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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=127767</id>
		<title>v0.31:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=127767"/>
		<updated>2010-09-18T01:38:24Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:02, 17 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sieges''' are large scale assaults on your fortress by other {{L|civilization}}s.  They are usually announced with the message screen &amp;quot;''A vile force of darkness has arrived!''&amp;quot; (the message screen differs depending on the attacking race), and the main screen shows &amp;quot;SIEGE&amp;quot; tag along the top for the duration.&lt;br /&gt;
&lt;br /&gt;
=== Structure of a siege ===&lt;br /&gt;
&lt;br /&gt;
Siege forces usually consist of several unit groups.  Using the {{L|goblin}}s as an example, they typically attack with several 'squads', each consisting of several goblins of one military class (ex swordsman, lasher, etc) and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads).  Occasionally, a squad will be mounted - this means each of its members will be riding a suitable {{L|creature}}, though the creatures typically vary between members. These mounts can change the combat dynamics, since some can fly, are {{L|building destroyer}}s, or have substantially different combat traits than a goblin (for example a {{L|Jabberer}} tends to grab {{L|body parts}} and tear them off).&lt;br /&gt;
&lt;br /&gt;
After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from.  Once all of the remaining attackers have decided to retreat, the &amp;quot;SIEGE&amp;quot; tag will go away.&lt;br /&gt;
&lt;br /&gt;
Different races will favor different styles of attack during sieges. The following attack styles were observed in 40d; it remains to be seen if these traits are still present in 31.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Goblin}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Sometimes goblins will charge blindly toward your fortress and attempt kill your {{L|dwarves}}.&lt;br /&gt;
&lt;br /&gt;
Goblins sieges often include groups of {{L|Troll}}s or {{L|Ogre}}s, that can {{L|Building destroyer|break buildings}}.  Unlike the squads, however, these 'groups' usually enter the map in single file, somewhat akin to arriving {{L|migrants}}, usually possess random civilian classes, and show little of the organized behavior of the squads.&lt;br /&gt;
&lt;br /&gt;
Goblins may bring elite human or even dwarven fighters as leaders of their squads. Sometimes goblins come with {{L|cave crocodile}}s or {{L|giant olm}}s, or {{L|rutherer}}s for mounts. Any underground animals with MOUNT_EXOTIC, really. Giant olms and crocodiles can breathe under water, which means they are able to swim through your moat, often resulting in the death of the goblin riding said animal. Goblins can also ride {{L|Kennel|tamed}} {{L|giant bat}}s or {{L|Giant cave swallow}}s making them able to fly over you fortress {{L|wall}}s. Other possible mounts include creatures such as the {{L|voracious cave crawler}}.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Elf|Elven}} sieges ===&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on part of the player. If you don't want to be attacked by elves, you should not offer them goods made of wood. You might also avoid to clear too much woodland, since elves can feel offended by that. &amp;lt;br /&amp;gt;&lt;br /&gt;
Elves use stealthed squads, a la goblin ambushes, to hide their numbers and locations. {{verify}}&lt;br /&gt;
&lt;br /&gt;
=== {{L|Human}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you should their {{L|diplomat}} die while visiting your fortress or if too many of their trade wagons get destroyed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.{{verify}}&lt;br /&gt;
Humans often ride animals like horses, camels or war grizzly bears, and may bring along further war animals like trained cheetahs.&lt;br /&gt;
&lt;br /&gt;
Be warned that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege&amp;diff=127766</id>
		<title>v0.31 Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege&amp;diff=127766"/>
		<updated>2010-09-18T01:27:20Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: /* Killing Their Young */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My local human civ sent a diplomat. I was ecstatic, as this was the first time I'd had a fort live this long. He died immediately. Probably due to old age, just like what happened the first time I tried Adventurer mode...&lt;br /&gt;
&lt;br /&gt;
A year or two later, the humans sent a squad or two to &amp;quot;besiege&amp;quot; me; they have a campfire on the map border and are just sitting there. They aren't taking any bait I throw at them, and they aren't entering via my industrial strength siege entrance. I guess this means their siege behavior from 40d is still there.&lt;br /&gt;
&lt;br /&gt;
By the way, the announcement I received when they arrived was different from the &amp;quot;vile force of darkness&amp;quot; text. I don't remember what it was, exactly, as I immediately went to work scrambling my defenses and populating my burrows. I'm sure they'll send another siege later, in which case I can transcribe it.&lt;br /&gt;
&lt;br /&gt;
I will happily tick off the Elves to get them to send a siege if that'd be helpful, since I have a food economy and they don't want my plant barrels... While they don't seem to mind when their caravans die in a freak flooding accident that only affects my trade depot, I'm sure I can be a bit more offensive if I put my mind to it.&lt;br /&gt;
&lt;br /&gt;
--[[User:Solra Bizna|Solra Bizna]] 07:49, 8 July 2010 (UTC)&lt;br /&gt;
:The message you got was probably &amp;quot;The enemy have come and are laying siege to the fortress&amp;quot;, the same as in 40d. --[[User:Quietust|Quietust]] 12:40, 8 July 2010 (UTC)&lt;br /&gt;
::Yes, that was it, more or less exactly. --[[User:Solra Bizna|Solra Bizna]] 18:17, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just had a human siege, they idled at the corner of the map for quite some time (not exactly sure, roughly a full season), then they started moving. EDIT: They just patrolled around a bit, now they have returned to the edge and are idling, again.--[[Special:Contributions/92.231.165.116|92.231.165.116]] 01:16, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Probably not very important - I had a siege, and an enemy on a retracting bridge landed on a tree. Couldn't build to it (interrupted by goblin spearman), and gave up on figuring out how to use rangers, so I left it. Because the goblin didn't leave, the siege tag didn't either. Then another siege started, and ended, finally deleting the siege tag. Kind of normal method of tracking sieges - turn on when starts, turn off when ends. Turn on when on does nothing. There are never two sieges. Sieges can start while others are still going (although I don't know if there is any other mechanism, like a minimum time delay between sieges).--[[User:Peglegpenguin|Peglegpenguin]] 04:43, 12 August 2010 (UTC)&lt;br /&gt;
:&amp;quot;There are never two sieges.&amp;quot; About two weeks ago I had a human and goblin siege going on at once. At first I just figured it was the humans starting while the goblins ended, but I waited it out for a full season and they both were still there, and even intermingled without fighting.[[User:Psychobones|Psychobones]] 00:13, 29 August 2010 (UTC)&lt;br /&gt;
::Are you sure that the humans weren't part of the goblin civilization? Often goblins kidnap human children, raise them, and then put them in their military. Also, when I said there were never two sieges, I meant that the game acts like there's one siege, regardless of how many are occurring at once. When any one siege ends, the siege tag goes away, even if ten other sieges are still going on. Also, sieges are probably always separated out in the legends, just with overlapping dates if sieges occur simultaneously.--[[User:Peglegpenguin|Peglegpenguin]] 17:05, 31 August 2010 (UTC)&lt;br /&gt;
:::I'm positive that this happened to me.  In a perfect storm, I had a goblin siege, a giant, multiple kobold ambushes, and humans siege all at the same time.  The humans arrived first and gave a different message than &amp;quot;A vile force of darkness has arrived!&amp;quot;  Instead it was &amp;quot;The enemy have come and are laying siege to the fortress.&amp;quot;  Ten real-minutes later I got the usual &amp;quot;A vile force of darkness has arrived!&amp;quot; when the goblins showed.  As Psychobones reports, they coexisted peacefully.  The siege tag was not lifted until the humans had been dealt with, though the goblin siege had been broken long before that.  This was in a vanilla .12 game.  --[[User:Jwest23|Jwest23]] 19:44, 31 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Killing Their Young ==&lt;br /&gt;
Just now I observed something pretty peculiar. One of the humans' mounts in a long term siege, a war grizzly bear, gave birth to a cub... Then the entire group proceeded to tear it apart! As soon as it was born, the siege jumped the poor newborn cub. Presumably, even the mother joined in the melee. I'd assume that because the cub was born on my map, it registered as one of my animals? Or perhaps they didn't want to bring a newborn grizzly back with them? Either way, very interesting behavior. UPDATE: They've killed 4 camel calves and 2 bears now. It seems like all of their mounts are pregnant. --[[User:Aussiemon|Aussiemon]] 01:06, 18 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege&amp;diff=127765</id>
		<title>v0.31 Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege&amp;diff=127765"/>
		<updated>2010-09-18T01:06:40Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My local human civ sent a diplomat. I was ecstatic, as this was the first time I'd had a fort live this long. He died immediately. Probably due to old age, just like what happened the first time I tried Adventurer mode...&lt;br /&gt;
&lt;br /&gt;
A year or two later, the humans sent a squad or two to &amp;quot;besiege&amp;quot; me; they have a campfire on the map border and are just sitting there. They aren't taking any bait I throw at them, and they aren't entering via my industrial strength siege entrance. I guess this means their siege behavior from 40d is still there.&lt;br /&gt;
&lt;br /&gt;
By the way, the announcement I received when they arrived was different from the &amp;quot;vile force of darkness&amp;quot; text. I don't remember what it was, exactly, as I immediately went to work scrambling my defenses and populating my burrows. I'm sure they'll send another siege later, in which case I can transcribe it.&lt;br /&gt;
&lt;br /&gt;
I will happily tick off the Elves to get them to send a siege if that'd be helpful, since I have a food economy and they don't want my plant barrels... While they don't seem to mind when their caravans die in a freak flooding accident that only affects my trade depot, I'm sure I can be a bit more offensive if I put my mind to it.&lt;br /&gt;
&lt;br /&gt;
--[[User:Solra Bizna|Solra Bizna]] 07:49, 8 July 2010 (UTC)&lt;br /&gt;
:The message you got was probably &amp;quot;The enemy have come and are laying siege to the fortress&amp;quot;, the same as in 40d. --[[User:Quietust|Quietust]] 12:40, 8 July 2010 (UTC)&lt;br /&gt;
::Yes, that was it, more or less exactly. --[[User:Solra Bizna|Solra Bizna]] 18:17, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just had a human siege, they idled at the corner of the map for quite some time (not exactly sure, roughly a full season), then they started moving. EDIT: They just patrolled around a bit, now they have returned to the edge and are idling, again.--[[Special:Contributions/92.231.165.116|92.231.165.116]] 01:16, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Probably not very important - I had a siege, and an enemy on a retracting bridge landed on a tree. Couldn't build to it (interrupted by goblin spearman), and gave up on figuring out how to use rangers, so I left it. Because the goblin didn't leave, the siege tag didn't either. Then another siege started, and ended, finally deleting the siege tag. Kind of normal method of tracking sieges - turn on when starts, turn off when ends. Turn on when on does nothing. There are never two sieges. Sieges can start while others are still going (although I don't know if there is any other mechanism, like a minimum time delay between sieges).--[[User:Peglegpenguin|Peglegpenguin]] 04:43, 12 August 2010 (UTC)&lt;br /&gt;
:&amp;quot;There are never two sieges.&amp;quot; About two weeks ago I had a human and goblin siege going on at once. At first I just figured it was the humans starting while the goblins ended, but I waited it out for a full season and they both were still there, and even intermingled without fighting.[[User:Psychobones|Psychobones]] 00:13, 29 August 2010 (UTC)&lt;br /&gt;
::Are you sure that the humans weren't part of the goblin civilization? Often goblins kidnap human children, raise them, and then put them in their military. Also, when I said there were never two sieges, I meant that the game acts like there's one siege, regardless of how many are occurring at once. When any one siege ends, the siege tag goes away, even if ten other sieges are still going on. Also, sieges are probably always separated out in the legends, just with overlapping dates if sieges occur simultaneously.--[[User:Peglegpenguin|Peglegpenguin]] 17:05, 31 August 2010 (UTC)&lt;br /&gt;
:::I'm positive that this happened to me.  In a perfect storm, I had a goblin siege, a giant, multiple kobold ambushes, and humans siege all at the same time.  The humans arrived first and gave a different message than &amp;quot;A vile force of darkness has arrived!&amp;quot;  Instead it was &amp;quot;The enemy have come and are laying siege to the fortress.&amp;quot;  Ten real-minutes later I got the usual &amp;quot;A vile force of darkness has arrived!&amp;quot; when the goblins showed.  As Psychobones reports, they coexisted peacefully.  The siege tag was not lifted until the humans had been dealt with, though the goblin siege had been broken long before that.  This was in a vanilla .12 game.  --[[User:Jwest23|Jwest23]] 19:44, 31 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Killing Their Young ==&lt;br /&gt;
Just now I observed something pretty peculiar. One of the humans' mounts in a long term siege, a war grizzly bear, gave birth to a cub... Then the entire group proceeded to tear it apart! As soon as it was born, the siege jumped the poor newborn cub. Presumably, even the mother joined in the melee. I'd assume that because the cub was born on my map, it registered as one of my animals? Or perhaps they didn't want to bring a newborn grizzly back with them? Either way, very interesting behavior. --[[User:Aussiemon|Aussiemon]] 01:06, 18 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma&amp;diff=127754</id>
		<title>v0.31 Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma&amp;diff=127754"/>
		<updated>2010-09-17T22:20:19Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: /* Not Scrambling to Safety */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's several reports of creatures drowning or suffocating before burning to death even in 7/7 magma, is it possible that dwarves not burning in 1/7 magma is just a bug?&lt;br /&gt;
--[[User:Syndic|Syndic]] 17:40, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Could be. I would have added it to the talk page first, but Ip users can't even create talk pages &amp;gt;.&amp;gt; --[[Special:Contributions/78.151.176.4|78.151.176.4]] 18:24, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm aware of the reports but haven't looked into it myself yet. Add to this the reports of dwarves melting when it rains on a scorching day and it adds up to a pretty screwed up temperature system. You've got three different things that could be a factor. The components of a body have been radically overhauled, that's vastly more complex. We've got the new spatter system, also radically new, might be related, might not. And we've got the new temperatures in worldgen which are very different. I think the worldgen bit is because of a change that makes elevation influence temperature. &lt;br /&gt;
&lt;br /&gt;
:It all adds up to a huge poorly understood mess for now. I wasn't going to say anything about it on the main page yet because it's still wild theory that is not well understood. But I didn't feel it was worth arguing about either, so I didn't delete the note about it on the page. I did edit it slightly just so it looked better without trying to change the content of the message. -- [[User:Doctorzuber|Doctorzuber]] 18:42, 10 April 2010 (UTC)&lt;br /&gt;
::What I found is that all creatures will survive being fully submerged in lava for a short time, not just magma immune ones. However, the ones that aren't magma immune '''will''' be burnt before being able to leave the square (when next to a ramp). If a non-immune creature is in 7/7 magma for more than 1 turn they will generally bleed/burn to death. --[[User:DUMBELLS|dUMBELLS]] 22:39, 10 April 2010 (UTC)&lt;br /&gt;
:::I confirmed this. I tapped into one of these new fangled rigidly shaped volcanos just to test this issue and verified two things. magma is pressureless as expected, and contrary to expectation dwarves do not instantly die when coming in contact with magma. My unlucky miner fled the scene quickly but was without a doubt fully immersed in 7/7 magma before doing so. He suffered no injuries. &lt;br /&gt;
:::Following this test I went ahead and flooded the whole fortress in magma verifying that magma can still kill dwarves, just not as efficiently as expected. The magma also left many objects fully submerged but unharmed which is also quite strange.[[User:Doctorzuber|Doctorzuber]] 16:52, 11 April 2010 (UTC)&lt;br /&gt;
::::I had some fun with a volcano, underground caves, a reptile man tribe, my animals and at last my own dwarves. I dropped my animals down into the volcano but I was somehow disappointed by seeing a living dog &amp;quot;diving&amp;quot; in lava. He fell all the about 90 z.levels down, without even getting hurt. When he landed in the magma see far deep underground, he started to burn/bleed/die. I repeated this with my dwarves and other animals. It seems, falling THROUGH lava does not hurt only standing in it. Maybe it has some other reasons, but all my dwarves/animals reached the bottom magmasea unharmed.--[[User:Niggy|Niggy]] 16:45, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma Sea==&lt;br /&gt;
There is a new line in world gen for Magma Layer YES/NO which would probably turn off the magma sea feature if desired. [[User:Doctorzuber|Doctorzuber]] 18:50, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pipes and pools ==&lt;br /&gt;
&lt;br /&gt;
Going by in-game terminology, there are no more magma pipes - there are only &amp;quot;magma pools&amp;quot; (which are obsidian-lined, extend up from the magma sea, and presumably refill just like 40d magma pipes) and volcanoes (which are likely just &amp;quot;magma pools&amp;quot; that extend all the way to the surface). In Adventurer mode, I encountered magma that extended all the way to the upper cavern layer (but no further), and the game reported that I had discovered a magma pool; upon jumping into it (stepping into the open space above it - stepping down into the magma left me &amp;quot;swimming&amp;quot; at the top of it unable to move at all), I plummeted straight to the magma sea (&amp;quot;discovering&amp;quot; it in the process) and slowly melted. --[[User:Quietust|Quietust]] 20:07, 20 April 2010 (UTC)&lt;br /&gt;
:'''Praise the plummeters!''' I've only played with two maps - one had a volcano(?) that was visible on the main embark map, and the other had nuthin'.  If we need to redefine/delete some terms, then that's what we need to do - if there are no &amp;quot;pipes&amp;quot; in game, then we stick with &amp;quot;pools&amp;quot; and never refer to pipes again. &lt;br /&gt;
:''(For reference to new players, in 40d &amp;quot;magma pipes&amp;quot; and &amp;quot;magma pools&amp;quot; could both be hidden and required revealing by mining - pipes would refill slowly if any magma were removed (by channeling/pumping), but pools contained a fixed amount only.  These may need redefining according to the 0.31 usage.)''--[[User:Albedo|Albedo]] 20:40, 20 April 2010 (UTC)&lt;br /&gt;
:: Keep in mind that pipes and pools as seen in 40d are hidden features again. So it's hard to casually say they just don't exist. Without the finder they're difficult to locate but for now I am still assuming they do still exist. It's very possible they've changed with the new underground stuff, but it's hard to say right away. Give it time. [[User:Doctorzuber|Doctorzuber]] 17:51, 21 April 2010 (UTC)&lt;br /&gt;
::: I inspected a few maps with reveal out of boredom and noticed an oddity. I found what looks like a lava pipe (the usual shapeless large semi-circular area), but it had no lava. It only extended through about 5 z-levels and never touched lava. I can also confirm that I've seen pipes (pools?) that extend down to the sea as described. I spotted this in reveal and didn't get the message for finding it so I can't say on your pipe/pool thing. --[[User:Doctorzuber|Doctorzuber]] 20:06, 28 April 2010 (UTC)&lt;br /&gt;
::::Well, the game refers to them as 'pools'. So we should go with that until we have more information. --[[User:Tarran|Tarran]] 20:23, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite Magma Sources ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to guarantee that you will get a magma pipe on embark?  Making large magma systems or obsidian factories seems like it would be more difficult when you have to work with finite amounts of magma.  --[[Special:Contributions/129.252.122.38|129.252.122.38]] 15:10, 21 April 2010 (UTC)&lt;br /&gt;
: You're guaranteed a magma sea at embark unless you turn that off in the world gen settings. As for finding a pipe just look for an actual volcano. You can adjust the world gen settings to be rich in volcanos if you so desire. Set elevation 200:400:3600:3600 and a high number of volcanos in worldgen if that is what you want. Of course, at present a volcano has no variance of shape whatsoever, and magma behaves a bit oddly. But if that's what you want it's easy enough to get. [[User:Doctorzuber|Doctorzuber]] 17:41, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma Temperature ==&lt;br /&gt;
&lt;br /&gt;
What Temperature Is Magma In This Version? I Suspect It Is 12,000° Urist But Need Confirmation Before Editing The Article. Should This Go Into Magma Properties Or The Top Of The Article? --[[Special:Contributions/80.137.113.241|80.137.113.241]] 15:33, 8 May 2010 (UTC)&lt;br /&gt;
: Possibly, But as you say, it's not confirmed yet. And there's been some confusion on the subject over in the bug tracker. Apparently the list of magma-safe materials has undergone some pretty dramatic changes, and brought in a bug or two to confuse things. --[[User:Doctorzuber|Doctorzuber]] 16:30, 8 May 2010 (UTC)&lt;br /&gt;
::Magma's temperature is still 12000, as verified using dfprobe or dtil (with a sufficiently updated memory.ini). Also, Capitalizing Every Single Word You Type Makes You Look Rather Peculiar. --[[User:Quietust|Quietust]] 16:39, 8 May 2010 (UTC)&lt;br /&gt;
::: Thank you, I was waiting on confirmation before adding a note about temperature here since I saw there was some confusion on the subject. I updated it now. --[[User:Doctorzuber|Doctorzuber]] 21:21, 8 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma buildings == &lt;br /&gt;
Does anybody have any idea what how the game decides when 'magma' has been discovered? I am 'playing' with magma spawning utilities and i cannae get ma magma smelters! [[User:Shabang50|Shabang50]] 20:14, 16 May 2010 (UTC)&lt;br /&gt;
:As soon as you discover the magma sea, or a magma pool. If you embark on a volcano you are allowed to build them immediately. --[[User:Tarran|Tarran]] 00:34, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Volcano eruption ==&lt;br /&gt;
I just settled up on island in the middle of the sea with a visible volcano mountain, in a scorching climate. A few minutes after beginning to build my fortress it started raining. When the rain was about to stop I see a huge red thing, LAVA EVERYWHERE! The volcano seems to have erupted and lava is burning down the mountain and I expect my newly construct fortress to be drowned soon. I don't know if the rain is the cause of this lava flooding or if it is just an eruption. It may just have been a coincidence. Or the water may have been so hot, due to the scorching climate and changed into lava. Lava flood can be a logical explantation to the formation of the island.  [http://mkv25.net/dfma/movie-2184-lavaeverywherevolcanoeruption Here is a video] &amp;lt;small&amp;gt;&amp;amp;ndash; --ToWT comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Rain started to fall again... and it seem that is it the source of this magma overflow. Tiles are filled up to seven one level upper the volcano. [http://mkv25.net/dfma/movie-2185-lavanightmare Here is a video again.] &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::It would be rather nasty if the &amp;quot;magma flow&amp;quot; tiles at the bottom of the magma sea were behaving the same as murky pools and allowing rainwater to accumulate (as magma)... --[[User:Quietust|Quietust]] 20:19, 25 May 2010 (UTC)&lt;br /&gt;
:::It don't seem to be behave the same because I have never seen a murky pool overflow. There it seem that magma is erupting from the upper level from what I have identified, when thinking about how to build my fortress, as the &amp;quot;top&amp;quot; of the volcano. Since the first flood there has been magma on that level. After taking a better look now that my fortress should be safe, the rain is no responsible for the phenomenon. Lava comes out of the volcano even when it is not raining. Now what I would like to know is why is magma flooding out. Any suggestions? &amp;lt;small&amp;gt;&amp;amp;ndash; --ToWT comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::::In that case, the bug is probably that the &amp;quot;magma pool&amp;quot; (read: volcano) is refilling past the top - if it's not already in the bug tracker, it might be wise to add it (and upload a savegame so others can reproduce it). Also, please sign your comments (by typing &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;). --[[User:Quietust|Quietust]] 21:38, 25 May 2010 (UTC)&lt;br /&gt;
:::::But is that really a bug? I mean, there are continuous lava flooding volcano in the real world. --[[Special:Contributions/90.49.12.172|90.49.12.172]] 21:45, 25 May 2010 (UTC)ToWT&lt;br /&gt;
::::::Maybe the Rain is forming obsidian that is dropping to the bottom of the magma sea and causing magma to displace out of the volcano --[[User:Ghosteh|Ghosteh]] 12:51, 27 June 2010 (UTC)&lt;br /&gt;
:::::::If obsidian forms and collapses (from rain) there should be warning messages about it. Also collapsing obsidian will not typically displace anything, it will instead hit the floor and shatter back into raw ore which doesn't displace fluids.--[[User:Doctorzuber|Doctorzuber]] 16:46, 27 June 2010 (UTC)&lt;br /&gt;
::::::::It's what happens when something causes the volcano to think that the layer above the magma surface is part of the pipe causing it to try and refill to that level, sometimes a site gens such that the top layer of the volcano gets eroded causing the 'pipe' area to extend beyond ground level.--[[User:MLegion|MLegion]] 14:43, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma mist ==&lt;br /&gt;
Can someone find an appropriate place for a link to the magma mist article? --[[User:MLegion|MLegion]] 16:15, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not Scrambling to Safety ==&lt;br /&gt;
My miners are consistently dying when they break into magma. Instead of &amp;quot;scrambling to safety unless submerged in 7/7&amp;quot;, the poor fellas are instantly bleeding and torn up. They then proceed to either stay in one place and bleed out, or hobble away a square or two and bleed out... in 1/7 magma. [[User:Aussiemon|Aussiemon]] 22:20, 17 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma&amp;diff=127753</id>
		<title>v0.31 Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma&amp;diff=127753"/>
		<updated>2010-09-17T22:20:01Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's several reports of creatures drowning or suffocating before burning to death even in 7/7 magma, is it possible that dwarves not burning in 1/7 magma is just a bug?&lt;br /&gt;
--[[User:Syndic|Syndic]] 17:40, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Could be. I would have added it to the talk page first, but Ip users can't even create talk pages &amp;gt;.&amp;gt; --[[Special:Contributions/78.151.176.4|78.151.176.4]] 18:24, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm aware of the reports but haven't looked into it myself yet. Add to this the reports of dwarves melting when it rains on a scorching day and it adds up to a pretty screwed up temperature system. You've got three different things that could be a factor. The components of a body have been radically overhauled, that's vastly more complex. We've got the new spatter system, also radically new, might be related, might not. And we've got the new temperatures in worldgen which are very different. I think the worldgen bit is because of a change that makes elevation influence temperature. &lt;br /&gt;
&lt;br /&gt;
:It all adds up to a huge poorly understood mess for now. I wasn't going to say anything about it on the main page yet because it's still wild theory that is not well understood. But I didn't feel it was worth arguing about either, so I didn't delete the note about it on the page. I did edit it slightly just so it looked better without trying to change the content of the message. -- [[User:Doctorzuber|Doctorzuber]] 18:42, 10 April 2010 (UTC)&lt;br /&gt;
::What I found is that all creatures will survive being fully submerged in lava for a short time, not just magma immune ones. However, the ones that aren't magma immune '''will''' be burnt before being able to leave the square (when next to a ramp). If a non-immune creature is in 7/7 magma for more than 1 turn they will generally bleed/burn to death. --[[User:DUMBELLS|dUMBELLS]] 22:39, 10 April 2010 (UTC)&lt;br /&gt;
:::I confirmed this. I tapped into one of these new fangled rigidly shaped volcanos just to test this issue and verified two things. magma is pressureless as expected, and contrary to expectation dwarves do not instantly die when coming in contact with magma. My unlucky miner fled the scene quickly but was without a doubt fully immersed in 7/7 magma before doing so. He suffered no injuries. &lt;br /&gt;
:::Following this test I went ahead and flooded the whole fortress in magma verifying that magma can still kill dwarves, just not as efficiently as expected. The magma also left many objects fully submerged but unharmed which is also quite strange.[[User:Doctorzuber|Doctorzuber]] 16:52, 11 April 2010 (UTC)&lt;br /&gt;
::::I had some fun with a volcano, underground caves, a reptile man tribe, my animals and at last my own dwarves. I dropped my animals down into the volcano but I was somehow disappointed by seeing a living dog &amp;quot;diving&amp;quot; in lava. He fell all the about 90 z.levels down, without even getting hurt. When he landed in the magma see far deep underground, he started to burn/bleed/die. I repeated this with my dwarves and other animals. It seems, falling THROUGH lava does not hurt only standing in it. Maybe it has some other reasons, but all my dwarves/animals reached the bottom magmasea unharmed.--[[User:Niggy|Niggy]] 16:45, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma Sea==&lt;br /&gt;
There is a new line in world gen for Magma Layer YES/NO which would probably turn off the magma sea feature if desired. [[User:Doctorzuber|Doctorzuber]] 18:50, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pipes and pools ==&lt;br /&gt;
&lt;br /&gt;
Going by in-game terminology, there are no more magma pipes - there are only &amp;quot;magma pools&amp;quot; (which are obsidian-lined, extend up from the magma sea, and presumably refill just like 40d magma pipes) and volcanoes (which are likely just &amp;quot;magma pools&amp;quot; that extend all the way to the surface). In Adventurer mode, I encountered magma that extended all the way to the upper cavern layer (but no further), and the game reported that I had discovered a magma pool; upon jumping into it (stepping into the open space above it - stepping down into the magma left me &amp;quot;swimming&amp;quot; at the top of it unable to move at all), I plummeted straight to the magma sea (&amp;quot;discovering&amp;quot; it in the process) and slowly melted. --[[User:Quietust|Quietust]] 20:07, 20 April 2010 (UTC)&lt;br /&gt;
:'''Praise the plummeters!''' I've only played with two maps - one had a volcano(?) that was visible on the main embark map, and the other had nuthin'.  If we need to redefine/delete some terms, then that's what we need to do - if there are no &amp;quot;pipes&amp;quot; in game, then we stick with &amp;quot;pools&amp;quot; and never refer to pipes again. &lt;br /&gt;
:''(For reference to new players, in 40d &amp;quot;magma pipes&amp;quot; and &amp;quot;magma pools&amp;quot; could both be hidden and required revealing by mining - pipes would refill slowly if any magma were removed (by channeling/pumping), but pools contained a fixed amount only.  These may need redefining according to the 0.31 usage.)''--[[User:Albedo|Albedo]] 20:40, 20 April 2010 (UTC)&lt;br /&gt;
:: Keep in mind that pipes and pools as seen in 40d are hidden features again. So it's hard to casually say they just don't exist. Without the finder they're difficult to locate but for now I am still assuming they do still exist. It's very possible they've changed with the new underground stuff, but it's hard to say right away. Give it time. [[User:Doctorzuber|Doctorzuber]] 17:51, 21 April 2010 (UTC)&lt;br /&gt;
::: I inspected a few maps with reveal out of boredom and noticed an oddity. I found what looks like a lava pipe (the usual shapeless large semi-circular area), but it had no lava. It only extended through about 5 z-levels and never touched lava. I can also confirm that I've seen pipes (pools?) that extend down to the sea as described. I spotted this in reveal and didn't get the message for finding it so I can't say on your pipe/pool thing. --[[User:Doctorzuber|Doctorzuber]] 20:06, 28 April 2010 (UTC)&lt;br /&gt;
::::Well, the game refers to them as 'pools'. So we should go with that until we have more information. --[[User:Tarran|Tarran]] 20:23, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite Magma Sources ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to guarantee that you will get a magma pipe on embark?  Making large magma systems or obsidian factories seems like it would be more difficult when you have to work with finite amounts of magma.  --[[Special:Contributions/129.252.122.38|129.252.122.38]] 15:10, 21 April 2010 (UTC)&lt;br /&gt;
: You're guaranteed a magma sea at embark unless you turn that off in the world gen settings. As for finding a pipe just look for an actual volcano. You can adjust the world gen settings to be rich in volcanos if you so desire. Set elevation 200:400:3600:3600 and a high number of volcanos in worldgen if that is what you want. Of course, at present a volcano has no variance of shape whatsoever, and magma behaves a bit oddly. But if that's what you want it's easy enough to get. [[User:Doctorzuber|Doctorzuber]] 17:41, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma Temperature ==&lt;br /&gt;
&lt;br /&gt;
What Temperature Is Magma In This Version? I Suspect It Is 12,000° Urist But Need Confirmation Before Editing The Article. Should This Go Into Magma Properties Or The Top Of The Article? --[[Special:Contributions/80.137.113.241|80.137.113.241]] 15:33, 8 May 2010 (UTC)&lt;br /&gt;
: Possibly, But as you say, it's not confirmed yet. And there's been some confusion on the subject over in the bug tracker. Apparently the list of magma-safe materials has undergone some pretty dramatic changes, and brought in a bug or two to confuse things. --[[User:Doctorzuber|Doctorzuber]] 16:30, 8 May 2010 (UTC)&lt;br /&gt;
::Magma's temperature is still 12000, as verified using dfprobe or dtil (with a sufficiently updated memory.ini). Also, Capitalizing Every Single Word You Type Makes You Look Rather Peculiar. --[[User:Quietust|Quietust]] 16:39, 8 May 2010 (UTC)&lt;br /&gt;
::: Thank you, I was waiting on confirmation before adding a note about temperature here since I saw there was some confusion on the subject. I updated it now. --[[User:Doctorzuber|Doctorzuber]] 21:21, 8 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma buildings == &lt;br /&gt;
Does anybody have any idea what how the game decides when 'magma' has been discovered? I am 'playing' with magma spawning utilities and i cannae get ma magma smelters! [[User:Shabang50|Shabang50]] 20:14, 16 May 2010 (UTC)&lt;br /&gt;
:As soon as you discover the magma sea, or a magma pool. If you embark on a volcano you are allowed to build them immediately. --[[User:Tarran|Tarran]] 00:34, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Volcano eruption ==&lt;br /&gt;
I just settled up on island in the middle of the sea with a visible volcano mountain, in a scorching climate. A few minutes after beginning to build my fortress it started raining. When the rain was about to stop I see a huge red thing, LAVA EVERYWHERE! The volcano seems to have erupted and lava is burning down the mountain and I expect my newly construct fortress to be drowned soon. I don't know if the rain is the cause of this lava flooding or if it is just an eruption. It may just have been a coincidence. Or the water may have been so hot, due to the scorching climate and changed into lava. Lava flood can be a logical explantation to the formation of the island.  [http://mkv25.net/dfma/movie-2184-lavaeverywherevolcanoeruption Here is a video] &amp;lt;small&amp;gt;&amp;amp;ndash; --ToWT comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Rain started to fall again... and it seem that is it the source of this magma overflow. Tiles are filled up to seven one level upper the volcano. [http://mkv25.net/dfma/movie-2185-lavanightmare Here is a video again.] &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::It would be rather nasty if the &amp;quot;magma flow&amp;quot; tiles at the bottom of the magma sea were behaving the same as murky pools and allowing rainwater to accumulate (as magma)... --[[User:Quietust|Quietust]] 20:19, 25 May 2010 (UTC)&lt;br /&gt;
:::It don't seem to be behave the same because I have never seen a murky pool overflow. There it seem that magma is erupting from the upper level from what I have identified, when thinking about how to build my fortress, as the &amp;quot;top&amp;quot; of the volcano. Since the first flood there has been magma on that level. After taking a better look now that my fortress should be safe, the rain is no responsible for the phenomenon. Lava comes out of the volcano even when it is not raining. Now what I would like to know is why is magma flooding out. Any suggestions? &amp;lt;small&amp;gt;&amp;amp;ndash; --ToWT comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::::In that case, the bug is probably that the &amp;quot;magma pool&amp;quot; (read: volcano) is refilling past the top - if it's not already in the bug tracker, it might be wise to add it (and upload a savegame so others can reproduce it). Also, please sign your comments (by typing &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;). --[[User:Quietust|Quietust]] 21:38, 25 May 2010 (UTC)&lt;br /&gt;
:::::But is that really a bug? I mean, there are continuous lava flooding volcano in the real world. --[[Special:Contributions/90.49.12.172|90.49.12.172]] 21:45, 25 May 2010 (UTC)ToWT&lt;br /&gt;
::::::Maybe the Rain is forming obsidian that is dropping to the bottom of the magma sea and causing magma to displace out of the volcano --[[User:Ghosteh|Ghosteh]] 12:51, 27 June 2010 (UTC)&lt;br /&gt;
:::::::If obsidian forms and collapses (from rain) there should be warning messages about it. Also collapsing obsidian will not typically displace anything, it will instead hit the floor and shatter back into raw ore which doesn't displace fluids.--[[User:Doctorzuber|Doctorzuber]] 16:46, 27 June 2010 (UTC)&lt;br /&gt;
::::::::It's what happens when something causes the volcano to think that the layer above the magma surface is part of the pipe causing it to try and refill to that level, sometimes a site gens such that the top layer of the volcano gets eroded causing the 'pipe' area to extend beyond ground level.--[[User:MLegion|MLegion]] 14:43, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma mist ==&lt;br /&gt;
Can someone find an appropriate place for a link to the magma mist article? --[[User:MLegion|MLegion]] 16:15, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not Scrambling to Safety ==&lt;br /&gt;
My miners are consistently dying when they break into magma. Instead of &amp;quot;scrambling to safety unless submerged in 7/7&amp;quot;, the poor fellas are instantly bleeding and torn up. They then proceed to either stay in one place and bleed out, or hobble away a square or two and bleed out... in 1/7 magma.&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Civilization&amp;diff=127482</id>
		<title>v0.31:Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Civilization&amp;diff=127482"/>
		<updated>2010-09-13T00:04:10Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: /* Unnamed Civilizations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|14:19, 9 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''civilization''' is a nation, with settlements and a capital city.&lt;br /&gt;
When you start a new fortress, there are typically two or more dwarven civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the {{L|location|site selection}} screen. Different civilizations can have different items available when you {{L|embark}}. You will be forced to {{L|modding|modify}} if you wish to play as any other race.&lt;br /&gt;
&lt;br /&gt;
===Mountain Civilization (The {{L|dwarf|dwarves}})===&lt;br /&gt;
&lt;br /&gt;
Mountain civilizations build settlements on the edge of {{L|mountain}} ranges.&lt;br /&gt;
Their settlements are represented by {{Tile|Ω|#777|#000}} on the world map. Mountain civilizations can be connected by either roads or tunnels during World Generation.&lt;br /&gt;
&lt;br /&gt;
=== Plains Civilization (The {{L|human|humans}})===&lt;br /&gt;
&lt;br /&gt;
Plains civilizations build wooden towns in the lowlands.&lt;br /&gt;
Their settlements are represented by {{Tile|+|#777|#000}}, {{Tile|*|#777|#000}}, {{Tile|☼|#777|#000}}, and {{Tile|#|#777|#000}} on the world map. During World Generation, wooded {{L|biome}}s near towns are often converted into grassy {{L|biome}}s, presumably due to the human's logging industry. Towns can be connected by roads during World Generation. Roads will also be built between towns and conquered sites located in mountains or forests.&lt;br /&gt;
&lt;br /&gt;
=== Forest Civilization (The {{L|elf|elves}})===&lt;br /&gt;
&lt;br /&gt;
Forest civilizations build wooden towns in heavily forested areas.&lt;br /&gt;
Their settlements are represented by {{Tile|î|#ff0|#000}} and {{Tile|¶|#ff0|#000}} on the world map. &lt;br /&gt;
&lt;br /&gt;
=== Evil Civilization (The {{L|goblin|goblins}})===&lt;br /&gt;
&lt;br /&gt;
They build towers, represented by {{Tile|П|#707|#000}} on the world map. Dark towers are often populated by a mix of races since goblins are keen on &amp;lt;s&amp;gt;kidnapping&amp;lt;/s&amp;gt; rescuing children from other civilizations. These evil settlements can be connected via tunnels during World Generation.&lt;br /&gt;
&lt;br /&gt;
=== Skulking Civilization (The {{L|kobold}}s)===&lt;br /&gt;
&lt;br /&gt;
Skulking civilizations populate {{L|cave}}s and steal items from nearby civilizations.&lt;br /&gt;
&lt;br /&gt;
=== Unnamed Civilizations===&lt;br /&gt;
&lt;br /&gt;
Sometimes unnamed civilizations appear on the civilization screen, which are peopled by various other [[:Category:DF2010:Humanoids|humanoids]]. Unlike the other civilizations listed, these unnamed civilizations (like their respective races) can spawn underground.  Known examples include:&lt;br /&gt;
* {{L|Amphibian man}}&lt;br /&gt;
* {{L|Cave fish man}}&lt;br /&gt;
* {{L|Cave swallow man}}&lt;br /&gt;
* {{L|Olm man}}&lt;br /&gt;
* {{L|Serpent man}}&lt;br /&gt;
* {{L|Bat man}}&lt;br /&gt;
* {{L|Antman}}&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=127424</id>
		<title>v0.31 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=127424"/>
		<updated>2010-09-11T16:13:09Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{L|Weight}} now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light ''(made of {{L|adamantine}}, for instance)'' will not be as effective as a heavier one.  This needs more research.&lt;br /&gt;
-Moved discussion material to the discussion page&lt;br /&gt;
[[User:Studoku|Studoku]] 03:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately it is a great deal more complicated than just the weight of a weapon.  If the weapon an edge(such as a sword or axe) then the shear values of the material used become important.  On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers.  But it isn't know exactly how any of this works.  It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the &amp;quot;soon™&amp;quot;.  Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling.  Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF.  Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing.  Regardless, extensive empirical testing is necessary to establish and test balance issues.  It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs.  It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now.  -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I propose a table of weapons on this page.  The list of weapons from the raws follows. --[[User:StrongAxe|StrongAxe]] 16:28, 15 April 2010 (UTC)&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PICK]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PIKE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HALBERD]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MAUL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]&lt;br /&gt;
&lt;br /&gt;
== TRAINING WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
The military system is bugged as hell right now, but given that, how are training weapons '''intended''' to work? It seems like dwarves treat training weapons exactly as any other weapon, and will only train with training weapons if manually equipped or part of their uniform.  Is it possible to have dwarves train with wooden weapons and then make a quick switch to real ones in case of an attack without having to wait on the arsenal dwarf to sign off on the changes?  -Slothen&lt;br /&gt;
--[[Special:Contributions/99.96.100.228|99.96.100.228]] 19:54, 18 April 2010 (UTC)&lt;br /&gt;
:As far as I can tell, it's simply incomplete. The only real function you could have for them now is to have separate training squads equipped with them. They seem rather irrelevant considering that the only training I've seen my dwarves do is individual combat drill.[[User:The Architect|The Architect]] 02:26, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MOODS &amp;amp; FOREIGN WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf make a blow gun via a mood. Is this expected behaviour or a bug? Either way I think it should be noted that you can create foreign weapons via moods. [[User:EvilGrin|EvilGrin]] 23:28, 14 June 2010 (UTC)&lt;br /&gt;
: I have seen this too: my strange mood weaponsmith made an iron scourge. I've reworded the opening sentence to reflect this reality. [[User:Timbojones|Timbojones]] 00:22, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Poison on ammunition/weapons ==&lt;br /&gt;
All the underground races wear only spears or blowguns. The blowgun darts poison the attacked creature. How? Cause they are poisoned. And the poison is on the BLOWDARTS! Just Vew them and look at the blowdarts. As far as I saw they have either cave spider venom or GIANT cave spider venom on them. So you can poison you weapons by dropping poison on them, but how? --[[User:Niggy|Niggy]] 18:37, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves don't have that option. We can extract venom from phantom spiders and cave spiders, but we can't apply it to anything. See [[Extracts]].&lt;br /&gt;
&lt;br /&gt;
== One handed or two-handed? ==&lt;br /&gt;
&lt;br /&gt;
It would be helpful if it showed whether weapons were one-handed or two handed on the wiki. I looked in the raws and on each weapon there seems to be a two-handed tag with an accompanying number. I would assume that number is the minimum size at which a creature can wield the weapon one handed, but I'm not 100% sure about that. Also, I recall some talk in the forums about whether there is a bonus to wielding some weapons two-handed, stemming from a test wherein speardwarves without shields fared better than speardwarves with shields.&lt;br /&gt;
I'm not sure how the weapon's one handed versus two-handed status would be shown, as it appears to vary based on the race you are playing, but if it can be shown without too much confusion, I feel it would be for the better. A section explaining one-handed versus two-handed weapon use would be useful, if only to have it officially unknown what the effects are.&lt;br /&gt;
[[User:Monkeyfetus|Monkeyfetus]] 21:17, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mace V.S Hammer ==&lt;br /&gt;
&lt;br /&gt;
They are both blunt weapons of same size, so what is the difference between the two?&lt;br /&gt;
&lt;br /&gt;
:Training with a warhammer increases the hammer skill, which is also used by marksdwarves when they run out of ammo and beat their enemies with their crossbows.  If your weaponsmith has a preference for either weapon it makes sense to make that one.  According to {{L|Item value}}, warhammers are worth twice as much as maces.  But whether there's any difference in combat between the two weapons, I don't think anyone can yet say.  If there's a difference it should be discernable by testing in the arena.  [[User:Bognor|Bognor]] 07:36, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The raws for the two weapons are as follows&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
[NAME:war hammer:war hammers]&lt;br /&gt;
[SIZE:400]&lt;br /&gt;
[SKILL:HAMMER]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
[NAME:mace:maces]&lt;br /&gt;
[SIZE:800]&lt;br /&gt;
[SKILL:MACE]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
:I remember hearing that the only difference in the initial DF2010 release was the smaller contact area of the warhammer, but it appears that the size of the mace has increased since then. Now, the mace has twice the size (and therefore, mass and weight) as well as contact area of a warhammer. The mace is heavier, and may slow your troops down slightly more, but it should deliver the same force per square inch (or whatever unit you wish to use), and do it over a larger area, which I 'think' would make it more deadly. I'm not an expert on Dwarf Fortress combat, so if you want more detail or more reliable answers you could check out the forums. [[User:Monkeyfetus|Monkeyfetus]] 21:52, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just tested them in 0.31.12 in the arena by a mass melee of 18 macedwarves vs. 18 hammerdwarves, all of them decked out in bronze armor with an iron mace/warhammer, and each at &amp;quot;skilled&amp;quot; level in all basic (non-weapon-specific) combat skills along with &amp;quot;skilled&amp;quot; the appropriate weapon skill (mace/hammer). It ended with 12 hammerdwarves still standing and all macedwarves dead, and in a second test with 13 hammerdwarves still standing.&lt;br /&gt;
:I went on to test similar setups (regarding armor, skill setup, and iron weapons) with the other weapons. Swords and axes were close with swords being perhaps slightly better, with spears, maces, and hammers doing better than either of those. Spears seemed like a bit of a wild card; mostly they would overwhelmingly lose against maces or hammers, but sometimes they would just about break even (once with 20vs20 spears vs hammers, only 2 hammerdwarves survived). So, from my testing, it seems to me that against armored opponents, the progression is something like: axes&amp;gt;swords&amp;gt;&amp;gt;&amp;gt;spears&amp;gt;&amp;gt;maces&amp;gt;&amp;gt;hammers. I did a quick unarmored test out of curiosity with swords vs hammers (I did give them shields, though), and it's perhaps no surprise that the swordsdwarves won pretty overwhelmingly in that case two times in a row (11 and 13 surviving, respectively). I ran 4 unarmored hammer vs. mace battles, and hammers won 3 out of 4 of those with around half surviving, with the fourth battle being barely won by maces. So without armor, hammers still seem to be the better weapon of the two, if not by as much. Then again, the RNG might have just been throwing me some crazy results the whole time. --[[User:Janus|Janus]] 19:20, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wooden Weapons? ==&lt;br /&gt;
&lt;br /&gt;
Each time I get elven traders, they have wooden weapons and armour for sale. e.g wooden long swords and wooden breast plates&lt;br /&gt;
It doesn't say that they are training weapons either. But in the wiki here, it says that you can't get wooden weapons.&lt;br /&gt;
[[Special:Contributions/219.89.205.8|219.89.205.8]] 05:45, 5 September 2010 (UTC)&lt;br /&gt;
:If you read the notice on the Foriegn Weapons section, you would know that those &amp;quot;allowed materials&amp;quot; are actually useless for unmodded dwarf mode. Since I don't think this page is about modding, I'll remove the materials. --[[User:Dree12|Dree12]] 16:28, 5 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can Dwarves Use These? ==&lt;br /&gt;
I noticed that the 2010 version has no notes about dwarves not being able to use things like pikes, mauls, two-handed swords, and great axes. Has this changed since 40D? I get a lot of pikedwarfs. [[User:Aussiemon|Aussiemon]] 16:13, 11 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Goblin&amp;diff=127187</id>
		<title>v0.31 Talk:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Goblin&amp;diff=127187"/>
		<updated>2010-09-07T00:08:36Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: /* ~ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;s&amp;gt;I've just seen a goblin suffer serious injuries - including several mangled body parts - fall unconscious, and heal almost all of them. It also doesn't appear to be bleeding. Anyone corroborate similar goblin fast healing? --[[User:Nimblewright|Nimblewright]] 17:13, 10 April 2010 (UTC)&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
Sorry, didn't realize injury system had changed. That said, healing of even &amp;quot;inhibited&amp;quot; wounds is very rapid.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 18:58, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goblin Ambushers fighting amongst themselves ==&lt;br /&gt;
&lt;br /&gt;
I'm on version 31.0.3, on a reclamation fortress. It's the fortress' first goblin ambush, but for some strange reason the goblins are all fighting amongst themselves.&lt;br /&gt;
&lt;br /&gt;
How about something like this as a temporary entry until more can be added?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins are classic Dwarven enemies. They steal Dwarven Children (babysnatchers), and raid fortresses (Siege). Goblin Snatchers and Master Thieves will sometimes appear with a sack and the intention to shove a Dwarven Child into that sack. In previous versions, captured Dwarven Children were raised in goblin societies and could be seen in goblin towers (adventure mode) or leading sieges (fortress mode). &lt;br /&gt;
Goblin Sieges are made up of one or more goblin squads. Such squads have goblins wielding various weapons, are sometimes led by a legendary/leader goblin, and are sometimes mounted on various creatures. It is suspected, but not currently known,that the same is true in the current version. &lt;br /&gt;
&lt;br /&gt;
Examining the goblin raws shows they can eat bones and enjoy fighting. Their culture springs from mysteriously constructed obsidian towers, which are sometimes connected to far away towers by underground tunnels. Goblin ethics accept even torture, lying, assault, and cannibalism as personal matters. Slavery and theft seem to be encouraged, though treason to the goblin race is a capital offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--[[User:Truean|Truean]] 13:01, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Silver Weapons==&lt;br /&gt;
My outer traps just killed a retreating goblin snatcher who was bearing a silver dagger. I've seen goblins with iron and copper weapons, but never silver. Is this a change in the current version? 'cause if so it should be mentioned.&lt;br /&gt;
- [[User:Ancient History|Ancient History]] 23:44, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins playable without modding in adventure mode ==&lt;br /&gt;
&lt;br /&gt;
A few days ago, I played as a gobbo. It may have had something to do with the things left were a goblin civ (populated by humans, no less) and about a dozen factionless hippies.&lt;br /&gt;
&lt;br /&gt;
So if everyone but a goblin civ is dead, you can play as a goblin. You get copper stuff, though, and there aren't any shops, so it's not exactly recommended. However, you can steal just about everything in any human town ruins, I got about 20 barrels of meat. [[Special:Contributions/24.136.237.184|24.136.237.184]] 23:56, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins as a religion ==&lt;br /&gt;
Since goblins brainwash stolen children to join their civ, goblinism could be thought of as a religion as well as a culture. --[[User:TomiTapio|TomiTapio]] 20:08, 20 July 2010 (UTC)&lt;br /&gt;
:Although in the game religions are specifically designated as such, as are deities and other objects of worship, so it's really more of a case of an individual moving from one civ into another of a different race by force. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:23, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hippie Goblin General ==&lt;br /&gt;
So a while back (in the current version), I was invaded by squads of goblins in a siege on my fortress. Leading the assault was the first General I'd ever seen. Curious to see what he looked like, I viewed his page... only to see the Elven line about &amp;quot;driven to the ruthless protection of nature&amp;quot;. Being a new player at the time, I assumed that goblins were only mean and nasty ''for the sake of the poor trees''. Only later did I found out that Elves were the only real militant hippies in the game. Has anyone else ever heard of this bug? [[User:Aussiemon|Aussiemon]] 00:08, 7 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Goblin&amp;diff=127186</id>
		<title>v0.31 Talk:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Goblin&amp;diff=127186"/>
		<updated>2010-09-07T00:08:11Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: /* ~ */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;s&amp;gt;I've just seen a goblin suffer serious injuries - including several mangled body parts - fall unconscious, and heal almost all of them. It also doesn't appear to be bleeding. Anyone corroborate similar goblin fast healing? --[[User:Nimblewright|Nimblewright]] 17:13, 10 April 2010 (UTC)&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
Sorry, didn't realize injury system had changed. That said, healing of even &amp;quot;inhibited&amp;quot; wounds is very rapid.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 18:58, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goblin Ambushers fighting amongst themselves ==&lt;br /&gt;
&lt;br /&gt;
I'm on version 31.0.3, on a reclamation fortress. It's the fortress' first goblin ambush, but for some strange reason the goblins are all fighting amongst themselves.&lt;br /&gt;
&lt;br /&gt;
How about something like this as a temporary entry until more can be added?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins are classic Dwarven enemies. They steal Dwarven Children (babysnatchers), and raid fortresses (Siege). Goblin Snatchers and Master Thieves will sometimes appear with a sack and the intention to shove a Dwarven Child into that sack. In previous versions, captured Dwarven Children were raised in goblin societies and could be seen in goblin towers (adventure mode) or leading sieges (fortress mode). &lt;br /&gt;
Goblin Sieges are made up of one or more goblin squads. Such squads have goblins wielding various weapons, are sometimes led by a legendary/leader goblin, and are sometimes mounted on various creatures. It is suspected, but not currently known,that the same is true in the current version. &lt;br /&gt;
&lt;br /&gt;
Examining the goblin raws shows they can eat bones and enjoy fighting. Their culture springs from mysteriously constructed obsidian towers, which are sometimes connected to far away towers by underground tunnels. Goblin ethics accept even torture, lying, assault, and cannibalism as personal matters. Slavery and theft seem to be encouraged, though treason to the goblin race is a capital offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--[[User:Truean|Truean]] 13:01, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Silver Weapons==&lt;br /&gt;
My outer traps just killed a retreating goblin snatcher who was bearing a silver dagger. I've seen goblins with iron and copper weapons, but never silver. Is this a change in the current version? 'cause if so it should be mentioned.&lt;br /&gt;
- [[User:Ancient History|Ancient History]] 23:44, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins playable without modding in adventure mode ==&lt;br /&gt;
&lt;br /&gt;
A few days ago, I played as a gobbo. It may have had something to do with the things left were a goblin civ (populated by humans, no less) and about a dozen factionless hippies.&lt;br /&gt;
&lt;br /&gt;
So if everyone but a goblin civ is dead, you can play as a goblin. You get copper stuff, though, and there aren't any shops, so it's not exactly recommended. However, you can steal just about everything in any human town ruins, I got about 20 barrels of meat. [[Special:Contributions/24.136.237.184|24.136.237.184]] 23:56, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins as a religion ==&lt;br /&gt;
Since goblins brainwash stolen children to join their civ, goblinism could be thought of as a religion as well as a culture. --[[User:TomiTapio|TomiTapio]] 20:08, 20 July 2010 (UTC)&lt;br /&gt;
:Although in the game religions are specifically designated as such, as are deities and other objects of worship, so it's really more of a case of an individual moving from one civ into another of a different race by force. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:23, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ~ ==&lt;br /&gt;
&lt;br /&gt;
== Hippie Goblin General ==&lt;br /&gt;
So a while back (in the current version), I was invaded by squads of goblins in a siege on my fortress. Leading the assault was the first General I'd ever seen. Curious to see what he looked like, I viewed his page... only to see the Elven line about &amp;quot;driven to the ruthless protection of nature&amp;quot;. Being a new player at the time, I assumed that goblins were only mean and nasty ''for the sake of the poor trees''. Only later did I found out that Elves were the only real militant hippies in the game. Has anyone else ever heard of this bug? [[User:Aussiemon|Aussiemon]] 00:08, 7 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sasquatch&amp;diff=127176</id>
		<title>v0.31:Sasquatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sasquatch&amp;diff=127176"/>
		<updated>2010-09-06T17:30:07Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:21, 10 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Sasquatch&lt;br /&gt;
|symbol=S|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Forest|Temperate forest}}&lt;br /&gt;
* {{L|Taiga}}&lt;br /&gt;
|wiki=Bigfoot&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=3&lt;br /&gt;
|bones=39&lt;br /&gt;
|meat=40&lt;br /&gt;
|fat=25&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|eyes=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|nail=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A large and mysterious ape-like creature found in temperate forests.''&lt;br /&gt;
&lt;br /&gt;
'''Sasquatches''' are medium to large animals, weighing 7.5 times as much as the average adult dwarf upon maturity. They are also able to equip {{L|weapons}} and {{L|armor}} and open unforbidden {{L|door}}s. If they aren't killed, they can live for centuries before dying of old age.&lt;br /&gt;
&lt;br /&gt;
Sasquatches are enabled with the ability to {{L|Building destroyer|destroy buildings}}, so watch for out-side {{L|Trading|trading depot}}s not protected by {{L|wall}}s.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ThreeToe&amp;diff=126980</id>
		<title>ThreeToe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ThreeToe&amp;diff=126980"/>
		<updated>2010-09-02T23:49:02Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Three toe''' is the nickname used by Zach Adams, co-designer of Dwarf Fortress and author of the [http://www.bay12games.com/dwarves/dev_story.html fanfiction] that has guided Dwarf Fortress' development. Other than that he doesn't do much, yet often receives lots of credit!  He can be reached at [http://www.bay12games.com/about.html About Bay 12 Games] or the [http://www.bay12games.com/forum/ Bay 12 Games Forum].&lt;br /&gt;
&lt;br /&gt;
The other designer is Tarn Adams ([[Toady One]]), his younger brother.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:THREE_TOE]&lt;br /&gt;
	[NAME:three toe:three toe:three toe]&lt;br /&gt;
	[TILE:249][COLOR:2:0:0]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:3TOES:MOUTH]&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;
	[MAXAGE:60:120]&lt;br /&gt;
	[SPEED:2900][NATURAL]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[PREFSTRING:ambitious writing]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[HOMEOTHERM:10067] &lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[LAYERING:10]&lt;br /&gt;
	[MALE]&lt;br /&gt;
	[SPEECH_MALE:human_male.txt]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game development]]&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Justice&amp;diff=126706</id>
		<title>v0.31 Talk:Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Justice&amp;diff=126706"/>
		<updated>2010-09-01T05:29:19Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: Created page with 'Despite having an unlocked, beautiful jail with the chains marked for justice (and a few random cages in open areas marked for justice too), my fortress guard feels that they sho…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Despite having an unlocked, beautiful jail with the chains marked for justice (and a few random cages in open areas marked for justice too), my fortress guard feels that they should use their bronze and steel weapons to beat the former Captain who destroyed a trade depot while he was having a bad day. The only way I could get them to &amp;quot;Cage Animal&amp;quot; was to kick them out of the squad. Bug I assume? [[User:Aussiemon|Aussiemon]] 05:29, 1 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Megabeast&amp;diff=126512</id>
		<title>v0.31 Talk:Megabeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Megabeast&amp;diff=126512"/>
		<updated>2010-08-29T00:27:40Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* The number of megabeasts might be affected by the world gen params&lt;br /&gt;
&lt;br /&gt;
[MOUNTAIN_CAVE_MIN:25] and [NON_MOUNTAIN_CAVE_MIN:50]. I guess each cave must have a (semi-)megabeast.  --[[User:TomiTapio|TomiTapio]] 01:00, 4 July 2010 (UTC)&lt;br /&gt;
:In my experience, megabeasts (and kobolds) seem to only hang out in mountain caves, while all others (mountain or non) are populated by semimegabeasts. --[[User:Quietust|Quietust]] 01:03, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Reading Legends mode... one quadruped marsh titan was killed by a sylvan elf! (Genesis mod) --[[User:TomiTapio|TomiTapio]] 01:43, 5 July 2010 (UTC)&lt;br /&gt;
: I can confirm that I have several titans were killed during worldgen, and none of them by other megabeasts. So the 'megabeasts are invincible during worldgen' info is incorrect. --[[User:Aequor|Aequor]] 17:45, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a bronze colossus visit me soon after saving. I reloaded that save and at about the same time a dragon showed up instead. What is the mechanism for megabeasts in fortress mode? --[[User:Peglegpenguin|Peglegpenguin]] 06:19, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pop Limit of Megabeasts ==&lt;br /&gt;
If I keep this hydra alive at the bottom of my pit, will it prevent future megabeasts/forgotten beasts from appearing? [[User:Aussiemon|Aussiemon]] 00:27, 29 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Megabeast&amp;diff=126511</id>
		<title>v0.31:Megabeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Megabeast&amp;diff=126511"/>
		<updated>2010-08-29T00:25:08Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Mighty creatures that attack your fortress. When one enters your area, the game will announce its presence and its name.&lt;br /&gt;
&lt;br /&gt;
The type of megabeast appears to be random, but the timing may not be. A minimum wealth created of 100,000 (and/or?) a population of 80 may trigger one. Verify Force-quitting and loading a fortress from a few days before a megabeast attack may result in a different one arriving on the same day, depending on what has survived world generation.&lt;br /&gt;
&lt;br /&gt;
Included in this [[:Category:Megabeasts|category]] are the {{L|Bronze colossus}}, {{L|Dragon}}, {{L|Hydra}}, and {{L|Titan}}.&lt;br /&gt;
&lt;br /&gt;
Megabeasts in DF2010 are virtually invincible in world generation (except to other megabeasts), so the old world generation stopping at such-and-such percent of megabeasts dead is no longer, although the option exists.&lt;br /&gt;
&lt;br /&gt;
Titans (and forgotten beasts) are randomly generated.  In addition, in legends there may appear randomly generated demons, who may look similar to Megabeasts.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=126502</id>
		<title>v0.31:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=126502"/>
		<updated>2010-08-28T23:13:04Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: /* Underground Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
There is no internal end point or single goal or final Easter egg or &amp;quot;You Win!&amp;quot; announcement in Dwarf Fortress.  Therefore, eventually, almost every fortress will fall.  The only ones that don't, tend to be very conservative and very boring - and what fun is that?  Therefore, fun = losing, losing = fun, DF = losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts earlier than later; when you lose a {{l|fortress}}, don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the process (and fun!) is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
If you lose, you can always {{l|reclaim fortress mode|reclaim fortress}} or go visit it in {{l|adventurer mode}}.&lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to test yourself, try either the {{l|mega construction}} or the {{l|Challenges}} articles.&lt;br /&gt;
&lt;br /&gt;
== Autopsy, or why your fortress died ==&lt;br /&gt;
&lt;br /&gt;
Various common things can cause the death of a fortress. Let's examine some together...&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Nature===&lt;br /&gt;
Sometimes the wilds take you out. &lt;br /&gt;
&lt;br /&gt;
====Local Wildlife====&lt;br /&gt;
Goblins aren't the only creatures that want you dead.  The obvious threats aside, some {{L|creature}}s with benign names or descriptions can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause a new game for the first time, hit {{k|u}}nits, and scroll down to see what's sharing your map.  Learn to do this regularly - new creatures will frequently migrate onto your map and then off again to be replaced by others.&lt;br /&gt;
&lt;br /&gt;
Consider arming up and thinning out any predictable threats.&lt;br /&gt;
Outdoor titans and megabeasts are a later stage hazard.&lt;br /&gt;
&lt;br /&gt;
====Underground Life====&lt;br /&gt;
Underground life can be even more dangerous than surface life. Dig through a cavern, and expect hordes of weak animalmen and other cave creatures to invade your fortress over time. Unlike wildlife, these creatures never migrate off. Arming up helps a lot, as there really is only a small entrance they can get in by. A row of cage traps is exceptionally powerful there.&lt;br /&gt;
Underground Forgotten Beasts and semimegabeasts are a later stage hazard.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Dwarf===&lt;br /&gt;
Sometimes you bring it on yourself.&lt;br /&gt;
&lt;br /&gt;
====No Food====&lt;br /&gt;
A serious danger, generally in the more inhospitable {{L|climate}}s, is the loss of your {{L|dwarf|dwarves}} due to starvation.  As dwarves begin to starve, they will become {{L|hungry}}, then {{L|starving}}.  This will cause them first to slow down all work, and then to become very {{L|unhappy}}.  When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a {{L|tantrum spiral|terminal hissy fit}}.&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of {{L|food}}.  If your {{L|farm}}s aren't doing the job and a {{L|caravan|trade caravan}} is months away, try {{L|butchering}} your {{L|domestic animal}}s, {{L|plant gathering|gathering plants}}, or resorting to {{L|hunting}} of local wildlife.&lt;br /&gt;
&lt;br /&gt;
====No Booze====&lt;br /&gt;
Equally as bad is no {{L|alcohol}}, which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from {{L|caravan}}s, but not enough for an entire fort until the next caravan arrives. You must gather or {{L|farm}} certain plants to then {{L|brew}} those in a {{L|still}} with an empty {{L|barrel}} - it's just part of being a dwarf. Be sure to make lots of barrels.&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
=====No water=====&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be {{L|Brewing|brewed}} without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
{{L|Rain}} will refill stagnant {{L|pool}}s of water slowly.  In a hot {{L|climate}}, this may evaporate almost immediately. What's more, if the map is in a dry {{L|climate}}, such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold {{L|climate}}s.  Also, if weather has been turned off in the {{L|init.txt}} file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
If all else fails, the {{L|caverns}} are bound to contain water somewhere, so you can put down a {{L|well}}. Watch out for {{L|Giant toad|other}} [[:Category:DF2010:Humanoids|sources]] {{L|Cave crocodile|of fun.}}&lt;br /&gt;
&lt;br /&gt;
=====Too Much Water (aka &amp;quot;Flooding accidents&amp;quot;)=====&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can {{L|flow}} in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from {{L|Water#Sourced Water|sourced water}}, abandon all of the levels the water can reach immediately&amp;amp;mdash;creating a civilian alert and ordering your dwarves to a burrow upstairs.  You will never be able to recover those areas unless you can manage to {{L|pump}} out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a fortress is flooded with {{L|magma}}.  This is even more {{L|fun}}, and even harder to recover from.  Any shut door will stop magma, it doesn't rise as aggressively (via {{L|pressure}}) as water, and magma can be {{L|pump}}ed out with the right equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
==== Inability to mine (&amp;quot;Digger Mortis&amp;quot;) ====&lt;br /&gt;
aka no {{L|pick}}s.&lt;br /&gt;
&lt;br /&gt;
Diggor Mortis: ''when a Dorf with a pickaxe decides that digging where they shouldn't is a bloody good idea.'' Like in [http://xkcd.com/760/ a certain, other, well-known fort]... &lt;br /&gt;
&lt;br /&gt;
Simply put, you need {{L|pick}}s to mine {{L|ore}}, which is then {{L|smelt}}ed to make {{L|metal}} for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your {{L|miner}}s create a {{L|cave-in|collapse}} or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the {{L|mining}} {{L|labor}}, but without a pick they can do nothing.  There is no way to get new metals or stone for any purpose nor any way to dig new rooms/tunnels unless you have picks.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|ore}} or {{L|bar}}s to create a {{L|weapons-grade}} metal, and a {{L|forge}} (and {{L|smelter}} if you need one), you can create new picks and continue.  You might get lucky with a {{L|caravan}} - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional {{L|pick}}s from your Outpost {{L|Liaison}}, who will arrive with the next dwarven trade {{L|caravan}} in a year.  Or you can {{L|abandon}} and try again.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|axe}}s and {{L|tree}}s available, then you can build {{L|construction|structure}}s, {{L|building}}s and {{L|furniture}} of {{L|wood}}, which is something.&lt;br /&gt;
&lt;br /&gt;
Averting this fate is simple:  stockpile at least one additional pick at the first possible opportunity, or some of the {{L|weapons-grade|raw material}} to make more, and away from current digging operations.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Make your own weapons}}&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Society?===&lt;br /&gt;
Sometimes your traditions and mores conspire. Hell Is Other Dwarves?&lt;br /&gt;
&lt;br /&gt;
====General Unhappiness====&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre {{L|dining room}}, no-{{L|quality}} bed and a generally inadequate fortress?&lt;br /&gt;
&lt;br /&gt;
If there is little in a fortress to give your dwarves happy {{L|thoughts}} and enough to give them unhappy {{L|thoughts}}, then your dwarves will start to throw {{L|tantrum}}s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a {{L|tantrum spiral}} and the loss of the entire fortress.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall, so try to keep all the bases covered.&lt;br /&gt;
&lt;br /&gt;
Another problem is if you don't have a justice system in place at the time of a spiral and manage to recover. If you later implement the justice system, the hammer may kill the former tantrum throwers, starting another tantrum because of their deaths.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Dwarves, Orcs, Goblins, Humans, Elves...===&lt;br /&gt;
It's not paranoia if they ARE out to get you. &lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Goblin and elven ambushes alike will charge into your fortress after they are discovered. They still retreat after suffering enough casualties. Goblins still arrive with caravans, and elves can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes. &lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* {{L|Defense guide}}&lt;br /&gt;
:* {{L|Defense design}}&lt;br /&gt;
:* {{L|Trap design}}&lt;br /&gt;
:* {{L|Military design}}&lt;br /&gt;
&lt;br /&gt;
====War====&lt;br /&gt;
See [[#Ambush|Ambush]].&lt;br /&gt;
&lt;br /&gt;
====Siege====&lt;br /&gt;
{{L|Siege}}s can be quite devastating to a fortress, but unlike most of the other ways of losing they are unlikely to occur early on, even if you do something stupid to piss off another civilization.&lt;br /&gt;
&lt;br /&gt;
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, siegers may stick around for a long time. Although a dwarven fortress can be made self-contained, with {{L|list of crops|crops}}, {{L|metal}} and {{L|fuel}} readily available, underground {{L|tree farm|wood source}} and your own {{L|livestock}}, a fortress may not sustain such a state indefinitely. For example, {{L|trade}} with the outside world has now been shut off, leaving you only what {{L|ore}}s are on your map for the production of mandate goods. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your {{L|Hammerer}} from killing or maiming your dwarves. {{L|Shell}}, {{L|bone}}, and {{L|leather}} commonly acquired by {{L|hunting}} and {{L|fishing}} need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody {{L|craftsdwarf|craftsdwarves}} will be driven into suicide or worse. Rotten {{L|vermin}} {{L|corpse}}s begin to heap in your food supply, forcing you to dump these into inside {{L|refuse|refuse pile}}s, generating {{L|miasma}}. Unless an {{L|well|interior watersupply}} was established your wounded will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, grief counseling sessions, and the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.&lt;br /&gt;
&lt;br /&gt;
In short, the attacking army can simply wait until your dwarves emo themselves to death.&lt;br /&gt;
&lt;br /&gt;
====HFS====&lt;br /&gt;
''(Hidden Fun Stuff)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don't want {{L|Hidden Fun Stuff|spoilers}}, trust us: you'll ''know'' when you've found it. It's a great deal of [[Fun]]. &lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambush&amp;diff=126501</id>
		<title>v0.31 Talk:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambush&amp;diff=126501"/>
		<updated>2010-08-28T23:09:20Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: Created page with '== No More Ambushes == As soon as I had my first goblin siege, their ambushes stopped appearing. Feature, bug, or result of not going outside much anymore? ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No More Ambushes ==&lt;br /&gt;
As soon as I had my first goblin siege, their ambushes stopped appearing. Feature, bug, or result of not going outside much anymore? [[User:Aussiemon|Aussiemon]] 23:09, 28 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=126500</id>
		<title>v0.31:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=126500"/>
		<updated>2010-08-28T23:06:51Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: /* Dwarf vs Dwarves, Orcs, Goblins, Humans... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
There is no internal end point or single goal or final Easter egg or &amp;quot;You Win!&amp;quot; announcement in Dwarf Fortress.  Therefore, eventually, almost every fortress will fall.  The only ones that don't, tend to be very conservative and very boring - and what fun is that?  Therefore, fun = losing, losing = fun, DF = losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts earlier than later; when you lose a {{l|fortress}}, don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the process (and fun!) is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
If you lose, you can always {{l|reclaim fortress mode|reclaim fortress}} or go visit it in {{l|adventurer mode}}.&lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to test yourself, try either the {{l|mega construction}} or the {{l|Challenges}} articles.&lt;br /&gt;
&lt;br /&gt;
== Autopsy, or why your fortress died ==&lt;br /&gt;
&lt;br /&gt;
Various common things can cause the death of a fortress. Let's examine some together...&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Nature===&lt;br /&gt;
Sometimes the wilds take you out. &lt;br /&gt;
&lt;br /&gt;
====Local Wildlife====&lt;br /&gt;
Goblins aren't the only creatures that want you dead.  The obvious threats aside, some {{L|creature}}s with benign names or descriptions can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause a new game for the first time, hit {{k|u}}nits, and scroll down to see what's sharing your map.  Learn to do this regularly - new creatures will frequently migrate onto your map and then off again to be replaced by others.&lt;br /&gt;
&lt;br /&gt;
Consider arming up and thinning out any predictable threats.&lt;br /&gt;
Outdoor titans and megabeasts are a later stage hazard.&lt;br /&gt;
&lt;br /&gt;
====Underground Life====&lt;br /&gt;
Underground life can be even more dangerous than surface life. Dig through a cavern, and expect hordes of weak animalmen and other cave creatures to invade your fortress. Unlike wildlife, these creatures never migrate off. Arming up helps a lot, as there really is only a small entrance they can get in by. A row of cage traps is exceptionally powerful there.&lt;br /&gt;
Underground Forgotten Beasts and semimegabeasts are a later stage hazard.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Dwarf===&lt;br /&gt;
Sometimes you bring it on yourself.&lt;br /&gt;
&lt;br /&gt;
====No Food====&lt;br /&gt;
A serious danger, generally in the more inhospitable {{L|climate}}s, is the loss of your {{L|dwarf|dwarves}} due to starvation.  As dwarves begin to starve, they will become {{L|hungry}}, then {{L|starving}}.  This will cause them first to slow down all work, and then to become very {{L|unhappy}}.  When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a {{L|tantrum spiral|terminal hissy fit}}.&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of {{L|food}}.  If your {{L|farm}}s aren't doing the job and a {{L|caravan|trade caravan}} is months away, try {{L|butchering}} your {{L|domestic animal}}s, {{L|plant gathering|gathering plants}}, or resorting to {{L|hunting}} of local wildlife.&lt;br /&gt;
&lt;br /&gt;
====No Booze====&lt;br /&gt;
Equally as bad is no {{L|alcohol}}, which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from {{L|caravan}}s, but not enough for an entire fort until the next caravan arrives. You must gather or {{L|farm}} certain plants to then {{L|brew}} those in a {{L|still}} with an empty {{L|barrel}} - it's just part of being a dwarf. Be sure to make lots of barrels.&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
=====No water=====&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be {{L|Brewing|brewed}} without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
{{L|Rain}} will refill stagnant {{L|pool}}s of water slowly.  In a hot {{L|climate}}, this may evaporate almost immediately. What's more, if the map is in a dry {{L|climate}}, such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold {{L|climate}}s.  Also, if weather has been turned off in the {{L|init.txt}} file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
If all else fails, the {{L|caverns}} are bound to contain water somewhere, so you can put down a {{L|well}}. Watch out for {{L|Giant toad|other}} [[:Category:DF2010:Humanoids|sources]] {{L|Cave crocodile|of fun.}}&lt;br /&gt;
&lt;br /&gt;
=====Too Much Water (aka &amp;quot;Flooding accidents&amp;quot;)=====&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can {{L|flow}} in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from {{L|Water#Sourced Water|sourced water}}, abandon all of the levels the water can reach immediately&amp;amp;mdash;creating a civilian alert and ordering your dwarves to a burrow upstairs.  You will never be able to recover those areas unless you can manage to {{L|pump}} out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a fortress is flooded with {{L|magma}}.  This is even more {{L|fun}}, and even harder to recover from.  Any shut door will stop magma, it doesn't rise as aggressively (via {{L|pressure}}) as water, and magma can be {{L|pump}}ed out with the right equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
==== Inability to mine (&amp;quot;Digger Mortis&amp;quot;) ====&lt;br /&gt;
aka no {{L|pick}}s.&lt;br /&gt;
&lt;br /&gt;
Diggor Mortis: ''when a Dorf with a pickaxe decides that digging where they shouldn't is a bloody good idea.'' Like in [http://xkcd.com/760/ a certain, other, well-known fort]... &lt;br /&gt;
&lt;br /&gt;
Simply put, you need {{L|pick}}s to mine {{L|ore}}, which is then {{L|smelt}}ed to make {{L|metal}} for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your {{L|miner}}s create a {{L|cave-in|collapse}} or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the {{L|mining}} {{L|labor}}, but without a pick they can do nothing.  There is no way to get new metals or stone for any purpose nor any way to dig new rooms/tunnels unless you have picks.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|ore}} or {{L|bar}}s to create a {{L|weapons-grade}} metal, and a {{L|forge}} (and {{L|smelter}} if you need one), you can create new picks and continue.  You might get lucky with a {{L|caravan}} - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional {{L|pick}}s from your Outpost {{L|Liaison}}, who will arrive with the next dwarven trade {{L|caravan}} in a year.  Or you can {{L|abandon}} and try again.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|axe}}s and {{L|tree}}s available, then you can build {{L|construction|structure}}s, {{L|building}}s and {{L|furniture}} of {{L|wood}}, which is something.&lt;br /&gt;
&lt;br /&gt;
Averting this fate is simple:  stockpile at least one additional pick at the first possible opportunity, or some of the {{L|weapons-grade|raw material}} to make more, and away from current digging operations.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Make your own weapons}}&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Society?===&lt;br /&gt;
Sometimes your traditions and mores conspire. Hell Is Other Dwarves?&lt;br /&gt;
&lt;br /&gt;
====General Unhappiness====&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre {{L|dining room}}, no-{{L|quality}} bed and a generally inadequate fortress?&lt;br /&gt;
&lt;br /&gt;
If there is little in a fortress to give your dwarves happy {{L|thoughts}} and enough to give them unhappy {{L|thoughts}}, then your dwarves will start to throw {{L|tantrum}}s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a {{L|tantrum spiral}} and the loss of the entire fortress.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall, so try to keep all the bases covered.&lt;br /&gt;
&lt;br /&gt;
Another problem is if you don't have a justice system in place at the time of a spiral and manage to recover. If you later implement the justice system, the hammer may kill the former tantrum throwers, starting another tantrum because of their deaths.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Dwarves, Orcs, Goblins, Humans, Elves...===&lt;br /&gt;
It's not paranoia if they ARE out to get you. &lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Goblin and elven ambushes alike will charge into your fortress after they are discovered. They still retreat after suffering enough casualties. Goblins still arrive with caravans, and elves can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes. &lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* {{L|Defense guide}}&lt;br /&gt;
:* {{L|Defense design}}&lt;br /&gt;
:* {{L|Trap design}}&lt;br /&gt;
:* {{L|Military design}}&lt;br /&gt;
&lt;br /&gt;
====War====&lt;br /&gt;
See [[#Ambush|Ambush]].&lt;br /&gt;
&lt;br /&gt;
====Siege====&lt;br /&gt;
{{L|Siege}}s can be quite devastating to a fortress, but unlike most of the other ways of losing they are unlikely to occur early on, even if you do something stupid to piss off another civilization.&lt;br /&gt;
&lt;br /&gt;
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, siegers may stick around for a long time. Although a dwarven fortress can be made self-contained, with {{L|list of crops|crops}}, {{L|metal}} and {{L|fuel}} readily available, underground {{L|tree farm|wood source}} and your own {{L|livestock}}, a fortress may not sustain such a state indefinitely. For example, {{L|trade}} with the outside world has now been shut off, leaving you only what {{L|ore}}s are on your map for the production of mandate goods. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your {{L|Hammerer}} from killing or maiming your dwarves. {{L|Shell}}, {{L|bone}}, and {{L|leather}} commonly acquired by {{L|hunting}} and {{L|fishing}} need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody {{L|craftsdwarf|craftsdwarves}} will be driven into suicide or worse. Rotten {{L|vermin}} {{L|corpse}}s begin to heap in your food supply, forcing you to dump these into inside {{L|refuse|refuse pile}}s, generating {{L|miasma}}. Unless an {{L|well|interior watersupply}} was established your wounded will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, grief counseling sessions, and the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.&lt;br /&gt;
&lt;br /&gt;
In short, the attacking army can simply wait until your dwarves emo themselves to death.&lt;br /&gt;
&lt;br /&gt;
====HFS====&lt;br /&gt;
''(Hidden Fun Stuff)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don't want {{L|Hidden Fun Stuff|spoilers}}, trust us: you'll ''know'' when you've found it. It's a great deal of [[Fun]]. &lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Finished_goods&amp;diff=126482</id>
		<title>v0.31 Talk:Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Finished_goods&amp;diff=126482"/>
		<updated>2010-08-28T18:34:00Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Glass Crafts?==&lt;br /&gt;
Under Large Gems, &amp;quot;Gems and glass also have a chance to be cut into crafts this way&amp;quot;. In 40d, cutting glass would only result in large gems, '''never''' crafts. Considering this section was copied almost verbatim from [[40d:Trade good]], it would be nice to have some proof that glass crafts actually exist in 0.31 (and should probably be noted as a difference from previous versions). Additionally, the Materials table suggests that glass ''cannot'' be made into crafts, so this is inconsistent. --[[User:Quietust|Quietust]] 18:48, 8 June 2010 (UTC)&lt;br /&gt;
:There IS a chance for raw glass (and presumably other raw gems, too) to be cut into crafts.  I ordered 20 cuttings of each type, having stocked up on trader-supplied raw glass, and of 20 green and 17 clear (thus far), I've gotten 1 large green, 4 large clear, 1 clear amulet, and 1 clear crown, plus the 19 cut green and 11 cut clear.  It's nto a very LARGE chance, by any means.  Certainly the amulet and the crown didn't come from any other glass source - I haven't built the necessary furnace yet. --[[User:DeMatt|DeMatt]] 21:16, 8 June 2010 (UTC)&lt;br /&gt;
: I too have seen glass crafts appear from cut raw glass, or I wouldn't have changed it. In fact, it also happened in 40d. I know this because I never order my glassmakers to make glass crafts: I order them to make raw glass for my jewelry industry, and some raw glass ended up as glass crafts. They are probably named identically as glass crafts derived the more direct way, which I imagine is where the confusion comes from. That's a good point about the material table, however, and I will correct that. EDIT: It appears you cannot make glass crafts directly. That makes the presence of glass rings in my fortresses even more strong evidence for crafts coming from gem cutters.[[User:JohnnyMadhouse|JohnnyMadhouse]] 22:29, 8 June 2010 (UTC)&lt;br /&gt;
::Okay, now that the jobs are done, I ended up with:&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Green&lt;br /&gt;
! Clear&lt;br /&gt;
! Crystal&lt;br /&gt;
|-&lt;br /&gt;
| Cut Gems&lt;br /&gt;
| 19&lt;br /&gt;
| 12&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Large Gems&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Amulets&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Scepters&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Crowns&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Bracelets&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
::I didn't restrict by skill or anything, so I've got no idea who did which item.  It does seem relevant that the green glass, which went first, didn't get cut into any crafts... that seems to imply that higher skill makes crafts more likely, just as higher skill makes large gems more likely. --[[User:DeMatt|DeMatt]] 22:44, 8 June 2010 (UTC)&lt;br /&gt;
:::Back in one of my 40d forts, I trained several gem cutters to Legendary on glass alone, cutting hundreds of pieces of raw green glass in the process. I ended up with tons of large green glass gems (which ended up getting claimed by my philosopher and dungeon master), but '''no''' crafts. I never did the same thing with clear glass (though I certainly could have - a different fort churned out several thousand clear glass blocks to make a 23 Z-level pyramid as well as some floating battlements) or crystal glass (due to the extreme scarcity of rock crystals back in 40d). If anybody does manage to get a green glass craft in 0.31, then it'd be quite definitive proof that the behavior was changed. Cutting ''rough gems'' was always capable of producing crafts, possibly even back in the 2D version, just not raw glass. --[[User:Quietust|Quietust]] 23:31, 8 June 2010 (UTC)&lt;br /&gt;
::::Here is some proof. It's even version specific, with a self portrait figurine by the cutter. &lt;br /&gt;
[[File:Glass_Crafts.png]]&lt;br /&gt;
 Not only are glass crafts possible, but they happen quite often. &lt;br /&gt;
&lt;br /&gt;
EDIT: After testing in 40d, it appears that you are right about crafts not appearing. 276 cut green glass gems and 152 large green glass gems agree with you!&lt;br /&gt;
[[User:JohnnyMadhouse|JohnnyMadhouse]] 00:36, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What to do with Artifact Crafts ==&lt;br /&gt;
&lt;br /&gt;
I keep getting artifact wood crowns and toy boats and stuff. What do I do with all these artifact crafts? Specifically, how do I prevent them from getting stolen.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 13:37, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crowns and Scepters ==&lt;br /&gt;
Are crowns and scepters ever used by leaders/nobles/monarchs? [[User:Aussiemon|Aussiemon]] 18:34, 28 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Size&amp;diff=126476</id>
		<title>v0.31 Talk:Size</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Size&amp;diff=126476"/>
		<updated>2010-08-28T15:50:10Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [BODY_SIZE:0:0:6000] [BODY_SIZE:1:168:30000] [BODY_SIZE:12:0:60000] &lt;br /&gt;
(This is from a troglodyte) &lt;br /&gt;
We have this numbers, but how big would be this creature? Is there any rule?--[[User:Niggy|Niggy]] 22:05, 10 June 2010 (UTC)&lt;br /&gt;
:Sizes are in grams, 60000 is 60 kg (132.3 pounds). Cats are 6kg, dogs 30kg, dragon under 25000 kg.&lt;br /&gt;
:Puny dragon takes 1000 years to grow to full size, 5-ton elephants grow to full size in real life in 15 years. --[[User:TomiTapio|TomiTapio]] 20:39, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Finding Size In-game ==&lt;br /&gt;
Is there a menu I'm missing that lets you see the size of something? Is there any way to find size through their weight? [[User:Aussiemon|Aussiemon]] 15:50, 28 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_olm&amp;diff=126212</id>
		<title>v0.31 Talk:Giant olm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_olm&amp;diff=126212"/>
		<updated>2010-08-22T21:07:33Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: /* Storage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I pointed out the differences between real olms and the in-game giant ones, so people don't make the mistake of expecting them to be at all similar. I made that mistake, and didn't realize they had no trouble breathing or moving on land. Nor did I realize that they can see just fine and that their eyes are perfectly functional. If you don't feel that it's relevant information, you're free to remove it. Also, we need to get those old tables for the game object displays up and running again, to accurately represent the information. I don't know how they worked in the first place. The only reason I wrote this, is because I just lost a fortress to a single giant olm. --Kydo 22:46, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== rider gains swim ability? ==&lt;br /&gt;
&lt;br /&gt;
is this true? I've had a giant olm with a goblin rider who tried to swim down river, and the rider is now dead in the river.&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
Would a Giant Olm starve or die of dehydration in a room without food or water? Would the occasional goblin dropped in stave off starvation? [[User:Aussiemon|Aussiemon]] 06:30, 22 August 2010 (UTC)&lt;br /&gt;
:I'm pretty sure neither tamed nor untamed animals, of any kind, need food or water to survive. So no, the Giant Olm wouldn't die. Also: Animals currently can't eat other animals. --[[User:Tarran|Tarran]] 11:25, 22 August 2010 (UTC)&lt;br /&gt;
::Ah, thanks! It (and my giant cave spider in a different pit) are just ignoring the naked battered goblins I drop in though, unfortunately. [[User:Aussiemon|Aussiemon]] 21:07, 22 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=126211</id>
		<title>v0.31 Talk:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=126211"/>
		<updated>2010-08-22T21:03:48Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: /* Goblin Pit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cave Wide Web==&lt;br /&gt;
Does anyone know where giant cave spiders create their web? I've captured one in a cagetrap and released it in a room (in a layer of clay, if that matters). I hoped it to fill it with webs, cagetrap it again and gather the precious giant cave spider webs safely. But it doesn't make a single one web. I wonder why? --[[User:Doub|Doub]] 17:05, 24 April 2010 (UTC)&lt;br /&gt;
:If it's like the previous version, a better way to get them to web is to provoke them with animals or dwarves that they'll shoot at (for example, you could have your spider be an engine that turns kittens into high-quality clothing!). --[[User:Vaniver|Vaniver]] 05:05, 25 April 2010 (UTC)&lt;br /&gt;
::Yep, that does the trick, thanks. Well, dogs do, the most of them at least, for most of them attack the spider, which then fights back with web, leaving about 6-7 webs per dog. --[[User:Doub|Doub]] 14:46, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Another Web Question==&lt;br /&gt;
There's plenty of giant cave spider webs underground, as my adventurer can attest. He hasn't met any so far, and I'm sure he's relieved :D Are the webs randomly generated, or are they actually giant cave spiders running around and avoiding my hero? --[[User:Dagoth Urist|Dagoth Urist]] 19:42, 16 May 2010 (UTC)&lt;br /&gt;
:In fortress mode, where there are webs there are spiders.  Sometimes they are in stealth mode, though, until it is too late!--[[User:Kwieland|Kwieland]] 20:13, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
Is the method on the main page verified?  In previous versions, the spider had to be able to pathfind to the target before it would spit webs (just like all other breath weapon users).  I suspect this is another 'great idea' by someone who's never tested it, much like the oft-mentioned dragon/fireimp turrets that are far more difficult to construct than most people think. [[Special:Contributions/98.212.62.219|98.212.62.219]] 18:15, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm trying to verify it now. I modified the object testing arena a bit and added this (top view):&lt;br /&gt;
  ...FFF...&lt;br /&gt;
  .G.FDF...&lt;br /&gt;
  ...FFF...&lt;br /&gt;
  G=Giant cave spider&lt;br /&gt;
  F=Fortification&lt;br /&gt;
  D=Dwarf.&lt;br /&gt;
  .=Floor&lt;br /&gt;
:Nothing happened. The reverse, where the cave spider is in the fortification cell and the dwarf outside, didn't work either. What did work was having them standing on two platforms like this:&lt;br /&gt;
  #####&lt;br /&gt;
  #G#D#&lt;br /&gt;
  #####&lt;br /&gt;
  G=GCS&lt;br /&gt;
  D=Dwarf&lt;br /&gt;
  #=Empty space&lt;br /&gt;
:What happened here was that the GCS sporadically shot at the dwarf. They didn't do it as fast as they do in a fight, but they did shoot web. They seem to shoot more web the more targets there are, but I can't really verify this. I did two similar setups with platforms as above, where one platform had ~70 dwarfs on it. The one with more target seemed to shoot more frequently. &lt;br /&gt;
:SO: A viable way to farm GCS silk is a bit hard. The silk doesn't seem to fall down z-levels, and can hang in the air. Just having two pillars would make the collecting part a bit difficult, as noone could reach the silk. Perhaps one could let the GCS shoot at his enemy for a while, and when you're satisfied, a retractable bridge could form a floor to walk on from the main fortress. This would of course let the GCS reach the populated parts of your fortress, but a simple cage trap would solve this issue. This wouldn't work if a retractable bridge destroys raw silk. I haven't tested this, but it's a thought. And if this doesn't work, one could always pit cats in the same room as the GCS.&lt;br /&gt;
/[[User:Josj|Josj]] 02:53, 10 June 2010 (UTC)&lt;br /&gt;
:The web doesn't seem to stack, so it would be smarter to have an animal that runs around the GCS all the time than one just standing on a pillar to maximise the produced web. /[[User:Josj|Josj]] 02:57, 10 June 2010 (UTC)&lt;br /&gt;
::Although the web object spans empty space and not stack, my experience in 40d is that a bridge (particularly a retracting bridge, which tosses objects when it both opens and closes, as opposed to raising, which crushes objects when it lowers) will toss the webbing, creating a loose &amp;quot;web&amp;quot; that can then fall and stack together. However, I have not yet caught a GCS in .31 so I am not sure if certain rules (particularly regarding the silk) have changed. That said, it does appear that the method listed in the article should be removed as fortifications still do not appear allow pathfinding/webshooting. [[User:Niveras|Niveras]] 18:48, 22 June 2010 (UTC)&lt;br /&gt;
:::Yeah, you could probably go without a bridge. Just having the GCS in a 2x1 indentation in the wall to room, with a channel in front of it, and a creature it will attack in the main room. One could even make this setup:&lt;br /&gt;
  WWWWWW+WWWWWW&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWW d WWWWW&lt;br /&gt;
  WWWWW   WWWWW    W=wall&lt;br /&gt;
  WWWWWW+WWWWWW    #=open space&lt;br /&gt;
  W   WW#WW   W    +=door&lt;br /&gt;
  + d +#G#+ d +     =floor&lt;br /&gt;
  W   WW#WW   W    G=GCS&lt;br /&gt;
  WWWWWW+WWWWWW    d=dog (or whatever creature that the GCS will attack)&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWW d WWWWW&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWWW+WWWWWW&lt;br /&gt;
:::Let the GCS shoot at one of the dogs. Close the door from the GCS to the room where you want to farm and open another door. Rinse and repeat. The dorfs won't run away from the GCS and the GCS is always free to shoot. One could remove the micromanagement from the exercise by creating a timer that opens and closes doors automatically. You can even put looms in the spaces between the dog rooms, if you'd like. But this plan borders on [[DF2010:Stupid dwarf trick|stupid]].&lt;br /&gt;
::::Finally caught a GCS in order to test this method. As somewhat expected, the empty spaces do not allow pathfinding and thus the spider does not shoot the chained animals. (Aside: confirmed that my slightly modified [increased frequency of traveling through and in additional caverns layers] untamed spider still shoots silk by letting it run free in a test case.) Also moved the chain one block closer (such that part of the 3x3 square of allowed movement would overlap slightly with the walls), still did not allow web. You could add fortifications around the doors (mechanised doors apparently still allow pathfinding, even when closed) but of course them your silk collectors will get job cancellations from seeing the spider. It would seem that if you want to produce silk you will need to rely on the standard fortifications-with-forbidden-door (with retracting bridge pits depending on desire complexity/automation). Incidentally, despite having building destroyer:1, untamed GCS do not destroy doors. [[User:Niveras|Niveras]] 20:12, 3 July 2010 (UTC)&lt;br /&gt;
:::I'm removing the farming section in the article as noone seems to have posted a working solution that has been tested in DF mode. I've just played around with it in arena mode in v.31.06.&lt;br /&gt;
&lt;br /&gt;
== Goblin Pit ==&lt;br /&gt;
Is there a reason why the goblins I drop into my giant cave spider pit aren't being attacked? They have no weapons and armor, and the spider isn't tamed. Will it eat them when it gets hungry? [[User:Aussiemon|Aussiemon]] 21:03, 22 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=126210</id>
		<title>v0.31 Talk:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=126210"/>
		<updated>2010-08-22T21:03:34Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cave Wide Web==&lt;br /&gt;
Does anyone know where giant cave spiders create their web? I've captured one in a cagetrap and released it in a room (in a layer of clay, if that matters). I hoped it to fill it with webs, cagetrap it again and gather the precious giant cave spider webs safely. But it doesn't make a single one web. I wonder why? --[[User:Doub|Doub]] 17:05, 24 April 2010 (UTC)&lt;br /&gt;
:If it's like the previous version, a better way to get them to web is to provoke them with animals or dwarves that they'll shoot at (for example, you could have your spider be an engine that turns kittens into high-quality clothing!). --[[User:Vaniver|Vaniver]] 05:05, 25 April 2010 (UTC)&lt;br /&gt;
::Yep, that does the trick, thanks. Well, dogs do, the most of them at least, for most of them attack the spider, which then fights back with web, leaving about 6-7 webs per dog. --[[User:Doub|Doub]] 14:46, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Another Web Question==&lt;br /&gt;
There's plenty of giant cave spider webs underground, as my adventurer can attest. He hasn't met any so far, and I'm sure he's relieved :D Are the webs randomly generated, or are they actually giant cave spiders running around and avoiding my hero? --[[User:Dagoth Urist|Dagoth Urist]] 19:42, 16 May 2010 (UTC)&lt;br /&gt;
:In fortress mode, where there are webs there are spiders.  Sometimes they are in stealth mode, though, until it is too late!--[[User:Kwieland|Kwieland]] 20:13, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
Is the method on the main page verified?  In previous versions, the spider had to be able to pathfind to the target before it would spit webs (just like all other breath weapon users).  I suspect this is another 'great idea' by someone who's never tested it, much like the oft-mentioned dragon/fireimp turrets that are far more difficult to construct than most people think. [[Special:Contributions/98.212.62.219|98.212.62.219]] 18:15, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm trying to verify it now. I modified the object testing arena a bit and added this (top view):&lt;br /&gt;
  ...FFF...&lt;br /&gt;
  .G.FDF...&lt;br /&gt;
  ...FFF...&lt;br /&gt;
  G=Giant cave spider&lt;br /&gt;
  F=Fortification&lt;br /&gt;
  D=Dwarf.&lt;br /&gt;
  .=Floor&lt;br /&gt;
:Nothing happened. The reverse, where the cave spider is in the fortification cell and the dwarf outside, didn't work either. What did work was having them standing on two platforms like this:&lt;br /&gt;
  #####&lt;br /&gt;
  #G#D#&lt;br /&gt;
  #####&lt;br /&gt;
  G=GCS&lt;br /&gt;
  D=Dwarf&lt;br /&gt;
  #=Empty space&lt;br /&gt;
:What happened here was that the GCS sporadically shot at the dwarf. They didn't do it as fast as they do in a fight, but they did shoot web. They seem to shoot more web the more targets there are, but I can't really verify this. I did two similar setups with platforms as above, where one platform had ~70 dwarfs on it. The one with more target seemed to shoot more frequently. &lt;br /&gt;
:SO: A viable way to farm GCS silk is a bit hard. The silk doesn't seem to fall down z-levels, and can hang in the air. Just having two pillars would make the collecting part a bit difficult, as noone could reach the silk. Perhaps one could let the GCS shoot at his enemy for a while, and when you're satisfied, a retractable bridge could form a floor to walk on from the main fortress. This would of course let the GCS reach the populated parts of your fortress, but a simple cage trap would solve this issue. This wouldn't work if a retractable bridge destroys raw silk. I haven't tested this, but it's a thought. And if this doesn't work, one could always pit cats in the same room as the GCS.&lt;br /&gt;
/[[User:Josj|Josj]] 02:53, 10 June 2010 (UTC)&lt;br /&gt;
:The web doesn't seem to stack, so it would be smarter to have an animal that runs around the GCS all the time than one just standing on a pillar to maximise the produced web. /[[User:Josj|Josj]] 02:57, 10 June 2010 (UTC)&lt;br /&gt;
::Although the web object spans empty space and not stack, my experience in 40d is that a bridge (particularly a retracting bridge, which tosses objects when it both opens and closes, as opposed to raising, which crushes objects when it lowers) will toss the webbing, creating a loose &amp;quot;web&amp;quot; that can then fall and stack together. However, I have not yet caught a GCS in .31 so I am not sure if certain rules (particularly regarding the silk) have changed. That said, it does appear that the method listed in the article should be removed as fortifications still do not appear allow pathfinding/webshooting. [[User:Niveras|Niveras]] 18:48, 22 June 2010 (UTC)&lt;br /&gt;
:::Yeah, you could probably go without a bridge. Just having the GCS in a 2x1 indentation in the wall to room, with a channel in front of it, and a creature it will attack in the main room. One could even make this setup:&lt;br /&gt;
  WWWWWW+WWWWWW&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWW d WWWWW&lt;br /&gt;
  WWWWW   WWWWW    W=wall&lt;br /&gt;
  WWWWWW+WWWWWW    #=open space&lt;br /&gt;
  W   WW#WW   W    +=door&lt;br /&gt;
  + d +#G#+ d +     =floor&lt;br /&gt;
  W   WW#WW   W    G=GCS&lt;br /&gt;
  WWWWWW+WWWWWW    d=dog (or whatever creature that the GCS will attack)&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWW d WWWWW&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWWW+WWWWWW&lt;br /&gt;
:::Let the GCS shoot at one of the dogs. Close the door from the GCS to the room where you want to farm and open another door. Rinse and repeat. The dorfs won't run away from the GCS and the GCS is always free to shoot. One could remove the micromanagement from the exercise by creating a timer that opens and closes doors automatically. You can even put looms in the spaces between the dog rooms, if you'd like. But this plan borders on [[DF2010:Stupid dwarf trick|stupid]].&lt;br /&gt;
::::Finally caught a GCS in order to test this method. As somewhat expected, the empty spaces do not allow pathfinding and thus the spider does not shoot the chained animals. (Aside: confirmed that my slightly modified [increased frequency of traveling through and in additional caverns layers] untamed spider still shoots silk by letting it run free in a test case.) Also moved the chain one block closer (such that part of the 3x3 square of allowed movement would overlap slightly with the walls), still did not allow web. You could add fortifications around the doors (mechanised doors apparently still allow pathfinding, even when closed) but of course them your silk collectors will get job cancellations from seeing the spider. It would seem that if you want to produce silk you will need to rely on the standard fortifications-with-forbidden-door (with retracting bridge pits depending on desire complexity/automation). Incidentally, despite having building destroyer:1, untamed GCS do not destroy doors. [[User:Niveras|Niveras]] 20:12, 3 July 2010 (UTC)&lt;br /&gt;
:::I'm removing the farming section in the article as noone seems to have posted a working solution that has been tested in DF mode. I've just played around with it in arena mode in v.31.06.&lt;br /&gt;
&lt;br /&gt;
== Goblin Pit ==&lt;br /&gt;
Is there a reason why the goblins I drop into my giant cave spider pit aren't being attacked? They have no weapons and armor, and the spider isn't tamed. Will it eat them when it gets hungry?&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem&amp;diff=126171</id>
		<title>v0.31 Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem&amp;diff=126171"/>
		<updated>2010-08-22T09:13:02Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Have any new gems been introduced, and have gem values been verified?&lt;br /&gt;
&lt;br /&gt;
The values of many things have changed. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:The Architect|The Architect]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I personally verified the name, value, and location of every gem in the list when I imported this page from 40d. Everything that hasn't been verified has been marked with a &amp;quot;Verify&amp;quot; note, including the gem colors and a few commented-out sections at the top of the page. --[[User:Quietust|Quietust]] 21:00, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have found gems to be more valuable than listed. For example, although pink tourmalines are listed at a value of 15 I am finding rough pink tourmalines valued at 45, and once cut they are valued at 75. Has anyone else found this?&lt;br /&gt;
--[[User:Monk12|Monk12]] 20:00, 11 April 2010&lt;br /&gt;
:To obtain the value of an uncut gem, multiply the value of the gem as listed on the page by 3.  Multiply by 5 to obtain basic cut values.&lt;br /&gt;
&lt;br /&gt;
Glass value seems the same still. I tried to verify if crafts and large gems are still at the same rate, but I can't completely confirm yet. I got large gems, but no crafts. Roughly 1/3rd rate... I doubt anything has changed though. --[[User:Lightning4|Lightning4]] 02:29, 15 April 2010 (UTC)&lt;br /&gt;
:I also get no crafts. [[User:Minus|Minus]] 14:48, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dwarf caravan sold me an &amp;quot;large native gold&amp;quot;. Bug? --[[User:Niggy|Niggy]] 19:58, 22 May 2010 (UTC)&lt;br /&gt;
:I think I just got those by making rock crafts from gold --13:19, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
= =&lt;br /&gt;
&lt;br /&gt;
 Such crafts can easily reach hundreds, even thousands depending on the gem.&lt;br /&gt;
&lt;br /&gt;
Number of crafts? Value? --[[User:Calculator|Calculator]] 01:39, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Perfect Gem ==&lt;br /&gt;
&lt;br /&gt;
One of my dwarfs just created the artifact Nuralarom (Blindbeloved), a perfect gem encircled with bands of sard. It doesn't mention anywhere in the article that strange moods can lead to perfectly cut gems. Then again, should it mention it? [[User:Aussiemon|Aussiemon]] 09:13, 22 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem&amp;diff=126170</id>
		<title>v0.31 Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem&amp;diff=126170"/>
		<updated>2010-08-22T09:12:48Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Have any new gems been introduced, and have gem values been verified?&lt;br /&gt;
&lt;br /&gt;
The values of many things have changed. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:The Architect|The Architect]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I personally verified the name, value, and location of every gem in the list when I imported this page from 40d. Everything that hasn't been verified has been marked with a &amp;quot;Verify&amp;quot; note, including the gem colors and a few commented-out sections at the top of the page. --[[User:Quietust|Quietust]] 21:00, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have found gems to be more valuable than listed. For example, although pink tourmalines are listed at a value of 15 I am finding rough pink tourmalines valued at 45, and once cut they are valued at 75. Has anyone else found this?&lt;br /&gt;
--[[User:Monk12|Monk12]] 20:00, 11 April 2010&lt;br /&gt;
:To obtain the value of an uncut gem, multiply the value of the gem as listed on the page by 3.  Multiply by 5 to obtain basic cut values.&lt;br /&gt;
&lt;br /&gt;
Glass value seems the same still. I tried to verify if crafts and large gems are still at the same rate, but I can't completely confirm yet. I got large gems, but no crafts. Roughly 1/3rd rate... I doubt anything has changed though. --[[User:Lightning4|Lightning4]] 02:29, 15 April 2010 (UTC)&lt;br /&gt;
:I also get no crafts. [[User:Minus|Minus]] 14:48, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dwarf caravan sold me an &amp;quot;large native gold&amp;quot;. Bug? --[[User:Niggy|Niggy]] 19:58, 22 May 2010 (UTC)&lt;br /&gt;
:I think I just got those by making rock crafts from gold --13:19, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
= =&lt;br /&gt;
&lt;br /&gt;
 Such crafts can easily reach hundreds, even thousands depending on the gem.&lt;br /&gt;
&lt;br /&gt;
Number of crafts? Value? --[[User:Calculator|Calculator]] 01:39, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Perfect Gem ==&lt;br /&gt;
&lt;br /&gt;
One of my dwarfs just created the artifact Nuralarom (Blindbeloved), a perfect gem encircled with bands of sard. It doesn't mention anywhere in the article that strange moods can lead to perfectly cut gems. Then again, should it mention it?&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captain_of_the_guard&amp;diff=126169</id>
		<title>v0.31 Talk:Captain of the guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captain_of_the_guard&amp;diff=126169"/>
		<updated>2010-08-22T06:32:36Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Captain of the Guard/guard =&lt;br /&gt;
Any reason guard isn't capitalized?&lt;br /&gt;
Would it bother anyone if it was moved, if yes then explain why in no less than 50 words, thanks [[User:Numeral|Numeral]] 06:19, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I vote we move it. It's the way it's linked in the template, for crying out loud! Also, a bunch of the other Nobles follow nonstandard capitalization, so either way something needs to change. --[[User:SenorPwnage|Señor Pwnage]] 04:34, 18 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Massacre at The Low Towers==&lt;br /&gt;
When appointed, the sheriff, who was a woodcutter, immediately began laying about him with an axe, killing most of my key dwarves. Their crimes? Export violation. Would having a jail have solved this? In any case, I'm promoting a weaponless, non-combat dwarf next time. --[[User:Zombiejustice|Zombiejustice]] 11:52, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:A jail does solve this, though I did make it a non-combat dwarf next time. --[[User:Zombiejustice|Zombiejustice]] 15:11, 18 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible bug ==&lt;br /&gt;
My old Sheriff was kicked out of his post when I reached 50 dwarves. Now he doesn't show up in the replace screen. A bug, I'd assume? [[User:Aussiemon|Aussiemon]] 06:32, 22 August 2010 (UTC)&lt;br /&gt;
::It would seem that you can't be Captain of the Guard and Militia Commander at the same time (at least in my fort); nevermind. [[User:Aussiemon|Aussiemon]] 06:32, 22 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_olm&amp;diff=126168</id>
		<title>v0.31 Talk:Giant olm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_olm&amp;diff=126168"/>
		<updated>2010-08-22T06:30:32Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I pointed out the differences between real olms and the in-game giant ones, so people don't make the mistake of expecting them to be at all similar. I made that mistake, and didn't realize they had no trouble breathing or moving on land. Nor did I realize that they can see just fine and that their eyes are perfectly functional. If you don't feel that it's relevant information, you're free to remove it. Also, we need to get those old tables for the game object displays up and running again, to accurately represent the information. I don't know how they worked in the first place. The only reason I wrote this, is because I just lost a fortress to a single giant olm. --Kydo 22:46, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== rider gains swim ability? ==&lt;br /&gt;
&lt;br /&gt;
is this true? I've had a giant olm with a goblin rider who tried to swim down river, and the rider is now dead in the river.&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
Would a Giant Olm starve or die of dehydration in a room without food or water? Would the occasional goblin dropped in stave off starvation? [[User:Aussiemon|Aussiemon]] 06:30, 22 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_olm&amp;diff=126167</id>
		<title>v0.31 Talk:Giant olm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_olm&amp;diff=126167"/>
		<updated>2010-08-22T06:30:22Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I pointed out the differences between real olms and the in-game giant ones, so people don't make the mistake of expecting them to be at all similar. I made that mistake, and didn't realize they had no trouble breathing or moving on land. Nor did I realize that they can see just fine and that their eyes are perfectly functional. If you don't feel that it's relevant information, you're free to remove it. Also, we need to get those old tables for the game object displays up and running again, to accurately represent the information. I don't know how they worked in the first place. The only reason I wrote this, is because I just lost a fortress to a single giant olm. --Kydo 22:46, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== rider gains swim ability? ==&lt;br /&gt;
&lt;br /&gt;
is this true? I've had a giant olm with a goblin rider who tried to swim down river, and the rider is now dead in the river.&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
Would a Giant Olm starve or die of dehydration in a room without food or water? Would the occasional goblin dropped in stave off starvation?&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wall&amp;diff=126166</id>
		<title>v0.31 Talk:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wall&amp;diff=126166"/>
		<updated>2010-08-22T06:29:21Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: Created page with 'Is there '''any''' creature (other than an assigned dwarf of course) that could eventually or instantly get through a natural or constructed wall tile? ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there '''any''' creature (other than an assigned dwarf of course) that could eventually or instantly get through a natural or constructed wall tile? [[User:Aussiemon|Aussiemon]] 06:29, 22 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_olm&amp;diff=126164</id>
		<title>v0.31 Talk:Giant olm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_olm&amp;diff=126164"/>
		<updated>2010-08-22T04:42:07Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I pointed out the differences between real olms and the in-game giant ones, so people don't make the mistake of expecting them to be at all similar. I made that mistake, and didn't realize they had no trouble breathing or moving on land. Nor did I realize that they can see just fine and that their eyes are perfectly functional. If you don't feel that it's relevant information, you're free to remove it. Also, we need to get those old tables for the game object displays up and running again, to accurately represent the information. I don't know how they worked in the first place. The only reason I wrote this, is because I just lost a fortress to a single giant olm. --Kydo 22:46, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== rider gains swim ability? ==&lt;br /&gt;
&lt;br /&gt;
is this true? I've had a giant olm with a goblin rider who tried to swim down river, and the rider is now dead in the river.&lt;br /&gt;
&lt;br /&gt;
Would a Giant Olm starve or die of dehydration in a room without food or water? Would the occasional goblin dropped in stave off starvation?&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captain_of_the_guard&amp;diff=126143</id>
		<title>v0.31 Talk:Captain of the guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captain_of_the_guard&amp;diff=126143"/>
		<updated>2010-08-21T22:06:44Z</updated>

		<summary type="html">&lt;p&gt;Aussiemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Captain of the Guard/guard =&lt;br /&gt;
Any reason guard isn't capitalized?&lt;br /&gt;
Would it bother anyone if it was moved, if yes then explain why in no less than 50 words, thanks [[User:Numeral|Numeral]] 06:19, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I vote we move it. It's the way it's linked in the template, for crying out loud! Also, a bunch of the other Nobles follow nonstandard capitalization, so either way something needs to change. --[[User:SenorPwnage|Señor Pwnage]] 04:34, 18 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Massacre at The Low Towers==&lt;br /&gt;
When appointed, the sherrif, who was a woodcutter, immediately began laying about him with an axe, killing most of my key dwarves. Their crimes? Export violation. Would having a jail have solved this? In any case, I'm promoting a weaponless, non-combat dwarf next time. --[[User:Zombiejustice|Zombiejustice]] 11:52, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:A jail does solve this, though I did make it a non-combat dwarf next time. --[[User:Zombiejustice|Zombiejustice]] 15:11, 18 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
My old Sheriff was kicked out of this post when I reached 50 dwarves. Now he doesn't show up in the replace screen. A bug, I'd assume?&lt;/div&gt;</summary>
		<author><name>Aussiemon</name></author>
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