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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Benitosimies</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Benitosimies"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Benitosimies"/>
	<updated>2026-05-30T17:13:53Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Miners_guild&amp;diff=37913</id>
		<title>40d Talk:Miners guild</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Miners_guild&amp;diff=37913"/>
		<updated>2008-03-21T06:14:02Z</updated>

		<summary type="html">&lt;p&gt;Benitosimies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just read&lt;br /&gt;
&amp;quot;Mafol Altultun, Mayor has taken a request from the Miners Guild&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[User:Drahflow|Drahflow]] 14:01, 24 February 2008 (EST) (194 Dwarfs, Metropolis, Exported Wealth 225240)&lt;br /&gt;
&lt;br /&gt;
[http://i218.photobucket.com/albums/cc259/Benitosimies/request.jpg Request screen], [http://i218.photobucket.com/albums/cc259/Benitosimies/mayorstats.jpg Mayor stats], [http://i218.photobucket.com/albums/cc259/Benitosimies/fortstats.jpg Fort stats]. What the eff is the Miners' Guild? --[[User:Benitosimies|Benitosimies]] 02:14, 21 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Benitosimies</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Smoothing&amp;diff=10607</id>
		<title>40d:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Smoothing&amp;diff=10607"/>
		<updated>2008-03-16T21:06:57Z</updated>

		<summary type="html">&lt;p&gt;Benitosimies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Smoothing''' walls will increase the value of [[rooms]] and change their appearance to that of rooms with rough-hewn walls.  It is done by dwarves with the [[Stone Detailing]] skill.&lt;br /&gt;
Smooth walls are also needed if you wish to [[engrave]] walls to further increase the room's value, or to carve a [[Fortification|fortification]]. Smoothed walls look similar to manually constructed [[wall]]s and they join neatly with corners, t-junctions and straight bits. A single smoothed rock will appear as a pillar until joined to adjacent walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Smoothing a wall ==&lt;br /&gt;
# Press {{K|d}} to open the designate menu.&lt;br /&gt;
# Press {{K|s}} to select &amp;quot;Smooth Stone&amp;quot;.&lt;br /&gt;
# Move the cursor to a position on or near a wall and press {{K|enter}}.&lt;br /&gt;
# The spot you marked changes to a blinking green &amp;quot;+&amp;quot; indicating where the area you wish to smooth extends from.&lt;br /&gt;
# Move the cursor to any position, across the area you wish to smooth and then press {{K|enter}} again.&lt;br /&gt;
# The wall tiles in the area you defined should blink with a white regular pattern.&lt;br /&gt;
# Wait for a dwarf to smooth the stone on the walls.&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
*When selecting the area to smooth, there's no highlighting of that area, like when you designate where to mine. You have to image the rectangle stretching from the green + to the cursor position yourself, otherwise the action is the same.&lt;br /&gt;
*You cannot smooth soil, such as silt, clay, loam, peat or sand.  However, unlike previous versions, metal ores and other valuable stones can be smoothed.&lt;br /&gt;
*Smoothing a muddy floor will remove the mud - it is therefore a bad idea to smooth your underground farm.&lt;br /&gt;
&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Benitosimies</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16731</id>
		<title>40d Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16731"/>
		<updated>2008-03-16T04:43:01Z</updated>

		<summary type="html">&lt;p&gt;Benitosimies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;should this page be moved to the singluar title &amp;quot;Activity zone&amp;quot; ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any advice how to get dwarves really drink where I want them?&lt;br /&gt;
I have one space water supply zone at the end of channel so the zone is above the floodgate) and then I have another 12 space zone around a little pond.. still all the dwarves run all the way to the brook for drink. (..yea yea, I know, I need booze. sorry for beeing slow)&lt;br /&gt;
--Shiona&lt;br /&gt;
:under the orders menu, along with the only farmers harvest and refuse type orders, there is an option for zones, under that submenu you can say 'prefer to drink/fish at zone' 'only drink/fish at zone' which might be what you need. Also make sure you are setting the zones to a type and not just designating them. --[[User:Shades|Shades]] 05:27, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
This is not really related to zones, but I have a pond my dwarves are filling, which is three levels deep. They seem to be suffering from extreme vertigo; they keep filling a bucket, dumping it in, and then staggering away stunned and nauseous. There's vomit ''all over'' my pond now.&lt;br /&gt;
- [[User:Clockwork|Clockwork]] 19:20, 18 November 2007 (EST)&lt;br /&gt;
:That sounds like cave adjustment to me. When's the last time they've been outside before that problem arose? If dwarves spend too long underground, they'll get accustomed to it, to the point that being hit by sunlight again will give them the exact symptoms you just described. The pond has nothing to do with it, aside from the fact that they're outside while filling it. --[[User:Hesitris|Hesitris]] 22:42, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is it normal that dwarves won't pick up and dump items if the item is outside? It seems kind of squirelly to me.--[[User:Benitosimies|Benitosimies]] 00:43, 16 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Benitosimies</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16730</id>
		<title>40d Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16730"/>
		<updated>2008-03-16T04:42:44Z</updated>

		<summary type="html">&lt;p&gt;Benitosimies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;should this page be moved to the singluar title &amp;quot;Activity zone&amp;quot; ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any advice how to get dwarves really drink where I want them?&lt;br /&gt;
I have one space water supply zone at the end of channel so the zone is above the floodgate) and then I have another 12 space zone around a little pond.. still all the dwarves run all the way to the brook for drink. (..yea yea, I know, I need booze. sorry for beeing slow)&lt;br /&gt;
--Shiona&lt;br /&gt;
:under the orders menu, along with the only farmers harvest and refuse type orders, there is an option for zones, under that submenu you can say 'prefer to drink/fish at zone' 'only drink/fish at zone' which might be what you need. Also make sure you are setting the zones to a type and not just designating them. --[[User:Shades|Shades]] 05:27, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
This is not really related to zones, but I have a pond my dwarves are filling, which is three levels deep. They seem to be suffering from extreme vertigo; they keep filling a bucket, dumping it in, and then staggering away stunned and nauseous. There's vomit ''all over'' my pond now.&lt;br /&gt;
- [[User:Clockwork|Clockwork]] 19:20, 18 November 2007 (EST)&lt;br /&gt;
:That sounds like cave adjustment to me. When's the last time they've been outside before that problem arose? If dwarves spend too long underground, they'll get accustomed to it, to the point that being hit by sunlight again will give them the exact symptoms you just described. The pond has nothing to do with it, aside from the fact that they're outside while filling it. --[[User:Hesitris|Hesitris]] 22:42, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is it normal that dwarves won't pick up and dump items if the item is outside? It seems kind of squirelly to me.&lt;/div&gt;</summary>
		<author><name>Benitosimies</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Frogman&amp;diff=27123</id>
		<title>40d Talk:Frogman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Frogman&amp;diff=27123"/>
		<updated>2008-03-14T14:53:23Z</updated>

		<summary type="html">&lt;p&gt;Benitosimies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page need a completely rewrite. To be frank, I don't see the point of having this page up with the current content. There's nothing usefull in it. --[[User:Eagle of Fire|Eagle of Fire]] 01:10, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I added that they jump out of rivers, but I've never seen this happen in my own games (still kind of a noob). It would be cool if someone could add the equipment they carry. I'd do it myself but I've never seen a frogman. --[[User:Benitosimies|Benitosimies]] 10:53, 14 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Benitosimies</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Frogman&amp;diff=27108</id>
		<title>40d:Frogman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Frogman&amp;diff=27108"/>
		<updated>2008-03-14T14:51:44Z</updated>

		<summary type="html">&lt;p&gt;Benitosimies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the past, frogmen were fairly weak [[Creatures]], that could wound or kill lower level [[Dwarf|dwarves]]. Right now they are powerful creatures that can easily kill several [[Military]] dwarves. As of the 11/16 release, they should not get to be super powerful any more, but they may still be very powerful.&lt;br /&gt;
&lt;br /&gt;
Frogmen may raid your fortress by jumping out of rivers. If a river is diverted into your fortress, a liberal application of [[Grate|floor grates]] is recommended to help control where they show up.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FROGMAN]&lt;br /&gt;
	[NAME:frogman:frogmen:frogman]&lt;br /&gt;
	[TILE:'f'][COLOR:2:0:0]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_WATER][FREQUENCY:100]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:5:7]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&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;
	[FEATURE_ATTACK_GROUP]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Benitosimies</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Frogman&amp;diff=27107</id>
		<title>40d:Frogman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Frogman&amp;diff=27107"/>
		<updated>2008-03-14T14:50:53Z</updated>

		<summary type="html">&lt;p&gt;Benitosimies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the past, frogmen were fairly weak [[creatures]], that could wound or kill lower level [[dwarf|dwarves]]. Right now they are powerful creatures that can easily kill several [[military]] dwarves. As of the 11/16 release, they should not get to be super powerful any more, but they may still be very powerful.&lt;br /&gt;
&lt;br /&gt;
Frogmen may raid your fortress by jumping out of rivers. If a river is diverted into your fortress, a liberal application of [[floor grates|Grate]] is recommended to help control where they show up.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FROGMAN]&lt;br /&gt;
	[NAME:frogman:frogmen:frogman]&lt;br /&gt;
	[TILE:'f'][COLOR:2:0:0]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_WATER][FREQUENCY:100]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:5:7]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&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;
	[FEATURE_ATTACK_GROUP]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Benitosimies</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Frogman&amp;diff=27106</id>
		<title>40d:Frogman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Frogman&amp;diff=27106"/>
		<updated>2008-03-14T14:50:34Z</updated>

		<summary type="html">&lt;p&gt;Benitosimies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the past, frogmen were fairly weak [[creatures]], that could wound or kill lower level [[dwarf|dwarves]]. Right now they are powerful creatures that can easily kill several [[military]] dwarves. As of the 11/16 release, they should not get to be super powerful any more, but they may still be very powerful.&lt;br /&gt;
&lt;br /&gt;
Frogmen may raid your fortress by jumping out of rivers. If a river is diverted into your fortress, a liberal application of [[floor grates|Grate] is recommended to help control where they show up.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FROGMAN]&lt;br /&gt;
	[NAME:frogman:frogmen:frogman]&lt;br /&gt;
	[TILE:'f'][COLOR:2:0:0]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_WATER][FREQUENCY:100]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:5:7]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&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;
	[FEATURE_ATTACK_GROUP]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Benitosimies</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captain_of_the_guard&amp;diff=31198</id>
		<title>40d Talk:Captain of the guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captain_of_the_guard&amp;diff=31198"/>
		<updated>2008-03-14T07:54:49Z</updated>

		<summary type="html">&lt;p&gt;Benitosimies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it just me, or can this dwarf not be assigned a room once the economy starts (and thus cannot satisfy his &amp;quot;Quarters&amp;quot; requirement)? --[[User:Bobson|Bobson]] 09:11, 6 December 2007 (EST)&lt;br /&gt;
:This same thing seems to apply to the mayor. Assigning bedrooms can only be done for migrated nobles and legendary dwarves during the economy for some reason. --[[User:Pigbuster|Pigbuster]] 12:35, 6 December 2007 (EST)&lt;br /&gt;
---I'm pretty sure the mayor and captain could be assigned quarters under the economy in .33c, but I don't have that fort anymore to check it.  Administrators (broker, trader..) needed to rent though. [[User:Coelocanth|Coelocanth]] 13:13, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Anarchy==&lt;br /&gt;
Is it necessary to have a standing guard? Will my fortress revolt if there isn't one?--[[User:Benitosimies|Benitosimies]] 03:54, 14 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Benitosimies</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captain_of_the_guard&amp;diff=31197</id>
		<title>40d Talk:Captain of the guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captain_of_the_guard&amp;diff=31197"/>
		<updated>2008-03-14T07:54:38Z</updated>

		<summary type="html">&lt;p&gt;Benitosimies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it just me, or can this dwarf not be assigned a room once the economy starts (and thus cannot satisfy his &amp;quot;Quarters&amp;quot; requirement)? --[[User:Bobson|Bobson]] 09:11, 6 December 2007 (EST)&lt;br /&gt;
:This same thing seems to apply to the mayor. Assigning bedrooms can only be done for migrated nobles and legendary dwarves during the economy for some reason. --[[User:Pigbuster|Pigbuster]] 12:35, 6 December 2007 (EST)&lt;br /&gt;
---I'm pretty sure the mayor and captain could be assigned quarters under the economy in .33c, but I don't have that fort anymore to check it.  Administrators (broker, trader..) needed to rent though. [[User:Coelocanth|Coelocanth]] 13:13, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Anarchy==&lt;br /&gt;
Is it necessary to have a standing guard? Will my fortress revolt if there isn't one?&lt;/div&gt;</summary>
		<author><name>Benitosimies</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Titan&amp;diff=26901</id>
		<title>40d Talk:Titan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Titan&amp;diff=26901"/>
		<updated>2008-03-12T10:50:49Z</updated>

		<summary type="html">&lt;p&gt;Benitosimies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Was not as bad as I expected.  Received an &amp;quot;uninvited visitor&amp;quot;.  Engaged her with single wrestlers until she was over-exerted and passing out.  (Took about six.)  Then I sent 90% of my fortress after her, and she died quickly with no further casualties. [[User:Geekwad|Geekwad]] 13:43, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: fat ==&lt;br /&gt;
&lt;br /&gt;
Titans are not butcherable by dwarves, so I would assume that's why fat wasn't listed in the side box before. IReverting that change. Bones and skull are obtained from just letting the body rot, so it makes sense for them to be there. --[[User:Janus|Janus]] 16:34, 18 January 2008 (EST)&lt;br /&gt;
: I agree with this decision to leave the value for fat as '-' because Titan's aren't butcherable. Maybe as an alternative '''n/a''' would be more appropriate? --[[User:Markavian|Markavian]]&lt;br /&gt;
::If you don't list the fat, then you shouldn't list any of that, as it's 'butchering returns' and rotting isn't butchering. --[[User:N9103|Edward]] 23:18, 18 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dead in a cage trap? ==&lt;br /&gt;
I caught one in a cage trap after he passed through two weapon traps.&lt;br /&gt;
The cage then contained his corpse.&lt;br /&gt;
1: Did the weapons kill him or did the cage squish him?&lt;br /&gt;
2: (Less importantly) How do I get corpses out of my cage?&lt;br /&gt;
(Later Edit: Melting the cage deposits his corpse in the smelter building along with all the metal bars.)&lt;br /&gt;
[[User:Benitosimies|Benitosimies]] 06:43, 12 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Benitosimies</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Titan&amp;diff=26900</id>
		<title>40d Talk:Titan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Titan&amp;diff=26900"/>
		<updated>2008-03-12T10:43:01Z</updated>

		<summary type="html">&lt;p&gt;Benitosimies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Was not as bad as I expected.  Received an &amp;quot;uninvited visitor&amp;quot;.  Engaged her with single wrestlers until she was over-exerted and passing out.  (Took about six.)  Then I sent 90% of my fortress after her, and she died quickly with no further casualties. [[User:Geekwad|Geekwad]] 13:43, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: fat ==&lt;br /&gt;
&lt;br /&gt;
Titans are not butcherable by dwarves, so I would assume that's why fat wasn't listed in the side box before. IReverting that change. Bones and skull are obtained from just letting the body rot, so it makes sense for them to be there. --[[User:Janus|Janus]] 16:34, 18 January 2008 (EST)&lt;br /&gt;
: I agree with this decision to leave the value for fat as '-' because Titan's aren't butcherable. Maybe as an alternative '''n/a''' would be more appropriate? --[[User:Markavian|Markavian]]&lt;br /&gt;
::If you don't list the fat, then you shouldn't list any of that, as it's 'butchering returns' and rotting isn't butchering. --[[User:N9103|Edward]] 23:18, 18 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dead in a cage trap? ==&lt;br /&gt;
I caught one in a cage trap after he passed through two weapon traps.&lt;br /&gt;
The cage then contained his corpse.&lt;br /&gt;
1: Did the weapons kill him or did the cage squish him?&lt;br /&gt;
2: (Less importantly) How do I get corpses out of my cage?&lt;br /&gt;
[[User:Benitosimies|Benitosimies]] 06:43, 12 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Benitosimies</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Kobold&amp;diff=36208</id>
		<title>40d Talk:Kobold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Kobold&amp;diff=36208"/>
		<updated>2008-03-11T06:28:23Z</updated>

		<summary type="html">&lt;p&gt;Benitosimies: /* Discussion about Kobolds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Discussion about Kobolds ==&lt;br /&gt;
&lt;br /&gt;
    They're quite annoying little buggers, aren't they?&lt;br /&gt;
&lt;br /&gt;
:Should I mention they don't get thirsty or hungry? One fell in a an evaporated lake about a fortnight ago in game time and isn't thirsty in the least. I also don't know what to do with it. --[[User:Benitosimies|Benitosimies]] 02:28, 11 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Benitosimies</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Grate&amp;diff=38953</id>
		<title>40d Talk:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Grate&amp;diff=38953"/>
		<updated>2008-03-10T23:08:01Z</updated>

		<summary type="html">&lt;p&gt;Benitosimies: New page: Can fish pass through underwater wall grates? --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can fish pass through underwater wall grates? --[[User:Benitosimies|Benitosimies]] 19:08, 10 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Benitosimies</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18425</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18425"/>
		<updated>2008-03-10T20:08:18Z</updated>

		<summary type="html">&lt;p&gt;Benitosimies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does triggering an upright spike with a lever make it retract? I am testing this now.&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding unsigned comment added by [[User:Jayjayjuhwetplane|Jayjayjuhwetplane]] ([[User talk:Jayjayjuhwetplane|talk]]•[[Special:Contributions/Jayjayjuhwetplane|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
RE Upright Spikes:  They're are only effective if something falls on them, right?  They don't slow and certainly don't hurt anything just walking through them?  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:35, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
editing info on pike trap according to info on this[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001777] topic&lt;br /&gt;
'' —Preceding unsigned comment added by [[User:Thatguyyaknow|Thatguyyaknow]] ([[User talk:Thatguyyaknow|talk]]•[[Special:Contributions/Thatguyyaknow|contribs]]) ''&lt;br /&gt;
&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== the war dog (tame) has been killed by a trap ==&lt;br /&gt;
&lt;br /&gt;
..after walking under that trap the umpteenth time. weird. It was a stonefall trap. Thankfully it wasnt someones pet. So much for letting them stray around (which i usually dont do). Anyone else had this happen? --[[User:Koltom|Koltom]] 13:15, 29 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Benitosimies</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18424</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18424"/>
		<updated>2008-03-10T20:08:00Z</updated>

		<summary type="html">&lt;p&gt;Benitosimies: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does triggering an upright spike with a lever make it retract? I am testing this now.&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding unsigned comment added by [[User:Jayjayjuhwetplane|Jayjayjuhwetplane]] ([[User talk:Jayjayjuhwetplane|talk]]•[[Special:Contributions/Jayjayjuhwetplane|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
RE Upright Spikes:  They're are only effective if something falls on them, right?  They don't slow and certainly don't hurt anything just walking through them?  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:35, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
editing info on pike trap according to info on this[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001777] topic&lt;br /&gt;
'' —Preceding unsigned comment added by [[User:Thatguyyaknow|Thatguyyaknow]] ([[User talk:Thatguyyaknow|talk]]•[[Special:Contributions/Thatguyyaknow|contribs]]) ''&lt;br /&gt;
&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits.&lt;br /&gt;
&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== the war dog (tame) has been killed by a trap ==&lt;br /&gt;
&lt;br /&gt;
..after walking under that trap the umpteenth time. weird. It was a stonefall trap. Thankfully it wasnt someones pet. So much for letting them stray around (which i usually dont do). Anyone else had this happen? --[[User:Koltom|Koltom]] 13:15, 29 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Benitosimies</name></author>
	</entry>
</feed>