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	<updated>2026-04-12T09:22:07Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Damming&amp;diff=240247</id>
		<title>DF2014:Damming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Damming&amp;diff=240247"/>
		<updated>2019-03-26T22:56:14Z</updated>

		<summary type="html">&lt;p&gt;Archie8300: Spellcheck&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{merge|dam}}&lt;br /&gt;
You can dam off a (4 tile) river with just the starting 7 dwarves using the following steps:&lt;br /&gt;
&lt;br /&gt;
1) Find out which way is upstream: loo(k) at the edge tiles, the downstream edge will sometimes be 5/7 or 6/7 when the water &amp;quot;falls off the edge&amp;quot; before being replaced. The upstream edge is always 7/7&lt;br /&gt;
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2) Build a 2-wide floor 5 tiles away from the upstream edge (so 5 empty squares between edge and floor). If the river isn't straight, channel some tiles to create a straight edge. &lt;br /&gt;
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3) Build raising bridges to wall off the upstream section. I used two walls on the corners but you can also make the bridges one longer: &lt;br /&gt;
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[[Image:Dam_prepare.png|Step 3: create an upstream box to capture water.]]&lt;br /&gt;
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4) Build pumps on the floor &amp;quot;bridge&amp;quot; that pump from downstream, e.g. south in my case, and raise the bridges with a lever. You've now created a box around the upstream section lined by bridges on the sides, the map edge and the inaccessible pump squares:&lt;br /&gt;
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[[Image:Dam_ready.png|Step 4: Ready to start pumping.]]&lt;br /&gt;
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5) Set all pumps to pump manually. The dwarves will start pumping the downstream water back into the walled off upstream section, where dwarven physics allows the overflow to drain off the northern edge.&lt;br /&gt;
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[[Image:Dam_pump.png|Step 5: Pumping away]]&lt;br /&gt;
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6) Build a wall to dam off the river: Keep an eye on the water in the downstream section just away from the pumps. It should go down pretty quickly. Once it reaches 1/7 with some regularity designate walls a couple tiles away from the section that's being pumped (you don't want to build the walls directly under the pump as then with every completed wall section one pump becomes nonoperational)..&lt;br /&gt;
&lt;br /&gt;
This is somewhat annoying as the water level will fluctuate, and every time it is 2/7 the job is suspended. So just (q)uery the building every couple seconds and unsuspend when needed. Every time a dwarf arrives when there is 1/7 it will do a bit of construction, going from &amp;quot;waiting&amp;quot; to &amp;quot;initiated&amp;quot; etc, and at some point the wall is done:&lt;br /&gt;
&lt;br /&gt;
[[Image:Dam_wall.png|Step 6: Wall constructed.]]&lt;br /&gt;
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7) You can have the dwarves stop pumping now. This can be a bit tricky as dwarves are stupid near water, so it might be best to designate the river banks and bed as restricted to discourage pathing through the dry bed which will soon not be dry anymore. Or just hope that they learn to swim in time :). But getting a corpse upstream of the wall would be annoying, so maybe best do the designation.&lt;br /&gt;
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If you wanted to dam the river permanently, you're done now. However, I usually want to build a raising bridge in the bank instead so I can do stuff downstream and later allow the river to start flowing again.  &lt;br /&gt;
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8) Wait for the downstream river section to dry up. This will probably take a couple months. Then, build a raising bridge in the dry bed:&lt;br /&gt;
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[[Image:Dam_bridge.png|Step 8: Raising bridge.]]&lt;br /&gt;
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9) Link the bridge to a lever and pull. Restart pumping so the section N of the wall is drained again, and remove the wall when it is dry (should be quick now since there are only a couple tiles to drain:&lt;br /&gt;
&lt;br /&gt;
[[Image:Dam_removing.png|Step 9: Removing the wall.]]&lt;br /&gt;
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10) Now you can deconstruct the pumps, bridges etc, and you're done. You have the river back in (more or less) original state, but you can dam off the river at any moment by pulling the lever that raises the constructed bridge:&lt;br /&gt;
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[[Image:Dam_done.png|Step 9: Removing the wall.]]&lt;br /&gt;
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For larger rivers, the principle is the same, just add more pumps/dwarves. &lt;br /&gt;
&lt;br /&gt;
Note: I guess it should be possible to create a bridge immediately, but at least in my experience a bridge is much harder to construct in water than walls, since the walls are built one tile at a time, while the bridge (I think) requires all tiles to be 1/7 to prevent suspension. So, it's easier to build a temporary wall first, and then a permanent structure just downstream of it. &lt;br /&gt;
&lt;br /&gt;
Also note that this can be done with the starting 7 (5 pumpers and 2 builders), but keep an eye on the pump operators becoming tired, since if they stop pumping you don't want any builders in the river bed. Once I noticed one of the builders going off to bed, I suspended the builds, stopped the pumps, and restarted when everyone was awake again. &lt;br /&gt;
&lt;br /&gt;
Finally, it would be somewhat easier to use water wheels (at least for the dwarves), but this requires a bit of extra effort as downstream will get drained (stopping the pumps), while upstream will get flooded. So, you probably need to create an extra channel (with a diagonal connection to prevent overflow) from upstream to build a water wheel --- which is annoying since you have to drain it somewhere to get &amp;quot;flow&amp;quot;. Thus, it might be easier to juist build some wind mills.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Archie8300</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Gem&amp;diff=240246</id>
		<title>DF2014 Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Gem&amp;diff=240246"/>
		<updated>2019-03-26T22:46:26Z</updated>

		<summary type="html">&lt;p&gt;Archie8300: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The article currently claims that &amp;quot;Gem stockpiles cannot be set to permit or restrict cabochons, so dwarfs won't recognize stockpile settings when storing them. This may lead to odd behavior, such as dwarfs moving cabochons from cut gem stockpiles to rough gem stockpiles, regardless of established stockpile/workshop links.&amp;quot; Given that cabochons are nothing more than '''cut gems with an assigned shape''', I don't see how this could be a thing - does this actually happen? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 13:02, 20 August 2014 (UTC)&lt;br /&gt;
:{{bugl|6444}} looks like what this is referring to - I'm not exactly clear on what occurs, but it sounds like certain combinations of &amp;quot;Allow/Block all&amp;quot; end up controlling cabochons, despite them not being listed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:56, 20 August 2014 (UTC)&lt;br /&gt;
::Both the note in the article and the bug description are misleading, since I'm pretty sure it only applies to '''stone''' cabochons and not '''gem''' cabochons (which would make sense, because the stone types are hidden from the stockpile menu but still get toggled with the Allow/Block All commands. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 15:01, 20 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Change in gem values? ==&lt;br /&gt;
&lt;br /&gt;
It seems that gem values changed at some point in time. In my embark (v 40.19) I found pipe opal (value 30 instead of 10), citrine (6 instead of 2) and tube agate (6 instead of 2). I just updated those ones and will do for the rest once I find them. If I'm mistaken, please respond and feel free to revert my changes. --[[User:Afghani84|Afghani84]] ([[User talk:Afghani84|talk]]) 20:19, 11 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
: There were no changes. The numbers given are the material ''multipliers'', not the values of raw stones. A raw gem has a base value of 3☼, so the 30☼ for a raw pipe opal (mul. 10) is the correct value as derived from the table. I'll revert.--[[User:Larix|Larix]] ([[User talk:Larix|talk]]) 21:25, 11 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for clearing that up!--[[User:Afghani84|Afghani84]] ([[User talk:Afghani84|talk]]) 19:53, 12 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Large '''''cut''''' gem?? ==&lt;br /&gt;
&lt;br /&gt;
I've discovered a (-&amp;lt;&amp;lt;large rectangular peridot cabochon&amp;gt;&amp;gt;-) in my current dungeon. It's foreign/white, so not cut locally; probably bought from a trader without my noticing the &amp;quot;large&amp;quot; at the time. Shows up under large gems section of the stock screen. Not usable for encrusting. Glitch? Bug? Feature? v. 40.24 [[User:Urist McDorf|Urist McDorf]] ([[User talk:Urist McDorf|talk]]) 21:16, 20 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Exactly 5% of all rough gems will be cut into a single craft or large gem (with 1 craft for every 8 large gems)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm not able to parse what this says, can someone who understands explain more clearly.&lt;/div&gt;</summary>
		<author><name>Archie8300</name></author>
	</entry>
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