<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bryan+Derksen</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=Bryan+Derksen"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Bryan_Derksen"/>
	<updated>2026-04-11T18:49:53Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Moonstone&amp;diff=123758</id>
		<title>v0.31:Moonstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Moonstone&amp;diff=123758"/>
		<updated>2010-08-05T06:20:23Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: Not quite the right game, I'm afraid. :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gemlookup/0}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Moonstone is a type of gem at normal gem value.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Spear&amp;diff=123757</id>
		<title>v0.31:Spear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Spear&amp;diff=123757"/>
		<updated>2010-08-05T06:15:26Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: Redirected page to DF2010:Weapon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Weapon]]&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bryan_Derksen&amp;diff=122531</id>
		<title>User talk:Bryan Derksen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bryan_Derksen&amp;diff=122531"/>
		<updated>2010-07-26T03:51:51Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* XML dump */ Oh well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hiya! We always need more WikiFaries! ;)&amp;lt;br&amp;gt;&lt;br /&gt;
Don't worry much about the template below, mostly just for reference and to give ya the standard greeting.&amp;lt;br&amp;gt;&lt;br /&gt;
Feel free to remove it whenever.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. Note that this is an impersonal template, so some may not apply to you.&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put an empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
* Never, ever, put a question mark in the title of a page. This is not an undoable mistake. The rule list elaborates.&lt;br /&gt;
* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Looking forward to seeing you in action! --[[User:N9103|Edward]] 22:03, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Heh. Thanks, this is an addictive little game and I'm sure I'll tinker around a bit here too. :) [[User:Bryan Derksen|Bryan Derksen]] 02:17, 20 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wikipedia links ==&lt;br /&gt;
&lt;br /&gt;
Good idea. :) [[User:VengefulDonut|VengefulDonut]] 14:41, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks. The only spot I've found where it's not going to work right is  [[native aluminium]], since there's no such thing in the real world. But that's a pretty minor glitch IMO. :)&lt;br /&gt;
&lt;br /&gt;
== [[XML dump]] ==&lt;br /&gt;
&lt;br /&gt;
Hey, I'm actually working through the XML for my utility [http://www.bay12forums.com/smf/index.php?topic=60913.0 world viewer] so I think there is a lot I could add to that page.  I saw you linked to this from [[Legends]] as well, good work. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:16, 25 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, I made a bunch of changes, let me know what you think! [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:56, 25 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The problem with the XML is that I don't believe it shows who gives birth to whom in there, you just have births and deaths.  I was able to do some small genealogical stuff in the latest version of World Viewer, but only for people who were rulers of civs (because they have additional information in the world_sites.txt file).  I was going to view it in some text editor first to get information to make the reading in the program easier but that proved inpossible, so I had to just read it chunk by chunk in the program to do it right. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:06, 25 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Aww. Well, I guess it'll have to wait for a future version, then. I was suspicious when I couldn't find any trace of an &amp;quot;hf born&amp;quot; event. [[User:Bryan Derksen|Bryan Derksen]] 03:51, 26 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:XML_dump&amp;diff=122460</id>
		<title>v0.31:XML dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:XML_dump&amp;diff=122460"/>
		<updated>2010-07-25T07:21:20Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* historical_figures */ haven't spotted birth dates yet, so a minor tweak to avoid misleading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An XML dump of a world's history can be generated from [[Legends]] mode.&lt;br /&gt;
&lt;br /&gt;
The XML file this produces is currently not well-formed, lacking a root element that encapsulates the other contents of the dump. Some XML manipulation programs may need to have this taken into account to handle the file properly.&lt;br /&gt;
&lt;br /&gt;
The XML dump consists of the following elements:&lt;br /&gt;
&lt;br /&gt;
==regions==&lt;br /&gt;
&lt;br /&gt;
Each dump contains one &amp;lt;regions&amp;gt; element, which contains a large number of &amp;lt;region&amp;gt; elements. Each &amp;lt;region&amp;gt; element has the following attributes stored as elements within it:&lt;br /&gt;
*id - a reference number used to identify the region elsewhere&lt;br /&gt;
*name - the name of the region (eg, &amp;quot;the colorless desert&amp;quot; or &amp;quot;the perplexing forests&amp;quot;). The names are all lower-case.&lt;br /&gt;
*type - the type of region. Types include:&lt;br /&gt;
**Ocean&lt;br /&gt;
**Hills&lt;br /&gt;
**Desert&lt;br /&gt;
**Forest&lt;br /&gt;
**Mountains&lt;br /&gt;
**Glacier&lt;br /&gt;
&lt;br /&gt;
==underground_regions==&lt;br /&gt;
Similar to the &amp;lt;regions&amp;gt; element. The &amp;lt;underground_region&amp;gt; elements contain the following:&lt;br /&gt;
*id - reference number used to identify the region&lt;br /&gt;
*type - can be:&lt;br /&gt;
**cavern&lt;br /&gt;
**magma&lt;br /&gt;
**underworld&lt;br /&gt;
*depth&lt;br /&gt;
&lt;br /&gt;
Note that underground regions don't have names.&lt;br /&gt;
&lt;br /&gt;
==sites==&lt;br /&gt;
&lt;br /&gt;
Each &amp;lt;site&amp;gt; element contains the following:&lt;br /&gt;
*id - reference number&lt;br /&gt;
*name&lt;br /&gt;
*type&lt;br /&gt;
**city&lt;br /&gt;
**tree city&lt;br /&gt;
**cave&lt;br /&gt;
**dwarf fortress&lt;br /&gt;
*coords - an X, Y coordinate giving the location of the site on the world map.&lt;br /&gt;
&lt;br /&gt;
=== structures ===&lt;br /&gt;
&lt;br /&gt;
Each site may contain a &amp;lt;structures&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
== historical_figures ==&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;historical_figure&amp;gt; elements contain only the very most basic information:&lt;br /&gt;
*id&lt;br /&gt;
*name&lt;br /&gt;
&lt;br /&gt;
Other information such as death dates and marriages are stored in the historical_events element.&lt;br /&gt;
&lt;br /&gt;
== entity_populations ==&lt;br /&gt;
&lt;br /&gt;
Each &amp;lt;entity_population&amp;gt; element contains only a single tag, giving an id number.&lt;br /&gt;
&lt;br /&gt;
== entities ==&lt;br /&gt;
&lt;br /&gt;
Each &amp;lt;entity&amp;gt; element contains an id tag, and may also contain a name tag.&lt;br /&gt;
&lt;br /&gt;
Entityies are civilizations, groups (which can found sites/religions/attack/defend), or religions.&lt;br /&gt;
&lt;br /&gt;
==historical_events==&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;historical_event&amp;gt; element is the most complex. Each contains:&lt;br /&gt;
&lt;br /&gt;
*id - a reference number&lt;br /&gt;
*year - the year in which the event took place&lt;br /&gt;
*seconds72 -&lt;br /&gt;
*type - a label indicating what sort of event this is.&lt;br /&gt;
&lt;br /&gt;
The other elements of the historical_event will depend on the contents of the type element. Types include:&lt;br /&gt;
&lt;br /&gt;
=== add hf hf link ===&lt;br /&gt;
This is an event that links two historical figures (hf) together.  This event could either be a marriage, the beginning of hfid worshipping hfid_target, or something else.&lt;br /&gt;
*hfid&lt;br /&gt;
*hfid_target&lt;br /&gt;
&lt;br /&gt;
===add hf site link===&lt;br /&gt;
This event shows that some (unexported) HF took up residence in some site (site_id)&lt;br /&gt;
*site_id&lt;br /&gt;
&lt;br /&gt;
=== add hf entity link ===&lt;br /&gt;
'''Explanation needed '''&lt;br /&gt;
'''Parts needed'''&lt;br /&gt;
&lt;br /&gt;
=== attacked site ===&lt;br /&gt;
This is an event that marks when a group (attacker_civ_id) attacked another group (site_civ_id) at a site (site_id) owned by a civ (defender_civ_id).  The attack was led by a HF (attacker_general_hfid) and the defense was led by another hfid (defender_general_hfid).&lt;br /&gt;
*attacker_civ_id&lt;br /&gt;
*defender_civ_id&lt;br /&gt;
*site_civ_id&lt;br /&gt;
*site_id&lt;br /&gt;
*attacker_general_hfid&lt;br /&gt;
*defender_general_hfid&lt;br /&gt;
&lt;br /&gt;
=== body abused ===&lt;br /&gt;
'''Explanation needed '''&lt;br /&gt;
'''Parts needed'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== change hf job ===&lt;br /&gt;
This event shows that some HF (hfid) took up a different job (unexported) at some site (site_id)&lt;br /&gt;
* hfid&lt;br /&gt;
* site_id&lt;br /&gt;
* subregion_id (always -1?)&lt;br /&gt;
* feature_layer_id (always -1?)&lt;br /&gt;
&lt;br /&gt;
===change hf state ===&lt;br /&gt;
This event shows that some HF (hfid) changed state (to state) at site_id, in subregion_id, or in feature_layer_id, located at coords.&lt;br /&gt;
*state - tells what state the historical figure is changing to.&lt;br /&gt;
**settled (site,coords given)&lt;br /&gt;
**scouting (site,coords given)&lt;br /&gt;
**theif (site,coords given)&lt;br /&gt;
**snatcher (site,coords given)&lt;br /&gt;
**wandering (feature_layer given)&lt;br /&gt;
**refugee (subregion_id,coords given)&lt;br /&gt;
**hunting (subregion_id,coords given)&lt;br /&gt;
*hfid - ID number of the historical figure whose state is changing&lt;br /&gt;
*site_id&lt;br /&gt;
*subregion_id&lt;br /&gt;
*feature_layer_id&lt;br /&gt;
*coords&lt;br /&gt;
&lt;br /&gt;
=== create entity position ===&lt;br /&gt;
'''Explanation needed '''&lt;br /&gt;
'''Parts needed'''&lt;br /&gt;
&lt;br /&gt;
=== created structure ===&lt;br /&gt;
Some entity (site_civ_id) of entity/civ (civ_id) built structure (structure_id) at some site (site_id)&lt;br /&gt;
* civ_id&lt;br /&gt;
* site_civ_id&lt;br /&gt;
* site_id&lt;br /&gt;
* structure_id&lt;br /&gt;
&lt;br /&gt;
=== created world construction ===&lt;br /&gt;
Some entity (site_civ_id) of some civ/entity (civ_id) completed component wcid of master_wcid, which is a road between site_id1 and site_id2.  &lt;br /&gt;
The final completion of the road has master_wcid being -1.&lt;br /&gt;
&lt;br /&gt;
=== creature devoured ===&lt;br /&gt;
This event shows that some HF (unexported) devoured another HF (unexported) at some site/region (site_id or subregion_id)&lt;br /&gt;
* site_id&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
&lt;br /&gt;
=== destroyed site ===&lt;br /&gt;
This event shows that some entity (attacker_civ_id) destroyed some site (site_id) defended by some entity (defender_civ_id) which is a member of some entity (site_civ_id).&lt;br /&gt;
&lt;br /&gt;
=== entity created ===&lt;br /&gt;
This event makrs the creation of an entity (entity_id) at some site (site_id).  &lt;br /&gt;
This could be either a group which leaves and possibly founds another site, or this could be a religion being founded.&lt;br /&gt;
&lt;br /&gt;
===field battle===&lt;br /&gt;
This event shows that some entity (attacker_civ_id) attacked some entity (defender_civ_id) at some region (subregion_id) led by a HF (attacker_general_hfid), the defenders are led by another HF (defender_general_hfid).&lt;br /&gt;
*attacker_civ_id&lt;br /&gt;
*defender_civ_id&lt;br /&gt;
*subregion_id&lt;br /&gt;
*feature_layer_id&lt;br /&gt;
*coords&lt;br /&gt;
*attacker_general_hfid&lt;br /&gt;
*defender_general_hfid&lt;br /&gt;
&lt;br /&gt;
===hf abducted ===&lt;br /&gt;
This event shows that some HF (target_hfid) was abducted by a snatcher (snatcher_hfid) from some site (site_id)&lt;br /&gt;
&lt;br /&gt;
subregion_id/feature_layer_id always -1?&lt;br /&gt;
&lt;br /&gt;
===hf died ===&lt;br /&gt;
This event shows that some HF (hfid) was killed by some HF (slayer_hfid) at site/region (site_id or subregion_id)&lt;br /&gt;
* hfid - the historical figure who died&lt;br /&gt;
* slayer_hfid - the historical figure who slew him&lt;br /&gt;
* slayer_item_id - -1 if no notable item was used&lt;br /&gt;
* slayer_shooter_item_id - -1 if no notable item was used&lt;br /&gt;
* site_id - -1 if not killed at a site&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
* cause - causes include:&lt;br /&gt;
** shot&lt;br /&gt;
** struck&lt;br /&gt;
** dragonfire&lt;br /&gt;
&lt;br /&gt;
=== hf new pet ===&lt;br /&gt;
This event shows that some HF (group_hfid) tamed some animal in sub_region_id at coords.&lt;br /&gt;
* group_hfid&lt;br /&gt;
* site_id (always -1?)&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id (always -1?)&lt;br /&gt;
* coords&lt;br /&gt;
&lt;br /&gt;
=== hf razed structure ===&lt;br /&gt;
Some HF (hist_fig_id) razed a structure (structure_id) at some site (site_id)&lt;br /&gt;
* hist_fig_id&lt;br /&gt;
* site_id&lt;br /&gt;
* structure_id&lt;br /&gt;
&lt;br /&gt;
=== hf reunion ===&lt;br /&gt;
'''Explanation needed'''&lt;br /&gt;
*group_1_hfid&lt;br /&gt;
*group_2_hfid&lt;br /&gt;
*site_id&lt;br /&gt;
*subregion_id&lt;br /&gt;
*feature_layer_id&lt;br /&gt;
&lt;br /&gt;
===hf simple battle event===&lt;br /&gt;
This shows that some HF (group_1_hfid) did something (subtype) to another HF (group_2_hfid) at some site/region (site_id or subregion_id)&lt;br /&gt;
*subtype&lt;br /&gt;
**attacked&lt;br /&gt;
**scuffle&lt;br /&gt;
**confront&lt;br /&gt;
**ambushed&lt;br /&gt;
**2 lost after receiving wounds&lt;br /&gt;
*group_1_hfid&lt;br /&gt;
*group_2_hfid&lt;br /&gt;
*site_id&lt;br /&gt;
*subregion_id&lt;br /&gt;
*feature_layer_id&lt;br /&gt;
&lt;br /&gt;
=== hf travel ===&lt;br /&gt;
This event shows that some HF (group_hfid):&lt;br /&gt;
:escaped from the underworld (has &amp;lt;escape/&amp;gt; and feature_layer_id given)&lt;br /&gt;
:returned to a site (has &amp;quot;&amp;lt;return/&amp;gt;&amp;quot; listed and a site)&lt;br /&gt;
:left a site to go to a region (has subregion_id,coords and site_id)&lt;br /&gt;
* group_hfid&lt;br /&gt;
* site_id&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
* coords&lt;br /&gt;
&lt;br /&gt;
=== hf wounded ===&lt;br /&gt;
This event shows that some HF (woundee_hfid) was wounded at site/region (site_id or subregion_id) by some HF (wounder_hfid)&lt;br /&gt;
*woundee_hfid&lt;br /&gt;
*wounder_hfid&lt;br /&gt;
*site_id&lt;br /&gt;
*subregion_id&lt;br /&gt;
*feature_layer_id&lt;br /&gt;
&lt;br /&gt;
=== impersonate hf ===&lt;br /&gt;
This event that some HF (trickster_hfid) began impersonating another HF (cover_hfid) withing an entity (target_enid)&lt;br /&gt;
&lt;br /&gt;
=== item stolen ===&lt;br /&gt;
'''Explanation needed '''&lt;br /&gt;
'''Parts needed'''&lt;br /&gt;
&lt;br /&gt;
=== new site leader ===&lt;br /&gt;
This event shows that an attacking entity (attacker_civ_id) attacked another entity (defender_civ_id) which was part of an entity (site_civ_id).  The attackers one and took over the site (site_id), instituting a new government (new_site_civ_id) ran by a new leader (new_leader_hfid).&lt;br /&gt;
&lt;br /&gt;
=== peace accepted ===&lt;br /&gt;
'''Explanation needed '''&lt;br /&gt;
'''Parts needed'''&lt;br /&gt;
&lt;br /&gt;
=== peace rejected ===&lt;br /&gt;
'''Explanation needed '''&lt;br /&gt;
'''Parts needed'''&lt;br /&gt;
&lt;br /&gt;
=== reclaim site ===&lt;br /&gt;
This event shows an entity (site_civ_id), a member of another entity (civ_id) reclaimed a site (site_id).&lt;br /&gt;
&lt;br /&gt;
=== remove hf site link===&lt;br /&gt;
This event shows that some HF (unexported) moved out of site_id.&lt;br /&gt;
* site_id&lt;br /&gt;
&lt;br /&gt;
=== remove hf entity link ===&lt;br /&gt;
'''Explanation needed '''&lt;br /&gt;
'''Parts needed'''&lt;br /&gt;
&lt;br /&gt;
=== replaced structure ===&lt;br /&gt;
This event shows that an entity (site_civ_id) a member of another entity (civ_id) replaced a structure type (old_ab_id) with another structure type (new_ab_id) at a site (site_id).  This normally (only?) happens when a civ replaces buildings (homes) with larger buildings&lt;br /&gt;
&lt;br /&gt;
== historical_event_collections ==&lt;br /&gt;
&lt;br /&gt;
== historical_eras ==&lt;br /&gt;
&lt;br /&gt;
Each &amp;lt;historical_era&amp;gt; element contains a name and a start_year element.&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:XML_dump&amp;diff=122459</id>
		<title>v0.31 Talk:XML dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:XML_dump&amp;diff=122459"/>
		<updated>2010-07-25T07:20:19Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: Haven't seen an &amp;quot;hf born&amp;quot; event, anyone know if that's in there?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I haven't spotted anything like an &amp;quot;hf born&amp;quot; event. Anyone know if some other event is filling in for that, or is that one of the bits of data that's still not in the dump? [[User:Bryan Derksen|Bryan Derksen]] 07:20, 25 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Mason11987&amp;diff=122458</id>
		<title>User talk:Mason11987</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Mason11987&amp;diff=122458"/>
		<updated>2010-07-25T07:18:38Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: XML dump info looks great!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;align:center;width:50%;border: 1px solid;margin: 10px 0px;padding:15px 10px 15px 50px;background-repeat: no-repeat;background-position: 10px center;background-color: #BDE5F8;&amp;quot;&amp;gt;'''Hi, if you'd like to leave me a message click [http://df.magmawiki.com/index.php?title=User_talk:Mason11987&amp;amp;action=edit&amp;amp;section=new here].  I'll respond here.  If I leave a message on your talk page, please respond there.  Thanks!'''&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== What about &amp;lt;nowiki&amp;gt;{{&amp;lt;/nowiki&amp;gt;[[Template:version|version]]&amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;? ==&lt;br /&gt;
&lt;br /&gt;
Did you have something like this in mind? [[:category:version]] [[template:version]] (: [[User:VengefulDonut|VengefulDonut]] 21:32, 28 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Dwarf Fortress Wiki talk:Versions]] [[User:VengefulDonut|VengefulDonut]] 22:18, 28 February 2010 (UTC)&lt;br /&gt;
: I set it up intending for it to be more of a staging namespace for us. --[[User:Briess|Briess]] 00:42, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Your message to me ==&lt;br /&gt;
&lt;br /&gt;
ie, [http://df.magmawiki.com/index.php/User_talk:GarrieIrons#Dwarf_Fortress_Wiki:Versions here]&lt;br /&gt;
&lt;br /&gt;
Thanks for [http://df.magmawiki.com/index.php/User_talk:GarrieIrons#Dwarf_Fortress_Wiki:Versions the link].&lt;br /&gt;
&lt;br /&gt;
Is the intent to mark every article with a version number?&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 10:00, 1 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The intent is to mark every relevant article with the version it is up to date as of.  So effectively yes.  In order to let users know the page is up to date, and editors to know that it needs to be updated.  If you have more questions about my suggestion you could use the talk page for that link I gave you so everyone else can participate. Thanks. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 11:46, 1 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2010 ==&lt;br /&gt;
&lt;br /&gt;
So I realize you're proud of the meme you're starting, but please stop spreading it. Here is why:&lt;br /&gt;
* There is going to be more than one version of DF in 2010. If the terminology sticks, it will only throw people off.&lt;br /&gt;
* The wiki is going to have specific labels for versions, even if they have nicknames elsewhere. The only issue is who will edit them in. If you entice many people into using &amp;quot;DF2010&amp;quot; in wiki articles, there will be more for me to clean up. &amp;lt;br&amp;gt;PSo even though it feels good to spread it, please understand you are doing harm. [[User:VengefulDonut|VengefulDonut]] 16:22, 15 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seems I misunderstood your goal here. Although it would be a problem if you were trying to make the term permanent, apparently you're not. So I take back what I said about causing harm. [[User:VengefulDonut|VengefulDonut]] 19:48, 15 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
P.S: If you don't want to be misunderstood, there are ways to fight that. I still plan to take what you say seriously, although I guess I can stop if that's something you want.&lt;br /&gt;
&lt;br /&gt;
I'm a bit confused here. Why are you attacking me? [[User:VengefulDonut|VengefulDonut]] 13:11, 16 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Uncategorized Pages ==&lt;br /&gt;
&lt;br /&gt;
It doesn't appear I can actually do that without seriously hacking the software.  I'm still looking, but the code to find uncategorized pages is such a clusterfuck of stupid that we may be out of luck. --[[User:Briess|Briess]] 02:56, 20 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Premature Arenalation ==&lt;br /&gt;
&lt;br /&gt;
Hey. It seems that back the end of January you edited the [[Arena]] page, removing the redirect to [[cage#Arena]] and replacing it with a statement that &amp;quot;'''Arenas are now in the game!'''&amp;quot; - which is awkward, considering they aren't, and that there are links to &amp;quot;arena&amp;quot; in a variety of articles, and that it's not an uncommon search word.  Already confused at least one user. I hid that text for now.  Once 2010 is up and running, that page will ''continue'' as a redirect for 40d, and a new current-version &amp;quot;Arena&amp;quot; article will be needed with the new info. --[[User:Albedo|Albedo]] 16:40, 20 March 2010 (UTC)&lt;br /&gt;
:Hey - yeah, from the date I figured as much. I guess (without saying so) I wanted to suggest that if you thought there were any others sim, try to track them down. All good, didn't mean anything else. Readya later.--[[User:Albedo|Albedo]] 04:38, 21 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== File Uploads ==&lt;br /&gt;
&lt;br /&gt;
Let me check the logs to troubleshoot. --[[User:Briess|Briess]] 13:16, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Custom JS ==&lt;br /&gt;
&lt;br /&gt;
It is indeed enabled. See [[df: Useful scripts|useful scripts]]. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 01:38, 9 April 2010 (UTC)&lt;br /&gt;
:Briess already knew! [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 01:58, 9 April 2010 (UTC)&lt;br /&gt;
::Indeed. I know everything. --[[User:Briess|Briess]] 02:03, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moving pages ==&lt;br /&gt;
&lt;br /&gt;
Mason,&lt;br /&gt;
&lt;br /&gt;
How do you move pages on a wiki such as this?  I'd like to move my page and my talk page to an &amp;quot;old&amp;quot; 40d page and start a new one.&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
--[[User:Kwieland|Kwieland]] 05:00, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Why and how ==&lt;br /&gt;
&lt;br /&gt;
I can answer both of these questions for you, Mason. Since a rational person (eg: you) would want the answers to these questions before deciding if it's &amp;quot;madness&amp;quot;, I'm putting the answer on your talk page rather than the important-sounding &amp;quot;Central Discussion&amp;quot; page. I'll start with the why and then go into the how. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why:&lt;br /&gt;
Having small summaries for a large number of in-game items is convenient. A person can just type the name of the thing into the search bar and get information directly related to that thing and some useful links that lead to more. However, this leads to a few problems; we want each of these to have accurate information and we want them to be formatted consistently. Also, we want to not have to comb through a large number of articles every time something changes. How can we accomplish this? Well, it turns out all of the information describing these things is contained in the raw files for DF, and people have been creating articles by hand translating it into the wiki for a long time. This is a huge waste of effort. So right now I'm working on some templates to automatically pull information from the raw data files.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How:&lt;br /&gt;
There are a few templates that use regular expressions to search the raw data files that have been placed on the wiki. I'll list here what they do.&lt;br /&gt;
&lt;br /&gt;
* The first is [[Template:raw]]. This template looks for the raw entry of a thing inside the file you specify. It then returns the raw entry.&lt;br /&gt;
* The next important one is [[Template:tag]]. Given a chunk of raw data, it can tell you whether or not it contains a particular token, like SEDIMENTARY. However, this is just a true or false value. It doesn't actually pull information from inside something like &amp;quot;[ENVIRONMENT:SEDIMENTARY:VEIN:100]&amp;quot;. For that you need&lt;br /&gt;
* [[Template:tagentry]]. Given a chunk of raw data, a token to look for, and an offset, it will return the corresponding information. So if I wanted to pull out the SEDIMENTARY part of that ENVIRONMENT tag, I could do it like so: &amp;lt;nowiki&amp;gt;{{tagentry|[ENVIRONMENT:SEDIMENTARY:VEIN:100]|ENVIRONMENT|1}}&amp;lt;/nowiki&amp;gt;. There's a limitation to this one too, though. It only takes information from the first one it encounters. To handle things with more than one ENVIRONMENT token, we need to use&lt;br /&gt;
* [[Template:Foreachtag]]. This one is a little complicated. In addition to the parameters of the previous ones, it also has capture1, capture2, .. capture5, string1, .. string6. This template replaces each instance of the token you specify with string1capture1string2...capture5string6, where the &amp;quot;capture&amp;quot; parameters specify parts of the token and the &amp;quot;string&amp;quot; parts are literal strings you want to intersperse between them. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Given these tools, we have [[template:stonelookup]], which finds the raw data of any mineral, pulls out some information, formats it to look pretty, and passes it on to [[template:mineral]]. If the name of the mineral you want to do this for is specified by the page name, you can use [[template:stonelookup/0]] instead. Oh, and if you specify uses= and properties= for this and similar templates, it should just pass them on to [[template:mineral]].&lt;br /&gt;
&lt;br /&gt;
Hope that helps. [[User:VengefulDonut|VengefulDonut]] 22:36, 24 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Search Namespaces ==&lt;br /&gt;
&lt;br /&gt;
Apparently, it's quite a bit of a hack to do so.  I know the current 1 namespace at a time thing isn't exactly optimal, but it's the best we can do at the moment unless I hack at the codebase (the function responsible for processing recent changes params doesn't accept more than one namespace input) --[[User:Briess|Briess]] 00:04, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== raws ==&lt;br /&gt;
&lt;br /&gt;
Are you talking about the /raw pages? [[User:VengefulDonut|VengefulDonut]] 14:40, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hmm. I think something can be arranged. [[User:VengefulDonut|VengefulDonut]] 14:42, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Redirects from google? ==&lt;br /&gt;
&lt;br /&gt;
When I search the wiki via google I am always redirected to the wiki front page.&lt;br /&gt;
&lt;br /&gt;
I was wondering what the reason for this decision was, I personally find it annoying but I'm one person.&lt;br /&gt;
--[[User:Riznar|Riznar]] 17:35, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
Human beings are very bad at making decisions in groups. Once a person realizes they can't get what they want, they start to compromise and let their personal standards slip to match those of everyone else. It's not rare for a group of very intelligent people to go into a meeting and approve a plan that every single one of them will think is pure shit later (if they think about it). With this in mind, the '''most important thing''' when making a decision as a group is, at the end, to '''carefully''' and '''clearly''' review exactly what you're going to do. So if you decide to implement a group decision, you have a responsibility to make sure it has gone through that filter. &amp;lt;br&amp;gt;&lt;br /&gt;
Personally, I think it's better to disregard the lot, do what you think is correct, and deal with complaints later if any crop up. [[User:VengefulDonut|VengefulDonut]] 06:38, 7 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I said this because I suspected you might think differently. If not, then I guess that's that. It wasn't intended as a veiled criticism of a specific action. I think you've noticed that so far my criticisms have been pretty open :) [[User:VengefulDonut|VengefulDonut]] 04:34, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wanted Pages ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to fix all the Wanted Pages, and quite a few of them are simply article links from your [[User:Mason11987/Organization|Organization]] page that don't follow standard formatting. Should I delete those links from your list, change them to redirects, or something else entirely? --[[User:SenorPwnage|Señor Pwnage]] 07:11, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just decide to go ahead and delete them. I was waiting for an answer, but I realized basically all of those pages had been deleted by you, so I figured you wouldn't mind anyway. I'll restore them if you want though. --[[User:SenorPwnage|Señor Pwnage]] 04:30, 18 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rating Script ==&lt;br /&gt;
&lt;br /&gt;
All the script does is make it easy to rate articles, find some article and hit the rate tab (it should appear to the right of &amp;quot;watch&amp;quot;) and you'll see what I mean. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 11:56, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Borrowed images ==&lt;br /&gt;
&lt;br /&gt;
I used some of your images from [[DF2010:menu]] for my project: [[bentgirder]]. I hope you don't mind. --[[User:Strangething|Strangething]] 04:18, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== XML dump info ==&lt;br /&gt;
&lt;br /&gt;
The stuff you added looks great! I didn't have a lot of material to work with when I got started on that page, since all of the text editors I had installed barfed badly when fed 600MB+ files from large-size worlds. :) The reason I was tinkering with XML dumps was a notion I had to write a quick and dirty converter that would extract genealogical information from it and produce an industry-standard [http://genealogy.about.com/library/weekly/aa110100a.htm GEDCOM] file that any existing genealogy program should be able to load. If you're already tinkering with that sort of thing, feel free to beat me to the punch if you like - GEDCOM is a super-simple format but I'm not sure I'll be able to find the time to do recreational programming any time soon. I was just doing initial prep work. [[User:Bryan Derksen|Bryan Derksen]] 07:18, 25 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Knapper&amp;diff=122413</id>
		<title>Talk:Knapper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Knapper&amp;diff=122413"/>
		<updated>2010-07-24T23:42:27Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So far, this seems to make it almost impossible to be caught sneaking. Of course, I haven't played adventurer mode much, so maybe stepping into the same tile of an awake person in a civilization I've stolen from without being caught is normal? --[[User:Sysice|Sysice]] 23:01, 24 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think this is a misunderstanding. [http://en.wikipedia.org/wiki/Knapping Knapping] is the process of chipping stone into a usable sharp edge, an ability that was just added to adventurers in the most recent version or two. I expect that the &amp;quot;Knapper&amp;quot; skill is simply that. [[User:Bryan Derksen|Bryan Derksen]] 23:42, 24 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Knapper&amp;diff=122412</id>
		<title>Talk:Knapper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Knapper&amp;diff=122412"/>
		<updated>2010-07-24T23:42:11Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: I suspect this is a misunderstanding.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So far, this seems to make it almost impossible to be caught sneaking. Of course, I haven't played adventurer mode much, so maybe stepping into the same tile of an awake person in a civilization I've stolen from without being caught is normal? --[[User:Sysice|Sysice]] 23:01, 24 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think this is a big misunderstanding. [http://en.wikipedia.org/wiki/Knapping Knapping] is the process of chipping stone into a usable sharp edge, an ability that was just added to adventurers in the most recent version or two. I expect that the &amp;quot;Knapper&amp;quot; skill is simply that. [[User:Bryan Derksen|Bryan Derksen]] 23:42, 24 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=122411</id>
		<title>v0.31:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=122411"/>
		<updated>2010-07-24T23:38:05Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* Trading */ butchery is a good source of income&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:old|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
Placeholder list of relevant changes to/or greatly affect DF2010 adventure mode: (Feel free to merge with old adventure mode information or clean up)&lt;br /&gt;
==Changes from 40d==&lt;br /&gt;
&lt;br /&gt;
Fast-travel, '{{k|Shift}} + {{k|t}}' or '{{k|T}}'(shift+t to enter Fast-travel mode, but shift+. to exit), no longer heals all of your wounds instantly, nor can fast-travel be used when bleeding out. Some wounds do heal over time.&lt;br /&gt;
&lt;br /&gt;
Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them.&lt;br /&gt;
- But if you can return to the general area where you entered the cave, you can fast &amp;quot;T&amp;quot;ravel, even if you can't find the exit. You can navigate. Tested 15 levels below the cave entrance - Need to be confirmed if it works regardless of how many z-levels under the entrance you are.&lt;br /&gt;
&lt;br /&gt;
Material changes are extremely noticeable in adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat nerfed.&lt;br /&gt;
&lt;br /&gt;
As of the current release, adventurers start out more powerful than they had in 40d, with certain builds granting super-----ly tough/strong/agile at start.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stuck-in&amp;quot; weapons no longer are endlessly twisted in the wound until the creature bleeds to death or yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the &amp;quot;stuck-in&amp;quot; attack.&lt;br /&gt;
&lt;br /&gt;
Human towns only have bronze weapons and armor, and large clothing.&lt;br /&gt;
&lt;br /&gt;
Swimming, sneaking, fighting, etc. only seem to improve the associated skills. Abilities (strength, etc.) remain the same even after a long and active period of adventuring.&lt;br /&gt;
&lt;br /&gt;
Combat is much more forgiving. Bolts and arrows are less deadly with the ability to be blocked. Armor protects you much better versus bolts and arrows - when wearing plate, it's rare for one to get through. Don't assume you're arrow proof, but you can take a bit more punishment now. {{verify}}&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
In towns you can find merchants inside some {{L|building|buildings}}.  These merchants have the {{L|Shopkeeper}} profession and will trade only when they are in their respective shops. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Due to these limitations, there are only &amp;quot;human  town&amp;quot; {{L|shopkeeper}}s in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
=== Selling ===&lt;br /&gt;
You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while {{k|L}}ooking Carefully may be worth a small amount of money. You can also sell prepared animal parts produced by butchery (see below). In order to sell or buy items, stand adjacent to the shopkeeper in his store, and {{k|k}}onverse with the shopkeeper. Select &amp;quot;Trade&amp;quot; and press {{k|enter}} to open the trade window.&lt;br /&gt;
&lt;br /&gt;
Select each non-worthless item you wish to sell, and then set a price using the following format{{verify}}:&lt;br /&gt;
* {{k|a}} asking for 9000☼&lt;br /&gt;
* {{k|s}} +100☼&lt;br /&gt;
* {{k|d}} +10☼&lt;br /&gt;
* {{k|f}} +1☼&lt;br /&gt;
* {{k|g}} reset to 0☼&lt;br /&gt;
* {{k|h}} -1☼ (offering)&lt;br /&gt;
* {{k|j}} -10☼&lt;br /&gt;
* {{k|k}} -100☼&lt;br /&gt;
* {{k|l}} offer 9000☼&lt;br /&gt;
&lt;br /&gt;
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Skills==&lt;br /&gt;
Adventurers can now perform buildingless reactions. To access the reaction menu, press {{k|x}}. Worlds generated before {{l|Release information/0.31.09|version 0.31.09}} cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.&lt;br /&gt;
&lt;br /&gt;
'''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in your inventory, only ones on the ground or in your hand.'''&amp;lt;br /&amp;gt;Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
'''Butchering''' acts similarly to Fortress Mode's {{l|Butchery}} by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=122410</id>
		<title>v0.31:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=122410"/>
		<updated>2010-07-24T23:36:37Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: just did some trading, so copying over the old material that's verified.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{template:old|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
Placeholder list of relevant changes to/or greatly affect DF2010 adventure mode: (Feel free to merge with old adventure mode information or clean up)&lt;br /&gt;
==Changes from 40d==&lt;br /&gt;
&lt;br /&gt;
Fast-travel, '{{k|Shift}} + {{k|t}}' or '{{k|T}}'(shift+t to enter Fast-travel mode, but shift+. to exit), no longer heals all of your wounds instantly, nor can fast-travel be used when bleeding out. Some wounds do heal over time.&lt;br /&gt;
&lt;br /&gt;
Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them.&lt;br /&gt;
- But if you can return to the general area where you entered the cave, you can fast &amp;quot;T&amp;quot;ravel, even if you can't find the exit. You can navigate. Tested 15 levels below the cave entrance - Need to be confirmed if it works regardless of how many z-levels under the entrance you are.&lt;br /&gt;
&lt;br /&gt;
Material changes are extremely noticeable in adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat nerfed.&lt;br /&gt;
&lt;br /&gt;
As of the current release, adventurers start out more powerful than they had in 40d, with certain builds granting super-----ly tough/strong/agile at start.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stuck-in&amp;quot; weapons no longer are endlessly twisted in the wound until the creature bleeds to death or yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the &amp;quot;stuck-in&amp;quot; attack.&lt;br /&gt;
&lt;br /&gt;
Human towns only have bronze weapons and armor, and large clothing.&lt;br /&gt;
&lt;br /&gt;
Swimming, sneaking, fighting, etc. only seem to improve the associated skills. Abilities (strength, etc.) remain the same even after a long and active period of adventuring.&lt;br /&gt;
&lt;br /&gt;
Combat is much more forgiving. Bolts and arrows are less deadly with the ability to be blocked. Armor protects you much better versus bolts and arrows - when wearing plate, it's rare for one to get through. Don't assume you're arrow proof, but you can take a bit more punishment now. {{verify}}&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
In towns you can find merchants inside some {{L|building|buildings}}.  These merchants have the {{L|Shopkeeper}} profession and will trade only when they are in their respective shops. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Due to these limitations, there are only &amp;quot;human  town&amp;quot; {{L|shopkeeper}}s in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
=== Selling ===&lt;br /&gt;
You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while {{k|L}}ooking Carefully may be worth a small amount of money. In order to sell or buy items, stand adjacent to the shopkeeper in his store, and {{k|k}}onverse with the shopkeeper. Select &amp;quot;Trade&amp;quot; and press {{k|enter}} to open the trade window.&lt;br /&gt;
&lt;br /&gt;
Select each non-worthless item you wish to sell, and then set a price using the following format{{verify}}:&lt;br /&gt;
* {{k|a}} asking for 9000☼&lt;br /&gt;
* {{k|s}} +100☼&lt;br /&gt;
* {{k|d}} +10☼&lt;br /&gt;
* {{k|f}} +1☼&lt;br /&gt;
* {{k|g}} reset to 0☼&lt;br /&gt;
* {{k|h}} -1☼ (offering)&lt;br /&gt;
* {{k|j}} -10☼&lt;br /&gt;
* {{k|k}} -100☼&lt;br /&gt;
* {{k|l}} offer 9000☼&lt;br /&gt;
&lt;br /&gt;
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Skills==&lt;br /&gt;
Adventurers can now perform buildingless reactions. To access the reaction menu, press {{k|x}}. Worlds generated before {{l|Release information/0.31.09|version 0.31.09}} cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.&lt;br /&gt;
&lt;br /&gt;
'''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in your inventory, only ones on the ground or in your hand.'''&amp;lt;br /&amp;gt;Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
'''Butchering''' acts similarly to Fortress Mode's {{l|Butchery}} by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:XML_dump&amp;diff=122400</id>
		<title>v0.31:XML dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:XML_dump&amp;diff=122400"/>
		<updated>2010-07-24T21:13:38Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: this is pretty incomplete right now, I just started by culling examples out of a pocket world's history. Probably lots of rare cases that I haven't seen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An XML dump of a world's history can be generated from [[Legends]] mode.&lt;br /&gt;
&lt;br /&gt;
The XML file this produces is currently not well-formed, lacking a root element that encapsulates the other contents of the dump. Some XML manipulation programs may need to have this taken into account to handle the file properly.&lt;br /&gt;
&lt;br /&gt;
The XML dump consists of the following elements:&lt;br /&gt;
&lt;br /&gt;
==regions==&lt;br /&gt;
&lt;br /&gt;
Each dump contains one &amp;lt;regions&amp;gt; element, which contains a large number of &amp;lt;region&amp;gt; elements. Each &amp;lt;region&amp;gt; element has the following attributes stored as elements within it:&lt;br /&gt;
*id - a reference number used to identify the region elsewhere&lt;br /&gt;
*name - the name of the region (eg, &amp;quot;the colorless desert&amp;quot; or &amp;quot;the perplexing forests&amp;quot;). The names are all lower-case.&lt;br /&gt;
*type - the type of region. Types include:&lt;br /&gt;
**Ocean&lt;br /&gt;
**Hills&lt;br /&gt;
**Desert&lt;br /&gt;
**Forest&lt;br /&gt;
**Mountains&lt;br /&gt;
**Glacier&lt;br /&gt;
&lt;br /&gt;
==underground_regions==&lt;br /&gt;
Similar to the &amp;lt;regions&amp;gt; element. The &amp;lt;underground_region&amp;gt; elements contain the following:&lt;br /&gt;
*id - reference number used to identify the region&lt;br /&gt;
*type - can be:&lt;br /&gt;
**cavern&lt;br /&gt;
**magma&lt;br /&gt;
**underworld&lt;br /&gt;
*depth&lt;br /&gt;
&lt;br /&gt;
Note that underground regions don't have names.&lt;br /&gt;
&lt;br /&gt;
==sites==&lt;br /&gt;
&lt;br /&gt;
Each &amp;lt;site&amp;gt; element contains the following:&lt;br /&gt;
*id - reference number&lt;br /&gt;
*name&lt;br /&gt;
*type&lt;br /&gt;
**city&lt;br /&gt;
**tree city&lt;br /&gt;
**cave&lt;br /&gt;
**dwarf fortress&lt;br /&gt;
*coords - an X, Y coordinate giving the location of the site on the world map.&lt;br /&gt;
&lt;br /&gt;
=== structures ===&lt;br /&gt;
&lt;br /&gt;
Each site may contain a &amp;lt;structures&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
== historical_figures ==&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;historical_figure&amp;gt; elements contain only the very most basic information:&lt;br /&gt;
*id&lt;br /&gt;
*name&lt;br /&gt;
&lt;br /&gt;
Other information such as birth and death dates are stored in the historical_events element.&lt;br /&gt;
&lt;br /&gt;
== entity_populations ==&lt;br /&gt;
&lt;br /&gt;
Each &amp;lt;entity_population&amp;gt; element contains only a single tag, giving an id number.&lt;br /&gt;
&lt;br /&gt;
== entities ==&lt;br /&gt;
&lt;br /&gt;
Each &amp;lt;entity&amp;gt; element contains an id tag, and may also contain a name tag.&lt;br /&gt;
&lt;br /&gt;
==historical_events==&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;historical_event&amp;gt; element is the most complex. Each contains:&lt;br /&gt;
&lt;br /&gt;
*id - a reference number&lt;br /&gt;
*year - the year in which the event took place&lt;br /&gt;
*seconds72 -&lt;br /&gt;
*type - a label indicating what sort of event this is.&lt;br /&gt;
&lt;br /&gt;
The other elements of the historical_event will depend on the contents of the type element. Types include:&lt;br /&gt;
&lt;br /&gt;
===change hf state ===&lt;br /&gt;
*state - tells what state the historical figure is changing to.&lt;br /&gt;
**wandering&lt;br /&gt;
** scouting&lt;br /&gt;
** settled&lt;br /&gt;
** hunting&lt;br /&gt;
** refugee&lt;br /&gt;
*hfid - ID number of the historical figure whose state is changing&lt;br /&gt;
*site_id&lt;br /&gt;
*subregion_id&lt;br /&gt;
*feature_layer_id&lt;br /&gt;
*coords&lt;br /&gt;
&lt;br /&gt;
===add hf site link===&lt;br /&gt;
*site_id&lt;br /&gt;
&lt;br /&gt;
=== remove hf site link===&lt;br /&gt;
* site_id&lt;br /&gt;
&lt;br /&gt;
=== add hf hf link ===&lt;br /&gt;
* hfid&lt;br /&gt;
* hfid_target&lt;br /&gt;
&lt;br /&gt;
=== hf travel ===&lt;br /&gt;
* group_hfid&lt;br /&gt;
* site_id&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
* coords&lt;br /&gt;
&lt;br /&gt;
May also include a &amp;lt;return/&amp;gt; tag.&lt;br /&gt;
&lt;br /&gt;
=== change hf job ===&lt;br /&gt;
* hfid&lt;br /&gt;
* site_id&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
&lt;br /&gt;
=== hf new pet ===&lt;br /&gt;
* group_hfid&lt;br /&gt;
* site_id&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
* coords&lt;br /&gt;
&lt;br /&gt;
=== hf wounded ===&lt;br /&gt;
&lt;br /&gt;
*woundee_hfid&lt;br /&gt;
*wounder_hfid&lt;br /&gt;
*site_id&lt;br /&gt;
*subregion_id&lt;br /&gt;
*feature_layer_id&lt;br /&gt;
&lt;br /&gt;
=== creature devoured ===&lt;br /&gt;
* site_id&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
&lt;br /&gt;
===hf died ===&lt;br /&gt;
* hfid - the historical figure who died&lt;br /&gt;
* slayer_hfid - the historical figure who slew him&lt;br /&gt;
* slayer_item_id - -1 if no notable item was used&lt;br /&gt;
* slayer_shooter_item_id - -1 if no notable item was used&lt;br /&gt;
* site_id - -1 if not killed at a site&lt;br /&gt;
* subregion_id&lt;br /&gt;
* feature_layer_id&lt;br /&gt;
* cause - causes include:&lt;br /&gt;
** shot&lt;br /&gt;
** struck&lt;br /&gt;
** dragonfire&lt;br /&gt;
&lt;br /&gt;
===hf simple battle event===&lt;br /&gt;
*subtype&lt;br /&gt;
**attacked&lt;br /&gt;
**scuffle&lt;br /&gt;
**confront&lt;br /&gt;
**ambushed&lt;br /&gt;
**2 lost after receiving wounds&lt;br /&gt;
*group_1_hfid&lt;br /&gt;
*group_2_hfid&lt;br /&gt;
*site_id&lt;br /&gt;
*subregion_id&lt;br /&gt;
*feature_layer_id&lt;br /&gt;
&lt;br /&gt;
===field battle===&lt;br /&gt;
*attacker_civ_id&lt;br /&gt;
*defender_civ_id&lt;br /&gt;
*subregion_id&lt;br /&gt;
*feature_layer_id&lt;br /&gt;
*coords&lt;br /&gt;
*attacker_general_hfid&lt;br /&gt;
*defender_general_hfid&lt;br /&gt;
&lt;br /&gt;
=== created structure ===&lt;br /&gt;
* civ_id&lt;br /&gt;
* site_civ_id&lt;br /&gt;
* site_id&lt;br /&gt;
* structure_id&lt;br /&gt;
&lt;br /&gt;
=== hf razed structure ===&lt;br /&gt;
* hist_fig_id&lt;br /&gt;
* site_id&lt;br /&gt;
* structure_id&lt;br /&gt;
&lt;br /&gt;
== historical_event_collections ==&lt;br /&gt;
&lt;br /&gt;
== historical_eras ==&lt;br /&gt;
&lt;br /&gt;
Each &amp;lt;historical_era&amp;gt; element contains a name and a start_year element.&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Legends&amp;diff=122395</id>
		<title>v0.31:Legends</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Legends&amp;diff=122395"/>
		<updated>2010-07-24T20:28:09Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: There are no level-2 headers, so bringing all the level-3 headers up to that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|14:16, 9 June 2010 (UTC)}}&lt;br /&gt;
'''Legends''' mode is one of the three main methods of interacting with an already generated {{L|World generation|world}}. You cannot start Legends mode (or {{L|Dwarf fortress mode|Fortress}} or {{L|Adventurer mode|Adventurer}} mode) until you create a new world. &lt;br /&gt;
&lt;br /&gt;
Legends mode allows you to inspect the history of a world. Many players choose to design a world where the option '''Reveal all history''' is set to YES. However, if you set the option to NO, then the the vast majority of the world's history will be hidden from Legends mode, and only uncovered by brave adventurers. In fact, there are many ways for an adventurer to uncover the past. Talk to people in civilized sites and they will tell you of their families, surroundings and local histories. Past events can also be found by viewing {{L|coins}} or items with images, or by visiting an abandoned {{L|fortress}}es and viewing the {{L|engraving|engraved}} tiles within.&lt;br /&gt;
&lt;br /&gt;
You don't have to have an adventure or fortress game active in order to use legend mode. Some players simply enjoy Legends mode for the option of looking at the interactive historical map, or to read about the last time their favorite kingdom went to war, or for the ability to export lists of all the sites and governments active in the world.  &lt;br /&gt;
&lt;br /&gt;
== Number of Events Undiscovered ==&lt;br /&gt;
A self-explanatory number indicating how many &amp;quot;legends&amp;quot; are still lost in the mists of time. If you chose to reveal all history during world generation, the number displayed should be 0. Otherwise, better get out there and adventure some more.&lt;br /&gt;
&lt;br /&gt;
== Historical Figures ==&lt;br /&gt;
The number to the right indicates how many historical figures exist in this world's history. Historical figures include entries on {{L|megabeast}}s, {{L|forgotten beast}}s, {{L|demon}}s, gods, {{L|Dwarf|dwarves}}, {{L|human}}s, {{L|goblin}}s, {{L|kobold}}s, and named {{L|creature}}s.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
The number to the right indicates how many sites have existed throughout this world's history. Sites include things like towns, towers, fortresses, forest retreats, and {{L|cave}}s.&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
A list of the various regions of the world, along with the various historical events that occurred within those regions.&lt;br /&gt;
&lt;br /&gt;
== Civilizations and Entities ==&lt;br /&gt;
The number to the right indicates how many civilizations, local governments, and religions have existed throughout this world's history. The histories of these various groups can be viewed as well, detailing events like when a site was founded, when a person was kidnapped, or when a road was completed.&lt;br /&gt;
&lt;br /&gt;
== Structures ==&lt;br /&gt;
Structures are buildings found throughout the world. Fortress, towers, shops, taverns and more can all be found in this list.&lt;br /&gt;
&lt;br /&gt;
== Historical Map ==&lt;br /&gt;
The historical map is a relatively new and very cool feature of Legends mode. From here you can view the territorial disputes between different civilizations and entities, including those who where destroyed before your starting year. If you are new to Dwarf Fortress, reading the map may be a little difficult, but play around with these buttons and you might get a better grasp of what you are seeing. Press {{k|Enter}} while looking at the map to change between the political and geographical view of the world. The geographic map is colored (blue seas, gray mountains, green forests etc.) while the political map's background is tan (think parchment) with colored fields corresponding to the territories of different civilizations. Civilizations can lay claim to the same area, causing the colored territory markers to overlap. You can also see how territories changes over time by moving 10 or 100 years forward and back through time. Pressing {{k|c}} while looking at the political map will show local government territories instead of civilizations, but that's generally a pretty messy scene.&lt;br /&gt;
&lt;br /&gt;
== The Age of... ==&lt;br /&gt;
During world generation, the Ages are named for the greatest powers extant in the world. In v0.31, megabeasts are nearly immortal during world gen, so history rarely ever advances beyond the &amp;quot;Age of Myth&amp;quot;, although with a small enough world, or a modded game you can get names like &amp;quot;The Age of the Titan and Hydra&amp;quot;. In previous versions, Ages would commonly advance during world generation (e.g. Age of Legends, Age of Heroes, Age of Humans), this is now extremly rare. When you choose to look at the history of an Age, you will be given a list of all historical events in chronological order. Here you can read the battle reports from various wars, or the duels that took place between long dead champions, or the &amp;lt;s&amp;gt;burninations&amp;lt;/s&amp;gt; rampages of megabeasts amongst the peasants.  For a list of ages and their conditions, see [[40d:Calendar#Ages|this page]].&lt;br /&gt;
&lt;br /&gt;
== XML dump ==&lt;br /&gt;
&lt;br /&gt;
Once you've generated a world, you can dump much of the historical data into an XML file for external analysis. The XML dump currently doesn't include every detail of world history but it contains many of the important ones. Be warned that a large world with a thousand years of history can produce an XML dump up to a full gigabyte in size, which may prove unwieldy. Press {{k|x}} while in Legends mode to produce an XML dump (it will be placed in the root Dwarf Fortress directory and named the same as your game's save folder) See [[XML dump]] for information on the XML file's format.&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Legends&amp;diff=122394</id>
		<title>v0.31:Legends</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Legends&amp;diff=122394"/>
		<updated>2010-07-24T20:27:15Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: mentoning the XML dump&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|14:16, 9 June 2010 (UTC)}}&lt;br /&gt;
'''Legends''' mode is one of the three main methods of interacting with an already generated {{L|World generation|world}}. You cannot start Legends mode (or {{L|Dwarf fortress mode|Fortress}} or {{L|Adventurer mode|Adventurer}} mode) until you create a new world. &lt;br /&gt;
&lt;br /&gt;
Legends mode allows you to inspect the history of a world. Many players choose to design a world where the option '''Reveal all history''' is set to YES. However, if you set the option to NO, then the the vast majority of the world's history will be hidden from Legends mode, and only uncovered by brave adventurers. In fact, there are many ways for an adventurer to uncover the past. Talk to people in civilized sites and they will tell you of their families, surroundings and local histories. Past events can also be found by viewing {{L|coins}} or items with images, or by visiting an abandoned {{L|fortress}}es and viewing the {{L|engraving|engraved}} tiles within.&lt;br /&gt;
&lt;br /&gt;
You don't have to have an adventure or fortress game active in order to use legend mode. Some players simply enjoy Legends mode for the option of looking at the interactive historical map, or to read about the last time their favorite kingdom went to war, or for the ability to export lists of all the sites and governments active in the world.  &lt;br /&gt;
&lt;br /&gt;
=== Number of Events Undiscovered ===&lt;br /&gt;
A self-explanatory number indicating how many &amp;quot;legends&amp;quot; are still lost in the mists of time. If you chose to reveal all history during world generation, the number displayed should be 0. Otherwise, better get out there and adventure some more.&lt;br /&gt;
&lt;br /&gt;
=== Historical Figures ===&lt;br /&gt;
The number to the right indicates how many historical figures exist in this world's history. Historical figures include entries on {{L|megabeast}}s, {{L|forgotten beast}}s, {{L|demon}}s, gods, {{L|Dwarf|dwarves}}, {{L|human}}s, {{L|goblin}}s, {{L|kobold}}s, and named {{L|creature}}s.&lt;br /&gt;
&lt;br /&gt;
=== Sites ===&lt;br /&gt;
The number to the right indicates how many sites have existed throughout this world's history. Sites include things like towns, towers, fortresses, forest retreats, and {{L|cave}}s.&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
A list of the various regions of the world, along with the various historical events that occurred within those regions.&lt;br /&gt;
&lt;br /&gt;
=== Civilizations and Entities ===&lt;br /&gt;
The number to the right indicates how many civilizations, local governments, and religions have existed throughout this world's history. The histories of these various groups can be viewed as well, detailing events like when a site was founded, when a person was kidnapped, or when a road was completed.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
Structures are buildings found throughout the world. Fortress, towers, shops, taverns and more can all be found in this list.&lt;br /&gt;
&lt;br /&gt;
=== Historical Map ===&lt;br /&gt;
The historical map is a relatively new and very cool feature of Legends mode. From here you can view the territorial disputes between different civilizations and entities, including those who where destroyed before your starting year. If you are new to Dwarf Fortress, reading the map may be a little difficult, but play around with these buttons and you might get a better grasp of what you are seeing. Press {{k|Enter}} while looking at the map to change between the political and geographical view of the world. The geographic map is colored (blue seas, gray mountains, green forests etc.) while the political map's background is tan (think parchment) with colored fields corresponding to the territories of different civilizations. Civilizations can lay claim to the same area, causing the colored territory markers to overlap. You can also see how territories changes over time by moving 10 or 100 years forward and back through time. Pressing {{k|c}} while looking at the political map will show local government territories instead of civilizations, but that's generally a pretty messy scene.&lt;br /&gt;
&lt;br /&gt;
=== The Age of... ===&lt;br /&gt;
During world generation, the Ages are named for the greatest powers extant in the world. In v0.31, megabeasts are nearly immortal during world gen, so history rarely ever advances beyond the &amp;quot;Age of Myth&amp;quot;, although with a small enough world, or a modded game you can get names like &amp;quot;The Age of the Titan and Hydra&amp;quot;. In previous versions, Ages would commonly advance during world generation (e.g. Age of Legends, Age of Heroes, Age of Humans), this is now extremly rare. When you choose to look at the history of an Age, you will be given a list of all historical events in chronological order. Here you can read the battle reports from various wars, or the duels that took place between long dead champions, or the &amp;lt;s&amp;gt;burninations&amp;lt;/s&amp;gt; rampages of megabeasts amongst the peasants.  For a list of ages and their conditions, see [[40d:Calendar#Ages|this page]].&lt;br /&gt;
&lt;br /&gt;
== XML dump ==&lt;br /&gt;
&lt;br /&gt;
Once you've generated a world, you can dump much of the historical data into an XML file for external analysis. The XML dump currently doesn't include every detail of world history but it contains many of the important ones. Be warned that a large world with a thousand years of history can produce an XML dump up to a full gigabyte in size, which may prove unwieldy. Press {{k|x}} while in Legends mode to produce an XML dump (it will be placed in the root Dwarf Fortress directory and named the same as your game's save folder) See [[XML dump]] for information on the XML file's format.&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=2742</id>
		<title>40d:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=2742"/>
		<updated>2008-12-06T18:50:02Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: make a link more direct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Stone''' or '''rock''' is a naturally occuring solid aggregate of minerals. It sometimes [[stone management|leaves behind]] material after being mined or [[cave in|collapsing]]. Other types of [[Mining|minable]] tiles include [[soil]] and [[sand]].  &lt;br /&gt;
&lt;br /&gt;
Stone is divided into a few key categories:&lt;br /&gt;
* [[Metal ore]]: stone that produces [[metal]] [[bar]]s when [[Smelter|smelted]]&lt;br /&gt;
* Rough [[gem]]s: rough gems can be [[gem cutting|cut]], then used to [[encrust]] objects and create [[window]]s.&lt;br /&gt;
* Other stone: Stone that is not an [[ore]] or a gem. Few of these have a use outside of items and structures. ([[Obsidian]] is one exception).&lt;br /&gt;
&lt;br /&gt;
[[Economic stone]]s are types of stone that can be reserved for a special purpose. For [[ore]]s, this is smelting and for [[flux|fluxes]], this is steel production. [[Bituminous coal]] and [[lignite]] can be reserved for making [[coke]].&lt;br /&gt;
&lt;br /&gt;
Having created loose stone, many times you'll want to get rid of it or at least move it someplace else. See [[stone management]] for advice.&lt;br /&gt;
&lt;br /&gt;
''This article is about DF geology and the distribution of stones, and does not contain the specific locations of [[metal ore]]s or [[gem]]s.''&lt;br /&gt;
&lt;br /&gt;
== Main layer types ==&lt;br /&gt;
There are four types of stone layers (all others are [[soil]]). The type of layer is the primary indicator of what kind of [[ore]] you will find on the map, as well as a sign of [[volcano|volcanic]] activity.&lt;br /&gt;
The types are [[sedimentary layer]]s, [[igneous intrusive layer]]s, [[igneous extrusive layer]]s, and [[metamorphic layer]]s.&lt;br /&gt;
&lt;br /&gt;
The primary types of rock only occur in their own layers. (e.g. you won't find [[limestone]] in a [[marble]] layer.)&lt;br /&gt;
&lt;br /&gt;
== Stones forming entire layers ==&lt;br /&gt;
These types of stone occur as entire layers, containing some veins and pockets of other minerals (see below). If one of the following types of stone is present on your map, it will be listed in one of the [[biome]]s on the embark screen.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Sedimentary layer|Sedimentary]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous intrusive layer|Igneous intrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous extrusive layer|Igneous extrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Metamorphic layer|Metamorphic]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|#|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Sandstone]]&lt;br /&gt;
* {{Raw Tile|%|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Siltstone]]&lt;br /&gt;
* {{Raw Tile|≈|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Mudstone]]&lt;br /&gt;
* {{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Shale]]&lt;br /&gt;
* {{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Claystone]]&lt;br /&gt;
* {{Raw Tile|#|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Rock salt]]&lt;br /&gt;
* {{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Limestone]]&lt;br /&gt;
* {{Raw Tile|∞|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Conglomerate]]&lt;br /&gt;
* {{Raw Tile|`|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Dolomite]]&lt;br /&gt;
* {{Raw Tile|▓|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Flint]]&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Chert]]&lt;br /&gt;
* {{Raw Tile|░|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Chalk]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|▓|#CCC|#000}} {{Raw Tile|●|#CCC|#000}} [[Granite]]&lt;br /&gt;
* {{Raw Tile|░|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Diorite]]&lt;br /&gt;
* {{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Gabbro]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Rhyolite]]&lt;br /&gt;
* {{Raw Tile|#|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Basalt]]&lt;br /&gt;
* {{Raw Tile|∞|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Andesite]]&lt;br /&gt;
* {{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#CCC|#000}} [[Felsite]]&lt;br /&gt;
* {{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Obsidian]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|-|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Quartzite]]&lt;br /&gt;
* {{Raw Tile|%|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Slate]]&lt;br /&gt;
* {{Raw Tile|-|#888|#CCC}} {{Raw Tile|●|#CCC|#000}} [[Phyllite]]&lt;br /&gt;
* {{Raw Tile|`|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Schist]]&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|#FFF|#CCC}} {{Raw Tile|●|#CCC|#000}} [[Gneiss]]&lt;br /&gt;
* {{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Marble]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Stone  ==&lt;br /&gt;
Stones found on this table will occur as pockets and veins inside their respective stone layers (see above). When your miners encounter one of them, the game will pause and you will receive an announcement; even for the ones that have no use other than to build constructions of unusual colors. Note that the veins or clusters can spread into other layers, and may cause some layers to contain stones they usually wouldn't.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone occurs in these forms:&lt;br /&gt;
&lt;br /&gt;
* Large cluster - An oval that occupies nearly half of a 48x48 block, area-wise. Only one appears per block.  These average 750 stones each.&lt;br /&gt;
* Vein - A sinuous line of the material crosses the block.  These average 100 stones each.&lt;br /&gt;
* Small cluster - A sprinkle of 1 to 9 adjacent tiles. Multiple small clusters of different materials may be in the same block.  These average 5 stones each and do not span more than three tiles in each direction.&lt;br /&gt;
&lt;br /&gt;
''The following table does not contain [[ore]]s and [[gem]]s. The types of stone listed here that do not link to their own article are generic.{{version|0.28.181.40d}}''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Name&lt;br /&gt;
! Found in&lt;br /&gt;
! Found how&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Alabaster Alabaster]||Gypsum||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Alunite Alunite]||All [[Igneous extrusive layer|Igneous extrusive]], Kaolinite||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Anhydrite Anhydrite]||Gypsum, Satinspar, Alabaster, Selenite||Single&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|+|#800|#ccc}}  {{Raw Tile|●|#800|#000}}||[[Bauxite]]||All [[Sedimentary layer|Sedimentary]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|☼|#888|#CCC}}  {{Raw Tile|☼|#888|#000}}||[[Bituminous coal]]||All [[Sedimentary layer|Sedimentary]]||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Borax Borax]||Gypsum, Rock_Salt||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Brimstone Brimstone]||All [[Igneous extrusive layer|Igneous extrusive]], Gypsum||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|#FFF|#CCC}}  {{Raw Tile|●|#FFF|#000}}||[[Calcite]]||Limestone, Marble||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Chromite Chromite]||Olivine||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|#f00|#ccc}}  {{Raw Tile|*|#F00|#000}}||[http://en.wikipedia.org/wiki/Cinnabar Cinnabar]||All [[Igneous extrusive layer|Igneous extrusive]], Shale, Quartzite||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|#00f|#ccc}}  {{Raw Tile|*|#00F|#000}}||[http://en.wikipedia.org/wiki/Cobaltite Cobaltite]||All Igneous All [[Metamorphic layer|Metamorphic]]||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Cryolite Cryolite]||Granite||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|o|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[[Graphite]]||Gneiss, Quartzite, Marble, Schist||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|#|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Gypsum Gypsum]||All [[Sedimentary layer|Sedimentary]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Hornblende Hornblende]||All Igneous, All [[:Category:Metamorphic Stone Layers|Metamorphic]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Ilmenite Ilmenite]||[[Gabbro]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Jet_(lignite) Jet]||All [[Sedimentary layer|Sedimentary]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|#800|#ccc}}  {{Raw Tile|●|#800|#000}}||[http://en.wikipedia.org/wiki/Kaolinite Kaolinite]||All [[:Category:Sedimentary Stone Layers|Sedimentary]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#008|#ccc}}  {{Raw Tile|●|#008|#000}}||[[Kimberlite]]||[[Gabbro]]||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|#888|#CCC}}  {{Raw Tile|●|#888|#000}}||[[Lignite]]||All [[Sedimentary layer|Sedimentary]]||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Marcasite Marcasite]||Kaolinite||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Mica Mica]||All [[Metamorphic layer|Metamorphic]], Granite||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#0ff|#ccc}}  {{Raw Tile|●|#0FF|#000}}||[http://en.wikipedia.org/wiki/Microcline Microcline]||All Stone||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#080|#ccc}}  {{Raw Tile|●|#080|#000}}||[http://en.wikipedia.org/wiki/Olivine Olivine]||[[Gabbro]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Orpiment Orpiment]||All [[Igneous extrusive layer|Igneous extrusive]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Orthoclase Orthoclase]||All [[Igneous intrusive layer|Igneous intrusive]], All [[:Category:Metamorphic Stone Layers|Metamorphic]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Periclase Periclase]||Marble||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|●|#F00|#000}}||[http://en.wikipedia.org/wiki/Petrified_wood Petrified wood]||All [[Sedimentary layer|Sedimentary]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|#808|#ccc}}  {{Raw Tile|●|#808|#000}}||[http://en.wikipedia.org/wiki/Pitchblende Pitchblende]||Granite||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|Θ|#880|#ccc}}  {{Raw Tile|●|#880|#000}}||[http://en.wikipedia.org/wiki/Puddingstone_(rock) Puddingstone]||Conglomerate||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Pyrolusite Pyrolusite]||All Igneous ||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|●|#F00|#000}}||[http://en.wikipedia.org/wiki/Realgar Realgar]||All [[Igneous extrusive layer|Igneous extrusive]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|#808|#ccc}}  {{Raw Tile|●|#808|#000}}||[http://en.wikipedia.org/wiki/Rutile Rutile]||All [[Metamorphic layer|Metamorphic]], Granite||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|x|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Saltpeter Saltpeter]||All [[Sedimentary layer|Sedimentary]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Satinspar Satinspar]||Gypsum||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|;|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Selenite Selenite]||Gypsum||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|#080|#ccc}}  {{Raw Tile|●|#080|#000}}||[http://en.wikipedia.org/wiki/Serpentine Serpentine]||Olivine||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Stibnite Stibnite]||All [[Igneous extrusive layer|Igneous extrusive]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Sylvite Sylvite]||Rock salt||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#124;|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Talc Talc]||Dolomite||Large clusters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DF Geology and real-world Geology ==&lt;br /&gt;
The geology and stones of Dwarf Fortress are based on real-world geology and mineralogy. To understand the terms used here, you may want to crack open a geology textbook (a high school one should suffice). If you don't happen to have one close by, the Wikipedia articles for [http://en.wikipedia.org/wiki/Geology geology], [http://en.wikipedia.org/wiki/Mineralogy mineralogy], or the [http://en.wikipedia.org/wiki/Rock_layers terms in question] might help.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone|*]]&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=2741</id>
		<title>40d:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=2741"/>
		<updated>2008-12-06T18:45:55Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: add links to Wikipedia for stone types without their own articles here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Stone''' or '''rock''' is a naturally occuring solid aggregate of minerals. It sometimes [[stone management|leaves behind]] material after being mined or [[cave in|collapsing]]. Other types of [[Mining|minable]] tiles include [[soil]] and [[sand]].  &lt;br /&gt;
&lt;br /&gt;
Stone is divided into a few key categories:&lt;br /&gt;
* [[Metal ore]]: stone that produces [[metal]] [[bar]]s when [[Smelter|smelted]]&lt;br /&gt;
* Rough [[gem]]s: rough gems can be [[gem cutting|cut]], then used to [[encrust]] objects and create [[window]]s.&lt;br /&gt;
* Other stone: Stone that is not an [[ore]] or a gem. Few of these have a use outside of items and structures. ([[Obsidian]] is one exception).&lt;br /&gt;
&lt;br /&gt;
[[Economic stone]]s are types of stone that can be reserved for a special purpose. For [[ore]]s, this is smelting and for [[flux|fluxes]], this is steel production. [[Bituminous coal]] and [[lignite]] can be reserved for making [[coke]].&lt;br /&gt;
&lt;br /&gt;
Having created loose stone, many times you'll want to get rid of it or at least move it someplace else. See [[stone management]] for advice.&lt;br /&gt;
&lt;br /&gt;
''This article is about DF geology and the distribution of stones, and does not contain the specific locations of [[metal ore]]s or [[gem]]s.''&lt;br /&gt;
&lt;br /&gt;
== Main layer types ==&lt;br /&gt;
There are four types of stone layers (all others are [[soil]]). The type of layer is the primary indicator of what kind of [[ore]] you will find on the map, as well as a sign of [[volcano|volcanic]] activity.&lt;br /&gt;
The types are [[sedimentary layer]]s, [[igneous intrusive layer]]s, [[igneous extrusive layer]]s, and [[metamorphic layer]]s.&lt;br /&gt;
&lt;br /&gt;
The primary types of rock only occur in their own layers. (e.g. you won't find [[limestone]] in a [[marble]] layer.)&lt;br /&gt;
&lt;br /&gt;
== Stones forming entire layers ==&lt;br /&gt;
These types of stone occur as entire layers, containing some veins and pockets of other minerals (see below). If one of the following types of stone is present on your map, it will be listed in one of the [[biome]]s on the embark screen.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Sedimentary layer|Sedimentary]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous intrusive layer|Igneous intrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous extrusive layer|Igneous extrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Metamorphic layer|Metamorphic]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|#|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Sandstone]]&lt;br /&gt;
* {{Raw Tile|%|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Siltstone]]&lt;br /&gt;
* {{Raw Tile|≈|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Mudstone]]&lt;br /&gt;
* {{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Shale]]&lt;br /&gt;
* {{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Claystone]]&lt;br /&gt;
* {{Raw Tile|#|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Rock salt]]&lt;br /&gt;
* {{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Limestone]]&lt;br /&gt;
* {{Raw Tile|∞|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Conglomerate]]&lt;br /&gt;
* {{Raw Tile|`|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Dolomite]]&lt;br /&gt;
* {{Raw Tile|▓|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Flint]]&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Chert]]&lt;br /&gt;
* {{Raw Tile|░|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Chalk]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|▓|#CCC|#000}} {{Raw Tile|●|#CCC|#000}} [[Granite]]&lt;br /&gt;
* {{Raw Tile|░|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Diorite]]&lt;br /&gt;
* {{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Gabbro]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Rhyolite]]&lt;br /&gt;
* {{Raw Tile|#|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Basalt]]&lt;br /&gt;
* {{Raw Tile|∞|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Andesite]]&lt;br /&gt;
* {{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#CCC|#000}} [[Felsite]]&lt;br /&gt;
* {{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Obsidian]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|-|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Quartzite]]&lt;br /&gt;
* {{Raw Tile|%|#888|#CCC}} {{Raw Tile|●|#888|#000}} [[Slate]]&lt;br /&gt;
* {{Raw Tile|-|#888|#CCC}} {{Raw Tile|●|#CCC|#000}} [[Phyllite]]&lt;br /&gt;
* {{Raw Tile|`|#880|#CCC}} {{Raw Tile|●|#880|#000}} [[Schist]]&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|#FFF|#CCC}} {{Raw Tile|●|#CCC|#000}} [[Gneiss]]&lt;br /&gt;
* {{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}} [[Marble]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Stone  ==&lt;br /&gt;
Stones found on this table will occur as pockets and veins inside their respective stone layers (see above). When your miners encounter one of them, the game will pause and you will receive an announcement; even for the ones that have no use other than to build constructions of unusual colors. Note that the veins or clusters can spread into other layers, and may cause some layers to contain stones they usually wouldn't.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone occurs in these forms:&lt;br /&gt;
&lt;br /&gt;
* Large cluster - An oval that occupies nearly half of a 48x48 block, area-wise. Only one appears per block.  These average 750 stones each.&lt;br /&gt;
* Vein - A sinuous line of the material crosses the block.  These average 100 stones each.&lt;br /&gt;
* Small cluster - A sprinkle of 1 to 9 adjacent tiles. Multiple small clusters of different materials may be in the same block.  These average 5 stones each and do not span more than three tiles in each direction.&lt;br /&gt;
&lt;br /&gt;
''The following table does not contain [[ore]]s and [[gem]]s. The types of stone listed here that do not link to their own article are generic.{{version|0.28.181.40d}}''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Name&lt;br /&gt;
! Found in&lt;br /&gt;
! Found how&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Alabaster Alabaster]||Gypsum||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Alunite Alunite]||All [[Igneous extrusive layer|Igneous extrusive]], Kaolinite||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Anhydrite Anhydrite]||Gypsum, Satinspar, Alabaster, Selenite||Single&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|+|#800|#ccc}}  {{Raw Tile|●|#800|#000}}||[[Bauxite]]||All [[Sedimentary layer|Sedimentary]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|☼|#888|#CCC}}  {{Raw Tile|☼|#888|#000}}||[[Bituminous coal]]||All [[Sedimentary layer|Sedimentary]]||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Borax Borax]||Gypsum, Rock_Salt||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Brimstone Brimstone]||All [[Igneous extrusive layer|Igneous extrusive]], Gypsum||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|#FFF|#CCC}}  {{Raw Tile|●|#FFF|#000}}||[[Calcite]]||Limestone, Marble||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Chromite Chromite]||Olivine||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|#f00|#ccc}}  {{Raw Tile|*|#F00|#000}}||[http://en.wikipedia.org/wiki/Cinnabar Cinnabar]||All [[Igneous extrusive layer|Igneous extrusive]], Shale, Quartzite||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|#00f|#ccc}}  {{Raw Tile|*|#00F|#000}}||[http://en.wikipedia.org/wiki/Cobaltite Cobaltite]||All Igneous All [[Metamorphic layer|Metamorphic]]||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Cryolite Cryolite]||Granite||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|o|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[[Graphite]]||Gneiss, Quartzite, Marble, Schist||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|#|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Gypsum Gypsum]||All [[Sedimentary layer|Sedimentary]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Hornblende Hornblende]||All Igneous, All [[:Category:Metamorphic Stone Layers|Metamorphic]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Ilmenite Ilmenite]||[[Gabbro]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Jet_(lignite) Jet]||All [[Sedimentary layer|Sedimentary]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|#800|#ccc}}  {{Raw Tile|●|#800|#000}}||[http://en.wikipedia.org/wiki/Kaolinite Kaolinite]||All [[:Category:Sedimentary Stone Layers|Sedimentary]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#008|#ccc}}  {{Raw Tile|●|#008|#000}}||[[Kimberlite]]||[[Gabbro]]||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|#888|#CCC}}  {{Raw Tile|●|#888|#000}}||[[Lignite]]||All [[Sedimentary layer|Sedimentary]]||Veins&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Marcasite Marcasite]||Kaolinite||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Mica Mica]||All [[Metamorphic layer|Metamorphic]], Granite||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#0ff|#ccc}}  {{Raw Tile|●|#0FF|#000}}||[http://en.wikipedia.org/wiki/Microcline Microcline]||All Stone||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#080|#ccc}}  {{Raw Tile|●|#080|#000}}||[http://en.wikipedia.org/wiki/Olivine Olivine]||[[Gabbro]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Orpiment Orpiment]||All [[Igneous extrusive layer|Igneous extrusive]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Orthoclase Orthoclase]||All [[Igneous intrusive layer|Igneous intrusive]], All [[:Category:Metamorphic Stone Layers|Metamorphic]]||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Periclase Periclase]||Marble||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|●|#F00|#000}}||[http://en.wikipedia.org/wiki/Petrified_wood Petrified wood]||All [[Sedimentary layer|Sedimentary]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|#808|#ccc}}  {{Raw Tile|●|#808|#000}}||[http://en.wikipedia.org/wiki/Pitchblende Pitchblende]||Granite||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|Θ|#880|#ccc}}  {{Raw Tile|●|#880|#000}}||[http://en.wikipedia.org/wiki/Puddingstone Puddingstone]||Conglomerate||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#888|#ccc}}  {{Raw Tile|●|#888|#000}}||[http://en.wikipedia.org/wiki/Pyrolusite Pyrolusite]||All Igneous ||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|●|#F00|#000}}||[http://en.wikipedia.org/wiki/Realgar Realgar]||All [[Igneous extrusive layer|Igneous extrusive]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|#808|#ccc}}  {{Raw Tile|●|#808|#000}}||[http://en.wikipedia.org/wiki/Rutile Rutile]||All [[Metamorphic layer|Metamorphic]], Granite||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|x|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Saltpeter Saltpeter]||All [[Sedimentary layer|Sedimentary]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Satinspar Satinspar]||Gypsum||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|;|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Selenite Selenite]||Gypsum||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|#080|#ccc}}  {{Raw Tile|●|#080|#000}}||[http://en.wikipedia.org/wiki/Serpentine Serpentine]||Olivine||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Stibnite Stibnite]||All [[Igneous extrusive layer|Igneous extrusive]]||Small clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|#ff0|#ccc}}  {{Raw Tile|●|#FF0|#000}}||[http://en.wikipedia.org/wiki/Sylvite Sylvite]||Rock salt||Large clusters&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#124;|#fff|#ccc}}  {{Raw Tile|●|#FFF|#000}}||[http://en.wikipedia.org/wiki/Talc Talc]||Dolomite||Large clusters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DF Geology and real-world Geology ==&lt;br /&gt;
The geology and stones of Dwarf Fortress are based on real-world geology and mineralogy. To understand the terms used here, you may want to crack open a geology textbook (a high school one should suffice). If you don't happen to have one close by, the Wikipedia articles for [http://en.wikipedia.org/wiki/Geology geology], [http://en.wikipedia.org/wiki/Mineralogy mineralogy], or the [http://en.wikipedia.org/wiki/Rock_layers terms in question] might help.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone|*]]&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36579</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36579"/>
		<updated>2008-08-21T00:31:57Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|43}}|{{#expr: ({{rand2|10}}+33)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I think I'll stick to drowning dwarves and cooking puppies.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady has created a masterpiece!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;Only you can prevent fortress fires.&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;Mill their bones to make some bread.&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;So this pit has had 5/7 water in it for over a month now. How freaking deep do I need to make it to drown that damn kitten?&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;Maybe Babies are like Pokemon for [[goblin|Goblins]]... You gotta snatch em all --Neonivek&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--35--&amp;gt;I can't say what happened at Site 76. Ask the government. --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Incendia est socia vestri, arma vestri, fortes Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;&amp;quot;After I finished the last quest he had for me, he told me 'When you wake up in the morning, go with Bengel Trustbite the Feral Armors.'  So now I'm carrying around the body as a backup throwing weapon.&amp;quot; - [[Demonic Gophers]]&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[Fedor]]&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --[http://www.bay12games.com/forum/index.php?topic=23376.msg257592#msg257592 Yanlin]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Door&amp;diff=1683</id>
		<title>40d:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Door&amp;diff=1683"/>
		<updated>2008-08-03T03:58:38Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* Doors ajar */ A way to deal with dwarves dropping their personal possessions in doorways&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Doors''' are [[furniture]] which can be built from [[rock]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), or [[metal]] (at a [[metalsmith's forge]]). You can also make [[glass]] doors (called '''portals''') at a [[glass furnace]]. The symbol for a stone door is that of a solid tile, the color of its material, with a cross of a different color across it (e.g. {{Raw Tile|┼|Gray|Silver}}) Doors of different materials use different tiles, because Toady hates tileset makers. Glass doors (or portals) use the symbol {{Raw Tile|O|#0f0|#080}}. Metal doors use the symbol {{Raw Tile|╪|#ff0|#880}}. Wood doors use the symbol {{Raw Tile|║|#ccc|#880}}.&lt;br /&gt;
&lt;br /&gt;
Doors made of all [[materials]] function identically, although doors made of more valuable material will increase the &amp;quot;value&amp;quot; of a [[room]] it is used in. High-[[quality]] doors give a happy [[thought]] to any [[dwarf]] seeing them, especially when a door is part of a room that the dwarf personally owns.{{verify}} Items made of a material a dwarf has a [[preference]] for will give an even happier thought.&lt;br /&gt;
&lt;br /&gt;
Doors, when closed, will prevent the passage of fluid ([[water]] and [[magma]]). However, if a dwarf opens the door, the fluid will come spilling through.&lt;br /&gt;
&lt;br /&gt;
== Door settings ==&lt;br /&gt;
&lt;br /&gt;
There are three options one can specify on a door from the {{K|q}} menu:&lt;br /&gt;
* {{K|l}} Forbid/Permit Passage&lt;br /&gt;
** A door set to Forbidden is impassable to everyone in the game. A door cannot be set Forbidden if the door is open. Invading thieves may lock-pick and bypass a Forbidden door.&lt;br /&gt;
* {{K|o}} Keep Tightly Closed/Make Pet-Passable&lt;br /&gt;
** A door that is pet-passable allows through traffic of pets. A pet can still pass through a door that is tightly closed if it does so while it is being held open by an object or dwarf. This also affect the door's permeability to wild animals - a tightly closed door is a good way to keep wild animals from blundering into your fort.&lt;br /&gt;
* {{K|s}} Set as Internal/External&lt;br /&gt;
** A door set to external functions as a [[wall]] when defining boundaries of a room such as a [[bedroom]]. A door set to internal allows the room boundaries to pour over.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Building&amp;quot; doors ==&lt;br /&gt;
&lt;br /&gt;
After constructing a door at any of the above workshops, they must be &amp;quot;{{K|b}}uilt&amp;quot; (placed) like all other furniture. Doors can now be placed on any open square adjacent to a wall. Locked doors and [[statue]]s do not count as walls for door-building purposes anymore. For the same result of the statue-door-move statue trick in previous versions to build an infinite line of doors, instead use a constructed wall segment. Doors will not &amp;quot;fall down&amp;quot; when the constructed wall is removed. They will, however, fall down if a non-constructed wall they are attached to is mined out and they have no other support.&lt;br /&gt;
&lt;br /&gt;
== Door construction ==&lt;br /&gt;
&lt;br /&gt;
A door built will not create a floor above it the way a wall will. If construction is to be done above a door, walls, fortifications and floors can be built on top of doors. Doors cannot be built on top of other doors &amp;amp;ndash; there must be a floor. Stairs and ramps, of course, cannot be built on top of doors either.&lt;br /&gt;
&lt;br /&gt;
== Door strength ==&lt;br /&gt;
&lt;br /&gt;
Trolls and most megabeasts can destroy doors.&lt;br /&gt;
&lt;br /&gt;
==Doors ajar==&lt;br /&gt;
Sometimes [[dwarves]] will leave items in [[door]]s, propping them open. Having an door open when it should be closed can lead to all sorts of disasters with [[water]], [[magma]] and hostile [[creatures]].&lt;br /&gt;
&lt;br /&gt;
To remove an item from a doorway designate a [[garbage dump]] nearby and then loo{{k|k}} at the item and designate it for {{k|d}}umping. A dwarf with the [[refuse]] hauling labour enabled will come along and shift it.&lt;br /&gt;
&lt;br /&gt;
Alternately, if you don't want to designate the item for dumping (or can't, if it's owned by an individual dwarf) you can clear the door by dismantling and rebuilding it. Select the door with {{k|q}} and then press {{k|x}} to order the door dismantled. When the door is reconstructed with {{k|b}}-{{k|d}} the dwarves will move any objects that were left behind into an adjacent space before placing the door.&lt;br /&gt;
&lt;br /&gt;
{{Buildings FAQ}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Make_your_own_weapons&amp;diff=31873</id>
		<title>40d:Make your own weapons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Make_your_own_weapons&amp;diff=31873"/>
		<updated>2008-08-03T03:51:15Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: add a section on crossbows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cheaper axes and/or picks ==&lt;br /&gt;
&lt;br /&gt;
Steel axes normally cost 300 points each. Instead of spending that much on them, you can make yourself iron or copper axes by bringing the resources needed instead, and having one dwarf make them for you. For comparison, 1 anvil and 2 steel axes costs 1600 points. No anvil and 5 steel axes costs 1500 points. However, the resources required to make 18 iron axes cost 1489 points, or 55 copper axes for 1498 points.&lt;br /&gt;
&lt;br /&gt;
Replace the axes and anvil with:&lt;br /&gt;
* 1 [[Anvil]] (1000 points) (I'm only mentioning it here because you CANNOT do this without it, unless you're willing to not have axes until traders sell you an anvil)&lt;br /&gt;
* For iron: ''N'' magnetite/limonite/hematite stones (24 points each)&lt;br /&gt;
* For copper: ''N'' copper nuggets (6 points each)&lt;br /&gt;
* Optionally, a matching amount of cassiterite, which combines with copper to make bronze (6 points each)&lt;br /&gt;
* ''N''-1 bituminous coal (3 points each)&lt;br /&gt;
* 3 fire-safe rocks to construct the necessary buildings (9 points)&lt;br /&gt;
* If you are travelling to an area likely to have copper or iron ores, you can bring a pick (20 points) and no ore or rocks to save even more points&lt;br /&gt;
&lt;br /&gt;
To make your weapons: Build a wood burner, a smelter, and a metalsmith's forge. Dissassemble your wagon to collect its wood, then burn the logs in the wood burner to get three charcoal. Smelt the coal in the smelter. Then smelt your ores, which will use one fuel per piece of ore. Lastly, you can make the weapons in the metalsmith's forge, using one iron bar and one fuel each. (See http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=001191 for more details)&lt;br /&gt;
&lt;br /&gt;
==Crossbows==&lt;br /&gt;
&lt;br /&gt;
The quality of a [[crossbow]]'s construction affects your marksdwarfs' accuracy, but the material it is made out of only affects the damage it does when the crossbow is used as a melee weapon (usually when the marksdwarf is out of bolts or otherwise in trouble). It's therefore not of great importance exactly what they're made out of initially.&lt;br /&gt;
&lt;br /&gt;
Crossbows can be made quite cheaply from wood (3 points each) or from bone (left over from whatever fish you've brought along as starting food - turtle is a popular choice, for 2 points each). A bowyer's workshop is needed to make bone or wood crossbows and the crossbow-making skill is used.&lt;br /&gt;
&lt;br /&gt;
If you don't want to spend skill points on crossbow-making for your initial dwarves, a copper crossbow is almost as cheap (6 points for copper nuggets + 3 points for bituminous coal) but is manufactured in a metalsmith's forge and has its quality determined by the maker's metalsmithing skill.&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36571</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36571"/>
		<updated>2008-08-02T05:43:55Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: Well I chuckled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|41}}|{{#expr: ({{rand2|10}}+31)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I think I'll stick to drowning dwarves and cooking puppies.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady has created a masterpiece!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;Only you can prevent fortress fires.&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;Mill their bones to make some bread.&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;So this pit has had 5/7 water in it for over a month now. How freaking deep do I need to make it to drown that damn kitten?&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;Maybe Babies are like Pokemon for [[goblin|Goblins]]... You gotta snatch em all --Neonivek&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--35--&amp;gt;I can't say what happened at Site 76. Ask the government. --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Incendia est vestri socius, vestri telum, vires Mons-montis Domus.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;&amp;quot;After I finished the last quest he had for me, he told me 'When you wake up in the morning, go with Bengel Trustbite the Feral Armors.'  So now I'm carrying around the body as a backup throwing weapon.&amp;quot; - [[Demonic Gophers]]&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --[[Distantcity#Year_2:_Zero|Zero]]&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://www.bay12games.com/forum/index.php?topic=21449.msg239558#msg239558 Soup_alex]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Soap&amp;diff=43886</id>
		<title>40d Talk:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Soap&amp;diff=43886"/>
		<updated>2008-07-31T02:48:08Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you actually build things out of soap? I'm going to have to give this a try, and make the cleanest fortress ever. Maybe build a swimming pool out of it and force my miners to have a bath. [[User:Dangerous Beans|Dangerous Beans]] 22:07, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Bars is bars, I see no reason why not. I believe you can make things out of charcoal and ash and such, too. [[User:Bryan Derksen|Bryan Derksen]] 22:48, 30 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=43348</id>
		<title>40d:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unfortunate_accident&amp;diff=43348"/>
		<updated>2008-07-22T02:29:26Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[Noble]]s are an unhappy sort. They are cursed with such refined tastes, that are so hard to satisfy. Because of this undue burden, they often fall prey to tragic accidents.  Here's a simple guide to averting the particular banes of the upper classes. &lt;br /&gt;
&lt;br /&gt;
==Entertaining lever==&lt;br /&gt;
&lt;br /&gt;
Any dwarf of such high standing should have a [[lever]] in his rooms. If he should find himself stressed by overdue [[mandate]]s, or accidentally locked in his room, he can amuse himself by pulling it repeatedly. Pulling levers is one of the few tasks fit for nobles, after all. &lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
What could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this steely symbol of dwarven strength in one of your noble's rooms, possibly next to the lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s just can't get enough spikes. &lt;br /&gt;
&lt;br /&gt;
==In-room waterfall==&lt;br /&gt;
&lt;br /&gt;
All dwarves love the soothing mist of a [[waterfall]]. Why not give your noble one, right in his very own room? Take care that the drainage system is working properly. Any obstruction could cause the room to fill with water, and no one wants that. Remember to put an attractive grate over the drain, to keep anything from falling in and stinking up your plumbing. &lt;br /&gt;
&lt;br /&gt;
==Private zoo==&lt;br /&gt;
&lt;br /&gt;
Everyone loves a [[zoo]]. Why not put a savage beast in your noble's room? Who wouldn't want to see a [[giant desert scorpion]] or [[zombie]] [[carp]] every day? Just make sure it doesn't escape. &lt;br /&gt;
&lt;br /&gt;
==Throne Room of Doom==&lt;br /&gt;
&lt;br /&gt;
Your highest noble will meet with various visitors and emissaries in his [[throne room]]. To give him that extra edge in negotiations, make it intimidating. Put a [[magma]] pool right there in the throne room. No glittery [[gold]] throne, either. Make one out of [[iron]], or [[steel]], or some other material with a high melting point.&lt;br /&gt;
&lt;br /&gt;
== Vault of Kings ==&lt;br /&gt;
&lt;br /&gt;
Nobles are precious and fragile things. To make sure that your nobles don't get injured in battle, you might want to hook up their chamber doors to levers so they can be sealed firmly in case of invasion. Since the noble &amp;lt;s&amp;gt;trapped&amp;lt;/s&amp;gt; hiding inside wouldn't know when it was safe to come out again, best to put the lever somewhere outside. That way once the confusion of battle is over some dwarf will surely miss the noble and remember to release them so they may reach the food and water stockpiles again.&lt;br /&gt;
&lt;br /&gt;
For extra impenetrability, construct a wall in front of the door. Make sure to make note which section of wall the noble's behind so you'll be able to find it again later when it's time to let him out!&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bridge&amp;diff=12728</id>
		<title>40d:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bridge&amp;diff=12728"/>
		<updated>2008-07-11T06:36:21Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: a bit of basic info on how to build them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''bridge''' is a building (not a construction) that spans multiple tiles allowing [[dwarves]] to go across [[water]], [[magma]], and other obstructions.  Bridges are built from the {{k|b}}uild menu, under brid{{k|g}}e.&lt;br /&gt;
&lt;br /&gt;
A bridge defaults to a single tile in size. You'll need to change the size to suit your needs; the bridge's dimensions can be set anywhere up to a square 10 tile on a side. A bridge will require both [[architecture]] and [[masonry]] to complete. The material required for a bridge is less than the material required for building an equivalent area of floor tiles, and when a bridge is deconstructed the materials are deposited on the ground next to where the bridge stood rather than falling down into the open space it spanned.&lt;br /&gt;
&lt;br /&gt;
Unlike raising bridges, which require an area of solid ground, retractable bridges can be built using existing bridges as their sole means of support.&lt;br /&gt;
&lt;br /&gt;
== Drawbridges and retracting bridges ==&lt;br /&gt;
&lt;br /&gt;
A bridge can be connected to a [[lever]] to become a drawbridge or retracting bridge.  When the lever is pulled, they will raise or retract in a direction specified at construction.  The direction that a bridge raises can be slightly confusing: if a drawbridge raises to the left, then it forms a wall on the left side when raised. A drawbridge that raises requires a [[floor]] underneath the side towards which it will raise (on the tiles where the &amp;quot;[[wall]]&amp;quot; will form when raised); remember to take this into account when digging.&lt;br /&gt;
&lt;br /&gt;
Anything under a drawbridge when it is lowered will be utterly killed/destroyed, including all equipment.  Any objects or [[creatures]] on a drawbridge when it is raised will be flung several tiles and stunned or injured.  Some players may consider the crushing ability of a drawbridge to be an [[exploit]] if deliberately used.&lt;br /&gt;
&lt;br /&gt;
A retracting bridge is less vicious; when retracted, any object or creature on the bridge will plummet if there is a pit beneath.  When extended, the bridge causes no harm to anyone in its path.&lt;br /&gt;
&lt;br /&gt;
The delay between the time a [[lever]] is pulled and the time a connected bridge changes state is 100 steps.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Constructions]]&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Native_aluminum&amp;diff=43178</id>
		<title>40d Talk:Native aluminum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Native_aluminum&amp;diff=43178"/>
		<updated>2008-07-09T18:19:06Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: A surprising fact I just found about native aluminium in RL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Turns out you actually ''can'' find native aluminium in RL, it's just ultra uncommon. See http://webmineral.com/data/Aluminum.shtml [[User:Bryan Derksen|Bryan Derksen]] 14:19, 9 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Graphite&amp;diff=43141</id>
		<title>40d Talk:Graphite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Graphite&amp;diff=43141"/>
		<updated>2008-07-06T08:40:32Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* Missing attribute */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Missing attribute==&lt;br /&gt;
All right so it might be a poor furnace fuel to become a fuel... but why can't this be used as a carbon source for steelmaking?[[User:GarrieIrons|GarrieIrons]] 10:31, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Because a flux should also absorb the impurities in the metal or alloy you want to refine. Graphite can't. I think. --[[User:Cptnemo01|Cptnemo01]] 15:21, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The suggestion is to use it as a carbon source in place of charcoal or coke, rather than as a flux. In terms of real-life chemistry I don't see why this shouldn't be possible, but in DF you might need to be able to turn the graphite into bars (as is done with coal) before it can be used in the process. [[User:Bryan Derksen|Bryan Derksen]] 04:40, 6 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30261</id>
		<title>40d Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30261"/>
		<updated>2008-07-06T08:37:42Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* Too precious to put down */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What can become an artifact?==&lt;br /&gt;
What are some of the things that dwarfs can make into artifacts? [[User:Diabl0658|Diabl0658]] 03:59, 1 December 2007 (EST)&lt;br /&gt;
:Any item that your dwarves can craft and has a quality modifier can be made into artifacts. This includes armor, clothing, weapons, all kinds of crafts, furniture, cut gems and whatnot. Notable exceptions include coins(dunnae have quality modifiers), buildings(aint items) and babies(those rascals!). Bars, blocks, raw glass and other such base materials have no quality modifier and cannot be artifacts. I've never seen or heard about legendary meals, drinks and cloth/thread, so I think they can't be artifacts either. Though dwarves will say that they've eaten a legendary meal, when they've consumed a masterpiece meal. [[User:Noctis|Noctis]] 06:02, 1 December 2007 (EST)&lt;br /&gt;
::Ive heard of someone creating a artifact meal and almost having it rot away before getting it into the food stockpile [[User:Diabl0658|Diabl0658]] 11:00, 1 December 2007 (EST)&lt;br /&gt;
==Destruction==&lt;br /&gt;
On #bay12games, there was some question about artifacts being destroyed by magma. Can anyone confirm or deny this? Also ways to destroy artifacts which aren't listed: Trading, dumping in magma vent (the floorless bottom seems to count as chasm), and dropping a bridge on it. [[User:Rkyeun|Rkyeun]] 02:10, 20 January 2008 (EST)&lt;br /&gt;
:I can't imagine anything not made of a [[magma-proof]] base material *not* being destroyed by any significant immersion in magma. --[[User:N9103|Edward]] 20:29, 20 January 2008 (EST)&lt;br /&gt;
::And yet because it's an artifact, it may have a special flag that prevents specifically that. Can anyone confirm non-magma-proof artifact destruction in magma? [[User:Rkyeun|Rkyeun]] 11:52, 24 January 2008 (EST)&lt;br /&gt;
::Nevermind. I did. Artifact mechanism melted in magma. [[User:Rkyeun|Rkyeun]] 02:34, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
All right, so what can I do with a legendary [[lace agate]] [[hatch cover]]?[[User:GarrieIrons|GarrieIrons]] 03:20, 22 January 2008 (EST)&lt;br /&gt;
:&amp;lt;s&amp;gt;Same thing as 90% of Artis. Sell it or&amp;lt;/s&amp;gt; Build it in a Noble's room. --[[User:N9103|Edward]] 06:04, 28 April 2008 (EDT)&lt;br /&gt;
:: Artifacts are not tradeable. --[[User:Koltom|Koltom]] 08:19, 28 April 2008 (EDT)&lt;br /&gt;
:::Really... that's weird then since I would swear that I sold a particularly valuable bracelet after killing off it's creator that was otherwise useless... Being that it was a good amount of time ago (possibly even pre-3D) that I actually *tried* to sell an arti, it's quite likely that time has muddled an attempt to sell into a successful sale. I suppose this somewhat nullifies my previous comment, since it's far less than 90% of artis which are buildable. --[[User:N9103|Edward]] 08:46, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
We just endured a rather nasty goblin ambush (I'd built a nice castle but hadn't yet built a real military to go with it, so we huddled inside with the drawbridge up for a whole season while I had my dwarves equip and train a small army to &amp;quot;break out&amp;quot; with) and one of my peasants gave me the nicest present after we cleaned up; a legendary goblin bone door made out of the bones of our fallen enemies. I very much want to use this as our castle's main entrance door now. Does anyone know if an artifact's indestructibility applies to trolls and similar door-wreckers? Oh, I've got magma, so I'll make a copy of the save game and test whether magma can burn through such a thing too. [[User:Bryan Derksen|Bryan Derksen]] 15:30, 5 May 2008 (EDT)&lt;br /&gt;
:It's a constructed nonterrain feature, thus it's going to be knocked down by anything that deconstructs constructions. --[[User:GreyMario|GreyMario]] 17:38, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmph. I'll put it a couple of layers deep inside my fortifications, then. Guests will pass through it but invaders will have to fight pretty hard to get there. I'll just have to be satisfied with my giant electrum drawbridge as a fancy front door. [[User:Bryan Derksen|Bryan Derksen]] 18:10, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifact menu ==&lt;br /&gt;
&lt;br /&gt;
I seem to recall stumbling across a list of the various legendary artifacts I had created. Can anyone tell me how to get to it again?&lt;br /&gt;
:If you're talking about current artifacts in a given fortress, you get a new menu option once you've produced atleast one in that fortress. (lowercase {{k|L}}) --[[User:N9103|Edward]] 21:59, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
much better&lt;br /&gt;
--[[User:NateAustin|NateAustin]] 17:36, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to trade legendary artifacts? I just got a legendary statue and it currently sitting my furniture storage. I 've tried to get my dwarves to bring it to the depot, but it doesnt show up on the trade list. Is it possible? [[User:Robje|Robje]] 18:09, 12 March 2008 (EDT)&lt;br /&gt;
:No, Artifacts are not tradeable. They will not even take them to the depot if they sit in a bin marked for trade. --[[User:Koltom|Koltom]] 08:20, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
The value can be found under the artifact menur &amp;quot;l&amp;quot;&lt;br /&gt;
what is the maximum calue you have found on an artifact, mine is platnium high boot for 146400? --[[User:Corhen|Corhen]]&lt;br /&gt;
:There is a thread on the forums somewhere with this specific purpose. --[[User:GreyMario|GreyMario]] 17:02, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Finished Goods&amp;quot;-type Artifacts...? ==&lt;br /&gt;
&lt;br /&gt;
I understand the point of furniture artifacts- they can be built and are great for nobles- but what the heck are you supposed to do with artifact rings/amulets/crowns/scepters/et cetera? I'm sitting on over 300,000 value worth of &amp;quot;Finished Goods&amp;quot; artifacts. I guess my dwarves don't like building furniture... --[[User:Borgin|Borgin]]&lt;br /&gt;
&lt;br /&gt;
:You could abandon the fortress and come back in adventure mode.  Artifact rings?  Too good! --[[User:Marble Dice|Marble Dice]] 11:01, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:There might be more point to those types if/when artifacts start getting special magical effects. That's probably a long ways off though. --[[User:BahamutZERO|BahamutZERO]] 12:16, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:But even in Adventure Mode, artifacts (besides weapons/armor) don't have much of a point, right? To be honest, I've never gone through Adventure Mode- ''it lags my laptop''. Sad, I know. But like BahamutZERO said, at least they'll gain some point ''eventually''... And hopefully soon. --[[User:Borgin|Borgin]] 23:46, 15 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
::Well you can trade 'em to merchants in Adventure mode, I'd imagine?  Maybe not, I've never tried, and I doubt the shops sell anything you'd care about (ie masterpiece steel or adamantine weapons and armor). Still, I think it's fun to walk around wearing an artifact ring or amulet! At least until an archer kills you. --[[User:Marble Dice|Marble Dice]] 02:45, 16 May 2008 (EDT)&lt;br /&gt;
:::As far as I can tell, artifact crafts/goblets/etc are used entirely for boosting your fortress created wealth stat.  There is rarely a time when a sudden 200k added to that is trivial.--[[User:Dadamh|Dadamh]] 14:36, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Artifact craft items work weird in Adventure mode: you can sell them to a shopkeeper for all their goods and cash, and just pick it back up and walk away without guards jumping you for thievery; you can even re-sell it to the same guy if he has any money left. This is a pretty blatant exploit, though of limited use (coins is heavy!). You cannot, however, fast travel with an artifact you've already sold. But what does a wandering professional spearelf do with a turtle bone crown, anyway? --[[User:Zombiejustice|Zombiejustice]] 21:25, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== selling ==&lt;br /&gt;
&lt;br /&gt;
is there a way to hack DF and be able to sell artifacts? --[[User:0todd0|0todd0]] 20:58, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifact millstones and gems ==&lt;br /&gt;
My dwarves have made three artifacts so far; I know that my emerald flask is just for style, but what of the &amp;quot;Perfect Aquamarine&amp;quot; and the Millstone?  Will some noble love having a mill placed in his bedroom, grinding away at all hours of the night when he's trying to sleep, or is it just going to annoy him?  As for the aquamarine, can it be crafted into furniture?  Will this raise the item's value exponentially?  Will it still serve to elevate a room to royal status for satisfying noble needs?  If no one has the answers to these questions, I'll do the research myself and post findings.&lt;br /&gt;
--[[User:Eddie|Eddie]] 14:33, 2 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifact quality modifier? ==&lt;br /&gt;
&lt;br /&gt;
I know that the quality modifier for regular equipped items is 1.0... for masterful it's 2.0... But what is the modifier for artifact level items? I can't find it anywhere. --[[User:PrettyGrizzly|PrettyGrizzly]] 11:04, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Too precious to put down ==&lt;br /&gt;
&lt;br /&gt;
Am I the only one whose dwarves create legendary... [[floodgate]]s, put them down in the workshop and immediately pick them up again... then continue on with their merry lives just significantly weighed down?&lt;br /&gt;
&lt;br /&gt;
I have never been able to use an artifact yet. My dwarves just never let them go!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:04, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's never happened to me, fortunately. I've seen three legendary doors, a legendary grate, a legendary bed, and a legendary batman cabinet, and was able to place them all normally. In fact, I've never had a military dwarf who was skillful enough to be worthy of picking up a legendary weapon or piece of armor. [[User:Bryan Derksen|Bryan Derksen]] 04:37, 6 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floodgate&amp;diff=13689</id>
		<title>40d Talk:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floodgate&amp;diff=13689"/>
		<updated>2008-07-06T08:34:35Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* Placement and seeing it work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Floodgates vs magma==&lt;br /&gt;
... but only '''stone''' and metal will hold back magma.&lt;br /&gt;
&lt;br /&gt;
Is this true? In the last version only steel was strong enough to contain magma. --[[User:Mizipzor|Mizipzor]] 15:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Well, my dolomite floodgates were enough to hold magma. So stone floodgates are capable of holding magma. Dunnoe about wooden ones though. [[User:Noctis|Noctis]] 15:59, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not true. I used stone floodgates all the time with magma in the last version. --[[User:RedKing|RedKing]] 00:52, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Perhaps the confusion comes from the fact that you needed steel to bridge over magma --[[User:Moller|Moller]] 02:11, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Alright, the dolomite floodgates that I've mentioned earlier seem to have disappeared, presumably melted away. Thus I'm led to belive that only steel(or better) floodgates are capable of holding magma now. [[User:Noctis|Noctis]] 09:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::From what I've seen stone floodgates are, at the moment, one use like the steel ones listed in the article...but for different reasons.  A closed stone floodgate will hold back magma indefinitely (probably for the same reason that the normal stone walls hold magma as they do), but once you link  and open it the magma enters the same tile and turns any stone into it's molten counterpart.  This means both your stone floodgate and stone mechanism are turned to slag and eventually lost to the magma forever.  I would bet that the steel floodgates are still there, but forever locked in their open state since your mechanism just got turned to goo and you can no longer select the flood gate from the lever's link menu.  Perhaps [[Bauxite|Bauxite]] might be able to survive the magma, but I need to find some first in order to test that theory.{{version|0.27.169.33b}}   --[[User:TheUbie|TheUbie]] 04:28, 19 November 2007 (EST)&lt;br /&gt;
::Interestingly enough, I do believe dolomite has a high melting point and is somewhat heat resistant...&lt;br /&gt;
&lt;br /&gt;
:::To clear things up: build both floodate and mechanism from a material listed at [[Magma-safe materials]].[[User:GarrieIrons|GarrieIrons]] 03:13, 6 July 2008 (EDT)&lt;br /&gt;
----&lt;br /&gt;
==Activation time==&lt;br /&gt;
Interesting note, floodgates seem to take approximately 100 steps to open after activation, from my experimentation. Maybe this could be used in the article somehow? &lt;br /&gt;
[[User:NullAshton|NullAshton]] 23:51, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ooh, interesting. Exactly the same amount as a bridge. --[[User:Savok|Savok]] 20:36, 11 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== opening and closing ==&lt;br /&gt;
&lt;br /&gt;
do I '''have''' to use a lever to open and close a floodgate? Early on - I have a room next to a river - I want to put a floodgate in the corridor and &amp;quot;bucket fill&amp;quot; a &amp;quot;pond&amp;quot; from the outside.&lt;br /&gt;
&lt;br /&gt;
will this plan work or do I '''need''' a lever?[[User:GarrieIrons|GarrieIrons]] 01:55, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You need some kind of machine to trigger it, yes. Pressure plates work as well. --[[User:N9103|Edward]] 06:20, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
All right... I have a 1-wide channel, with a floodgate &amp;quot;placed&amp;quot; not &amp;quot;built&amp;quot; somewhere along it.&lt;br /&gt;
Access is from a stair to the right.&lt;br /&gt;
No matter if I put the build command closer to the stair, or further away from the stair, the dwarves seem to build the floodgate so that it cuts off their exit! WTF is one to do here? I keep ordering the dwarf that just built the floodgate to remove it so they can get out again.[[User:GarrieIrons|GarrieIrons]] 23:34, 2 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Hook it to a mechanism and open it. --[[User:Ikkonoishi|Ikkonoishi]] 00:59, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah well when I get a mechanic that is the general plan ;) but right now it's sitting in the middle of a channel while I prey for more immigrants before all of my dwarves die of thirst![[User:GarrieIrons|GarrieIrons]] 01:48, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::All right, I have opening and closing floodgates now.[[User:GarrieIrons|GarrieIrons]] 07:45, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Would you mind posting a pic of your setup?  I'm a mite confused on this also....[[User:Holyfool|Holyfool]] 22:38, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Sorry that fortress is lost to it being a very early experiment.[[User:GarrieIrons|GarrieIrons]] 03:13, 6 July 2008 (EDT)&lt;br /&gt;
== River crossings ==&lt;br /&gt;
&lt;br /&gt;
I can dam/divert a river with floodgates I hope. &lt;br /&gt;
If I dig a channel 1 z-level down, then build a wall, the top is a floor I can walk across. Why isn't the top of a floodgate a floor? it is silly that I have to build a floodgate then a bridge as well, and connect them to the same lever, if I want a floodgate I can walk over. (in real life even a simple drop-board weir - which is pretty mcuh a timber floodgate - can be walked over so that you can put the boards in and out).[[User:GarrieIrons|GarrieIrons]] 07:45, 5 February 2008 (EST)&lt;br /&gt;
:PS. I am diverting my brook by digging a channel through it while it is frozen then building a series of floodgates in the resulting channel. I guess this will work (here's for trying) but how would one divert a river?[[User:GarrieIrons|GarrieIrons]] 07:47, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Non-freezing? Very difficult to get to work properly, dependent on the terrain of course. Basically, you'd have to dig quite a large pond/lake for the river to fill while scrambling like mad to get those dwarves to install all the floodgates or build the walls before the flow into the lake slows enough for construction-blocking waterlevels to start flowing again. Definitely suggest a stockpile immediately adjacent to the closest entry point to the downstream side of the dam to hopefully avoid a waste of time if only one or two dwarves get their lazy butts over to the work that needs to be done! As for freezing; well, that's always been child's play, and I always wonder why people bother asking someone &amp;quot;if the map they're on freezes,&amp;quot; anytime someone says they need help trying to dam a flow. ;) --[[User:N9103|Edward]] 09:30, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, I have dug a channel in the ice. There are some boulders left behind as well as it seems some ice blocks. I think these will be off to make a pond as ice hauling seems much more efficient to me than bucket hauling?&lt;br /&gt;
:But anyway, the channel is all marked as &amp;quot;blocked&amp;quot; when I try to build floodgates. Will see what it's like when the ice blocks are all gone.[[User:GarrieIrons|GarrieIrons]] 06:40, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Floodgate swept away ==&lt;br /&gt;
&lt;br /&gt;
With version 38a I noticed that floodgates can be swept away by molten rock which is pushed by the flowing lava. I don't know if this also happend with earlier versions since this was the first time, because of lack of fule and wood, that I actually used magma.&lt;br /&gt;
Somebody should probably mention in the article that it is advisable to remove rocks from the magma channel to prevent this. [[User:Buckermann|Buckermann]] 11:53, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The floodgate was verified beforehand to have been built, and not simply dropped and forgotten? --[[User:N9103|Edward]] 07:39, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm quite sure that it was build, and not just dropped. It was even connected to a lever and was working. For a short time at least... And I'm also quite sure that I used Bauxit mechanism for it. [[User:Buckermann|Buckermann]] 09:53, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::A non-bauxite mech. would be my next point of inquiry, and just to make sure we're not missing the obvious, the floodgate itself was magma-proof? --[[User:N9103|Edward]] 04:14, 14 February 2008 (EST)&lt;br /&gt;
::::Yes, the floodgate too was made of Bauxit, and it is still visible in my magma silo. ([http://i162.photobucket.com/albums/t243/TaBu-NiW/magmachamber.png?t=1203005405 Link to image]) [[User:Buckermann|Buckermann]] 11:11, 14 February 2008 (EST)&lt;br /&gt;
:::::Can you reproduce this? [[User:VengefulDonut|VengefulDonut]] 12:21, 14 February 2008 (EST)&lt;br /&gt;
::::::No. I tried a few times to reproduce this, but never succeeded. Probably I just forgot to use bauxit mechanism the first time. Though, I would have sworn that I did. [[User:Buckermann|Buckermann]] 20:14, 8 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No Access ==&lt;br /&gt;
&lt;br /&gt;
I dug a diagonal tunnel towards a water source and I wanted to put a floodgate inside it - and one on the end where my farm will be - to create a reservoir.  But I get the message, &amp;quot;no access&amp;quot; when I try to build the floodgate inside the tunnel.  Apparently floodgates can only be placed when there is horizontal or vertical access to the square?  (I planned to connect a lever to it so I don't need to stand next to it.)&amp;lt;br /&amp;gt;&lt;br /&gt;
That does indeed seem to be the case.  I was able to place one in the middle of a horizontal tunnel but not in a diagonal one.  I dug an extra square (ruining my perfect symmetry with an ugly dogleg :)) and was able to put the floodgate inside my diagonal tunnel.  --[[User:Danny Rathjens|Danny Rathjens]] 01:15, 6 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== bug? ==&lt;br /&gt;
&lt;br /&gt;
i wanted to water some rock below my fortress with the water from my moat, so i built a setup like this:&lt;br /&gt;
..~.&amp;lt;br&amp;gt;&lt;br /&gt;
..x.&amp;lt;br&amp;gt;&lt;br /&gt;
.&amp;gt; .    surface level -1&amp;lt;br&amp;gt;&lt;br /&gt;
..x.&amp;lt;br&amp;gt;&lt;br /&gt;
..~.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
....&amp;lt;br&amp;gt;&lt;br /&gt;
.&amp;lt; x   surface level -2&amp;lt;br&amp;gt;&lt;br /&gt;
....&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
basically, the idea was that the area between the floodgates on the top level would fill with water, BUT while the top two were open, the bottom one would be closed. so i hooked up the top two to a lever, pulled it, built the third floodgate, linked that to the lever. so now my top two gates are open, and the bottom one closed. this would make sure that only the amount of water i wanted would go onto my plot. however, when i next pulled the lever, the top two closed, but the bottom one didnt open. i pulled it again and all 3 opened. so dont go doing this yourself, use two levers instead of 1. [[User:Twiggie|Twiggie]] 12:09, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::This is intended. Levers have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state. Pulling them switches the lever state and updates all connected constructions to the new state. --[[User:Doniazade|Doniazade]] 12:47, 16 May 2008 (EDT)&lt;br /&gt;
::use a pressure plate to cut off the area you don't want flooded beyond a certain depth.[[User:GarrieIrons|GarrieIrons]] 03:23, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A Question on Flow and Floodgates ==&lt;br /&gt;
&lt;br /&gt;
So I had my two-[[floodgate]] system for letting [[magma]] into the trench below my smelting and forging rooms, each floodgate hooked up to a separate [[lever]]. The 'downstream' gate was right next to the [[ramp]] down which the magma was meant to [[flow]]. The upstream floodgate worked fine, and the magma went into the trench fine, but when I attempted to close the downstream gate, it re-appeared at the bottom of the channel. Was it swept away by the flow as it was trying to close? What happened there? --[[User:Zombiejustice|Zombiejustice]] 19:21, 11 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What material was the floodgate made out of? What material were the mechanisms made out of? It seems that the magma melted something and deconstructed the floodgate. --[[User:Savok|Savok]] 20:36, 11 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It looks like this was answered higher on this page: The floodgate was made of bauxite, but the mechanism was not and must have melted once the gate was opened. Should really have seen that coming, I guess. Well, only a few rooms are full of magma, I'm sure it'll cool in a month or two. Lesson learned. --[[User:Zombiejustice|Zombiejustice]] 22:19, 11 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Placement and seeing it work ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if my flood gate is working. Once you place it, is it able to block water already or only after you connect a lever and pull it? It doesn't move in the z-axis? I'm not sure if it goes up or down from placement like if I had to dig and extra level down below them in order to get it move. I'm sure it just blocks one z-level of water right?--[[User:Seaneat|Seaneat]] 10:18, 4 July 2008 (EDT)&lt;br /&gt;
:They start working as soon as they're built. They block water and dwarves, which can lead to a dwarf being trapped behind the floodgate until you ''very quickly'' get another dwarf to built a lever, connect it to the floodgate, and pull it, to open the floodgate. When they're opened, like bridges, they don't occupy a different z-level position - they just disappear. It only blocks one z-level of water, yes. --[[User:AlexChurchill|AlexChurchill]] 12:39, 4 July 2008 (EDT)&lt;br /&gt;
::Well - they are &amp;quot;1 square wide&amp;quot;. Nobody ever said the open part of a floodgate is the full 1-square wide, but they don't show up when opened.&lt;br /&gt;
::Maybe there should be a tile for an open floodgate which shows posts on both sides and an opening in the middle. But then you would need to &amp;quot;orient&amp;quot; the floodgate.&lt;br /&gt;
::My guess for a rock one: a ten foot (square) by two foot slab of rock that pivots centrally when opened. So when open it's still there in the middle of the tile, just oriented to let the fluid move through.&lt;br /&gt;
::[http://www.dpi.nsw.gov.au/agriculture/resources/soils/ass/leaflet/6 Look here] for some pictures of low-tech real-world ones - I'm sure the dwarves build ones which are pretty similar, just they use rock instead of concrete.[[User:GarrieIrons|GarrieIrons]] 03:20, 6 July 2008 (EDT)&lt;br /&gt;
:::And for &amp;quot;tidal floodgates&amp;quot; that link contains the following disadvantage:&lt;br /&gt;
::::''Disadvantages: There is a minor risk of being jammed open (as with normal gates). May require a new gate to be made in some cases.''&lt;br /&gt;
:::So don't be too hard on your dwarves building floodgates that can't handle high temperatures, us humans can't even get it right (low-tech) with just water![[User:GarrieIrons|GarrieIrons]] 03:31, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::A pivoting slab (basically a giant butterfly valve) sounds like a good idea, but it wouldn't match the behavior of floodgates in the game. I routinely use a row of three floodgates as my fortress' main entrance, left open by default. Since caravan wagons can pass through when open there can't be any obstructions in those three squares, so I assume the floodgates must operate like vertical sliding sluice gates instead. [[User:Bryan Derksen|Bryan Derksen]] 04:34, 6 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Graveyard&amp;diff=24375</id>
		<title>40d:Graveyard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Graveyard&amp;diff=24375"/>
		<updated>2008-07-06T02:26:14Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{k|p}}-{{K|y}}&lt;br /&gt;
&lt;br /&gt;
The graveyard stockpile is used to store corpses and severed limbs awaiting burial.&lt;br /&gt;
Dwarves and their pets who die will be hauled to the graveyard, other creatures are treated as garbage and will be hauled to a [[refuse]] stockpile which accepts corpses.&lt;br /&gt;
&lt;br /&gt;
To bury dwarves so that their friends and relatives don't get unhappy thoughts about &amp;quot;a loved one being left to rot&amp;quot;, first build a [[Coffin]] {{K|b}}-{{K|n}}, then build it in a location as furniture, then set it to be used for burial {{K|q}}-{{K|b}}.&lt;br /&gt;
&lt;br /&gt;
You can also create a personal [[Tomb]] from a built [[Coffin]] {{K|q}}-{{K|r}} and assign it to a specific dwarf.  Other dwarves (such as traders and diplomats) will be buried in any [[coffin]] that accepts citizens, but not subdwarven creatures (such as humans or goblins).&lt;br /&gt;
&lt;br /&gt;
In practice, a graveyard is more like a morgue. It's temporary storage for dead dwarves, while a proper coffin is being built and placed.&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18817</id>
		<title>40d:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18817"/>
		<updated>2008-06-30T23:45:38Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor==&lt;br /&gt;
'''Armor''' is a class of clothing items that your [[dwarves]] can wear for protection to keep them alive longer. Armor can range from simple [[clothing]], light weight [[shell]], [[bone]] and [[leather]], to heavy [[chain mail]] and [[plate mail]].&lt;br /&gt;
&lt;br /&gt;
Giving your dwarves protective garments will help to keep them alive in combat, as well as safe from the elements. It will also protect them against [[sparring]] injuries and may develop their [[Armor user]] skill.  &lt;br /&gt;
&lt;br /&gt;
While clothing is not something that you need to worry about in the first few years of your fortress, after some time the clothing your dwarves wear will start to [[wear]] away.  Wearing old or tattered clothes creates unhappy [[thoughts]], and having clothing wear away completely creates an even bigger one. Civilians will not wear armor other than clothing. Assign them to be [[miner]]s or lumberjacks if you're concerned about them, since they'll carry [[axe]]s and [[pick]]s then even if they're not drafted.&lt;br /&gt;
&lt;br /&gt;
== Making armor ==&lt;br /&gt;
Depending on the type and material, different dwarves with specific skills are needed to make armor.  While clothes aren't necessarily armor, they do offer limited protection.  Shell and bone armors are made by a [[bone carver]] at a [[craftsdwarf's workshop]].  Chain mail and plate mail are made by an [[armorer]] at a [[metalsmith's forge]]. The type of [[metal]] used affects the effectiveness of the armor.  Leather armors are made at a [[leather works]] by a [[leatherworker]]. Skilled craftdwarves, leather workers and armorers will produce better quality armor that multiplies the effectiveness of the item.&lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000013 stated] that [[Quality|item quality]] increases its protection (or damage, in the case of [[weapons]]), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Symbol !! Name !! Damage reduction multiplier&lt;br /&gt;
|-&lt;br /&gt;
|  Item  || Basic armor || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| -Item- || Well-crafted armor || x1.2 &lt;br /&gt;
|-&lt;br /&gt;
| +Item+ || Finely Crafted armor || x1.4 &lt;br /&gt;
|-&lt;br /&gt;
| *Item* || Superior Quality armor || x1.6 &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item≡ || Exceptional armor || x1.8 &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item☼ || Masterful armor || x2.0&lt;br /&gt;
|}&lt;br /&gt;
==Material==&lt;br /&gt;
Better materials provide better protection, according to the following table:&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Modifier %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&amp;lt;!-- confirmed --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] or [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| Other metals/materials ([[leather]], [[cloth]], [[bone]], [[shell]], [[wood]], etc.) || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Armor ==&lt;br /&gt;
&lt;br /&gt;
To tell a [[dwarf]] to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering.  There you can select the highest level of armor he should wear: clothes, leather, chain, or plate.  Shield level is selected separately.  You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|w}}eapons.&lt;br /&gt;
&lt;br /&gt;
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers.  Civilians will not wear armor other than [[clothing]], except for those given the [[Ambusher|Hunting]] [[labor]] (provided their armor level is set above &amp;quot;clothing&amp;quot;).  This will, however, cause them to go out into the wilderness and hunt any wild animal they encounter.&lt;br /&gt;
If you set dwarves' armor level above their current set of armor (for instance, 'plate' when they are wearing chain armor), they will replace their current armor level and use armor of the better armor level when it is available.  Unfortunately, dwarves do not make a distinction between different [[materials]] or [[quality|item qualities]], so if they are already wearing a [[helm]] (of, say, copper), they will not pick up a steel helm, as they are of the same armor level.&lt;br /&gt;
&lt;br /&gt;
The solution is to set the dwarf's armor level to 'clothes', so that they drop their armor altogether, then station them standing on top of the pieces of armor you want them to wear (typically located on an armor [[stockpile]] or still in the [[forge]]) and set their armor to the desired level again.  Hopefully you can get them to complete the operation without wandering off to find a set of civilian clothes to wear first.  A similar technique can be used to get dwarves to change [[weapons]] as well (from an iron short [[sword]] to an [[obsidian]] one, for instance). This can be effectively managed by using the ['''q'''] tool to edit stockpiles to store only certain kinds of item materials. You could for instance keep a Stockpile of bone and wood [[bolt]]s as well as silver weapons behind a door near the [[barracks]], so you can lock up the crappy stuff when the [[goblins]] are at the door.&lt;br /&gt;
In older versions of the game, armor would be stored on an [[Armor stand]] -- a piece of [[furniture]] which could also be used to define a [[room]] as a barracks.  However, both armor stands and [[weapon rack]]s proved to be buggy, and their &amp;quot;container&amp;quot; status has currently been disabled.  For now, store your armor in a [[stockpile]] dedicated for the purpose.&lt;br /&gt;
&lt;br /&gt;
Sometimes dwarves will ignore the armor they are standing on top of, and go put on the armor they had just removed.  The best way to avoid this is to get rid of the inferior armor -- either by [[chasm]]ing it, [[melt]]ing it (if metal), or [[trading]] it away.  This may take some time to carry out, meaning you must leave some of your soldiers at &amp;quot;clothing&amp;quot; armor level for a while until the unwanted pieces are disposed of.  Keep in mind when melting armor pieces that only about 30% of the metal is recovered, so you should avoid making excess quantities with your most precious metal (steel, generally) unless you have a [[legendary]] armorsmith.&lt;br /&gt;
&lt;br /&gt;
Heavy armor can reduce dwarves' [[speed]], especially when they wear several pieces.  Being [[attributes|Strong]] will reduce this problem, as will [[Armor user]] skill (gained by fighting or sparring in armor).  Extremely Strong dwarves can generally wear a complete suit of plate armor without being burdened.  Armor User at &amp;quot;Expert&amp;quot; level is also generally enough to eliminate the burden of a full suit of plate, even for a dwarf without any Strength attribute. Experiment in adventure mode in order to find out more how this system works.&lt;br /&gt;
&lt;br /&gt;
As an emergency measure, a dwarf who is about to be [[justice|hammered]] can be turned into a [[military]] recruit and set to &amp;quot;Plate&amp;quot; armor level; if they manage to don the suit before being captured, it will reduce the damage they take.&lt;br /&gt;
&lt;br /&gt;
== Armor Levels ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot&lt;br /&gt;
! Leather&lt;br /&gt;
! Chain&lt;br /&gt;
! Plate&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| leather [[cap]] and/or [[helm]]&lt;br /&gt;
| metal [[cap]] and/or [[helm]]&lt;br /&gt;
| [[helm]]&lt;br /&gt;
|-&lt;br /&gt;
| Upper Body&lt;br /&gt;
| [[leather|leather armor]]&lt;br /&gt;
| [[chain mail]]&lt;br /&gt;
| [[plate mail]]&lt;br /&gt;
|-&lt;br /&gt;
| Lower Body&lt;br /&gt;
| leather [[leggings]]&lt;br /&gt;
| metal/bone/shell [[leggings]]&lt;br /&gt;
| [[greaves]]&lt;br /&gt;
|-&lt;br /&gt;
| Foot&lt;br /&gt;
| leather low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
|-&lt;br /&gt;
| Hand&lt;br /&gt;
| nothing&lt;br /&gt;
| [[gauntlet]]&lt;br /&gt;
| [[gauntlet]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
&lt;br /&gt;
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes.&lt;br /&gt;
They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see them running around in dresses.&lt;br /&gt;
There is no real difference between armor and clothing, except that maybe only non-Clothing Garments may increase the [[Armor user]] skill.&lt;br /&gt;
&lt;br /&gt;
This list only lists equipment Dwarves should be able to manufacture, from the file \raw\objects\entity_default.txt&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Body Part!!Clothing!!Weight!!Block!![[Cloth|Fiber]]/[[Silk]]!![[Leather]]!![[Bone]]!![[Shell]]!![[Metal]]!![[Wood]]!![[Size]]!![[Permit]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Head||Cap||10||20||Clothes||Clothes|| || ||Leather|| ||10||15&lt;br /&gt;
|-&lt;br /&gt;
|Helm[S]||20||60|| ||Leather||Leather||Leather||Chain|| ||30||20&lt;br /&gt;
|-&lt;br /&gt;
|Hood||10||20||Clothes||Clothes|| || || || ||10||100&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;10&amp;quot;|Upper Body||Chainmail||75||50/30|| || || || ||Chain|| ||15||50&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||10||5/5||Clothes||Clothes|| || || || ||15||150&lt;br /&gt;
|-&lt;br /&gt;
|Coat||50||15/15||Clothes||Clothes|| || || || ||20||50&lt;br /&gt;
|-&lt;br /&gt;
|Dress||10||3/3||Clothes||Clothes|| || || || ||10||50&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor[S]||50||20/20|| ||Leather|| || || || ||20||50&lt;br /&gt;
|-&lt;br /&gt;
|Platemail[S]||150||70/50|| || || || ||Plate|| ||20||50&lt;br /&gt;
|-&lt;br /&gt;
|Robe||10||5/5||Clothes||Clothes|| || || || ||20||100&lt;br /&gt;
|-&lt;br /&gt;
|Shirt(*)||10||3/3||Clothes||Clothes|| || || || ||10||50&lt;br /&gt;
|-&lt;br /&gt;
|Tunic||10||5/5||Clothes||Clothes|| || || || ||10||50&lt;br /&gt;
|-&lt;br /&gt;
|Vest(*)||10||2/2||Clothes||Clothes|| || || || ||10||50&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Hands||Gauntlets[S]||25||60|| || ||Chain||Chain||Chain|| ||20||15&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||10||60||Clothes||Clothes|| || || || ||10||10&lt;br /&gt;
|-&lt;br /&gt;
|Mittens||10||60||Clothes||Clothes|| || || || ||15||20&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Lower Body||Greaves[S]||60||70|| || ||Plate|| ||Plate|| ||15||30&lt;br /&gt;
|-&lt;br /&gt;
|Leggings[S]||40||50|| ||Leather||Leather||Leather||Chain|| ||15||30&lt;br /&gt;
|-&lt;br /&gt;
|Trousers||20||20||Clothes||Clothes|| || || || ||15||30&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Feet||High Boots||20||60|| ||Leather|| || ||Chain|| ||25||15&lt;br /&gt;
|-&lt;br /&gt;
|Low Boots||15||60|| ||Leather|| || ||Chain|| ||25||15&lt;br /&gt;
|-&lt;br /&gt;
|Shoes||10||60||Clothes||Clothes|| || || || ||20||15&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Shield||Buckler||15||60(10%)|| ||Buckler|| || ||Buckler||Buckler||Just||One&lt;br /&gt;
|-&lt;br /&gt;
|Shield||50||60(20%)|| ||Shield|| || ||Shield||Shield||Just||One&lt;br /&gt;
|}&lt;br /&gt;
(*) = Not currently manufactable {{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
[S] = Max one [S] per body slot(eg. only one plate mail, and no greaves and Leggings on top)&lt;br /&gt;
&lt;br /&gt;
The Value in each hex represents the kind of armor a specific piece of armor counts as.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;weight&amp;quot; figure is for items made of metal.  Metal armor may be made from [[copper]], [[bronze]], [[iron]], or [[steel]], and weigh the same regardless of which metal they are made of.  [[Leather]], plant [[cloth]], [[bone]], and [[shell]] items weigh half as much, [[adamantine]] items weigh one-eighth as much, and [[silk]] items one-tenth as much.  Certain items (such as Leather Armor) cannot be made of metal, so their weights will always be half that listed in the table.&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values dictate how you stack armor. A dwarf who is authorized to use a certain type of armor that he can find easily(as in a stockpile), when he's not terribly busy, will go there and pick it up and use it depending on these variables. The dwarf has a '''Layer''' for every body slot. As he wears Garments, their' '''Size''' add to the body slot the items belong to(Head, Upper Body, etc.). When this layer variable is OVER an item's '''Permit''', then the dwarf will not consider to wear that item. This means that you can Cram a dwarf into one plate mail and three chain mails. The last chain mail went over the chain mail's limit of 50, so no more chain mail. Dwarves in Fortress mode will use the '''lowest''' permit of all the items they are wearing, so a Fortress dwarf can not wear [[cloak]]s, since the code for finding and evaluating new equipment seems to work this way. In adventure mode you can use a hefty bunch of cloaks on top of your Plate mail and 3 Chain mails though, since you are not at all prohibited by the search algorithms of Fortress dwarves.&lt;br /&gt;
You can probably make your recruit dwarves wear more cloaks if you order them to not wear any armor but clothing, and then let them discard some cloaks to upgrade into heavier armor, while keeping some.&lt;br /&gt;
&lt;br /&gt;
== Other Sizes ==&lt;br /&gt;
Beware! Dwarves can not wear any armor that is named 'large', 'narrow' or 'small' ([[elves]]', [[goblins]]'...) (except [[large rat]] leather armor :-) ). The smug traders will not warn you of this.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Creating plate mails requires three [[bar]]s of metal to [[forge]]. Chain mails and greaves require two bars. All other metal armors require one bar. Note that making gauntlets or boots will always produce a pair (a left and right gauntlet, or two boots) from one bar of metal. A full suit of leather armor requires four leather pieces to manufacture, a full suit of chain armor requires six metal bars, and a full suit of plate armor requires eight metal bars. This does not include [[shield]]s.&lt;br /&gt;
&lt;br /&gt;
Bone greaves require three ''stacks'' of bone to make (the stacks can be of any size), and bone leggings require two stacks; all other bone and shell items (including shell leggings) require one stack of bone/one shell to make.&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Shields and [[buckler]]s come in all the same material flavours as armor, but offer a slightly different form of protection. While armor absorbs some of the damage from all successful attacks, a shield provides complete protection from some attacks. In [[Adventure Mode]], a successful block may also grant the defender an immediate free counterattack. Bucklers weigh less than shields, making them useful for more mobile [[marksdwarf|Marksdwarves]], but provide less protection.&lt;br /&gt;
&lt;br /&gt;
Shields work by offering a chance for an instantaneous deflection.  Shields provide a 20% chance of total deflection, while bucklers provide a 10% chance of deflection.  This chance of deflection is then altered by the wielder's [[Shield user]] skill, although the exact mechanics are unknown.&lt;br /&gt;
&lt;br /&gt;
== Fun Facts ==&lt;br /&gt;
* Dwarves will not switch to Metal greaves by themselves if they already wear bone greaves.&lt;br /&gt;
* Dwarves will not take off leather armor or chain mail when allowed a higher armor class; they will also keep what they wear. They will however switch between leggings and greaves.&lt;br /&gt;
* Dwarves feel it's perfectly normal to wear one leather low boot and one steel high boot. If it fits, it fits, right?&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hydra&amp;diff=28924</id>
		<title>40d Talk:Hydra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hydra&amp;diff=28924"/>
		<updated>2008-06-30T23:41:29Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Even though hydras have seven heads I have only gotten one skull from butchering them, not seven.  Someone please confirm this.  [[User:Bouchart|Bouchart]] 18:48, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Confirm.  The game code for skull dropping doesn't support multiple heads. --[[User:Karlito|Karlito]] 01:28, 26 November 2007 (EST)&lt;br /&gt;
:Uou can, however, accidentally cut several heads of it's body. Then each head will give you a skull, after it rot.--[[User:Dorten|Dorten]] 23:23, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
just captured a hydra after it continually rammed it's heads on my 3rd front door which had many stone fall traps after chasing a cat and killing a legendary armorsmith. should i keep it or save my armor smith by resetting the game? --[[User:Seaneat|Seaneat]] 16:44, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Now that the hydra's tasted dwarf blood it's untameable (see [[Talk:Tame]]), so in practical terms you're probably better off with the legendary armorsmith. Though for roleplaying reasons you might still want to install the hydra's cage in an execution pit to use for sport, or other such things. [[User:Bryan Derksen|Bryan Derksen]] 19:41, 30 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_pressure&amp;diff=34064</id>
		<title>40d Talk:Water pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_pressure&amp;diff=34064"/>
		<updated>2008-06-30T07:09:00Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* Deep water pressure bug? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Verification of U-bend bug. [http://mkv25.net/dfma/movie-207-infinitewaternopumps] [[User:VengefulDonut|VengefulDonut]] 12:37, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Do you happen to have a save file so I can poke it a bit? --[[User:SL|SL]] 11:06, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I don't, but it has been reliably reproducible. [[User:VengefulDonut|VengefulDonut]] 23:37, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Deep water pressure bug? ==&lt;br /&gt;
&lt;br /&gt;
I just had an odd experience. I lucked into a map with a brook high up on a mountain slope, a deep ravine next to it with an extremely narrow mouth I could easily wall off, and goblin buildings down at the bottom of the slope. So I made a huge five-level-deep reservoir and dug a floodgate-controlled tunnel from the lowest level right into the basement of one of the goblin forts. The reservoir was filling slowly so I had the opportunity to test-fire the flood in some disposable save games while the reservoir was still only partly full; it gave the wonderful drowned-goblin corpse-fountain effect I was hoping for. But once the reservoir had finished filling up to 7 on the highest level, even with the brook that was feeding it, opening the floodgate produced only a disappointing unpressurized trickle. It wasn't until I dug a single channel square at the edge of the reservoir, introducing a single non-7 square to the uppermost water layer, that the torrent instantly let loose with all its pressurized might. A known issue? Some of this page is a bit too arcane for me to follow right now so I'm not sure if it's mentioned. [[User:Bryan Derksen|Bryan Derksen]] 01:59, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's almost certainly because it's being treated as part of the brook, since brooks and rivers don't produce (and even neutralize) water pressure. --[[User:N9103|Edward]] 14:49, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah, so if I closed the floodgates feeding the reservoir to sever the connection with the brook it'd pressurize? Interesting physics in DF world. :) [[User:Bryan Derksen|Bryan Derksen]] 03:09, 30 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mayor&amp;diff=39360</id>
		<title>40d Talk:Mayor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mayor&amp;diff=39360"/>
		<updated>2008-06-28T16:07:52Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* unhappy mayors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Violating production mandates==&lt;br /&gt;
My mayor just had the thought &amp;quot;..angered that nobody could be punished for a recent failure&amp;quot;. Is this what happens when I violate an export mandate? Currently export of bolts is prohibited; I was smug and exported some arrows that obviously none of my dwarves made. He still could have punished my trader though? --[[User:Koltom|Koltom]] 16:58, 21 March 2008 (EDT)&lt;br /&gt;
:You get this message when one of your nobles gave a mandate, it failed but you didn't have dwarves with the right job enabled. For example, if your broker ask for a gem and you have no gemcutters around until the mandate end, he'll have nobody to properly punish. That's when he'll get such a thought. --[[User:Eagle of Fire|Eagle of Fire]] 00:33, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Profession vs politics==&lt;br /&gt;
&amp;quot;The former Mayor will revert to the job they had previously&amp;quot; My (first) mayor was a legendary carpenter. However, she still cut trees and made wooden things.. also i noticed that she wasn't listed with the other admins (leg. clerk), and her purple icon still flashed purple, although she was a leg. carpenter. [[User:Twiggie|Twiggie]] 15:41, 15 April 2008 (EDT)&lt;br /&gt;
:I can guess at what this means.  Say you have a mayor who is a legendary carpenter, like your example.  You can still have the mayor do all of those jobs, like carpentry, etc- just that the mayor/carpenter will have that purple color all nobles have.  Now lets say some other dwarf is elected mayore.  The former mayor will have that yellow color. --[[User:Bouchart|Bouchart]] 16:56, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== unhappy mayors ==&lt;br /&gt;
&lt;br /&gt;
one of my soldiers (who just had a baby and has also just killed some kobold thieves) just became mayor.&lt;br /&gt;
I want her to stay in the army (although if I get invaded I might put her sentry in charge of my magma smelter or something to keep the baby safe). Is there going to be any long term bad effect to not give her the goodies that a mayor wants?[[User:GarrieIrons|GarrieIrons]] 02:26, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:She might get some unhappy thoughts, but you can counterbalance that by ensuring she's got things giving her happy thoughts as well. Otherwise they don't really &amp;quot;need&amp;quot; their goodies, since they don't perform a function with them like the treasurer or manager do. Why not give her the goodies, though? In my fortresses I have a &amp;quot;mayoral&amp;quot; bedroom, office and dining room that I reassign every time mayorship changes hands, and I've had active military dwarves become mayor under this system with no problem. In one case I can recall the military mayor got injured and went to rest in the mayor's room, but if he'd still been there when his term as mayor ended I could have evicted him by temporarily dismantling the bed. [[User:Bryan Derksen|Bryan Derksen]] 12:07, 28 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Alloy3&amp;diff=16518</id>
		<title>Template:Alloy3</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Alloy3&amp;diff=16518"/>
		<updated>2008-06-28T07:34:21Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: add Wikipedia link to this template too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;float: right; border: 1px solid #aaa; margin: 0 0 0.5em 0.5em; border-spacing: 0; width: 17em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-weight: bold&amp;quot; |{{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.5em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╪|{{{color}}}|{{{bgcolor}}}}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
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|{{RT|{{{tile1|&amp;amp;#x2261;}}}|{{{color1|#888}}}|black}}&lt;br /&gt;
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|{{RT|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
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|{{RT|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
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|{{RT|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|{{RT|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|{{RT|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|{{{tile3|&amp;amp;#x2261;}}}|{{{color3|#888}}}|black}}&lt;br /&gt;
|{{RT|{{{tile3|&amp;amp;#x2261;}}}|{{{color3|#888}}}|black}}&lt;br /&gt;
|{{RT|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|{{RT|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|{{RT|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
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|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|{{{tile3|&amp;amp;#x2261;}}}|{{{color3|#888}}}|black}}&lt;br /&gt;
|{{RT|{{{tile3|&amp;amp;#x2261;}}}|{{{color3|#888}}}|black}}&lt;br /&gt;
|{{RT|{{{tile3|&amp;amp;#x2261;}}}|{{{color3|#888}}}|black}}&lt;br /&gt;
|{{RT|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|{{RT|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|{{RT|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╪|{{{color}}}|{{{bgcolor}}}}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|╪|{{{color}}}|{{{bgcolor}}}}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Uses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{uses|}}}&lt;br /&gt;
* [[Construction]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Recipe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{recipe}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Properties&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{properties}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; font-size:90%; text-align:center;&amp;quot; | [http://en.wikipedia.org/wiki/{{anchorencode:{{{name}}}}} Wikipedia article]&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Alloy3|name=Black Bronze|color=#808|bgcolor=#880|color1=#880|color2=#FFF|color3=#FF0&lt;br /&gt;
|recipe=&lt;br /&gt;
* 2 [[Copper]]&lt;br /&gt;
* 1 [[Silver]]&lt;br /&gt;
* 1 [[Gold]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 6}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alloy3|name=Black Bronze|color=#808|bgcolor=#880|color1=#880|color2=#FFF|color3=#FF0&lt;br /&gt;
|recipe=&lt;br /&gt;
* 2 [[Copper]]&lt;br /&gt;
* 1 [[Silver]]&lt;br /&gt;
* 1 [[Gold]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 6}}&lt;br /&gt;
[[category:materials templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_pressure&amp;diff=34062</id>
		<title>40d Talk:Water pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_pressure&amp;diff=34062"/>
		<updated>2008-06-28T05:59:34Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: an odd experience with a deep reservoir&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Verification of U-bend bug. [http://mkv25.net/dfma/movie-207-infinitewaternopumps] [[User:VengefulDonut|VengefulDonut]] 12:37, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Do you happen to have a save file so I can poke it a bit? --[[User:SL|SL]] 11:06, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I don't, but it has been reliably reproducible. [[User:VengefulDonut|VengefulDonut]] 23:37, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Deep water pressure bug? ==&lt;br /&gt;
&lt;br /&gt;
I just had an odd experience. I lucked into a map with a brook high up on a mountain slope, a deep ravine next to it with an extremely narrow mouth I could easily wall off, and goblin buildings down at the bottom of the slope. So I made a huge five-level-deep reservoir and dug a floodgate-controlled tunnel from the lowest level right into the basement of one of the goblin forts. The reservoir was filling slowly so I had the opportunity to test-fire the flood in some disposable save games while the reservoir was still only partly full; it gave the wonderful drowned-goblin corpse-fountain effect I was hoping for. But once the reservoir had finished filling up to 7 on the highest level, even with the brook that was feeding it, opening the floodgate produced only a disappointing unpressurized trickle. It wasn't until I dug a single channel square at the edge of the reservoir, introducing a single non-7 square to the uppermost water layer, that the torrent instantly let loose with all its pressurized might. A known issue? Some of this page is a bit too arcane for me to follow right now so I'm not sure if it's mentioned. [[User:Bryan Derksen|Bryan Derksen]] 01:59, 28 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19125</id>
		<title>40d Talk:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19125"/>
		<updated>2008-06-19T16:01:10Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* Amount of material needed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It isn't nessessary in 0.27 for a road to be built to get human wagons and in fact, it appears that even if you do, they don't use it sometimes.--[[User:Draco18s|Draco18s]] 10:50, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It looked like the human caravan moved faster on a road, but I'm not sure. Ill find out next summer season. --[[User:Soyweiser|Soyweiser]] 14:02, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== removing roads ==&lt;br /&gt;
&lt;br /&gt;
how do I remove a road... I didn't really get the difference btn a road and a floor for corridors and now I cannot put a door at the front of my fortress to lock the invaders out!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:45, 3 January 2008 (EST)&lt;br /&gt;
:I worked it out... it is through the {{key|q}} menu [[User:GarrieIrons|GarrieIrons]] 04:17, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== using roads ==&lt;br /&gt;
&lt;br /&gt;
I've just built a road to help the traders yet they happily plow through the wilderness. Is there anyway to help speed them along and make them use the road. Perferably without having to build wall or channels to funnel them.&lt;br /&gt;
[[User:Yvain|Yvain]] 00:37, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== speed ==&lt;br /&gt;
&lt;br /&gt;
will roads speed up my dwarves? --[[User:Koltom|Koltom]] 09:52, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Roads and floor underneath ==&lt;br /&gt;
&lt;br /&gt;
It seems that buildin on varied floortile makes the game forget any special occurences. For example if main biome's architype is gabbro, and you have found nasty microcline vein that ruins your entire corridor, you can build road over the microcline and then remove it to transform the floor into gabbro. I did sone arbitual testing and I could show those testing results shoud anyone care. &lt;br /&gt;
--[[User:Athan|Athan]] 10:59, 28 March 2008 (EDT)&lt;br /&gt;
:It also forgets about smoothing ot that place (not the engravings, though). There was a similar problem with constructions, but Toady fixed it (at least dev log says so).--[[User:Dorten|Dorten]] 23:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Actual Benefit ==&lt;br /&gt;
&lt;br /&gt;
I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees.  I paved it and I had no future problems with this.  Dunno if it still works, and i've not duplicated it to see if it matters.  In the mountainous regions, you smooth the boulders and there won't be future problems.  --[[User:Vaevictus|Vaevictus]] 16:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amount of material needed ==&lt;br /&gt;
&lt;br /&gt;
What? I know that the formula for the 2D version was (height&amp;amp;times;width+1)/4, rounding up, for most materials, and (height&amp;amp;times;width+1)/2, rounding up, for metal. --[[User:Savok|Savok]] 14:28, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The ceiling of [(height x width + 1)/4] is the same as the floor of [(height x width)/4 + 1] so both formula result in the same answer, I didn't know about the first so when I tested it myself, I used the second. --[[User:Kyace|Kyace]] 18:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh. I should've actually checked out the math.&lt;br /&gt;
::I wonder whether metals still have a different formula and how that works... I suspect they don't. --[[User:Savok|Savok]] 00:02, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It never occurred to me to try paving with metal, that's awesome. I've got a fortress with a legendary goblin bone front door and weapon traps filled exclusively with captured goblin weapons, now I'm going to pave the way leading up to it with iron from melted-down goblin armor. It's a pity that I can't install goblin skull totems along the sides of the road too, if I put them out there they'll probably just get stolen. :) [[User:Bryan Derksen|Bryan Derksen]] 00:19, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Take care.  I had a sweet brass road melted by a dragon back in the flat fortress days.  [[User:Rylen|Rylen]] 09:37, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There's always more goblins coming to deliver more iron to my smelters. Besides, iron is magma-proof, so I'd hope it'd be dragon-breath-proof as well. As long as there are no rust monsters lurking about out there... [[User:Bryan Derksen|Bryan Derksen]] 12:01, 19 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19123</id>
		<title>40d Talk:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19123"/>
		<updated>2008-06-19T04:19:56Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* Amount of material needed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It isn't nessessary in 0.27 for a road to be built to get human wagons and in fact, it appears that even if you do, they don't use it sometimes.--[[User:Draco18s|Draco18s]] 10:50, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It looked like the human caravan moved faster on a road, but I'm not sure. Ill find out next summer season. --[[User:Soyweiser|Soyweiser]] 14:02, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== removing roads ==&lt;br /&gt;
&lt;br /&gt;
how do I remove a road... I didn't really get the difference btn a road and a floor for corridors and now I cannot put a door at the front of my fortress to lock the invaders out!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:45, 3 January 2008 (EST)&lt;br /&gt;
:I worked it out... it is through the {{key|q}} menu [[User:GarrieIrons|GarrieIrons]] 04:17, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== using roads ==&lt;br /&gt;
&lt;br /&gt;
I've just built a road to help the traders yet they happily plow through the wilderness. Is there anyway to help speed them along and make them use the road. Perferably without having to build wall or channels to funnel them.&lt;br /&gt;
[[User:Yvain|Yvain]] 00:37, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== speed ==&lt;br /&gt;
&lt;br /&gt;
will roads speed up my dwarves? --[[User:Koltom|Koltom]] 09:52, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Roads and floor underneath ==&lt;br /&gt;
&lt;br /&gt;
It seems that buildin on varied floortile makes the game forget any special occurences. For example if main biome's architype is gabbro, and you have found nasty microcline vein that ruins your entire corridor, you can build road over the microcline and then remove it to transform the floor into gabbro. I did sone arbitual testing and I could show those testing results shoud anyone care. &lt;br /&gt;
--[[User:Athan|Athan]] 10:59, 28 March 2008 (EDT)&lt;br /&gt;
:It also forgets about smoothing ot that place (not the engravings, though). There was a similar problem with constructions, but Toady fixed it (at least dev log says so).--[[User:Dorten|Dorten]] 23:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Actual Benefit ==&lt;br /&gt;
&lt;br /&gt;
I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees.  I paved it and I had no future problems with this.  Dunno if it still works, and i've not duplicated it to see if it matters.  In the mountainous regions, you smooth the boulders and there won't be future problems.  --[[User:Vaevictus|Vaevictus]] 16:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amount of material needed ==&lt;br /&gt;
&lt;br /&gt;
What? I know that the formula for the 2D version was (height&amp;amp;times;width+1)/4, rounding up, for most materials, and (height&amp;amp;times;width+1)/2, rounding up, for metal. --[[User:Savok|Savok]] 14:28, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The ceiling of [(height x width + 1)/4] is the same as the floor of [(height x width)/4 + 1] so both formula result in the same answer, I didn't know about the first so when I tested it myself, I used the second. --[[User:Kyace|Kyace]] 18:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh. I should've actually checked out the math.&lt;br /&gt;
::I wonder whether metals still have a different formula and how that works... I suspect they don't. --[[User:Savok|Savok]] 00:02, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It never occurred to me to try paving with metal, that's awesome. I've got a fortress with a legendary goblin bone front door and weapon traps filled exclusively with captured goblin weapons, now I'm going to pave the way leading up to it with iron from melted-down goblin armor. It's a pity that I can't install goblin skull totems along the sides of the road too, if I put them out there they'll probably just get stolen. :) [[User:Bryan Derksen|Bryan Derksen]] 00:19, 19 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26849</id>
		<title>40d Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26849"/>
		<updated>2008-06-19T01:46:28Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* Value of ICE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should probably include some information on melting the ice, as this is a common question. [[User:Sinoth|sinoth]] 10:44, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ice is listed as a fire-safe material, and fire-safe materials are listed as being usable for creation of magma-powered buildings. Does this mean one can make a magma forge out of ice stones? [[User:Rkyeun|Rkyeun]] 14:29, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I tryed to get water out of ice by dropping it a floor but it did not work. What am I doing wrong? [[User:Diabl0658|Diabl0658]] 23:49, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It no longer seems to work as of 33d, I'm removing that part from the page [[User:Klada|Klada]] 20:55, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding melting ice, I found that if you melt ice, drain it off to a 2 or 3, and then shunt the magma off somehow (happens often when magma first flows, due to ebb and flow of the magma waves) the 2-depth water will re-freeze, allowing you to re-thaw it into a 7-depth water. ... I found this out the hard way actually, since the magma waves caused successive re-thaws for the water to flood out my then-thought-to-be-way-too-big water pit. --[[User:CrushU|CrushU]] 21:20, 7 January 2008 (EST)[[User:CrushU|CrushU]] 21:20, 07 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Value of ICE==&lt;br /&gt;
What's the material value of ice? 1? [[User:Noctis|Noctis]] 07:51, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whatever ice boulders are worth I would assume. Probably 2. [[User:Lightning4|Lightning4]] 08:31, 31 December 2007 (EST)&lt;br /&gt;
::0 Water is free so is ice. It doesn't even have a material entry it is hard coded in the game I think. --[[User:Ikkonoishi|Ikkonoishi]] 10:56, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yet on a map with water and magma sources one can produce an infinite amount of obsidian, which has value. Not that I'm suggesting obsidian should be valueless, but a fortress making a business out of selling ice sculptures would be fun. :) [[User:Bryan Derksen|Bryan Derksen]] 21:46, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Melting without magma ==&lt;br /&gt;
&lt;br /&gt;
If there is any way to melt ice without magma this would be good to know.&lt;br /&gt;
Are there any drinks that are &amp;quot;just water&amp;quot;? ie can I put water into a barrel and have something to drink through the winter, or do I have to get plants and brew beer / wine / rum to not die of dehydration/thirst?[[User:GarrieIrons|GarrieIrons]] 07:15, 10 January 2008 (EST)&lt;br /&gt;
:Nope, you have to brew something to store a drink in a barrel.  Besides, even if you could store water, you wouldn't want to.  Dwarves need alcohol, or they work much slower.  -[[User:FunnyMan|FunnyMan]] 08:44, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well they may work slow for a bit but at least they don't die![[User:GarrieIrons|GarrieIrons]] 06:50, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Water pit vs lake / pond ==&lt;br /&gt;
&lt;br /&gt;
Does a water pit have to be a certain number of tiles, depth below ground, or overall &amp;quot;internal depth&amp;quot; (ie go a certain number of z-levels) to not freeze? ie how much of a pit do I need to not only dig, but fill, to have water in my fortress no matter what the weather is like?[[User:GarrieIrons|GarrieIrons]] 08:21, 5 February 2008 (EST)&lt;br /&gt;
:Height doesn't seem to be important.  It needs to be either Inside or Below Ground to not freeze, I'm not sure which.  -[[User:FunnyMan|FunnyMan]] 08:41, 5 February 2008 (EST)  Update: It's Below Ground. -[[User:FunnyMan|FunnyMan]] 18:56, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well my current thought is to build a wall out of ice to see it melt and irrigate my field... also, I'm building an up/down stair down a few z-levels. Once done I will work out how to drop my ice down it... yes more to do it than anything else.[[User:GarrieIrons|GarrieIrons]] 06:49, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Engraving ice ==&lt;br /&gt;
&lt;br /&gt;
Ice Walls can be engraved. I can prove it if you like. I made the change to the article, change the wording if you want.--[[User:Niaba|Niaba]] 06:06, 6 April 2008 (EDT)&lt;br /&gt;
:This seems a reasonably viable way to train engravers without wasting valuable wall space in a glacial sort of map.--[[User:Dadamh|Dadamh]] 15:28, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If a masterfully engraved ice wall melts, does it cause a tantrum? --[[User:Raumkraut|Raumkraut]] 16:06, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Outside/Above Ground ==&lt;br /&gt;
&lt;br /&gt;
I made a deep channel by actually digging a tunnel (so dwarves wouldn't get stuck by channelling stupidly), so it was all inside.  BUT I dug an opening through the floor on one of the corners for some reason (thought it was required for flood gate lever).  Anyway, so the water in this corner was inside, but above ground.  And in late autumn it froze over, just when I was thinking I would need a well there!  All the other water is still intact in the channel, but with a corner of damp ice wall blocking flow.  Anyway, if someone else can confirm it doesn't have to be outside to freeze! --[[User:KernelJ|KernelJ]] 10:38, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't think I follow your situation.  If you mined out an L-shaped path underground for water, then dug a channel on top of the corner, that corner tile should be outside/light/above ground, unless you put some kind of construction over it.  It's possible that the tile became outside, and then froze to ice, which might cause the game to claim the tile was inside/light/above ground (the game seems to report most outside impassable tiles as inside).  However, even if you've got an ice wall in the corner, water should still be able to flow around it diagonally, shouldn't it? --[[User:Marble Dice|Marble Dice]] 12:21, 28 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40419</id>
		<title>User:Twiggie/Wishlist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Twiggie/Wishlist&amp;diff=40419"/>
		<updated>2008-06-19T01:24:23Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: zoo mod&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# pottery - more work for kilns, etc...&lt;br /&gt;
# system of changing quality/material of weapons/armour used&lt;br /&gt;
# candles etc - light up the underground! also this'd provide another use for tallow...&lt;br /&gt;
# milking for cows, camels etc&lt;br /&gt;
# sheepsies? plus wool etc&lt;br /&gt;
#*No wool yet, but you can add sheep with the Zoo Mod linked to from [[New Creatures]]. [[User:Bryan Derksen|Bryan Derksen]] 21:24, 18 June 2008 (EDT)&lt;br /&gt;
# make leather bags able to hold sand. i think they cant, correct me if im wrong...&lt;br /&gt;
# scythes - as  a weapon/harvesting tool?&lt;br /&gt;
# sniper rifles... jk :D&lt;br /&gt;
# stockpiles for EMPTY bags/barrels/bins - or a tag for these saying what they're to be used for...&lt;br /&gt;
# system of checking what is in a specific stockpile square (inside bins/barrels)&lt;br /&gt;
#*Press k, hover over the barrel/bin, and press enter. --[[User:Juckto|Juckto]] 09:33, 19 May 2008 (EDT)&lt;br /&gt;
#*Use + and - to select a particular bin/barrel in the list for that tile. --[[User:N9103|Edward]] 21:50, 19 May 2008 (EDT)&lt;br /&gt;
# Conveyor belts for speeding up large scale mining/tree-cutting ops.&lt;br /&gt;
# plowing with horses/cows to speed up farming...&lt;br /&gt;
# switch siege operator to a soldier's profession, and make siege engines a weapon&lt;br /&gt;
# be able to have a fortress in the middle of a mountain formation - with the weight of things you can take cut down, and mules/horses etc carrying the stuff instead of a wagon.&lt;br /&gt;
# boats :D&lt;br /&gt;
# distillation equipment for those settlements by the sea&lt;br /&gt;
# make big creatures - whales, colossi etc, occupy more than one square&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39475</id>
		<title>Utility Talk:Tweak/Tile Edit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39475"/>
		<updated>2008-06-19T01:08:58Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: Anything I touch becomes lethally cold&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, where can we get Tile Edit? --[[User:Savok|Savok]] 12:26, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It comes prepackaged with Tweak. &amp;amp;mdash;[[User:Rick|Rick]] 13:36, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah. There should be a note to that effect somewhere to prevent confusion; if it confused me, it will probably confuse others. --[[User:Savok|Savok]] 17:31, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The first line of the page clearly mentions that it is for Tweak? &amp;amp;mdash;[[User:Rick|Rick]] 19:28, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Of course it is '''for''' Tweak; that is, I believe, obvious to anyone intelligent enough to play DF.&lt;br /&gt;
::::But nowhere did I find (though it might very well exist - I'm known to make really stupid errors like that) something that says that it is '''with''' Tweak.&lt;br /&gt;
::::Also, the logic that &amp;quot;someone who can't find it will just find it when they open Tweak&amp;quot; doesn't work, in case any of you are thinking that, since some of us won't look in Tweak till they know they have something to use in it (i.e. Tile Edit). --[[User:Savok|Savok]] 23:01, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I see your point. &amp;amp;mdash;[[User:Rick|Rick]] 23:56, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This may be mere stupidity on my part, but is it possible using Tile Edit to change, for example, a tile into a gem wall or ore wall of specific type?&lt;br /&gt;
&lt;br /&gt;
:At this point, not really. When more of the flags are mapped/figured out, I imagine it would be possible to bridge that gap. IIRC, an older tool that's not been updated in ages (and no longer even listed on the Utils page) used to be able to copy the contents of one tile and place them in a new one, to include composition of the tile (stone, gem, soil, etc.) Perhaps even if the current build of TileEdit could never support that function, perhaps Rick would see to it to eventually incorporate that kind of function in the future? --[[User:N9103|Edward]] 06:34, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== more operations ==&lt;br /&gt;
&lt;br /&gt;
Howdy, I often find the search for chasms and underground rivers annoying, so being able to make one with this tool is pretty sweet.  I searched the Bay12 forums and people seemed to think it wasn't possible with the tool... so I tinkered around.  It's actually not that hard, you can just change the Type on the first tab to &amp;quot;23 00&amp;quot; and you've got a full blown chasm.  Remember to put it on a tile with a solid space below it or it'll just act like a channeled tile (i.e. letting any water/magma flow into your fort).  To go along with the chasm, I made a water source from a waterfall tile and created a small one tile wide river network for a system of wells on the upper levels.  The waterfall tile type is &amp;quot;59 00&amp;quot; and unlike a brook or river tile it'll produce water from nothing along with mist.&lt;br /&gt;
--[[User:Corc|Corc]] 15:00, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hey, by putting &amp;quot;08 01&amp;quot; in Type will also allow you to creat Magma/Lava Flows, which should create magma/lave...&lt;br /&gt;
So far I've placed my own, yet nothing seems to be appearing from it, yet. I've added 7/7 Lava to it and built a wall to let it flow, but still nothing. --[[User:SP2|SP2]] 19:12, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Creating a magma flow would be pretty cool, maybe next time I get a chance I should see if setting the &amp;quot;is lava&amp;quot; flag to a waterfall and see if it creates a lavafall :) I was having trouble with water flow and resorted to a waterfall for a renewing source of water, so I dunno how to combat the &amp;quot;flow&amp;quot; tiles not &amp;quot;flowing&amp;quot;. Also, should I add to the real page the chasm/waterfall stuff or wait for Rick to? &lt;br /&gt;
:--[[User:Corc|Corc]] 19:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Let rick do it. Those that are interested in unsupported operations will be looking at discussion pages anyways. --[[User:N9103|Edward]] 03:09, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Lethal coldness==&lt;br /&gt;
&lt;br /&gt;
I flubbed a bit of moat-digging and needed a do-over, so I used this tool to turn some of the mined-out squares back into clay loam again. Worked great, but now it appears those tiles have been set to be extremely cold; any miner I send in to re-dig them gets massively wounded or killed by the cold. The field immediately below the &amp;quot;temperature&amp;quot; field used to be set to 10015 but gets set to 0 when I edit the tile, which might be the cause of this, but it appears that Tile Edit is unable to change this value back to 10015; every time I try it goes back to 0 again. Has anyone else seen this behavior, and/or do they know a way around it? [[User:Bryan Derksen|Bryan Derksen]] 21:08, 18 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bryan_Derksen&amp;diff=41750</id>
		<title>User talk:Bryan Derksen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bryan_Derksen&amp;diff=41750"/>
		<updated>2008-06-19T00:09:12Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* Wikipedia links */  thanks. :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hiya! We always need more WikiFaries! ;)&amp;lt;br&amp;gt;&lt;br /&gt;
Don't worry much about the template below, mostly just for reference and to give ya the standard greeting.&amp;lt;br&amp;gt;&lt;br /&gt;
Feel free to remove it whenever.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Looking forward to seeing you in action! --[[User:N9103|Edward]] 22:03, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Heh. Thanks, this is an addictive little game and I'm sure I'll tinker around a bit here too. :) [[User:Bryan Derksen|Bryan Derksen]] 02:17, 20 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wikipedia links ==&lt;br /&gt;
&lt;br /&gt;
Good idea. :) [[User:VengefulDonut|VengefulDonut]] 14:41, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks. The only spot I've found where it's not going to work right is  [[native aluminium]], since there's no such thing in the real world. But that's a pretty minor glitch IMO. :)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Broker_skills&amp;diff=23679</id>
		<title>40d:Broker skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Broker_skills&amp;diff=23679"/>
		<updated>2008-06-17T06:37:05Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: According to the party page, attending parties improve these&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Broker skills''' are the ones used by the outpost broker to conduct trades. They are:&lt;br /&gt;
&lt;br /&gt;
* Conversationalist&lt;br /&gt;
* Comedian&lt;br /&gt;
* Flatterer&lt;br /&gt;
* Intimidator&lt;br /&gt;
* Persuader&lt;br /&gt;
* Negotiator&lt;br /&gt;
* Liar&lt;br /&gt;
* Judge of intent&lt;br /&gt;
&lt;br /&gt;
They are gained by:&lt;br /&gt;
* Successful trades at the [[trade depot]].&lt;br /&gt;
* Finalizing an export agreement. &lt;br /&gt;
* Attending [[Party|parties]].&lt;br /&gt;
&lt;br /&gt;
Notable ways through which they are '''not''' gained include:&lt;br /&gt;
* Proposing an unsuccessful trade at the depot (except Judge of Intent).&lt;br /&gt;
* Offering goods to foreign traders.&lt;br /&gt;
* Simply being assigned as the broker noble.&lt;br /&gt;
* Sitting around at the depot, whether there are traders there or not.&lt;br /&gt;
* Liaison meeting steps that occur before the export agreement. &lt;br /&gt;
&lt;br /&gt;
==Judge of intent==&lt;br /&gt;
This skill is improved by:&lt;br /&gt;
&lt;br /&gt;
* Proposing an unsuccessful trade at the depot&lt;br /&gt;
* Meeting with a [[Liaison]]&lt;br /&gt;
&lt;br /&gt;
At Novice or better skill, the trade dialog will include an extra line about the traders' mood. The messages are:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;the merchant seems ecstatic with the trading&amp;quot; &lt;br /&gt;
* &amp;quot;the merchant seems happy with the trading&amp;quot;, &lt;br /&gt;
* &amp;quot;the merchant is pleased with the trading&amp;quot;, &lt;br /&gt;
* &amp;quot;is willing to trade&amp;quot; (neutral)&lt;br /&gt;
* &amp;quot;is rapidly losing patience&amp;quot;&lt;br /&gt;
* &amp;quot;is not having much more of this&amp;quot;&lt;br /&gt;
* &amp;quot;refuses to trade&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once the lowest level is reached, the traders will pack up and go home and you can't trade anymore with this caravan.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Noble Skills]]&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4874</id>
		<title>40d:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4874"/>
		<updated>2008-06-17T03:51:41Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: magma only destroys floor engravings, based on a test I just ran&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engraving encompasses both smoothing stone and engraving it.  Both jobs are accessed from the [d]esignations menu, and require the [[Stone Detailing]] [[labor]] to be turned on.&lt;br /&gt;
&lt;br /&gt;
A [[wall]] that has already been smoothed can be engraved on. Engravings increase [[dwarf]] [[happiness]] and provide a record of the [[Legends|history]] of your fort. [[Fortification]]s and [[Construction|constructed]] [[wall]]s and [[floor]]s cannot be engraved on. &lt;br /&gt;
&lt;br /&gt;
Smoothed and engraved walls raise the [[value]] of a [[room]], dependent on the material type of the wall or floor, and the quality of the engraving.  The value of smooth and engraved walls is considered &amp;quot;Architecture&amp;quot; under the &amp;quot;Fortress [[Wealth]]&amp;quot; table.   &lt;br /&gt;
&lt;br /&gt;
A [[Quality|masterful]] engraving that is destroyed or defaced ([[magma]] and [[goblin]]s do the job nicely, though magma will only destroy floor engravings) may cause the [[engraver]] to [[tantrum]].&lt;br /&gt;
&lt;br /&gt;
== Engraving a wall ==&lt;br /&gt;
# Press {{K|d}} to open the designate menu.&lt;br /&gt;
# Press {{K|e}} to select &amp;quot;Engrave 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 engrave extends from.&lt;br /&gt;
# Move the cursor to any position, across the area you wish to engrave and press {{K|enter}} again.&lt;br /&gt;
# The wall tiles in the area you defined should blink with a light blue regular pattern.&lt;br /&gt;
# Wait for a dwarf to engrave the stone on the walls.&lt;br /&gt;
&lt;br /&gt;
== Engravings ==&lt;br /&gt;
&lt;br /&gt;
Engravers are inspired by the history of your fort and will use them in the engraving. Like when your [[axedwarf]] bravely held a crucial part of the fort and slew some [[goblin]]s, your engravers can make a picture of it. &lt;br /&gt;
&lt;br /&gt;
Engravings can be viewed by pressing {{K|k}}, moving the cursor over the engraved area, using the {{K|+}} or {{K|-}} keys to move down to the engraving and pressing enter. [[Adventurer]]s are also able to view these by revisiting your old fortress (use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at), and will see a much more detailed description of the engraved happening. The art and the story behind the engraving will show up in the [[legends]] mode.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
Quality affects what is inscribed on the engravings done. Normal-quality engravings will never have the history of your fortress on them, and are usually about random things in the world. Engravings that are done with a quality of well-crafted and up will often be about bits of historical information about your fortress' past.&lt;br /&gt;
&lt;br /&gt;
== Toggle Engravings ==&lt;br /&gt;
&lt;br /&gt;
Some players may not like the fact that engravings replace walls and floors with pictures on a gray background, making it difficult to differentiate walls from floors.  Or that the dwarf made an ugly picture.  You can toggle between the visible engraving and a fancy looking floor or wall in the designations menu.&lt;br /&gt;
&lt;br /&gt;
#Press {{K|d}} to open the designate menu.&lt;br /&gt;
# Press {{K|v}} to select &amp;quot;Toggle Engravings&amp;quot;.&lt;br /&gt;
# Move the cursor to a position on or near an engraving and press {{K|enter}}.&lt;br /&gt;
# Move the cursor to any position, across the area of engravings you wish to toggle and press {{K|enter}} again.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|k}} and {{K|enter}} on the engraving still gives the story behind it, toggling the engravings are purely cosmetic and won't affect the gameplay.&lt;br /&gt;
&lt;br /&gt;
The init file also contains a line that can apply this to all engravings.&lt;br /&gt;
&amp;lt;pre&amp;gt;[ENGRAVINGS_START_OBSCURED:NO/YES]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;NO&amp;quot; would by default show the engraving as it is, and &amp;quot;YES&amp;quot; will automatically cover them up with generic floor/wall tiles.&lt;br /&gt;
 &lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sparring&amp;diff=41240</id>
		<title>40d Talk:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sparring&amp;diff=41240"/>
		<updated>2008-06-15T20:32:57Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* Miners using Mining skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Miners using Mining skill ==&lt;br /&gt;
&lt;br /&gt;
I've noticed my miners tend to get legendary in &amp;lt;u&amp;gt;Miner&amp;lt;/u&amp;gt; rather than Wrestler while sparring. So not only do they use their picks and Mining skill in combat, they gain XP in that as well. Can anyone confirm? [[User:Anydwarf|Anydwarf]] 13:45, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I read the Dwarf Fortress forums a while ago, and picks indeed use the mining skill for combat.&amp;lt;br /&amp;gt;Seems like picks are counted as spears with 40% damage reduction ( or atleast I think it was damage ) but have an insane critical rate.&amp;lt;br /&amp;gt;So a legendary miner will be able to hold of a horde of goblins all by himself, provided you can get a civilian to attack and dodge, since civilians are not inclined to attack enemies and do not use armor...&amp;lt;br /&amp;gt;--[[User:Karpatius|Karp]] 04:34, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Draft 'im, I guess. I've occasionally had the fortune of having a legendary miner happen to be in the area when a goblin ambush was sprung, and they've generally done quite well for &amp;quot;recruits&amp;quot; - goblins go flying everywhere. [[User:Bryan Derksen|Bryan Derksen]] 16:32, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Speed of training in combat and in sparring==&lt;br /&gt;
&lt;br /&gt;
One thing I've noticed is that my crossbow dwarves seem to gain experience quicker in combat than in target practice at the archery range. Whilst this might be down to availability of ammunition, maybe experience from sparring isn't worth as much as from the real thing, which would make sense. [[User:Extar|Extar]] 11:22, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It could also be that in combat, the marksdwarves are getting armor/shield user skill on top of their marksdwarf skill, which target practice doesn't do anything for --[[User:LegacyCWAL|LegacyCWAL]] 14:34, 15 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34534</id>
		<title>40d:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34534"/>
		<updated>2008-06-15T19:37:39Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* Other uses */ remember to recapture the beastie&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can capture creatures in a variety of ways, including [[animal trap]]s for [[vermin]], [[Traps#Cage_Trap|cage traps]] for wild [[animal]]s and hostiles (like goblins), forcibly caging tame animals (see below), and you can also buy caged animals from traders. Caged animals do not require food or nourishment{{v|0.27.176.38c}}. The only case when a caged creature is fed is during its taming.&lt;br /&gt;
&lt;br /&gt;
Below is a collection of some things you can do with creatures in [[cage]]s or other holding devices.&lt;br /&gt;
&lt;br /&gt;
===Training and taming===&lt;br /&gt;
A dwarf with the [[animal training]] labor enabled can tame wild animals (including [[vermin]]) at a [[kennel]]. A tame animal has the tag '''(Tame)''' after its name and is safe to be released into the fortress. They will not attack your dwarves, and do not set off your traps. &lt;br /&gt;
&lt;br /&gt;
Beware, creatures that have killed dwarves (or other friendly creatures {{verify}}) before being tamed are &amp;quot;un-tamable&amp;quot;. Despite appearing tame, such a creature will go dwarf-killing as soon as it is released, with the added bonus of being immune to traps.&lt;br /&gt;
&lt;br /&gt;
Elven merchants often sell caged animals, even some that can't normally be trained. According to a forum post, a tamed tiger purchased from the elves will act as a guard, attacking hostile creatures. This is supposedly also true for other animals.&lt;br /&gt;
&lt;br /&gt;
Dragons and other [[megabeast]]s may also be tamed, but this requires a [[Dungeon master]].  Specifically, any vermin or creature with the [PET_EXOTIC] flag requires a dungeon master. &lt;br /&gt;
&lt;br /&gt;
Tamed vermin and animals may be adopted as [[pet]]s by the dwarves, and animals may also be [[Butchery|slaughter]]ed for food. A colony of Muskoxen or some other peaceful animal can be used as a food source, by allowing them to breed, waiting for them to grow and then cutting down some of them in a [[Butchery]].&lt;br /&gt;
&lt;br /&gt;
===Holding===&lt;br /&gt;
You can restrain creatures by fitting them in [[chain]]s or [[rope]]s, putting them in cages, or throwing them in [[pit]]s or ponds to reduce [[lag]] or prevent adoption as pets (so they remain slaughterable without tantruming owners).&lt;br /&gt;
&lt;br /&gt;
* '''Cages''': An indefinite number of animals might be locked into one single cage. If you wish to fit your own tame animals into cages, you can do this by building a cage, and assigning some animals to it via the Building properties window (accessible by {{k|q}}). &amp;quot;Large animal caging&amp;quot; jobs will then be created, and dwarves will lock the hapless animals into the cage. Any offspring they give birth to is also born in the cage (But is not ''assigned'' to the cage, so your dwarves will free it if you don't stop them.). There is some doubt whether animals do breed in cages, but an already pregnant animal will definitly give birth while in a cage.&lt;br /&gt;
&lt;br /&gt;
:Caveat &amp;amp;mdash; When an animal is captured via a [[Traps#Cage trap|cage trap]] and then assigned to an existing cage, the dwarf moving the animal will tend to let it go. This can be avoided by building the cage the animal is in.{{v|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
* '''Chains/ropes''': Build chains as buildings and assign animals to them. They'll be able to move one tile in any direction (including up/down) but will not be able to leave.&lt;br /&gt;
&lt;br /&gt;
* '''Pits/ponds''': You can designate an area as pit or pond by creating an activity zone, designating it as pit/pond and setting its properties by pressing {{k|P}}. The pit or pond area has to have some level tiles, and some tiles that are one or more Z-levels below. Ponds will be filled with water by your dwarves, using buckets. Beware that land animals generally do not like to remain in a dark pit instead of your magnificent fortress, so they'll break free at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
===Zoo===&lt;br /&gt;
[[Zoo]] areas may be defined from cages via the {{k|q}} menu for the enjoyment of your dwarves. Be aware that dwarves will receive unhappy thoughts from seeing an animal they dislike in a zoo, but will also gain happy thoughts if they can go to view a loved animal. Owning the cage containing a loved animal is even better.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
Imaginative methods have been discovered for the abuse of caged creatures. &lt;br /&gt;
&lt;br /&gt;
* '''Execution tower''': One method is the execution tower; the caged critter is brought on top of a very tall (~10 Z-levels) tower or to the edge of a chasm; the the edge of the tower (some of the tower and some of the abyss) is designated as a Pit/Pond; the animal in the cage is assigned to be in the pit/pond and unassigned from the cage. A dwarf will run up to the tower, pull the creature out of its cage and throw it down into the depth.&lt;br /&gt;
&lt;br /&gt;
* '''Death chambers''': A cage can be opened remotely by attaching a [[lever]] to it. This allows for some horrible traps, such as the drowning chamber or magma death chamber. A room is set up next to a water or magma pool, separated from it by a [[floodgate]]; a cage is put into the room, and a lever is attached to it; doors leading into the chamber are locked down; the cage and the floodgate are opened remotely. The creatures will then drown or burn. (The cage must be opened for this to work, as animals in cages do not drown. I don't currently know whether magma will melt non-magma-resistant cages along with it's owner.{{verify}})&lt;br /&gt;
&lt;br /&gt;
* '''Arenas''': Remote cage opening can also be used to set up arenas; a tame animal such as a tiger or dogs is locked into the arena; a cage containing a hostile animal, such as a goblin (presumably stripped of its weapons and armor) is also brought in the arena; doors are locked down and the cage is opened. The animals will shred the goblin (or in a worse case, the creatures will kill off your animals - therefore it is wise to assign some guards to the doorways to put down any breakout attempts).&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Gangplank&amp;quot;''': Goblins and other non-flying creatures do not like heights or magma. You can combine both by creating a hanging platform. When you want to execute the goblins on the platform, simply release them from their cages and disconnect the platform. Watch as the helpless little buggers fly down several Z levels and are incinerated in your magma pool. One way of doing so is by using a retractable bridge to support the platform, and simply retract the bridge to dump the prisoners. This is also a good way to use all ten thousand units of your [[stone]] for something useful.&lt;br /&gt;
&lt;br /&gt;
===Other uses===&lt;br /&gt;
* '''Confiscating prisoner items''': You can strip a captured critter of its equipment by accessing the [[Stocks]] screen, finding its possessions, and ordering them {{k|d}}umped from there. Items on goblins are easily identifiable by looking for currently worn narrow/small clothing and weaponry. If you're in doubt whether an item you chose is indeed on your prisoners, {{k|z}}oom on it and you should be pointed to the cage. After you ordered the items dumped, dwarves will come and force the items off your captives.&lt;br /&gt;
&lt;br /&gt;
* '''Usage as executor''': Instead of executing the trapped creature, one could execute a noble by placing a caged megabeast in its quarters and release the beast. Remember to also install a cage trap to recapture the beast afterward.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10455</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10455"/>
		<updated>2008-06-15T19:33:54Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* Using magma */ making obsidian&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magma is red-hot molten rock present in [[volcano]]es, as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
&lt;br /&gt;
While in previous versions of Dwarf Fortress, every map was guaranteed to have magma, since v0.27.169.32a magma is now a feature of terrain and may or may not be present.&lt;br /&gt;
&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pipe''' starts at the lowest z-level of the map from an magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is similar to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen. This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanos are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain [[utility]], you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it.     &lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running water, or a mountain for minerals, or a healthy tree population, a layer of [[flux]] for steel production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an obsidian &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense, [[obsidian]] production, and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  You can simply build a tunnel straight into the magma, or use channels to tap into the magma on the level below safely - this latter is easier if there is more magma on the lower level than the level on which you wish to build.  Tapping into magma directly is quite safe, provided that you are prepared for it.  Magma is much slower than water, and can be stopped by a simple floodgate.&lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma tubes slowly replenish their supply of magma.&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
&lt;br /&gt;
*Floodgates and pressure plates work in magma.&lt;br /&gt;
&lt;br /&gt;
*Constructed walls of all kinds safely contain magma.&lt;br /&gt;
&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and constructions made of most materials (see [[Magma#Magma vs. Built Objects|Magma vs. Built Objects]]) and thus destroying them.&lt;br /&gt;
&lt;br /&gt;
*Magma is never pressurized, it seeps out of holes slower than water and slow enough for any dwarves to outrun, unless they are the ones digging into it.&lt;br /&gt;
&lt;br /&gt;
*Magma never flows up. Its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
&lt;br /&gt;
*Magma reacts violently with water, releasing steam and, depending on the amount of magma, leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
&lt;br /&gt;
*Magma is not a water source. Dwarves can't drink it or supply it to their wounded.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. Built Objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* Workshops that are powered by magma need not be built of magma-safe materials to function.&lt;br /&gt;
&lt;br /&gt;
* Constructed walls of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, will hold magma in without issues. &lt;br /&gt;
&lt;br /&gt;
* Bridges that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function for more than a few minutes in magma. This includes Floodgates and Screw Pumps.  Unsafe materials will function for a while, but then burn away.&lt;br /&gt;
&lt;br /&gt;
* Stone mechanisms attached to a construction will melt in magma unless made of bauxite or raw adamantine, even if the construction itself is made of steel. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38c}} At this point, the magma will flow over it freely.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file.  It can still trap and suffocate or simply starve your dwarves in some situations.  It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: If magma happens to contact water it produces some steam and [[obsidian]]. This means there is no longer any chance of using a prolonged contact between the two to create a steam trap, though steam is also likely now not harmful. For those of you who aren't veteran dwarves, in the old 2D version, steam was deadly.&lt;br /&gt;
*[[Brook]]s: If magma comes in contact with a brook, it will not produce steam, but will turn the water tile below the brook to obsidian, and give the brook tile the appearance of a boulder once the magma cools.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is nearly impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
: Observation.  I have witnessed Magma &amp;quot;blurp&amp;quot; up through a channel, while working with a Volcano.  In this partiucal case, a floor built in the volcano, 1 z level down.  (This level was created by dropping water into the volcano from overhead, create a obsidian layer.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Aquifer&amp;diff=11490</id>
		<title>40d Talk:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Aquifer&amp;diff=11490"/>
		<updated>2008-06-15T06:40:04Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* Cave-In Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Toady mentioned somewhere that, at the moment, only subterrainian water sources can grow towercaps. He then explicitly mentioned underground rivers and lakes, but would an aquifer work as well? If so, given the scarcity of underground water sources, this would provide another bonus to having an aquifer.[[User:Thexor|Thexor]] 20:10, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I don't believe they count.  AFAIK, it applies only to standing water. --[[User:JT|JT]]&lt;br /&gt;
&lt;br /&gt;
== My plan for dealing with an aquifer ==&lt;br /&gt;
&lt;br /&gt;
The DF Map Archive has never worked for me, so I was unable to make use of the link to the example.&lt;br /&gt;
Also, I was playing on a map entirely covered in a layer of aquifer, so I couldn't mine any stone for mechanism purposes.&lt;br /&gt;
Fortunately, I had tons and tons of wood (if you're gonna be on an aquifer map, you might as well get a heavily forested one)&lt;br /&gt;
I discovered that because of the way mechanical buildings are handled, you can use a pump as a pretty reasonable surrogate for gear assemblies - and currently, you don't need stone to make pumps, because wood blocks can be used in place of stone blocks.&lt;br /&gt;
&lt;br /&gt;
So, here's how I dealt with the aquifer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
          &lt;br /&gt;
Legend: &lt;br /&gt;
&lt;br /&gt;
  |&lt;br /&gt;
^,V,&amp;lt;-,-&amp;gt;: Pumps, oriented to pump from dash to &amp;quot;arrow&amp;quot; point for clarity&lt;br /&gt;
|&lt;br /&gt;
w: water-filled channel&lt;br /&gt;
&amp;gt;: down stairway&lt;br /&gt;
&amp;lt;: up stairway&lt;br /&gt;
X: up/down stairway&lt;br /&gt;
=,ǁ: horizontal axles&lt;br /&gt;
#: normal walls&lt;br /&gt;
*: banks of waterwheels (with channels dug under them, of course. &lt;br /&gt;
Build the horizontal axle first so they'll hang off it)&lt;br /&gt;
&lt;br /&gt;
A note: the amount of effort it takes to wall off a square with this method &lt;br /&gt;
is pretty much constant with regard to size, which means that it's better to build a great&lt;br /&gt;
big aquifer-free area and not need most of it than to build a small one and realize you're &lt;br /&gt;
gonna have to expand it. Also, great big ridiculous projects are more fun!&lt;br /&gt;
&lt;br /&gt;
So, to build one wall of the new floor (I ended up doing both parallel walls at the same time):&lt;br /&gt;
&lt;br /&gt;
##########################&lt;br /&gt;
#.wwww&amp;gt;..................#&lt;br /&gt;
#.w&amp;lt;-ww-&amp;gt;w...............#&lt;br /&gt;
#.w&amp;lt;-ww-&amp;gt;w...............#&lt;br /&gt;
#.w&amp;lt;-ww-&amp;gt;w...............#&lt;br /&gt;
#.w&amp;lt;-ww-&amp;gt;w...............#&lt;br /&gt;
.... repeat until you will be clearing out enough space.&lt;br /&gt;
#.w&amp;lt;-ww-&amp;gt;w...............#&lt;br /&gt;
#.w&amp;lt;-ww-&amp;gt;w...............#&lt;br /&gt;
#.w&amp;lt;-ww-&amp;gt;w...............#&lt;br /&gt;
#.wǁ..&amp;gt;ǁ.................#     The O-SHID (Occupational Safety and Health Inspection Dwarf) &lt;br /&gt;
#.wǁ...ǁ.................# &amp;lt;== requires that these axles be built last in order to  &lt;br /&gt;
#.wǁ...ǁ.................# &amp;lt;== minimize death by drowning, accidental flooding of the fortress,&lt;br /&gt;
#.wǁ...ǁ.................#     and carp-related incidents.&lt;br /&gt;
#.wǁ...ǁ.................#&lt;br /&gt;
#.w^===^==============^..#     &lt;br /&gt;
#.w|...|..............|..#&lt;br /&gt;
#.wǁ..................ǁ..# &amp;lt;== These axles are a bit important. I didn't use them once &lt;br /&gt;
#.***wwwwwwwwwwwwwwww***.#     but had north-facing pumps, and nearly flooded the excavation room.&lt;br /&gt;
#.***................***.#     Also, they're what keeps the waterwheel from collapsing&lt;br /&gt;
#.***................***.#&lt;br /&gt;
#.***................***.#&lt;br /&gt;
##########################&lt;br /&gt;
&lt;br /&gt;
You can easily add more waterwheels to the south if you need moar powah.&lt;br /&gt;
If they haven't started yet, you can prime the waterwheels by running &lt;br /&gt;
one of the pumps manually for a few seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Going from left to right (again, I did the two parallel walls here simultaneously):&lt;br /&gt;
&lt;br /&gt;
##########################&lt;br /&gt;
#........................#&lt;br /&gt;
#..wwwwwwwwwwwwwwwwwwwww.#&lt;br /&gt;
#..^^^^^^^^^^^^^^^^^^^^^.#&lt;br /&gt;
#..|||||||||||||||||||||.#&lt;br /&gt;
#.&amp;gt;ǁwwwwwwwwwwwwwwwwwwww.#&lt;br /&gt;
#.wǁwwwwwwwwwwwwwwwwwwww.#&lt;br /&gt;
#.w|||||||||||||||||||||.#&lt;br /&gt;
#.wvvvvvvvvvvvvvvvvvvvvv.#&lt;br /&gt;
#.wǁwwwwwwwwwwwwwwwwwww..# &amp;lt;= Even though you can't see it (not even in-game!)&lt;br /&gt;
#.wǁ.....................#    there's channels under the axle here and above. &lt;br /&gt;
#.wǁ.....................#    They're fine just hanging out as long as they're  &lt;br /&gt;
#.wǁ.....................#    between two mechanisms&lt;br /&gt;
#.wǁ.....................#&lt;br /&gt;
#.w^===^==============^..#     &lt;br /&gt;
#.w|...|..............|..#&lt;br /&gt;
#.wǁ..................ǁ..# &lt;br /&gt;
#.***wwwwwwwwwwwwwwww***.# &lt;br /&gt;
#.***................***.#&lt;br /&gt;
#.***................***.#&lt;br /&gt;
#.***................***.#&lt;br /&gt;
##########################&lt;br /&gt;
&lt;br /&gt;
Note that when you rotate 90 degrees and start working on the new walls, you'll almost &lt;br /&gt;
certainly have to re-floor some aquifer channels.&lt;br /&gt;
&lt;br /&gt;
You'll want to make the inside of the pumped out area look like this:&lt;br /&gt;
&lt;br /&gt;
 ###&lt;br /&gt;
##&amp;lt;#&lt;br /&gt;
#++#&lt;br /&gt;
#+X#&lt;br /&gt;
#+.#&lt;br /&gt;
#+.#&lt;br /&gt;
#+.#&lt;br /&gt;
#+.#&lt;br /&gt;
#+.#&lt;br /&gt;
#+.#&lt;br /&gt;
#+X#&lt;br /&gt;
#++#&lt;br /&gt;
##&amp;lt;#&lt;br /&gt;
 ###&lt;br /&gt;
&lt;br /&gt;
Which means queue up the up/down stairways and the walls on the left side first, then&lt;br /&gt;
the two walls on the right. Water can flow through corners, but dwarves can't build &lt;br /&gt;
through that tight gap. You put in two stairways, one near each end, so that when &lt;br /&gt;
you rotate 90 degrees and do it again in the other direction you'll have a stairway pre-built.&lt;br /&gt;
&lt;br /&gt;
The main benefit of this two-pump system is that, in my experience, it minimizes the&lt;br /&gt;
amount of micromanagement you'll be doing. I found that I only had to unsuspend each&lt;br /&gt;
wall (that is, the entire thing, not individual segments) four or five times before it&lt;br /&gt;
was done, with the most egregious bits being the end walls (which is understandable,&lt;br /&gt;
they've got an unpumped area next to them).&lt;br /&gt;
&lt;br /&gt;
It does leak a very little bit; you should expect splatterings of 1 and 2 depth water all &lt;br /&gt;
over the place. If you see anything deeper over a non-channel square, something's sprung a &lt;br /&gt;
leak and it's time to call in the O-SHID and shut everything down.&lt;br /&gt;
&lt;br /&gt;
Note that your re-walling dwarves will be quite happy most of the time, what with all the &lt;br /&gt;
mist they'll be walking through constantly.&lt;br /&gt;
&lt;br /&gt;
Once you've got a square bit of area blocked off, you'll have to shift a bank of pumps back &lt;br /&gt;
one square, dig out all the remaining aquifer tiles in the center, and pump out the remaining &lt;br /&gt;
water. Then dig downward and hope you don't have to do this again!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anyway, I hope this is useful. I didn't put it this on the main article because it's like four AM here. [[User:Tacroy|Tacroy]] 07:33, 14 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== notes from nov1 version ==&lt;br /&gt;
&lt;br /&gt;
this is a cleaned-up chat log from #bay12games on Nov 01 11:07 (PST).  Pasting it here until the information works its way in to the wiki page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; VeryInky: you seem to be the aquifer expert.  have you found a way to get around them without magma?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; [[Pump|Pumps]]. But pumps require stone. If you have access to stone, the aquifer shouldn't be that much of a problem.  The key draining the aquifer square, then building floodgate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; so the aquifer has a finite amount of water in it, unlike brooks and rivers?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; Unlimited.  It's an infinite water source.  It's been sort of fixed in the new version, so getting past the aquifer is much easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; what changed to make it easier? don't see it on the dev_notes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; Non dirt squares no longer automatically refill.  IN other words, it's now possible to make a wall and block the aquifer.  So you can build deeper; wasn't possible before.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; ah ok, thanks much :)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; It's none the less MUCH easier with magma. Dig channels until you reach the aquifer, then divert magma into it. It turns into solid obsidian and you can just continue on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; i wasn't aware you could build pumps solely with stone.  don't you need the [[enormous corkscrew|screw thing]], made out of metal or wood?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; Requires a stone, but you can make the screw and pipes out of wood.&lt;br /&gt;
The problem is getting that stone.  A stone.&lt;br /&gt;
&lt;br /&gt;
== Unmarked Aquifer? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to have an aquifer if it was not listed on the pick an area screen? Normally if you are going to enter an area with an aquifer, I have noticed that it shows you with a band of blue at the level that it is located, and the game asks if you are sure you want to settle there. In my case, there was no aquifer listed, and I received no warning, but I cannot go below a layer of yellow sand without hitting Damp Stone (actually it is Damp Loam)&lt;br /&gt;
&lt;br /&gt;
The map does have a river, do you get Aquifer with a river automatically?&lt;br /&gt;
:You only get information on the square that your local area is centered on. Thus you can have an aquifer on part of the map without it being listed. --[[User:Ikkonoishi|Ikkonoishi]] 21:12, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I had a section of chalk containing an unmarked aquifer in a mostly igneous area.. luckily I was able to just dig around it. [[User:Anydwarf|Anydwarf]] 01:57, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Stone method==&lt;br /&gt;
&lt;br /&gt;
Some maps have an aquifer that doesn't span all of the map's biomes, in which case the aquifer is easy to avoid by paying attention to where the different biomes are situated.  Is that what this section is referring to, or can there really be &amp;quot;holes&amp;quot; in an aquifer? --[[User:Peristarkawan|Peristarkawan]] 02:46, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I have found rock pockets in an aquifer that were dry.  They are rare and hard to find, when they are there at all.  [[User:Geekwad|Geekwad]] 17:05, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Rumours on the ofurms are that ore squares don't generate water, so if you can find enough in one place you can dig through them.  I don't know if this is accurate. --[[User:Lacero|Lacero]] 05:46, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Cave-In Method==&lt;br /&gt;
&lt;br /&gt;
So I read that a cave-in would make the aquifier mineable... Has this changed recently? I setup a cave-in as follows and the water's still flooding. Did I do it wrong?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Legend:&lt;br /&gt;
# Natural Wall&lt;br /&gt;
. Natural Floor&lt;br /&gt;
&amp;gt; Stairs Down&lt;br /&gt;
&amp;lt; Stairs Up&lt;br /&gt;
~ Water&lt;br /&gt;
_ Channel with water beneath&lt;br /&gt;
&lt;br /&gt;
Aquifier level:&lt;br /&gt;
&lt;br /&gt;
#######&lt;br /&gt;
#~~~~~#&lt;br /&gt;
#~~~~~#&lt;br /&gt;
#~~~~~#&lt;br /&gt;
#~~~~~#&lt;br /&gt;
#~~~~~#&lt;br /&gt;
#~~~~~#&lt;br /&gt;
#~~~~##&lt;br /&gt;
##&amp;lt;&amp;lt;&amp;lt;#&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
Aquifier +1:&lt;br /&gt;
&lt;br /&gt;
#######&lt;br /&gt;
#_____#&lt;br /&gt;
#_____#&lt;br /&gt;
#_____#&lt;br /&gt;
#_____#&lt;br /&gt;
#_____#&lt;br /&gt;
#_____#&lt;br /&gt;
#____&amp;lt;#&lt;br /&gt;
##&amp;gt;&amp;gt;&amp;gt;##&lt;br /&gt;
&lt;br /&gt;
Aquifier +2:&lt;br /&gt;
&lt;br /&gt;
#######&lt;br /&gt;
#_____#&lt;br /&gt;
#_..._#&lt;br /&gt;
#_..._#&lt;br /&gt;
#_..._#&lt;br /&gt;
#_..._#&lt;br /&gt;
#_...*#&lt;br /&gt;
#____&amp;gt;#&lt;br /&gt;
#######&lt;br /&gt;
&lt;br /&gt;
I then dug out the * tile and caused the cave-in. The aquifier water is still all at 7 depth,&lt;br /&gt;
even after Bilging (having dwarves fill a pond elsewhere with the water from here)&lt;br /&gt;
was I supposed to hit the walls of the Aquifier level with the cave-in?&amp;lt;/pre&amp;gt; --[[User:CrushU|CrushU]] 10:57, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:AFAIK, the cave-in method is a bug exploit that you use to change the type of tile. You use the cave in to change the some of the aquifer tiles into non-aquifer tiles and then mine through the center. [[User:VengefulDonut|VengefulDonut]] 11:11, 12 March 2008 (EDT)&lt;br /&gt;
::Thanks, I'll still try it at some point, but I'll pump out water and make walls to go through it mainly.--[[User:CrushU|CrushU]] 11:51, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It worked for me, kind of (the aquifer was two layers deep and there was only enough material for me to penetrate the top layer by this method). Here's a side view of what I did, with # representing non-aquifer soil, = representing the interstitial &amp;quot;floor&amp;quot; material, % representing aquifer soil, and ~ representing open water where I channeled out the aquifer level:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
                Surface&lt;br /&gt;
 =============&lt;br /&gt;
 ### ##### ###  level 1 underground&lt;br /&gt;
 === ===== ===&lt;br /&gt;
 ###       ###  level 2 underground&lt;br /&gt;
 ====     ====&lt;br /&gt;
 %%%%~~~~~%%%%  level 3 underground - aquifer&lt;br /&gt;
 =============&lt;br /&gt;
 #############&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After I had this all set up, I channeled out the surface floor material holding that suspended block up and let 'er fall:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
                Surface&lt;br /&gt;
 ===       ===&lt;br /&gt;
 ###       ###  level 1 underground&lt;br /&gt;
 ===       ===&lt;br /&gt;
 ###       ###  level 2 underground&lt;br /&gt;
 =============&lt;br /&gt;
 %%%%#####%%%%  level 3 underground - aquifer&lt;br /&gt;
 =============&lt;br /&gt;
 #############  level 4 underground&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The slab of non-aquifer material in the aquifer level could be dug through normally. Perhaps the key is in not just dropping a layer of interstitial floor material, but in dropping an entire level's thickness. The water that had been sitting in the channeled-out portion of the aquifer squooshed up onto level 2, but that was easily dealt with by digging a side chamber to let it drain away into since it didn't replenish. [[User:Bryan Derksen|Bryan Derksen]] 02:40, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Related threads ==&lt;br /&gt;
&lt;br /&gt;
More threads on aquifers:&lt;br /&gt;
* [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000852 aquifer pumping?]&lt;br /&gt;
* [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000865 How-to: Get past the aquifer with pumps]&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9266</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9266"/>
		<updated>2008-06-14T23:34:51Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* Large . */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33g:==&lt;br /&gt;
* 12/21/2007: &lt;br /&gt;
** Made human pack animals arrive with trade goods properly&lt;br /&gt;
** Fixed problem that caused some entities to not use feature materials properly&lt;br /&gt;
** Stopped premature starts on mood construction&lt;br /&gt;
** Restricted glass requests for moods&lt;br /&gt;
** Fixed problem with constructions and subterranean designations&lt;br /&gt;
** Changed order of item types on stocks screen&lt;br /&gt;
** Fixed problem with stuck soldiers after [[wrestling]] practice&lt;br /&gt;
* 12/20/2007: Updated the bring-to-depot interface&lt;br /&gt;
* 12/19/2007: &lt;br /&gt;
** Made dead ambushers show up on the unit screen&lt;br /&gt;
** Displayed region folder above game type choices&lt;br /&gt;
** Added init option for pause on load&lt;br /&gt;
** Allowed embark rectangle to be 2x2&lt;br /&gt;
** Allowed embark rectangle size to be set in init&lt;br /&gt;
** Made cage/chain lists show relevant building picture instead of a C&lt;br /&gt;
** Disallowed certain predators from the intro text&lt;br /&gt;
** Tweaked stuck-in removal text&lt;br /&gt;
** Gave occupied cage items/buildings different name text&lt;br /&gt;
** Made contained trade items fill out the container&lt;br /&gt;
** Made world generation results independent of custom name&lt;br /&gt;
** Fixed problem with glaciers melting on load&lt;br /&gt;
* 12/18/2007: &lt;br /&gt;
** Changed priorities of idle designations&lt;br /&gt;
** Changed vermin/pet names in stocks screen&lt;br /&gt;
** Changed leader text in status screen&lt;br /&gt;
* 12/17/2007: &lt;br /&gt;
** Updated embark race name to support non-dwarves.&lt;br /&gt;
** Fixed gem typo on stocks screen.&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33f:==&lt;br /&gt;
* 12/14/2007: Made items that are thrown or shot in dwarf mode forbidden, sped up freezing water checks, made various types of items capable of destruction by fire, fixed a burn lag issue, fixed problem that made invader AI turn off, stopped full goblin armies from attacking smaller sites, fixed conflict with migrant projectiles and stranded item code&lt;br /&gt;
* 12/13/2007: Changed how tree line works, corrected idler count vs. meetings, stopped wells/grates/hatches from being built in walls and other obstacles, sped up region information collector, allowed magma buildings to be built after discovering endgame areas, disable mud/blood spreading, made wagon start in selected biome if possible, stopped elves from being pleased with unethical trades, allowed more item types to hauled to the depot, made caravan items respect thread/cloth information for bags and other items, stopped wagon pullers that are also pack animals from being loaded with trade goods, homogenized pullers of a given wagon, stopped production jobs from using dump/melt designated objects, fixed a possible problem with rot locations, cleaned up some of the eat/get provisions code, made ocean waves drop salt water, made silk more susceptible to fire damage, consolidated some map event code, fixed problem with food item descriptions, fixed food ingredient value calculation&lt;br /&gt;
* 12/12/2007: Fixed laced typo, made engravings go away properly upon channel and other dig jobs, handled snow etc. versus construction removal, stopped cancelled smoothing jobs from undesignating tile, stopped dwarves from mining out/removing their own and each other's floor tiles, stopped burned corpses from dropping two skeletons, tweaked dwarf site entrances, made adv mode people talk about surrounding regions again, made adventure mode travel ambushes happen again&lt;br /&gt;
* 12/11/2007: Added tile support for appointed dwarves, fixed a few problems with geological layer creation, added gender check for king consort, fixed cliff indicator key, fixed bottom of magma pools, removed pet info from work animals properly, stopped inappropriate ambush messages from being generated by cage traps, fixed improper above ground designations, fixed problem with food storage barrels being brought to restricted piles, made mayor announcement display the proper unit type&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33e:==&lt;br /&gt;
* 12/08/2007: Fixed problem with meeting queue skipping, fixed problem with noble queue and complaints, fixed problem with moods involving glass and rough gems, cleaned out demands/mandates when a mayor loses re-election, extended account exemption to leader/sheriff, fixed tile for dead trees being chopped down, made lava warm diagonal squares, fixed more fallowing problems, stopped flashing ramp designations from giving away hidden locations, fixed some job issues with the manager screen, added missing woodworker title, removed ambush state for creatures caught in cage traps, fixed typo in art element descriptions&lt;br /&gt;
* 12/07/2007: Made veins and other rock types collapse downward properly, added a skeletal flag for certain parts that skeletons would want, stopped siege operators from firing at hidden units, stopped unchained dwarves from using beds in jails, fixed problem with cursor on military screen, stopped mandaters from bringing trade goods to depot, fixed icon for blinking trees with fallen leaves, stopped nobles from caring about the rooms of other dwarves if they don't require that room, resolved recover wounded/justice conflict, added note for deceased criminals, stopped self-punishment in justice, fixed various problems with movement involving chains, fixed problem with currency screen lumping together all metal types, made caravans bring proper animals following trade agreements, fixed problem causing trade animals to have trade flags prematurely removed&lt;br /&gt;
* 12/06/2007: Stopped constructions from preserving subterranean status for indoor areas, stopped solidified swamps from starting over volcanoes, added liner to volcano wall, stopped automated buildings from generating jobs if they've been claimed by a mood dwarf, made projectiles respect archery targets and reworked some related code&lt;br /&gt;
* 12/05/2007: Fixed abandon crash, handled floor placement for walls constructed below melting liquids, stopped breaks from affecting unrelated body systems, fixed bugs stopping some creatures from attacking others in their square&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33d:==&lt;br /&gt;
* 11/30/2007: Fixed typo, fixed trap component selection from embark, fixed crash bug on embark item selection screen&lt;br /&gt;
* 11/28/2007: Fixed counteroffer crash&lt;br /&gt;
* 11/27/2007: Fixed rest/drink infinite loop, got rid of some bucket spam and changed how meal/drink request timer resets, fixed some typos, fixed pathing problem with trigger linking, fixed problem with item list updates in embark screen, fixed problem with soldiers filling waterskins at wells with many water objects&lt;br /&gt;
* 11/26/2007: Tweaked depot list sorting&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33c:==&lt;br /&gt;
*  11/23/2007: Fixed problem with multiple nobles arriving, stopped new entities from using soil for craft material, expanded trade/startup item list&lt;br /&gt;
* 11/22/2007: Added categories to item selection in embark&lt;br /&gt;
* 11/21/2007: Fixed crash bug from saving while somebody is falling down a chasm, made items drop when a ramp is dug out beneath them, handled some typos, stopped dig designations from persisting on caved-in spaces, stopped soldiers from pilfering food from caravans for their backpacks, allowed units that can't find a bed to rest to take eat/drink jobs, added init option for dwarfort.exe priority, stopped farms from resetting earlier seasons to fallow&lt;br /&gt;
* 11/20/2007: Fixed crash bug from equipment check on multi-item holds and some related problems, messed with break code a bit, added some controls on parties&lt;br /&gt;
* 11/19/2007: Allowed diplomats and merchants to escape off the edge from deep/high areas, fixed crash bug on abandon, added trained animals to the animal screen, tracked why units are following certain units more closely, stopped children from tagging along after their parents once they grow up, added short distance search for stay inside order&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33b:==&lt;br /&gt;
* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures&lt;br /&gt;
* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers&lt;br /&gt;
* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement&lt;br /&gt;
* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps&lt;br /&gt;
* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain&lt;br /&gt;
* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem&lt;br /&gt;
* 11/06/2007: Fixed problem with fortress advancement&lt;br /&gt;
* 11/01/2007: Fixed a few typos&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
=Current Bugs=&lt;br /&gt;
Check the [[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=search&amp;amp;search_forum=6 bay12games forums bug report subforum]] if you find something weird. Please use the search function!&lt;br /&gt;
&lt;br /&gt;
== Large .==&lt;br /&gt;
&lt;br /&gt;
I was minding my own business, trading with some nice human merchants... when all of a sudden I find a very very strange item.&lt;br /&gt;
&lt;br /&gt;
It costs 40# and has a weight of 6r. The weirdest thing is both it's name and description;&lt;br /&gt;
Name: &amp;lt;-large -&amp;gt;&lt;br /&gt;
Description: This is a well-crafted large .&lt;br /&gt;
&lt;br /&gt;
As you can see, the game tried to create a large something... but whatever it was didn't exist. Just thought you might like to know. [[User:AlexFili|AlexFili]] 10:30, 7 May 2008 (EDT)&lt;br /&gt;
:This... is already known and floats around the known bugs list on the dev pages. --[[User:GreyMario|GreyMario]] 14:06, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh alright. Just making sure it isn't just me. By the way, the item in question is a gem. Hope that helps. [[User:AlexFili|AlexFili]] 08:09, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Dungeon Master is demanding &amp;quot;item in Throne Room/Office&amp;quot;, a similar sort of bug perhaps? I have no idea what sort of item he wants, but man, does he ever want it. [[User:Bryan Derksen|Bryan Derksen]] 19:34, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Bugs that aren't REALLY bugs=&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
Magma will not flow UP stairs. It will flow DOWN them just fine.&lt;br /&gt;
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.&lt;br /&gt;
It will however flow up when pumped until it's at the same z-level as the pump.&lt;br /&gt;
&lt;br /&gt;
== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
:This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;br /&gt;
::Current version{{version|0.27.176.38c}}, you can actually drop a cave-in on a brook to see what it really is... a floor tile covering up a cavern full of 7/7 water. --[[User:GreyMario|GreyMario]] 14:07, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Milking Issue ==&lt;br /&gt;
&amp;quot;(To milk something it has to be carryable, and the only milkable thing you can carry is a purring maggot)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Could you not solve this by using the same code you use for the Butcher script? Only this time you keep the animal alive and generate milk, based on the time taken for the worker? [[User:AlexFili|AlexFili]] 11:24, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Building Wooden Racks ==&lt;br /&gt;
There is a minor problem with building minor wooden racks. Noobs might be confused because in the build menu it says &amp;quot;Construct wooden Weapon&amp;quot; but it doesn't actually mention the word &amp;quot;rack&amp;quot; anywhere in that. It might fool newbies into making tons of them without realising they are only racks, not actual weapons.&lt;br /&gt;
&lt;br /&gt;
Since it's extremely obvious that all the carpenter objects are wooden, I'd prefer it to say &amp;quot;Construct weapon rack&amp;quot; to avoid confusing the newbs. --[[User:AlexFili|AlexFili]] 04:30, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:... You haven't ever bothered making the menu 2x size with the Tab key? '''MANY''' menu items are truncated when the menu is only single width. This is probably the reason the 2x menu was implemented by T.O. (to accommodate long task names) --[[User:N9103|Edward]] 17:50, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As a newbie, I did in fact think, at first, that it was for building weapons, since I'd seen the chart saying wooden weapons did 50% damage. But when it didn't lead to a menu asking what *kind* of weapon (id est, sword, axe, et cetera), I knew something was up and hit {{k|Tab}} a couple times. Give us newbies some credit, we may be inexperienced (windmills, what?) but we're not necessarily oblivious. --[[User:Zombiejustice|Zombiejustice]] 18:50, 10 June 2008 (EDT)&lt;br /&gt;
::I had a similar issue trying to build grates and floor sections out of glass. Until I figured out the {{k|Tab}} key, I'd resort to ordering the construction of a &amp;quot;Clear glass Fl&amp;quot;, then look at the Job Screen to see whether it was a Floodgate, a Floor, or whatever :) --[[User:AlexChurchill|AlexChurchill]] 07:24, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Split-level River ==&lt;br /&gt;
I loaded up a section of my world and found a split-level river- that is, a river that for half of the map is on ground-level and half of the map is one z-level up.  This may just seem like a cool thing to most of you, but the upper river has now started flooding out and consuming the entire lower river basin- something that I've been informed shouldn't happen.  If someone will give me the address and directions for sending my world / creation log, I can pass it along to the developers for review.  --[[User:Lucien|Lucien]] 23:30, 13 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hammerer&amp;diff=27197</id>
		<title>40d:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hammerer&amp;diff=27197"/>
		<updated>2008-06-11T07:57:09Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: Another way to lessen the damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Hammerer&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with Baron{{Verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* [[Justice]]&lt;br /&gt;
* Executioner&lt;br /&gt;
}}&lt;br /&gt;
The [[Hammerer]] is the executioner of your [[fortress]]. If your fortress does not have enough [[cage]]s, [[chain]]s and/or [[rope]]s set to be used by [[justice]] or the crime is heinous enough, (s)he will proceed to hammerings. In the older versions, various crimes were worth different amount of hammer strikes, but in the recent versions this has not been verified.&lt;br /&gt;
&lt;br /&gt;
Hammerer is usually quite a ruthless guy, who &amp;quot;takes pleasure from killing&amp;quot;. You definitely don't want this guy to go rampaging through your fortress. &lt;br /&gt;
&lt;br /&gt;
Note that it is possible to greatly reduce the damage inflicted on his victims by marking his hammer for dumping. This causes him to dispense justice bare-handed instead, greatly reducing unnecessary deaths. You can also recruit the dwarf facing punishment and assign him to wear armor as a means of limiting the damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Challenge_Builds&amp;diff=36255</id>
		<title>Challenge Builds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Challenge_Builds&amp;diff=36255"/>
		<updated>2008-06-11T07:16:54Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: /* &amp;lt;insert material&amp;gt; Fort */ Getting a bit silly here. :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If repeatedly defending a besieged fortress isn't difficult enough for you, here are a few challenges you can set for yourself. You might also want to check out the [[Game goals|List of goals]] for other ways to challenge yourself.&lt;br /&gt;
&lt;br /&gt;
== ASPCA ==&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of them somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)&lt;br /&gt;
&lt;br /&gt;
== City-States ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
== Dieting Dwarves ==&lt;br /&gt;
'''Fishing Village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
* Obviously, no meat, fish, or dairy&lt;br /&gt;
* Also, no leather, silk, or shell&lt;br /&gt;
* In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]&lt;br /&gt;
&lt;br /&gt;
A fairly easy challenge. Take no meat and buy no meat. Butcher no animals. Gut no fish. Use no animal products like the [[Elf|elves]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
== Dwarfsicles==&lt;br /&gt;
Select a map region in the northern extremities (or another very cold area), where water is frozen for much or all of the year. All construction that can be undertaken with stone must use [[ice]], instead. Be sure to bring plenty of [[Plump helmet|Plump Helmets]] for brewing drinks!&lt;br /&gt;
&lt;br /&gt;
For an insane challenge, forbid yourself from digging in any material that can yield resources other than ice.&lt;br /&gt;
&lt;br /&gt;
== Exiled Warlord ==&lt;br /&gt;
* Seven starting dwarves with no military skills&lt;br /&gt;
* All immigrants immediately activated into the military&lt;br /&gt;
* No killing them off on purpose!&lt;br /&gt;
&lt;br /&gt;
== Fort Geneva ==&lt;br /&gt;
* Build only nonlethal (cage) traps&lt;br /&gt;
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely&lt;br /&gt;
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured&lt;br /&gt;
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
== Gone to the dogs ==&lt;br /&gt;
* One [[pick]]&lt;br /&gt;
* A ton of [[animals]]&lt;br /&gt;
&lt;br /&gt;
Replace the starting equipment with an equal value in [[dog]]s or [[cat]]s.&lt;br /&gt;
&lt;br /&gt;
== Hermit ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off the 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf.&lt;br /&gt;
&lt;br /&gt;
== Humanlike Fortress ==&lt;br /&gt;
Pretend you're a filthy above-ground dwelling humie.&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
**Only hovels and farms outside the town walls.&lt;br /&gt;
*House your dwarves in small town homes &lt;br /&gt;
**5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
**upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
*House your workshops according to profession, not conveinance.&lt;br /&gt;
*Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
*Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
*Create a market square.&lt;br /&gt;
*Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
*No underground interconnections between different areas.&lt;br /&gt;
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.&lt;br /&gt;
* BONUS: The fortress is built around a human town.&lt;br /&gt;
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!&lt;br /&gt;
* BONUS: All booze is kept within a town inn.&lt;br /&gt;
* ÜBERBONUS : Make all of the fortress out of wood. And have a dragon attack it. Send us pictures!&lt;br /&gt;
&lt;br /&gt;
==Hunter Gatherers==&lt;br /&gt;
*No skills&lt;br /&gt;
*No pets&lt;br /&gt;
*No items. &lt;br /&gt;
Yes - no items. No anvil, no seeds, no food, &amp;lt;i&amp;gt;no booze&amp;lt;/i&amp;gt; - nothing. Just the three [[tower-cap]] logs from the wagon.&lt;br /&gt;
&lt;br /&gt;
== Hunting Party ==&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
== Immigration and Customs Enforcement ==&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;insert material&amp;gt; Fort ==&lt;br /&gt;
'''Wooden'''&lt;br /&gt;
&lt;br /&gt;
Start on any treeless map and make everything that you can out of wood. That means no underground forts, though you may destroy hills and such. You lose points for bringing wood at the start.&lt;br /&gt;
&lt;br /&gt;
'''Glass'''&lt;br /&gt;
&lt;br /&gt;
Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma, constructing your fortress under water, or using [[clear glass]] exclusively. No stone may be used. Metal may only be used for creating stuff that cannot be made out of glass.&lt;br /&gt;
&lt;br /&gt;
'''Soap'''&lt;br /&gt;
&lt;br /&gt;
Cleanliness is next to godliness! Soap is in the form of &amp;quot;bars&amp;quot;, and so can be used as a building material just like any other type of bar. Show those elven traders just how much you despise their philosophies by building your trading outpost out of stuff derived from dead trees ''and'' dead animals. Too many cats? Build with cat tallow soap.&lt;br /&gt;
&lt;br /&gt;
== Jack Of All Trades ==&lt;br /&gt;
* No starting skills for any dwarfs&lt;br /&gt;
* All starting dwarfs and all immigrants immediately have all possible jobs activated&lt;br /&gt;
* All workshops must be available at all times for all dwarfs of all skill levels&lt;br /&gt;
&lt;br /&gt;
Pray for strange moods!&lt;br /&gt;
&lt;br /&gt;
== Luddite ==&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
== Master Of One ==&lt;br /&gt;
* All starting dwarfs can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarfs labour screen&lt;br /&gt;
* All immigrants must stay with the profession/professions they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
&lt;br /&gt;
Note: Since all dwarfs start with all hauling activated then that's fine- alternatively you could limit the peasants to hauling duties and only allow dwarfs with military skills into the military...&lt;br /&gt;
&lt;br /&gt;
== No Traders ==&lt;br /&gt;
Whenever someone tries to trade with you, destroy them in the most unhumane way possible.&lt;br /&gt;
&lt;br /&gt;
Ideas; &lt;br /&gt;
:*Drop them into a chasm/pit via a retracting bridge.&lt;br /&gt;
:*Cause a cave-in.&lt;br /&gt;
:*Attack them with seige weapons. &lt;br /&gt;
&lt;br /&gt;
Try to come up with imaginative ways of destroying the traders! --[[User:AlexFili|AlexFili]] 10:47, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Outcast ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them.&lt;br /&gt;
&lt;br /&gt;
== Roughing it ==&lt;br /&gt;
* No picks&lt;br /&gt;
&lt;br /&gt;
Don't [[dig]] or build at all. Bring no [[pick]]s, and don't ask for them in [[Trade depot|trade]]. Watch as the more &amp;quot;weather-averse&amp;quot; dwarves slowly go mad.&lt;br /&gt;
&lt;br /&gt;
== Siege Master ==&lt;br /&gt;
* No traps&lt;br /&gt;
* No drawbridges&lt;br /&gt;
* No locked doors&lt;br /&gt;
* No magma/water based defences&lt;br /&gt;
&lt;br /&gt;
== The Mad Butcher ==&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs. &amp;lt;br&amp;gt;&lt;br /&gt;
#Start with a normal build except:&lt;br /&gt;
#*One dwarf should be a dedicated butcher/leather worker&lt;br /&gt;
#*buy minimal food&lt;br /&gt;
#*bring as many puppies or kittens as possible&lt;br /&gt;
#Drop all your puppies or kittens into cages or into animal pits as soon as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
#Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&amp;lt;br&amp;gt;&lt;br /&gt;
#At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
#Set it all up so that the mad butcher cannot escape.&amp;lt;br&amp;gt;&lt;br /&gt;
#As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher. &amp;lt;br&amp;gt;&lt;br /&gt;
#See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== This. Is. SPARTAAAA ==&lt;br /&gt;
&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills &amp;amp;ndash; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons.&lt;br /&gt;
&lt;br /&gt;
You should refuse trade with caravans, instead attacking them if possible. &lt;br /&gt;
Whenever a messenger appears, promptly enter aggressive negotiations and throw them down the well screaming; &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot;.&lt;br /&gt;
You should forbid the use of gold and silver, the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You shouldn't create chainmail or plate armour. &amp;lt;!-- why? --Savok --&amp;gt; &amp;lt;!-- because spartans don't wear chest armor. you should definately watch 300, it's like Dwarf Fortress on crack! --AlexFili --&amp;gt;&amp;lt;!-- from what I've read, 300 isn't an accurate depiction of Spartan life. However, this challenge build is based on 300 --Savok --&amp;gt;&amp;lt;-- Alright, fair point, 300 was based from a graphic novel, but many similarities between Spartans in 300 and in real history are present. --[[User:AlexFili|AlexFili]] 10:39, 9 June 2008 (EDT) --&amp;gt;You should only brew wine.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Sparta#Society Read more about the real Sparta]&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Stone_layer&amp;diff=21971</id>
		<title>Template:Stone layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Stone_layer&amp;diff=21971"/>
		<updated>2008-06-10T03:43:07Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: Wikipedia link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;float: right; border: 1px solid #aaa; margin: 0 0 0.5em 0.5em; border-spacing: 0; width: 17em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-weight: bold&amp;quot; |{{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 0px solid white; margin: 0.0em auto&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|●|{{{basic_color}}}|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|●|{{{basic_color}}}|#000}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|●|{{{basic_color}}}|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|●|{{{basic_color}}}|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|●|{{{basic_color}}}|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|●|{{{basic_color}}}|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|●|{{{basic_color}}}|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|●|{{{basic_color}}}|#000}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Uses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{uses|}}}&lt;br /&gt;
* [[mason's workshop|Masonry]]&lt;br /&gt;
* [[craftsdwarf's workshop|Stone crafting]]&lt;br /&gt;
* [[Construction]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Properties&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{properties}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Contains&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{contains}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; font-size:90%; text-align:center;&amp;quot; | [http://en.wikipedia.org/wiki/{{anchorencode:{{{name}}}}} Wikipedia article]&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Stone_layer|tile=#|color=#880|basic_color=#880|color2=#CCC|name=Sandstone|uses=&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Sedimentary layer]]&lt;br /&gt;
* [[Aquifer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Hematite]]&lt;br /&gt;
* [[Limonite]]&lt;br /&gt;
* [[Magnetite]]&lt;br /&gt;
:* [[Platinum nuggets]]&lt;br /&gt;
* [[Copper nuggets]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
* [[Bituminous coal]]&lt;br /&gt;
* [[Lignite]]&lt;br /&gt;
* Gypsum&lt;br /&gt;
:* Alabaster&lt;br /&gt;
:* Borax&lt;br /&gt;
:* Selenite&lt;br /&gt;
:* Satinspar&lt;br /&gt;
:* Anhydrite&lt;br /&gt;
* Jet&lt;br /&gt;
* Petrified wood&lt;br /&gt;
* Brimstone&lt;br /&gt;
* Kaolinite&lt;br /&gt;
:* Alunite&lt;br /&gt;
:* Marcasite&lt;br /&gt;
* Microline&lt;br /&gt;
* Saltpeter}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Stone_layer|tile=#|color=#880|basic_color=#880|color2=#CCC|name=Sandstone|uses=&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Sedimentary layer]]&lt;br /&gt;
* [[Aquifer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Hematite]]&lt;br /&gt;
* [[Limonite]]&lt;br /&gt;
* [[Magnetite]]&lt;br /&gt;
:* [[Platinum nuggets]]&lt;br /&gt;
* [[Copper nuggets]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
* [[Bituminous coal]]&lt;br /&gt;
* [[Lignite]]&lt;br /&gt;
* Gypsum&lt;br /&gt;
:* Alabaster&lt;br /&gt;
:* Borax&lt;br /&gt;
:* Selenite&lt;br /&gt;
:* Satinspar&lt;br /&gt;
:* Anhydrite&lt;br /&gt;
* Jet&lt;br /&gt;
* Petrified wood&lt;br /&gt;
* Brimstone&lt;br /&gt;
* Kaolinite&lt;br /&gt;
:* Alunite&lt;br /&gt;
:* Marcasite&lt;br /&gt;
* Microline&lt;br /&gt;
* Saltpeter}}&lt;br /&gt;
[[Category:Materials templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Alloy&amp;diff=15439</id>
		<title>Template:Alloy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Alloy&amp;diff=15439"/>
		<updated>2008-06-10T03:39:55Z</updated>

		<summary type="html">&lt;p&gt;Bryan Derksen: add Wikipedia link to this template too&lt;/p&gt;
&lt;hr /&gt;
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|+ style=&amp;quot;font-weight: bold&amp;quot; |{{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
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|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|{{{tile2|&amp;amp;#x2261;}}}|{{{color2|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x3D;|#444|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#x2261;|{{{color|#888}}}|black}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╪|{{{color}}}|{{{bgcolor}}}}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|Ω|{{{color}}}|#000}}&lt;br /&gt;
|{{RT|╪|{{{color}}}|{{{bgcolor}}}}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Uses&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{uses|}}}&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
* [[Construction]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Recipe&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{recipe}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; padding: 0.1em 0.25em&amp;quot; | Properties&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 0.25em&amp;quot; |&lt;br /&gt;
{{{properties}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: 1px solid #aaa; border-bottom: 1px solid #aaa; background: #eee; font-size:90%; text-align:center;&amp;quot; | [http://en.wikipedia.org/wiki/{{anchorencode:{{{name}}}}} Wikipedia article]&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Alloy|name=Rose Gold|color=#F0F|bgcolor=#808|color1=#880|color2=#FF0&lt;br /&gt;
|recipe=&lt;br /&gt;
* 3 [[Gold]]&lt;br /&gt;
* 1 [[Copper]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 23&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Alloy|name=Rose Gold|color=#F0F|bgcolor=#808|color1=#880|color2=#FF0&lt;br /&gt;
|recipe=&lt;br /&gt;
* 3 [[Gold]]&lt;br /&gt;
* 1 [[Copper]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 23&lt;br /&gt;
}}&lt;br /&gt;
[[Category:materials templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bryan Derksen</name></author>
	</entry>
</feed>