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	<updated>2026-07-06T00:28:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27973</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27973"/>
		<updated>2008-09-28T07:40:17Z</updated>

		<summary type="html">&lt;p&gt;Archaeologist: /* Unchained humanoids? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
== The Demons ==&lt;br /&gt;
&lt;br /&gt;
How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
&lt;br /&gt;
:They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
&lt;br /&gt;
:I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma mini-pipes/vents? ==&lt;br /&gt;
&lt;br /&gt;
Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Although, to be fair, depth 1 magma will cool to, um... air or something.  At any rate, if you let it get to depth 1 it evaporates, much like water.  Except more frustrating, because it's very slow to begin with.--[[User:Doctorlucky|Doctorlucky]] 03:36, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Twas cooling in 2D. And what about refilling?--[[User:Dorten|Dorten]] 02:20, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::What? Magma didn't ever cool in 2D, except for the special event that sometimes occurred on breaching the magma river.&lt;br /&gt;
::::ah, the magma river. The name brings back such memories...&lt;br /&gt;
::::--[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rewalling/Flooring ==&lt;br /&gt;
&lt;br /&gt;
If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, reflooring still can release demons. Tested the hard way. [[User:Yvain|Yvain]] 23:31, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Additionally, building walls over every glowing pit tile still releases demons. [[User:Yvain|Yvain]] 00:18, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== First encounter ==&lt;br /&gt;
&lt;br /&gt;
A creature I am developing, called the solen, was tested today using these. That is, demons. And the interesting thing is, fourteen have slaughtered--so far--about...&lt;br /&gt;
&lt;br /&gt;
20 tentacle demons, 5 daemons.&lt;br /&gt;
&lt;br /&gt;
Shall I upload pics of the room, its contents, and the glowing pit itself? Also I think this should be moved to ''Eerie Glowing Pit'', as that's what it really is. ~ [[User:Midna|Midna]] 17:21, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I like the move idea. --[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Captives ==&lt;br /&gt;
&lt;br /&gt;
what happens if you free the captives in a glowing pit after surviving the demon onslaught? --[[User:0todd0|0todd0]] 02:08, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:dunno, think they just go around babbling or somesuch :\ --[[User:Frostedfire|Frostedfire]] 04:32, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::They are all insane, mostly melancholy.  If you unhook them, they just act like melancholy dwarves and wander around or throw themselves in the pit.  Poor guys :(  --[[User:Dadamh|Dadamh]] 13:28, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unchained humanoids? ==&lt;br /&gt;
&lt;br /&gt;
The article talks about caged/chained humanoids.&lt;br /&gt;
&lt;br /&gt;
Well, I have so far breached two pits. One had a floor of caged humanoids. That was the most recent one, which I breached carefully (and with cheating).&lt;br /&gt;
&lt;br /&gt;
The first one, I breached with stairs (which was dumb, because they couldn't be stopped at that point by rewalling). Inside the chamber there were at least 40 '''unchained''' melancholy/crazy humanoids. They immediately started trying to flee, along with the demons. The initial wave of &amp;quot;refugees&amp;quot; lagged my fortress to the pits and back. They were free to begin with.&lt;br /&gt;
&lt;br /&gt;
has this happened to anyone else?&lt;br /&gt;
[[User:Logical2u|Logical2u]] 11:35, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Well, I breached my first pit ever last night.  Thing was 4 stories, connected by stairs all the way to the lowest Z-Axis level.  3 floors FULL of Elves and Humans caged/chained.  My Fortress pretty much lagged up into infinity at that point.  It's gotten a little better, but it's still pretty bad.  I appreciate the asthetic value, but good lord I hope Toady changes some of this in the future.  Either let SOME of the Humans and Elves vamoose back to wherever they initially came from (I bet it's a funny story how they ended up in a glowing pit being tortured by unimaginable horrors from the deep....), or make a good point out of them trying to get a 10/10 on their headfirst dive into magma.  [[User:Archaeologist|Archaeologist]] 00:53, 28 September 2008 (EDT)&lt;br /&gt;
:::They've been driven to insanity and care about nothing anymore. --[[User:GreyMario|GreyMaria]] 01:28, 28 September 2008 (EDT)&lt;br /&gt;
:::: So how do we get rid of the little lag monsters?  Wait, nevermind, the sudden wave of tentacle monsters killing EVERYTHING seems to have been more than adequate.  [[User:Archaeologist|Archaeologist]] 02:43, 28 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Archaeologist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tentacle_demon&amp;diff=39372</id>
		<title>40d Talk:Tentacle demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tentacle_demon&amp;diff=39372"/>
		<updated>2008-09-28T07:39:12Z</updated>

		<summary type="html">&lt;p&gt;Archaeologist: /* Goblin control? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this a joke?{{nosignature|Amenos42}}&lt;br /&gt;
:Yes and no. It is a real creature. It is also a joke. --[[User:Ikkonoishi|Ikkonoishi]] 18:31, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Goblin control? ==&lt;br /&gt;
&lt;br /&gt;
How is that possible? Is it hard coded, or a result of the prefstring, or just because it's a demon--or is it something else? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Midna|Midna]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Pleeease sign your edits using &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;. At any rate, it's because it's a demon, likely the [DEFENDER] tag. --[[User:GreyMario|GreyMario]] 23:33, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry, sometimes I forget...also, in the creatures I modded in, I haven't seen an admirer of these so far. Also, the engraving in the tentacle demon pits show races with the [INTELLIGENT] tag commiting 'depraved acts' upon other/the same race(s), or alone. [[User:Midna|Midna]] 02:02, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Are you sure you gave your modded creature [FANCIFUL][SPHERE:THRALLDOM][CAN_SPEAK][CAN_LEARN][[PERSONALITY:IMMODERATION:(...)][GENPOWER:x] tags? It's possible that some of those influence creature's ability to rule lesser races. Also, 'depraved acts' seem to be result of [SPHERE:DEPRAVITY] tag. --[[User:Someone-else|Someone-else]] 06:15, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::No, I don't want them as rulers--but I'm curious, because it'd be interesting to make one/some 'ruler' creatures later on. ~ [[User:Midna|Midna]] 11:34, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tentacle Zerg==&lt;br /&gt;
&lt;br /&gt;
These things seem to uh...multiply rather quickly.  I send 3 squads down to go take care of 3 of them, then it's 5, and now it's 8.  It's been several minutes now... [[User:Archaeologist|Archaeologist]]&lt;/div&gt;</summary>
		<author><name>Archaeologist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27972</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27972"/>
		<updated>2008-09-28T06:43:33Z</updated>

		<summary type="html">&lt;p&gt;Archaeologist: /* Unchained humanoids? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
== The Demons ==&lt;br /&gt;
&lt;br /&gt;
How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
&lt;br /&gt;
:They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
&lt;br /&gt;
:I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma mini-pipes/vents? ==&lt;br /&gt;
&lt;br /&gt;
Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Although, to be fair, depth 1 magma will cool to, um... air or something.  At any rate, if you let it get to depth 1 it evaporates, much like water.  Except more frustrating, because it's very slow to begin with.--[[User:Doctorlucky|Doctorlucky]] 03:36, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Twas cooling in 2D. And what about refilling?--[[User:Dorten|Dorten]] 02:20, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::What? Magma didn't ever cool in 2D, except for the special event that sometimes occurred on breaching the magma river.&lt;br /&gt;
::::ah, the magma river. The name brings back such memories...&lt;br /&gt;
::::--[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rewalling/Flooring ==&lt;br /&gt;
&lt;br /&gt;
If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, reflooring still can release demons. Tested the hard way. [[User:Yvain|Yvain]] 23:31, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Additionally, building walls over every glowing pit tile still releases demons. [[User:Yvain|Yvain]] 00:18, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== First encounter ==&lt;br /&gt;
&lt;br /&gt;
A creature I am developing, called the solen, was tested today using these. That is, demons. And the interesting thing is, fourteen have slaughtered--so far--about...&lt;br /&gt;
&lt;br /&gt;
20 tentacle demons, 5 daemons.&lt;br /&gt;
&lt;br /&gt;
Shall I upload pics of the room, its contents, and the glowing pit itself? Also I think this should be moved to ''Eerie Glowing Pit'', as that's what it really is. ~ [[User:Midna|Midna]] 17:21, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I like the move idea. --[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Captives ==&lt;br /&gt;
&lt;br /&gt;
what happens if you free the captives in a glowing pit after surviving the demon onslaught? --[[User:0todd0|0todd0]] 02:08, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:dunno, think they just go around babbling or somesuch :\ --[[User:Frostedfire|Frostedfire]] 04:32, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::They are all insane, mostly melancholy.  If you unhook them, they just act like melancholy dwarves and wander around or throw themselves in the pit.  Poor guys :(  --[[User:Dadamh|Dadamh]] 13:28, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unchained humanoids? ==&lt;br /&gt;
&lt;br /&gt;
The article talks about caged/chained humanoids.&lt;br /&gt;
&lt;br /&gt;
Well, I have so far breached two pits. One had a floor of caged humanoids. That was the most recent one, which I breached carefully (and with cheating).&lt;br /&gt;
&lt;br /&gt;
The first one, I breached with stairs (which was dumb, because they couldn't be stopped at that point by rewalling). Inside the chamber there were at least 40 '''unchained''' melancholy/crazy humanoids. They immediately started trying to flee, along with the demons. The initial wave of &amp;quot;refugees&amp;quot; lagged my fortress to the pits and back. They were free to begin with.&lt;br /&gt;
&lt;br /&gt;
has this happened to anyone else?&lt;br /&gt;
[[User:Logical2u|Logical2u]] 11:35, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Well, I breached my first pit ever last night.  Thing was 4 stories, connected by stairs all the way to the lowest Z-Axis level.  3 floors FULL of Elves and Humans caged/chained.  My Fortress pretty much lagged up into infinity at that point.  It's gotten a little better, but it's still pretty bad.  I appreciate the asthetic value, but good lord I hope Toady changes some of this in the future.  Either let SOME of the Humans and Elves vamoose back to wherever they initially came from (I bet it's a funny story how they ended up in a glowing pit being tortured by unimaginable horrors from the deep....), or make a good point out of them trying to get a 10/10 on their headfirst dive into magma.  [[User:Archaeologist|Archaeologist]] 00:53, 28 September 2008 (EDT)&lt;br /&gt;
:::They've been driven to insanity and care about nothing anymore. --[[User:GreyMario|GreyMaria]] 01:28, 28 September 2008 (EDT)&lt;br /&gt;
:::: So how do we get rid of the little lag monsters?  [[User:Archaeologist|Archaeologist]] 02:43, 28 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Archaeologist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8803</id>
		<title>40d Talk:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8803"/>
		<updated>2008-09-28T06:42:35Z</updated>

		<summary type="html">&lt;p&gt;Archaeologist: /* Digging causing Lag? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It'd be nice if someone could reformat this following the format of [[Farming]] -- that format should be the standard. --[[User:Infinity|Infinity]] 05:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forcing stones to be hauled ==&lt;br /&gt;
&lt;br /&gt;
Even with one dwarf set to having [[stone hauling]] as his only active job, I still have problems getting my stones hauled out of the way... any hints?[[User:GarrieIrons|GarrieIrons]] 01:26, 4 January 2008 (EST)&lt;br /&gt;
:Yes.  For heavy-duty stone clearance, I prefer to use dumps.  Set up a dump (any size).  Mark the stones you want to shift as &amp;quot;dump&amp;quot; (use either the object display screen or the stockpiles interface).  Order a bunch of dwarves to haul refuse.  HTH.  [[User:Fedor|Fedor]] 01:46, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Talk page from Digging ==&lt;br /&gt;
&lt;br /&gt;
I think this should be merged with [[mining]]. --[[User:Mizipzor|Mizipzor]] 07:20, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Move the 3D map stuff from [[Design strategies]] here and integrate. I feel it explains better how the floor/wall system works. -- [[User:Zaratustra|Zaratustra]] 10:49, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Markavian explained the 3d system far better then i ever could - i vote it be the only way it's explained on this page for clarity. [[User:dethb0y|dethb0y]] 7:04, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone else noticed that the 'dig priority' holds true also for constructed items?&amp;lt;br&amp;gt;&lt;br /&gt;
i.e. You tell a dwarf to build a windmill, he'll TRY to be on the west side first? --[[User:CrushU|CrushU]] 22:13, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Whoa. We have [[Digging]] AND [[Mining]]? Major R violation. *merges* --[[User:Savok|Savok]] 11:45, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One-way corridor? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to create a one-way corridor? It's annoying trying to lead invaders into my traps, without all my stupid workers rushing to collect their friends' dead bodies. --[[User:AlexFili]], unsigned&lt;br /&gt;
&lt;br /&gt;
:Nay. I, personally, keep all civilians in a giant squad. When danger comes, they are drafted and stationed in safety.&lt;br /&gt;
:Well, all but a few key ones (siege operators, The Lever Puller in the Control Room, etc). --[[User:Savok|Savok]] 11:31, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I am a noob at this game (it was highly recommended to me) and I can't even figure out how to mine. I followed the exact directions given below, but when I hit ENTER a second time to designate an area to mine, all that happens is the flashing green cross disappears. What should I do?&lt;br /&gt;
&lt;br /&gt;
:Are you sure you're really on &amp;quot;Mine&amp;quot; and not &amp;quot;Chop down trees&amp;quot; ? Things like that can happen when you're outside. [[User:Timst|Timst]] 04:26, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You need a wall or face to mine into. If you are trying to designate ground that dwarves are standing on then you need to be telling them to [[channel]] not [[mine]] but that isn't the way to go for most uses. If you're really stuck look at some tutorial vids on you-tube maybe (it worked for me!)[[User:GarrieIrons|GarrieIrons]] 04:43, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Try digging a downward staircase, then build an upward staircase on the level below. Then experiment with the digging tools. That's how I learned. --[[User:AlexFili|AlexFili]] 06:37, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ramp action change? ==&lt;br /&gt;
&lt;br /&gt;
Call me crazy but I just sat here watching my dwarves dig out a series of ramps from the bottom. Ramp up; then above and next to it a ramp up; for a number of tiles. I had intended it to be dug from the top down; but they got to the ramps from the bottom first and just went to school. Anyone confirm that its not just a bad file on my machine?   --[[User:Silver|Silver]] 22:40, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Digging upward ==&lt;br /&gt;
&lt;br /&gt;
Any tips on digging out the level above from below? It gets more than a little fiddly with staircases all over the place, and it's also tricky to avoid dwarves getting stranded on disconnected outcrops of floor. --[[User:Theory|Theory]] 07:40, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't forget you can &amp;quot;remove up stairs/ramps&amp;quot; from the designate menu. If you're digging out an entire floor from below, you could just get up there and dig channels, though, right? You could also place a support under the level you're removing, dig out tiles surrounding the level you're removing, wire the support to a lever and pull it, causing a cave-in. You can also designate entire blocks of up staircases, and ''then'' dig out your ceiling (and then designate a mass &amp;quot;remove up stair&amp;quot;). --[[User:MarauderIIC|MarauderIIC]] 04:47, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Job preferences==&lt;br /&gt;
&lt;br /&gt;
anyone else noticed that miners will prefer to do normal digging first, then downward staircases, then up/down staircases? in my fort, i designated two staircases to the bottom of the map looking for minerals, so the miner dug the down staircase (at the top) for one, then trundled across half the map to dig the other one. halfway through doing the middle of one of the shafts, i designated a normal dig area back at my fortress, so he ran all the way back and started digging that instead.... [[User:Twiggie|Twiggie]] 17:32, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Digging causing Lag?==&lt;br /&gt;
So I got a little ambitious and decided to try some massive mining operations at my fort... 3-4 levels full of long tunnels just probing for veins of ore.  However at the same time my fortress mega-project managed to run into &amp;quot;Secret Fun Stuff&amp;quot;, and my fortress has hit lag and never come back.  My computer is pretty powerful, and lag's never been an issue for me.  So was it the massive digging projects that caused the lag, or HFS? -- [[User:Archaeologist|Archaeologist]] 12:32, 27 September 2008 (EDT)&lt;br /&gt;
:This is because you've broken into [[Glowing pit|(HIDDEN FUN STUFF: CONTAINS SPOILERS)]], which contains quite a few living units, several items, the Demon Horde, and have likely triggered checks for the disguised King. --[[User:GreyMario|GreyMaria]] 01:35, 28 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Archaeologist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27970</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27970"/>
		<updated>2008-09-28T04:53:56Z</updated>

		<summary type="html">&lt;p&gt;Archaeologist: /* Unchained humanoids? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
== The Demons ==&lt;br /&gt;
&lt;br /&gt;
How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
&lt;br /&gt;
:They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
&lt;br /&gt;
:I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma mini-pipes/vents? ==&lt;br /&gt;
&lt;br /&gt;
Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Although, to be fair, depth 1 magma will cool to, um... air or something.  At any rate, if you let it get to depth 1 it evaporates, much like water.  Except more frustrating, because it's very slow to begin with.--[[User:Doctorlucky|Doctorlucky]] 03:36, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Twas cooling in 2D. And what about refilling?--[[User:Dorten|Dorten]] 02:20, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::What? Magma didn't ever cool in 2D, except for the special event that sometimes occurred on breaching the magma river.&lt;br /&gt;
::::ah, the magma river. The name brings back such memories...&lt;br /&gt;
::::--[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rewalling/Flooring ==&lt;br /&gt;
&lt;br /&gt;
If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, reflooring still can release demons. Tested the hard way. [[User:Yvain|Yvain]] 23:31, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Additionally, building walls over every glowing pit tile still releases demons. [[User:Yvain|Yvain]] 00:18, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== First encounter ==&lt;br /&gt;
&lt;br /&gt;
A creature I am developing, called the solen, was tested today using these. That is, demons. And the interesting thing is, fourteen have slaughtered--so far--about...&lt;br /&gt;
&lt;br /&gt;
20 tentacle demons, 5 daemons.&lt;br /&gt;
&lt;br /&gt;
Shall I upload pics of the room, its contents, and the glowing pit itself? Also I think this should be moved to ''Eerie Glowing Pit'', as that's what it really is. ~ [[User:Midna|Midna]] 17:21, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I like the move idea. --[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Captives ==&lt;br /&gt;
&lt;br /&gt;
what happens if you free the captives in a glowing pit after surviving the demon onslaught? --[[User:0todd0|0todd0]] 02:08, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:dunno, think they just go around babbling or somesuch :\ --[[User:Frostedfire|Frostedfire]] 04:32, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::They are all insane, mostly melancholy.  If you unhook them, they just act like melancholy dwarves and wander around or throw themselves in the pit.  Poor guys :(  --[[User:Dadamh|Dadamh]] 13:28, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unchained humanoids? ==&lt;br /&gt;
&lt;br /&gt;
The article talks about caged/chained humanoids.&lt;br /&gt;
&lt;br /&gt;
Well, I have so far breached two pits. One had a floor of caged humanoids. That was the most recent one, which I breached carefully (and with cheating).&lt;br /&gt;
&lt;br /&gt;
The first one, I breached with stairs (which was dumb, because they couldn't be stopped at that point by rewalling). Inside the chamber there were at least 40 '''unchained''' melancholy/crazy humanoids. They immediately started trying to flee, along with the demons. The initial wave of &amp;quot;refugees&amp;quot; lagged my fortress to the pits and back. They were free to begin with.&lt;br /&gt;
&lt;br /&gt;
has this happened to anyone else?&lt;br /&gt;
[[User:Logical2u|Logical2u]] 11:35, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Well, I breached my first pit ever last night.  Thing was 4 stories, connected by stairs all the way to the lowest Z-Axis level.  3 floors FULL of Elves and Humans caged/chained.  My Fortress pretty much lagged up into infinity at that point.  It's gotten a little better, but it's still pretty bad.  I appreciate the asthetic value, but good lord I hope Toady changes some of this in the future.  Either let SOME of the Humans and Elves vamoose back to wherever they initially came from (I bet it's a funny story how they ended up in a glowing pit being tortured by unimaginable horrors from the deep....), or make a good point out of them trying to get a 10/10 on their headfirst dive into magma.  [[User:Archaeologist|Archaeologist]] 00:53, 28 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Archaeologist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27969</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27969"/>
		<updated>2008-09-28T04:52:49Z</updated>

		<summary type="html">&lt;p&gt;Archaeologist: /* Unchained humanoids? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
== The Demons ==&lt;br /&gt;
&lt;br /&gt;
How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
&lt;br /&gt;
:They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
&lt;br /&gt;
:I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma mini-pipes/vents? ==&lt;br /&gt;
&lt;br /&gt;
Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Although, to be fair, depth 1 magma will cool to, um... air or something.  At any rate, if you let it get to depth 1 it evaporates, much like water.  Except more frustrating, because it's very slow to begin with.--[[User:Doctorlucky|Doctorlucky]] 03:36, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Twas cooling in 2D. And what about refilling?--[[User:Dorten|Dorten]] 02:20, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::What? Magma didn't ever cool in 2D, except for the special event that sometimes occurred on breaching the magma river.&lt;br /&gt;
::::ah, the magma river. The name brings back such memories...&lt;br /&gt;
::::--[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rewalling/Flooring ==&lt;br /&gt;
&lt;br /&gt;
If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, reflooring still can release demons. Tested the hard way. [[User:Yvain|Yvain]] 23:31, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Additionally, building walls over every glowing pit tile still releases demons. [[User:Yvain|Yvain]] 00:18, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== First encounter ==&lt;br /&gt;
&lt;br /&gt;
A creature I am developing, called the solen, was tested today using these. That is, demons. And the interesting thing is, fourteen have slaughtered--so far--about...&lt;br /&gt;
&lt;br /&gt;
20 tentacle demons, 5 daemons.&lt;br /&gt;
&lt;br /&gt;
Shall I upload pics of the room, its contents, and the glowing pit itself? Also I think this should be moved to ''Eerie Glowing Pit'', as that's what it really is. ~ [[User:Midna|Midna]] 17:21, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I like the move idea. --[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Captives ==&lt;br /&gt;
&lt;br /&gt;
what happens if you free the captives in a glowing pit after surviving the demon onslaught? --[[User:0todd0|0todd0]] 02:08, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:dunno, think they just go around babbling or somesuch :\ --[[User:Frostedfire|Frostedfire]] 04:32, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::They are all insane, mostly melancholy.  If you unhook them, they just act like melancholy dwarves and wander around or throw themselves in the pit.  Poor guys :(  --[[User:Dadamh|Dadamh]] 13:28, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unchained humanoids? ==&lt;br /&gt;
&lt;br /&gt;
The article talks about caged/chained humanoids.&lt;br /&gt;
&lt;br /&gt;
Well, I have so far breached two pits. One had a floor of caged humanoids. That was the most recent one, which I breached carefully (and with cheating).&lt;br /&gt;
&lt;br /&gt;
The first one, I breached with stairs (which was dumb, because they couldn't be stopped at that point by rewalling). Inside the chamber there were at least 40 '''unchained''' melancholy/crazy humanoids. They immediately started trying to flee, along with the demons. The initial wave of &amp;quot;refugees&amp;quot; lagged my fortress to the pits and back. They were free to begin with.&lt;br /&gt;
&lt;br /&gt;
has this happened to anyone else?&lt;br /&gt;
[[User:Logical2u|Logical2u]] 11:35, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Well, I breached my first pit ever last night.  Thing was 4 stories, connected by stairs all the way to the lowest Z-Axis level.  3 floors FULL of Elves and Humans caged/chained.  My Fortress pretty much lagged up into infinity at that point.  It's gotten a little better, but it's still pretty bad.  I appreciate the asthetic value, but good lord I hope Toady changes some of this in the future.  Either let SOME of the Humans and Elves vamoose back to wherever they initially came from (I bet it's a funny story how they ended up in a glowing pit being tortured by unimaginable horrors from the deep....), or make a good point out of them trying to get a 10/10 on their headfirst dive into magma.  [[User:Archaeologist|Archaeologist]]&lt;/div&gt;</summary>
		<author><name>Archaeologist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8801</id>
		<title>40d Talk:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8801"/>
		<updated>2008-09-28T04:46:13Z</updated>

		<summary type="html">&lt;p&gt;Archaeologist: /* Digging causing Lag? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It'd be nice if someone could reformat this following the format of [[Farming]] -- that format should be the standard. --[[User:Infinity|Infinity]] 05:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forcing stones to be hauled ==&lt;br /&gt;
&lt;br /&gt;
Even with one dwarf set to having [[stone hauling]] as his only active job, I still have problems getting my stones hauled out of the way... any hints?[[User:GarrieIrons|GarrieIrons]] 01:26, 4 January 2008 (EST)&lt;br /&gt;
:Yes.  For heavy-duty stone clearance, I prefer to use dumps.  Set up a dump (any size).  Mark the stones you want to shift as &amp;quot;dump&amp;quot; (use either the object display screen or the stockpiles interface).  Order a bunch of dwarves to haul refuse.  HTH.  [[User:Fedor|Fedor]] 01:46, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Talk page from Digging ==&lt;br /&gt;
&lt;br /&gt;
I think this should be merged with [[mining]]. --[[User:Mizipzor|Mizipzor]] 07:20, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Move the 3D map stuff from [[Design strategies]] here and integrate. I feel it explains better how the floor/wall system works. -- [[User:Zaratustra|Zaratustra]] 10:49, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Markavian explained the 3d system far better then i ever could - i vote it be the only way it's explained on this page for clarity. [[User:dethb0y|dethb0y]] 7:04, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone else noticed that the 'dig priority' holds true also for constructed items?&amp;lt;br&amp;gt;&lt;br /&gt;
i.e. You tell a dwarf to build a windmill, he'll TRY to be on the west side first? --[[User:CrushU|CrushU]] 22:13, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Whoa. We have [[Digging]] AND [[Mining]]? Major R violation. *merges* --[[User:Savok|Savok]] 11:45, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One-way corridor? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to create a one-way corridor? It's annoying trying to lead invaders into my traps, without all my stupid workers rushing to collect their friends' dead bodies. --[[User:AlexFili]], unsigned&lt;br /&gt;
&lt;br /&gt;
:Nay. I, personally, keep all civilians in a giant squad. When danger comes, they are drafted and stationed in safety.&lt;br /&gt;
:Well, all but a few key ones (siege operators, The Lever Puller in the Control Room, etc). --[[User:Savok|Savok]] 11:31, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I am a noob at this game (it was highly recommended to me) and I can't even figure out how to mine. I followed the exact directions given below, but when I hit ENTER a second time to designate an area to mine, all that happens is the flashing green cross disappears. What should I do?&lt;br /&gt;
&lt;br /&gt;
:Are you sure you're really on &amp;quot;Mine&amp;quot; and not &amp;quot;Chop down trees&amp;quot; ? Things like that can happen when you're outside. [[User:Timst|Timst]] 04:26, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You need a wall or face to mine into. If you are trying to designate ground that dwarves are standing on then you need to be telling them to [[channel]] not [[mine]] but that isn't the way to go for most uses. If you're really stuck look at some tutorial vids on you-tube maybe (it worked for me!)[[User:GarrieIrons|GarrieIrons]] 04:43, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Try digging a downward staircase, then build an upward staircase on the level below. Then experiment with the digging tools. That's how I learned. --[[User:AlexFili|AlexFili]] 06:37, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ramp action change? ==&lt;br /&gt;
&lt;br /&gt;
Call me crazy but I just sat here watching my dwarves dig out a series of ramps from the bottom. Ramp up; then above and next to it a ramp up; for a number of tiles. I had intended it to be dug from the top down; but they got to the ramps from the bottom first and just went to school. Anyone confirm that its not just a bad file on my machine?   --[[User:Silver|Silver]] 22:40, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Digging upward ==&lt;br /&gt;
&lt;br /&gt;
Any tips on digging out the level above from below? It gets more than a little fiddly with staircases all over the place, and it's also tricky to avoid dwarves getting stranded on disconnected outcrops of floor. --[[User:Theory|Theory]] 07:40, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't forget you can &amp;quot;remove up stairs/ramps&amp;quot; from the designate menu. If you're digging out an entire floor from below, you could just get up there and dig channels, though, right? You could also place a support under the level you're removing, dig out tiles surrounding the level you're removing, wire the support to a lever and pull it, causing a cave-in. You can also designate entire blocks of up staircases, and ''then'' dig out your ceiling (and then designate a mass &amp;quot;remove up stair&amp;quot;). --[[User:MarauderIIC|MarauderIIC]] 04:47, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Job preferences==&lt;br /&gt;
&lt;br /&gt;
anyone else noticed that miners will prefer to do normal digging first, then downward staircases, then up/down staircases? in my fort, i designated two staircases to the bottom of the map looking for minerals, so the miner dug the down staircase (at the top) for one, then trundled across half the map to dig the other one. halfway through doing the middle of one of the shafts, i designated a normal dig area back at my fortress, so he ran all the way back and started digging that instead.... [[User:Twiggie|Twiggie]] 17:32, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Digging causing Lag?==&lt;br /&gt;
So I got a little ambitious and decided to try some massive mining operations at my fort... 3-4 levels full of long tunnels just probing for veins of ore.  However at the same time my fortress mega-project managed to run into &amp;quot;Secret Fun Stuff&amp;quot;, and my fortress has hit lag and never come back.  My computer is pretty powerful, and lag's never been an issue for me.  So was it the massive digging projects that caused the lag, or SFS? -- [[User:Archaeologist|Archaeologist]] 12:32, 27 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Archaeologist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8800</id>
		<title>40d Talk:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8800"/>
		<updated>2008-09-28T04:46:02Z</updated>

		<summary type="html">&lt;p&gt;Archaeologist: /* Digging causing Lag? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It'd be nice if someone could reformat this following the format of [[Farming]] -- that format should be the standard. --[[User:Infinity|Infinity]] 05:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forcing stones to be hauled ==&lt;br /&gt;
&lt;br /&gt;
Even with one dwarf set to having [[stone hauling]] as his only active job, I still have problems getting my stones hauled out of the way... any hints?[[User:GarrieIrons|GarrieIrons]] 01:26, 4 January 2008 (EST)&lt;br /&gt;
:Yes.  For heavy-duty stone clearance, I prefer to use dumps.  Set up a dump (any size).  Mark the stones you want to shift as &amp;quot;dump&amp;quot; (use either the object display screen or the stockpiles interface).  Order a bunch of dwarves to haul refuse.  HTH.  [[User:Fedor|Fedor]] 01:46, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Talk page from Digging ==&lt;br /&gt;
&lt;br /&gt;
I think this should be merged with [[mining]]. --[[User:Mizipzor|Mizipzor]] 07:20, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Move the 3D map stuff from [[Design strategies]] here and integrate. I feel it explains better how the floor/wall system works. -- [[User:Zaratustra|Zaratustra]] 10:49, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Markavian explained the 3d system far better then i ever could - i vote it be the only way it's explained on this page for clarity. [[User:dethb0y|dethb0y]] 7:04, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone else noticed that the 'dig priority' holds true also for constructed items?&amp;lt;br&amp;gt;&lt;br /&gt;
i.e. You tell a dwarf to build a windmill, he'll TRY to be on the west side first? --[[User:CrushU|CrushU]] 22:13, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Whoa. We have [[Digging]] AND [[Mining]]? Major R violation. *merges* --[[User:Savok|Savok]] 11:45, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One-way corridor? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to create a one-way corridor? It's annoying trying to lead invaders into my traps, without all my stupid workers rushing to collect their friends' dead bodies. --[[User:AlexFili]], unsigned&lt;br /&gt;
&lt;br /&gt;
:Nay. I, personally, keep all civilians in a giant squad. When danger comes, they are drafted and stationed in safety.&lt;br /&gt;
:Well, all but a few key ones (siege operators, The Lever Puller in the Control Room, etc). --[[User:Savok|Savok]] 11:31, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I am a noob at this game (it was highly recommended to me) and I can't even figure out how to mine. I followed the exact directions given below, but when I hit ENTER a second time to designate an area to mine, all that happens is the flashing green cross disappears. What should I do?&lt;br /&gt;
&lt;br /&gt;
:Are you sure you're really on &amp;quot;Mine&amp;quot; and not &amp;quot;Chop down trees&amp;quot; ? Things like that can happen when you're outside. [[User:Timst|Timst]] 04:26, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You need a wall or face to mine into. If you are trying to designate ground that dwarves are standing on then you need to be telling them to [[channel]] not [[mine]] but that isn't the way to go for most uses. If you're really stuck look at some tutorial vids on you-tube maybe (it worked for me!)[[User:GarrieIrons|GarrieIrons]] 04:43, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Try digging a downward staircase, then build an upward staircase on the level below. Then experiment with the digging tools. That's how I learned. --[[User:AlexFili|AlexFili]] 06:37, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ramp action change? ==&lt;br /&gt;
&lt;br /&gt;
Call me crazy but I just sat here watching my dwarves dig out a series of ramps from the bottom. Ramp up; then above and next to it a ramp up; for a number of tiles. I had intended it to be dug from the top down; but they got to the ramps from the bottom first and just went to school. Anyone confirm that its not just a bad file on my machine?   --[[User:Silver|Silver]] 22:40, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Digging upward ==&lt;br /&gt;
&lt;br /&gt;
Any tips on digging out the level above from below? It gets more than a little fiddly with staircases all over the place, and it's also tricky to avoid dwarves getting stranded on disconnected outcrops of floor. --[[User:Theory|Theory]] 07:40, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't forget you can &amp;quot;remove up stairs/ramps&amp;quot; from the designate menu. If you're digging out an entire floor from below, you could just get up there and dig channels, though, right? You could also place a support under the level you're removing, dig out tiles surrounding the level you're removing, wire the support to a lever and pull it, causing a cave-in. You can also designate entire blocks of up staircases, and ''then'' dig out your ceiling (and then designate a mass &amp;quot;remove up stair&amp;quot;). --[[User:MarauderIIC|MarauderIIC]] 04:47, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Job preferences==&lt;br /&gt;
&lt;br /&gt;
anyone else noticed that miners will prefer to do normal digging first, then downward staircases, then up/down staircases? in my fort, i designated two staircases to the bottom of the map looking for minerals, so the miner dug the down staircase (at the top) for one, then trundled across half the map to dig the other one. halfway through doing the middle of one of the shafts, i designated a normal dig area back at my fortress, so he ran all the way back and started digging that instead.... [[User:Twiggie|Twiggie]] 17:32, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Digging causing Lag?==&lt;br /&gt;
So I got a little ambitious and decided to try some massive mining operations at my fort... 3-4 levels full of long tunnels just probing for veins of ore.  However at the same time my fortress mega-project managed to run into &amp;quot;Secret Fun Stuff&amp;quot;, and my fortress has hit lag and never come back.  My computer is pretty powerful, and lag's never been an issue for me.  So was it the massive digging projects that caused the lag, or SFS? [[User:Archaeologist|Archaeologist]] 12:32, 27 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Archaeologist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8799</id>
		<title>40d Talk:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mining&amp;diff=8799"/>
		<updated>2008-09-28T04:44:15Z</updated>

		<summary type="html">&lt;p&gt;Archaeologist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It'd be nice if someone could reformat this following the format of [[Farming]] -- that format should be the standard. --[[User:Infinity|Infinity]] 05:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forcing stones to be hauled ==&lt;br /&gt;
&lt;br /&gt;
Even with one dwarf set to having [[stone hauling]] as his only active job, I still have problems getting my stones hauled out of the way... any hints?[[User:GarrieIrons|GarrieIrons]] 01:26, 4 January 2008 (EST)&lt;br /&gt;
:Yes.  For heavy-duty stone clearance, I prefer to use dumps.  Set up a dump (any size).  Mark the stones you want to shift as &amp;quot;dump&amp;quot; (use either the object display screen or the stockpiles interface).  Order a bunch of dwarves to haul refuse.  HTH.  [[User:Fedor|Fedor]] 01:46, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Talk page from Digging ==&lt;br /&gt;
&lt;br /&gt;
I think this should be merged with [[mining]]. --[[User:Mizipzor|Mizipzor]] 07:20, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Move the 3D map stuff from [[Design strategies]] here and integrate. I feel it explains better how the floor/wall system works. -- [[User:Zaratustra|Zaratustra]] 10:49, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Markavian explained the 3d system far better then i ever could - i vote it be the only way it's explained on this page for clarity. [[User:dethb0y|dethb0y]] 7:04, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone else noticed that the 'dig priority' holds true also for constructed items?&amp;lt;br&amp;gt;&lt;br /&gt;
i.e. You tell a dwarf to build a windmill, he'll TRY to be on the west side first? --[[User:CrushU|CrushU]] 22:13, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Whoa. We have [[Digging]] AND [[Mining]]? Major R violation. *merges* --[[User:Savok|Savok]] 11:45, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One-way corridor? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to create a one-way corridor? It's annoying trying to lead invaders into my traps, without all my stupid workers rushing to collect their friends' dead bodies. --[[User:AlexFili]], unsigned&lt;br /&gt;
&lt;br /&gt;
:Nay. I, personally, keep all civilians in a giant squad. When danger comes, they are drafted and stationed in safety.&lt;br /&gt;
:Well, all but a few key ones (siege operators, The Lever Puller in the Control Room, etc). --[[User:Savok|Savok]] 11:31, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, I am a noob at this game (it was highly recommended to me) and I can't even figure out how to mine. I followed the exact directions given below, but when I hit ENTER a second time to designate an area to mine, all that happens is the flashing green cross disappears. What should I do?&lt;br /&gt;
&lt;br /&gt;
:Are you sure you're really on &amp;quot;Mine&amp;quot; and not &amp;quot;Chop down trees&amp;quot; ? Things like that can happen when you're outside. [[User:Timst|Timst]] 04:26, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You need a wall or face to mine into. If you are trying to designate ground that dwarves are standing on then you need to be telling them to [[channel]] not [[mine]] but that isn't the way to go for most uses. If you're really stuck look at some tutorial vids on you-tube maybe (it worked for me!)[[User:GarrieIrons|GarrieIrons]] 04:43, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Try digging a downward staircase, then build an upward staircase on the level below. Then experiment with the digging tools. That's how I learned. --[[User:AlexFili|AlexFili]] 06:37, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ramp action change? ==&lt;br /&gt;
&lt;br /&gt;
Call me crazy but I just sat here watching my dwarves dig out a series of ramps from the bottom. Ramp up; then above and next to it a ramp up; for a number of tiles. I had intended it to be dug from the top down; but they got to the ramps from the bottom first and just went to school. Anyone confirm that its not just a bad file on my machine?   --[[User:Silver|Silver]] 22:40, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Digging upward ==&lt;br /&gt;
&lt;br /&gt;
Any tips on digging out the level above from below? It gets more than a little fiddly with staircases all over the place, and it's also tricky to avoid dwarves getting stranded on disconnected outcrops of floor. --[[User:Theory|Theory]] 07:40, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't forget you can &amp;quot;remove up stairs/ramps&amp;quot; from the designate menu. If you're digging out an entire floor from below, you could just get up there and dig channels, though, right? You could also place a support under the level you're removing, dig out tiles surrounding the level you're removing, wire the support to a lever and pull it, causing a cave-in. You can also designate entire blocks of up staircases, and ''then'' dig out your ceiling (and then designate a mass &amp;quot;remove up stair&amp;quot;). --[[User:MarauderIIC|MarauderIIC]] 04:47, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Job preferences==&lt;br /&gt;
&lt;br /&gt;
anyone else noticed that miners will prefer to do normal digging first, then downward staircases, then up/down staircases? in my fort, i designated two staircases to the bottom of the map looking for minerals, so the miner dug the down staircase (at the top) for one, then trundled across half the map to dig the other one. halfway through doing the middle of one of the shafts, i designated a normal dig area back at my fortress, so he ran all the way back and started digging that instead.... [[User:Twiggie|Twiggie]] 17:32, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Digging causing Lag?==&lt;br /&gt;
So I got a little ambitious and decided to try some massive mining operations at my fort... 3-4 levels full of long tunnels just probing for veins of ore.  However at the same time my fortress mega-project managed to run into &amp;quot;Secret Fun Stuff&amp;quot;, and my fortress has hit lag and never come back.  My computer is pretty powerful, and lag's never been an issue for me.  So was it the massive digging projects that caused the lag, or SFS?&lt;/div&gt;</summary>
		<author><name>Archaeologist</name></author>
	</entry>
</feed>