as walls) only get the 'warm wall' level of heat which isn't enough to melt most things (ice will). --[[User:Shades|Shades]] 05:16, 18 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Obsidian ==&lt;br /&gt;
&lt;br /&gt;
Idle curiousity; is obsidian magma-safe? I would have to assume so - since pools, pipes and such are surrounded by it - otherwise it would go on a rampage of destruction, and pools would melt their way off the bottom map, unless they're surrounded by special magma-proof obsidian. I'll try mining a bit of it out from around the pool (carefully) in my current game and trying a few things, but there's a magma man lurking who I don't want to disturb. --[[User:Arcalane|Arcalane]] 04:28, 23 June 2009 (UTC)&lt;br /&gt;
:Aaaaaand testing done. Obsidian is magma-proof. There you have it, folks! I tested it by creating a small chamber off my pool using an obsidian floodgate and obsidian mechanisms. The floodgate was unharmed, a backing wall of rough obsidian was not destroyed, and the floodgate reclosed when ordered. --[[User:Arcalane|Arcalane]] 04:42, 23 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Arcalane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma-safe&amp;diff=27924</id>
		<title>40d Talk:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma-safe&amp;diff=27924"/>
		<updated>2009-06-23T04:28:18Z</updated>

		<summary type="html">&lt;p&gt;Arcalane: /* Obsidian */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can artifacts burn or melt too? I just got a artifact goblin bone floodgate (How is that even possible?).--[[User:Noctune9|Noctune9]] 12:48, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How much of this has been verified? [[User:Schm0|Schm0]] 06:16, 20 November 2007 (EST)&lt;br /&gt;
:I think it's all based on inference from raw files. I have been meaning to test bauxite or get someone else to do it, but haven't run into any or been very convincing [[User:VengefulDonut|VengefulDonut]] 10:22, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I haven't run into any Bauxite either, and I was on hunt for it.  After starting fortresses on 20+ map squares with Sediment layers, revealing it then exporting images of the layers to analyze...I haven't seen a single Bauxite deposit.  Makes me wonder if it's a bug, or if I'm that unlucky.  My theory is that Bauxite mechanisms won't melt under magma. --[[User:TheUbie|TheUbie]] 12:53, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I had the same idea :)   [[User:VengefulDonut|VengefulDonut]] 16:40, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Man I hope it's true.  Bump that number up to 35 regions with Sediment layers and no Bauxite.  Beginning to think it's a bug.  --[[User:TheUbie|TheUbie]] 04:29, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Isn't the easiest way to test this either to make some critter drop bauxite, or mod a stone you have to being the same temperature rating and see if that survives. --[[User:Shades|Shades]] 06:51, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Is it possible to order bauxite mechanisms from the caravan? --[[User:Alfador|Alfador]] 11:44, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::: Actually, the easiest way was for me to edit the raw and put bauxite in every layer in the game.  Fired up the game, created a new world, found a magma vent and bam I was in business.  The verdict?  It's magma-safe.  Both Bauxite floodgates and bauxite mechanisms resist the magma, and the bauxite rocks that I left on the floor were unharmed by the magma flow.  Bauxite: confirmed.  With the iron and steel confirmation, I would believe that anything given the melting point stat above magma's temperature is magma safe.  Now, if we can just get Toady to make magma replenish, we could make some amazing magma traps with machines made of iron/steel and bauxite!    --[[User:TheUbie|TheUbie]] 15:01, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Iron is definitly magma safe. I've repeatedly flooded goblins with magma, and only their iron equipment remained. Iron floodgates are not destroyed from magma either ( although their mechanisms are. ) Iron screw pumps can pump magma with no problem. IRON IS A OK.--[[User:GauHelldragon|GauHelldragon]] 05:21, 21 November 2007 (EST)&lt;br /&gt;
:But you can't make mechanisms out of it, which is what we're trying to do. --[[User:GreyMario|GreyMario]] 16:14, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::There's still the question of whether you can make a magma forge/furnace using a platinum bar (I doubt it).--[[User:Maximus|Maximus]] 19:11, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Raw adamantine is magma-safe.  I know we all ''knew'' that, but I've tested it.  In particular, I built mechanisms out of raw adamantine and tested them on a raw adamantine floodgate.  All the loose stone has since melted, but the gate continues to open and close just fine.  And while raw adamantine is rare and valuable, at least it's less rare than bauxite....  [[User:Doctorlucky|Doctorlucky]] 21:00, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Kinda sad when you feel more accomplishment from finding Bauxite than finding Adamantine.  --[[User:TheUbie|TheUbie]] 04:50, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: well i added a simple solition to this problem, i've added a reaction which makes bauxite from iron and fuel so you can use iron for magma safe mechanisms --[[User:Slimtim|Slimtim]] 08:01, 15 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Weird. I have lots of bauxite on my very first map with magma. The weird thing is, I don't recall whether it's in the sedimentary layer or not. And no, I haven't modded my game at all. But yeah, Bauxite is very magma-proof. There's a bunch of it sitting in a room because my dwarves are lazy. (Then again, I think storing 1500 stones takes alot of work and space.) and the magma made it into that room and all the bauxite is sitting there unconcerned.&lt;br /&gt;
&lt;br /&gt;
::I believe Bauxite isn't sedimentary because my map has only one sedimentary layer and I've found bauxite in more than one layer, iirc. Will check and confirm. --[[User:CrushU|CrushU]] 21:35, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Checked. Bauxite is in a layer with Chert, Chert is Sedimentary, so Bauxite is as well. My bad. In any case, I still have alot of it. *shrug* --[[User:CrushU|CrushU]] 21:52, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
What about mechanisms made of some iron ore? Gonna check it--[[User:Dorten|Dorten]] 00:00, 16 January 2008 (EST)&lt;br /&gt;
:Woo... Only stones, which have any MELTING_POINT in MATGLOSS are bauxite, raw adamantine (knew that already) and all, which can be ignited, instead of melting... No Magnetite mechanism can stand the heat of magma... :'(&lt;br /&gt;
&lt;br /&gt;
Nickel is cheapest magma-safe material if you can't get bauxite. I bring at least one bar of it when I'm embarking at volcanic area. Easiest way to get bauxite is to bring it when embarking or to request it from caravan (both options are available only sometimes). Oh, and why has steel got higher melting point than iron? Iron should be ~1538°C. --[[User:Someone-else|Someone-else]] 09:03, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is glass really magma-safe? I have dumped green glass objects into magma only to have them disappear without a trace, leaving absolutely nothing behind. Does it work different for floodgates and things? [[User:Soadreqm|Soadreqm]] 17:53, 2 May 2008 (EDT)&lt;br /&gt;
:No. Glass can be used to make magma buildings, and constructions of any type including glass are utterly invulnerable to any and all forces except Remove Construction, but lava will melt any glass items it can get into the same square as, leaving nothing behind. [[User:Rkyeun|Rkyeun]] 13:05, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Request for Example of Use==&lt;br /&gt;
Are there any maps on the DFMA that bauxite mechanisms are used in? --[[User:Jackard|Jackard]] 02:23, 16 January 2008 (EST)&lt;br /&gt;
:Would this help?[http://mkv25.net/dfma/map-1691-echoink] It's a movie of a magma pumping system to get magma over a river. Ends up showing a REAL nasty bug as well. I believe the related fort has several maps up, both with and without the bug in effect. --[[User:N9103|Edward]] 16:19, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm a pretty new player and what I could use here is some advice on how to get my dwarves to pick specific types of stone to make mechanisms out of. My fort's in a region with magma but no apparent sources of bauxite, so I ordered some from the caravan and next year it arrived as promised. Now I've got a handful of precious bauxite boulders sitting in my vast storehouse of andesite and microcline and since it's never mattered until now what stone my dwarves worked with I'm not sure what's the best way to sort this out. Last thing I want is for it to wind up turned into useless bauxite baubles. I figure I'll shut down all my stone processing facilities, forbid every non-bauxite stockpile I can find, and then tell my mechanics to make mechanisms until the bauxite's all gone. Is there a more efficient way? [[User:Bryan Derksen|Bryan Derksen]] 06:34, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can make a bauxite-only stockpile (and forbid bauxite from all other stone stockpiles -- see {{K|q}} {{K|s}} on a stockpile) next to the mechanic workshops and distant (in terms of coordinates) from other stone-using workshops, though this isn't a guarantee. You could also lock the mechanics in with the bauxite ({{K|q}} {{K|f}} on a door), but remember to let them out before they starve. [[User:Anydwarf|Anydwarf]] 08:43, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just use the fact that stoneworkers always look for the closest stone (note: z-axis does not count!). If the mason or whatever has just eaten, he might pick a stone not too far away from the lunch room, though, so just build the bauxite pile + mechanics workshop far off where you are sure your mason will never come. [[User:Qwertyu|Qwertyu]] 04:40, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that'll simplify things greatly. My existing mechanics shop doesn't have room very close to it where I could squeeze in another storeroom, but bauxite mechanisms are important enough that I could build a workshop in a remote location just for this purpose. :) [[User:Bryan Derksen|Bryan Derksen]] 21:37, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As a clarification to a point that Qwertyu only touched on, If a stockpile is above or below the workshop, it will still be considered just as far as anything on the same level, no matter the number of levels up or down the stockpile is. E.g. you can have 3x3 piles above and below the workshop, and appropriate items in those piles will always be taken first. (atleast, that's true as far as anything I've seen/tested.) --[[User:N9103|Edward]] 06:55, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== verify temperatures? ==&lt;br /&gt;
&lt;br /&gt;
In my raws, iron's melting point is 12768 on the DF temperature scale. Shouldn't this equal 2800 degrees Fahrenheit? I think there's some inaccurate math on this page, but I'm not editing it myself just now in case there's something I don't know. [[User:G-Flex|G-Flex]] 06:43, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Could you share the process that led you to these results? [[User:VengefulDonut|VengefulDonut]] 08:49, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::[[Temperature_scale]] states the following:&lt;br /&gt;
&lt;br /&gt;
::[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
::[DF scale] = [CELSIUS]*9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
::metgloss_metal.txt gives me [MELTING_POINT:12768] for iron, and [[Magma-safe materials]] lists it as 2680°F, but:&lt;br /&gt;
::2680°F + 9968 = 12648°DF, not 12768. The problem here seems obvious, and going by the raws, the melting point is in fact 2800°F.&lt;br /&gt;
&lt;br /&gt;
::Also, for nickel: [MELTING_POINT:12619]. This is 2651°F, but [[Magma-safe materials]] lists the melting point as 2600°F.&lt;br /&gt;
&lt;br /&gt;
::Is this article possibly using old data? I'm using the latest version of DF here as of this posting. [[User:G-Flex|G-Flex]] 20:55, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== constructed walls safe? ==&lt;br /&gt;
&lt;br /&gt;
The article implied that built walls were not safe from melting, but I recall a game where I used several constructed [[alunite]] walls to surround floodgates, and the walls did not melt, even after quite a while.  Is alunite itself magma-safe, or are all constructed walls impervious to melting?&lt;br /&gt;
[[User:Lichenousd|Lichenousd]] 17:36, 17 September 2008 (EDT)&lt;br /&gt;
:I am not sure where the article implies that, at least I didn't notice it. However to answer your question items only melt when the magma is in a square, adjacent tiles (such as walls) only get the 'warm wall' level of heat which isn't enough to melt most things (ice will). --[[User:Shades|Shades]] 05:16, 18 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Obsidian ==&lt;br /&gt;
&lt;br /&gt;
Idle curiousity; is obsidian magma-safe? I would have to assume so - since pools, pipes and such are surrounded by it - otherwise it would go on a rampage of destruction, and pools would melt their way off the bottom map, unless they're surrounded by special magma-proof obsidian. I'll try mining a bit of it out from around the pool (carefully) in my current game and trying a few things, but there's a magma man lurking who I don't want to disturb. --[[User:Arcalane|Arcalane]] 04:28, 23 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Arcalane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Opal&amp;diff=49688</id>
		<title>40d:Opal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Opal&amp;diff=49688"/>
		<updated>2009-06-22T16:18:30Z</updated>

		<summary type="html">&lt;p&gt;Arcalane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;'''Opal'''&amp;quot; is the name of the eleventh month of the dwarven [[calendar]], covering mid-Winter.&lt;br /&gt;
&lt;br /&gt;
Opal is also a broad category of ornamental (low-value) and semi-precious (mid-value) [[Gem#Varieties|gems]].  The exact gem will be one of a couple dozen specific types of opal, such as bandfire opal, pipe opal or pineapple opal.&lt;br /&gt;
&lt;br /&gt;
===''Ornamental Opals''===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=amber opal|value=10×|color={{Raw Tile|A|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=bone opal|value=10×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=cherry opal|value=10×|color={{Raw Tile|F|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=gold opal|value=10×|color={{Raw Tile|I|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=jasper opal|value=10×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=milk opal|value=10×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=moss opal|value=10×|color={{Raw Tile|B|#0a0|#0a0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=onyx opal|value=10×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pineapple opal|value=10×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pipe opal|value=10×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=prase opal|value=10×|color={{Raw Tile|B|#0a0|#0a0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=resin opal|value=10×|color={{Raw Tile|I|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=shell opal|value=10×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=wax opal|value=10×|color={{Raw Tile|A|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=wood opal|value=10×|color={{Raw Tile|A|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===''Semi-Precious Opals''===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=bandfire opal|value=20×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=black opal|value=30×|color={{Raw Tile|K|#888|#888}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=claro opal|value=20×|color={{Raw Tile|D|#00f|#00f}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=crystal opal|value=20×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=fire opal|value=15×|color={{Raw Tile|F|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=harlequin opal|value=20×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=jelly opal|value=15×|color={{Raw Tile|A|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=levin opal|value=20×|color={{Raw Tile|I|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pinfire opal|value=20×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=precious fire opal|value=20×|color={{Raw Tile|F|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red flash opal|value=20×|color={{Raw Tile|F|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=white opal|value=20×|color={{Raw Tile|E|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===''Superstitions''===&lt;br /&gt;
During the Middle Ages, opal was regarded as providing great luck to the wearer or owner, though during the Victorian era it shifted to being regarded as unlucky by superstitions engineered by established gem dealers. Some, however, thought that this was avoided if they were born in October, as opal is the birthstone for those born in October, or if the opal was received as a gift. As recently as the the reign of the last czar in the 20th Century, it was believed by some Russians that the opal embodied the evil eye, and they should not purchase anything from a dealer with opals.&lt;br /&gt;
&lt;br /&gt;
It is possible that the Dwarves regard Opal as lucky like those during the Middle Ages, hence the ornamental opals having highest value of all ornamental gems.&lt;/div&gt;</summary>
		<author><name>Arcalane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=37469</id>
		<title>Template:Current/lastupdate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=37469"/>
		<updated>2009-01-10T19:22:49Z</updated>

		<summary type="html">&lt;p&gt;Arcalane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;6th September 2008&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template is the date that the latest version was released. (hopefully).&lt;br /&gt;
Include it in places that you want to constantly refer to that date.&lt;br /&gt;
&lt;br /&gt;
If this template isn't up to date, feel free to correct it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Version {{current/version}}]][[category:wiki]][[Category:Version templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arcalane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=37468</id>
		<title>Template:Current/lastupdate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=37468"/>
		<updated>2009-01-10T19:22:03Z</updated>

		<summary type="html">&lt;p&gt;Arcalane: beta for the 10th?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;6th September 2008&lt;br /&gt;
&lt;br /&gt;
10th January 2009&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template is the date that the latest version was released. (hopefully).&lt;br /&gt;
Include it in places that you want to constantly refer to that date.&lt;br /&gt;
&lt;br /&gt;
If this template isn't up to date, feel free to correct it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Version {{current/version}}]][[category:wiki]][[Category:Version templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arcalane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Current/version&amp;diff=36329</id>
		<title>Template:Current/version</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Current/version&amp;diff=36329"/>
		<updated>2008-08-18T15:13:59Z</updated>

		<summary type="html">&lt;p&gt;Arcalane: New release as 181.40a&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;0.28.181.40a&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template is the most recent version (hopefully).&lt;br /&gt;
Include it in places that you want to constantly refer to the most recent version.&lt;br /&gt;
&lt;br /&gt;
If this template isn't up to date, feel free to correct it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Version {{current/version}}]][[category:wiki]][[Category:Version templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arcalane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=37465</id>
		<title>Template:Current/lastupdate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=37465"/>
		<updated>2008-08-18T15:13:25Z</updated>

		<summary type="html">&lt;p&gt;Arcalane: Update to 17th&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;17th August 2008&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template is the date that the latest version was released. (hopefully).&lt;br /&gt;
Include it in places that you want to constantly refer to that date.&lt;br /&gt;
&lt;br /&gt;
If this template isn't up to date, feel free to correct it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Version {{current/version}}]][[category:wiki]][[Category:Version templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arcalane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chunk&amp;diff=20259</id>
		<title>40d:Chunk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chunk&amp;diff=20259"/>
		<updated>2008-07-25T21:33:51Z</updated>

		<summary type="html">&lt;p&gt;Arcalane: Making a link to miasma page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''chunk''' of any type is a waste object generated either by [[Butcher's Shop|butchering]] animals or by fierce [[combat]]. Chunks have no in-game use and are considered [[refuse stockpile|refuse]].&lt;br /&gt;
&lt;br /&gt;
When a creature is biting another and has a body part grasped in its mouth, [[chunk]]s of the body part can get ripped away, worsening the wound.  Sometimes the entire body part will remain in its mouth as it is torn away, depending on the health of it and the size.  On major body parts, if too many [[chunk]]s get ripped away, the wound could become instantly fatal, if not the parts ripped away by the creature's grip.&lt;br /&gt;
&lt;br /&gt;
Chunks will rot fairly quickly and produce [[miasma]], so ensure that you have enough refuse space (or dumping space) to account for this.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Arcalane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chunk&amp;diff=20258</id>
		<title>40d:Chunk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chunk&amp;diff=20258"/>
		<updated>2008-07-25T21:32:35Z</updated>

		<summary type="html">&lt;p&gt;Arcalane: Chunks can rot; this is not a good thing!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''chunk''' of any type is a waste object generated either by [[Butcher's Shop|butchering]] animals or by fierce [[combat]]. Chunks have no in-game use and are considered [[refuse stockpile|refuse]].&lt;br /&gt;
&lt;br /&gt;
When a creature is biting another and has a body part grasped in its mouth, [[chunk]]s of the body part can get ripped away, worsening the wound.  Sometimes the entire body part will remain in its mouth as it is torn away, depending on the health of it and the size.  On major body parts, if too many [[chunk]]s get ripped away, the wound could become instantly fatal, if not the parts ripped away by the creature's grip.&lt;br /&gt;
&lt;br /&gt;
Chunks will rot fairly quickly and produce miasma, so ensure that you have enough refuse space (or dumping space) to account for this.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Arcalane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7384</id>
		<title>40d:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7384"/>
		<updated>2008-05-27T15:23:18Z</updated>

		<summary type="html">&lt;p&gt;Arcalane: /* Dwarves in Adventure Mode */ - Adventuring Dwarves can start with steel equipment as well. Possibly civ dependant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dwarf|symbol=☺|color={{COLOR:3:0:0}}|bones=6|chunks=6|meat=6|fat=3|skulls=1|skin=Yes|biome=Any}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Image:Dwarf.jpg|100px|thumb|An engraving of a dwarf]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarves''' are intelligent [[humanoid]] [[creatures]] that live in fortresses carved from [[mountain]]s. They are the featured [[race]] of [[Dwarf Fortress mode|Fortress Mode]], and also a one of the races playable in [[Adventure Mode]]. They are mainly interested in acquiring wealth and rare [[metal]]s, especially [[adamantine]]. They are [[alcohol]] dependant, and work slowly if deprived of it for long. Their most hated enemies are the [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Dwarven [[child]]ren become adults at their twelfth birthday.&lt;br /&gt;
== Dwarves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarves are a [[trading]] race and will send a [[caravan]] every year in the [[Calendar|fall]]. [[Immigrant|Immigrants]] will be attracted to your fortress as your wealth grows, prompted by the stories of your wealth and the goods that the dwarven traders bring back from your fortress. The immigrants arrive every spring. If your fortress is particularly successful, some immigrants might even decide to come early in smaller groups and arrive in late fall in addition to the wave that normally arrives during spring.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
You cannot start your fortress where another fortress exists.&lt;br /&gt;
&lt;br /&gt;
=== Living near them ===&lt;br /&gt;
&lt;br /&gt;
If you start your fortress near an existing fortress (not one you built), the large human caravan and dwarven traders will be replaced with a large dwarven caravan. This means you will not recieve an outpost liason (could be a bug with the current version), but you will recieve large quantities of dwarven made goods, including a few bars of random metal and several pieces of steel armor of random quality.&amp;lt;small&amp;gt;(usually you get that anyway)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarven mountain-homes do not have any [[shop]]s, but usually have a variety of fighters to recruit. You can receive quests from their monach at their capital city.&lt;br /&gt;
&lt;br /&gt;
Dwarven characters always start with [[steel]] or [[iron]] [[weapon]]s and [[armor]], making them the best-equipped race. Unfortunately, [[human]] armor is too large for them to wear, and humans are the only race with shops, so all armor upgrades will have to come from looting dwarven fortresses. Most human weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
Dwarves have the highest natural armor of the adventuring races, at +1, but are one [[size]] smaller than [[Elf|elves]] and humans, so they cause less damage and absorb less damage. Dwarves are the only race that sometimes enters a [[martial trance]] when beset by many foes, which gives them combat bonuses.&lt;br /&gt;
&lt;br /&gt;
== Mythology ==&lt;br /&gt;
&lt;br /&gt;
In real-life mythology, Dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stone]]s, and pass their time fabricating costly weapons and armor. They are famed [[miner]]s and [[Metalsmith|smith]]s, although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarvish smiths created some of the greatest and most powerful items of power, which inspired the in-game [[strange mood]]s and [[Legendary artifact]]s.&lt;br /&gt;
&lt;br /&gt;
''See the [http://en.wikipedia.org/wiki/Dwarf Wikipedia article]''&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DWARF]&lt;br /&gt;
	[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
	[TILE:1][COLOR:3:0:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[TRANCES]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:beards]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[STOUT]&lt;br /&gt;
	[MAXAGE:150:170]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[DAMBLOCK:1]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[CAVE_ADAPT]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
	[FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
	[HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
	[SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
	[CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
	[AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
	[SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
	[MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
	[PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
	[BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
	[SPEECH:dwarf.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:50]&lt;br /&gt;
	[ALCOHOL_DEPENDENT]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:0:55:100]&lt;br /&gt;
	[PERSONALITY:VULNERABILITY:0:45:100]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]&lt;br /&gt;
}}{{creatures}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Дворф]]&lt;/div&gt;</summary>
		<author><name>Arcalane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floor_hatch&amp;diff=3660</id>
		<title>40d:Floor hatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floor_hatch&amp;diff=3660"/>
		<updated>2008-05-26T16:59:32Z</updated>

		<summary type="html">&lt;p&gt;Arcalane: /* Testing */ -Only flashes over stairs, can be used as vertical floodgate for water or magma.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Requires a [[hatch cover]].&lt;br /&gt;
&lt;br /&gt;
A Floor Hatch is [[door]] based on the Z-axis. When you create a stairway between two floors (both an upwards staircase on the lower floor and a downwards staircase on the upper floor) the Floor Hatch, when put on the upper floor staircase, acts like a door. If you lock it, the dwarves will not use that staircase. A closed floor hatch will block the passage of fluids onto the lower floor, and will stop falling creatures. They can also be used on ramps. Floor hatches can also be placed on open space, provided they have support.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Floor Hatches could possibly have another use:&lt;br /&gt;
*Trap doors when hooked to pressure plates?&lt;br /&gt;
*For use over pits and ponds?&lt;br /&gt;
*Preventing water and magma from flowing down stairs or ramps - useful for aquifer levels&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
Testing shows that in a nutshell:&lt;br /&gt;
*They work just like doors. Only on the Z-axis.&lt;br /&gt;
*The hatch will be flashing if placed over stairs.&lt;br /&gt;
*A dwarf falling down a multiple floor stairway will be stopped by a closed floor hatch.&lt;br /&gt;
*Hatches can be linked to levers to function like a &amp;quot;vertical&amp;quot; floodgate without blocking liquid accumulating on the surface above - for example they can be used as emergency drains for pools of water - or magma, if made of magma-safe materials.&lt;br /&gt;
&lt;br /&gt;
More testing is required.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Arcalane</name></author>
	</entry>
</feed>