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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=35423</id>
		<title>40d Talk:Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=35423"/>
		<updated>2009-08-05T18:50:42Z</updated>

		<summary type="html">&lt;p&gt;Cayzle: /* Chains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bones, etc. count ==&lt;br /&gt;
&lt;br /&gt;
Wile butchering cats I always got stacks of 3 bones... Anyone, check this, please. --[[User:Dorten]]&lt;br /&gt;
&lt;br /&gt;
:Cats are size 3 in the raws so 3 stacks of bones would make sense to me. Maybe they are taking the numbers from kittens, likewise you probably get 3 meat. Can someone confirm this, I don't trust my reading of the raws. --[[User:Shades|Shades]] 04:00, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Bone#=Size --[[User:Savok|Savok]] 12:58, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disable Cats? ==&lt;br /&gt;
&lt;br /&gt;
I'm getting annoyed with all these cats, is there a way to delete them? Maybe removing their creature details? --[[User:AlexFili|AlexFili]] 05:38, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yep, that's the way. Just look for the file raw/objects/creature_domestic.txt and delete the 'cat' creature. Although personally I wouldn't recommend that, since if you just delete the [VERMINHUNTER] the cats act like normal animals, they don't go around slaughtering rats and roaches and they dont 'adopt' owners.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 12:28, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Too injured? ==&lt;br /&gt;
&lt;br /&gt;
Right after the last siege, I've had a sudden surge of odd announcements along the lines of &amp;quot;Tame Cat Algazud Knogger cancels Store Item in Stockpile: Too Injured&amp;quot;. Several cats exhibit this behavior, none of them actually wounded in any way I can tell. Anyone else seen this? -[[User:Fuzzy|Fuzzy]] 17:51, 9 September 2008 (EDT)&lt;br /&gt;
:I'm guessing that the vermin the cat just killed and wants to move to the stockpile is what's tripping the injured message. I'm seeing it I think every time a cat kills a vermin. [[User:HeWhoIsPale|HeWhoIsPale]] 18:27, 9 September 2008 (EDT)&lt;br /&gt;
::Ah, well it's still happening. I took a look through the bug list and someone has listed it under &amp;quot;Announcement spamming&amp;quot;. No response yet from The Toady One as best I could tell. It's annoying, but I already have to deal with a lot of spurious cancellation messages, so it's liveable. -[[User:Fuzzy|Fuzzy]] 12:00, 10 September 2008 (EDT)&lt;br /&gt;
:::See [[Cat cancels Store Item in Stockpile: Too injured]]. The cat needs something to grasp with, apparently; either you make a type of grasping mouth and call it CAT_MOUTH, and assign it to CAT, or just change the CAT raws from [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH] to [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:UPPERBODY_PINCERS]. See what he did there? Version .40d. --[[User:Jellyfishgreen|Jellyfishgreen]] 03:24, 30 September 2008 (EDT)&lt;br /&gt;
::::Indeed... whoever wrote that FAQ entry must have been a very wise and knowledgable person. Truly a paragon among men. -[[User:Fuzzy|Fuzzy]] 13:00, 30 September 2008 (EDT)&lt;br /&gt;
:::::It is only right that we should link there from here and let his teachings be known more widely. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:49, 1 October 2008 (EDT)&lt;br /&gt;
::::::Added to the page. --[[User:GreyMario|GreyMaria]] 14:34, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Closed door method of impounding cats ==&lt;br /&gt;
&lt;br /&gt;
Recently, a method was posted to isolate cats by means of tightly-closed doors, luring the owner there by drafting, and then letting him leave while the cat is stymied. I haven't had means to test this exact method, but I do know that cats and other pets will eventually get out of the tightly closed doors if there's ever another Dwarf that will walk through. My experience is that cats especially will just sit by the door with a question mark, waiting for someone to open it so they can slip out (just like real cats!). Similarly, I've seen accounts of people on the board who've noticed peculiarly sneaky muskoxen using the same tactic to get into fortresses. -[[User:Fuzzy|Fuzzy]] 15:19, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:In addition, wouldn't this method just cause the pathfinding algorithm to continually execute for the cat, slowing down the FPS anyway? Also this could be moved to the 'catsplosion' page, rather than being here... --[[User:Khimaera UK|JK]] 20:45, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::All animals will pile up at tightly closed doors because they path like dwarves, so they don't understand the door won't open for them.  This should kill your FPS because they are queuing the pathfinding algorithm repeatedly.  Now, if you really want to control the cat problem with tightly closed doors, build a Upright Spike trap right next to the door with a lever on the other side.  When the cats pile up, have someone go pull the lever.  (Works best with 2 doors airlock fashion so you can forbid the other door when you notice a cat pileup to stop dwarves from pathing through the room and letting the cats out before their death). --[[User:Squirrelloid|Squirrelloid]] 21:47, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Make the floor of the cat impound a retracting bridge. When pulled, cats fall 1 z-level into a completely sealed walled-in room. Now there is no door to escape, and cats cease pathfinding in favor of standing there pitiably until the end of time. Deconstruct a wall to let them out. --[[User:Rkyeun|Rkyeun]] 08:27, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Virgin birth? ==&lt;br /&gt;
&lt;br /&gt;
My current fortress is an obsidian wasteland, complete with haunted area that is spawning undead animals regularly. I only brought 1 cat with me. I haven't kept an eagle's eye on the creatures in the area, but my single female cat just gave birth to kittens. No immigrants have arrived, but I've had the first two caravans come through. They don't bring (uncaged) cats with them, do they?&lt;br /&gt;
&lt;br /&gt;
Well, the gestation period for cats in RL is about two months and I'm not sure just what the gestation period is in DF. It's entirely possible that traders will have a stray cat tagging along, so if its the opposite gender... you know. I did think that she was pregnant from the start (as in mated before the game 'started'), but given that a year and a half went by...--[[User:Smjjames|Smjjames]] 18:12, 11 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chains ==&lt;br /&gt;
&lt;br /&gt;
Can't you just chain them instead?--[[User:CrazyMcfobo|CrazyMcfobo]] 01:25, 23 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
  I think you can't chained named pets. Just strays? - Cayzle&lt;/div&gt;</summary>
		<author><name>Cayzle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=35422</id>
		<title>40d Talk:Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=35422"/>
		<updated>2009-08-05T18:50:27Z</updated>

		<summary type="html">&lt;p&gt;Cayzle: /* Chains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bones, etc. count ==&lt;br /&gt;
&lt;br /&gt;
Wile butchering cats I always got stacks of 3 bones... Anyone, check this, please. --[[User:Dorten]]&lt;br /&gt;
&lt;br /&gt;
:Cats are size 3 in the raws so 3 stacks of bones would make sense to me. Maybe they are taking the numbers from kittens, likewise you probably get 3 meat. Can someone confirm this, I don't trust my reading of the raws. --[[User:Shades|Shades]] 04:00, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Bone#=Size --[[User:Savok|Savok]] 12:58, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disable Cats? ==&lt;br /&gt;
&lt;br /&gt;
I'm getting annoyed with all these cats, is there a way to delete them? Maybe removing their creature details? --[[User:AlexFili|AlexFili]] 05:38, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yep, that's the way. Just look for the file raw/objects/creature_domestic.txt and delete the 'cat' creature. Although personally I wouldn't recommend that, since if you just delete the [VERMINHUNTER] the cats act like normal animals, they don't go around slaughtering rats and roaches and they dont 'adopt' owners.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 12:28, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Too injured? ==&lt;br /&gt;
&lt;br /&gt;
Right after the last siege, I've had a sudden surge of odd announcements along the lines of &amp;quot;Tame Cat Algazud Knogger cancels Store Item in Stockpile: Too Injured&amp;quot;. Several cats exhibit this behavior, none of them actually wounded in any way I can tell. Anyone else seen this? -[[User:Fuzzy|Fuzzy]] 17:51, 9 September 2008 (EDT)&lt;br /&gt;
:I'm guessing that the vermin the cat just killed and wants to move to the stockpile is what's tripping the injured message. I'm seeing it I think every time a cat kills a vermin. [[User:HeWhoIsPale|HeWhoIsPale]] 18:27, 9 September 2008 (EDT)&lt;br /&gt;
::Ah, well it's still happening. I took a look through the bug list and someone has listed it under &amp;quot;Announcement spamming&amp;quot;. No response yet from The Toady One as best I could tell. It's annoying, but I already have to deal with a lot of spurious cancellation messages, so it's liveable. -[[User:Fuzzy|Fuzzy]] 12:00, 10 September 2008 (EDT)&lt;br /&gt;
:::See [[Cat cancels Store Item in Stockpile: Too injured]]. The cat needs something to grasp with, apparently; either you make a type of grasping mouth and call it CAT_MOUTH, and assign it to CAT, or just change the CAT raws from [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH] to [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:UPPERBODY_PINCERS]. See what he did there? Version .40d. --[[User:Jellyfishgreen|Jellyfishgreen]] 03:24, 30 September 2008 (EDT)&lt;br /&gt;
::::Indeed... whoever wrote that FAQ entry must have been a very wise and knowledgable person. Truly a paragon among men. -[[User:Fuzzy|Fuzzy]] 13:00, 30 September 2008 (EDT)&lt;br /&gt;
:::::It is only right that we should link there from here and let his teachings be known more widely. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:49, 1 October 2008 (EDT)&lt;br /&gt;
::::::Added to the page. --[[User:GreyMario|GreyMaria]] 14:34, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Closed door method of impounding cats ==&lt;br /&gt;
&lt;br /&gt;
Recently, a method was posted to isolate cats by means of tightly-closed doors, luring the owner there by drafting, and then letting him leave while the cat is stymied. I haven't had means to test this exact method, but I do know that cats and other pets will eventually get out of the tightly closed doors if there's ever another Dwarf that will walk through. My experience is that cats especially will just sit by the door with a question mark, waiting for someone to open it so they can slip out (just like real cats!). Similarly, I've seen accounts of people on the board who've noticed peculiarly sneaky muskoxen using the same tactic to get into fortresses. -[[User:Fuzzy|Fuzzy]] 15:19, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:In addition, wouldn't this method just cause the pathfinding algorithm to continually execute for the cat, slowing down the FPS anyway? Also this could be moved to the 'catsplosion' page, rather than being here... --[[User:Khimaera UK|JK]] 20:45, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::All animals will pile up at tightly closed doors because they path like dwarves, so they don't understand the door won't open for them.  This should kill your FPS because they are queuing the pathfinding algorithm repeatedly.  Now, if you really want to control the cat problem with tightly closed doors, build a Upright Spike trap right next to the door with a lever on the other side.  When the cats pile up, have someone go pull the lever.  (Works best with 2 doors airlock fashion so you can forbid the other door when you notice a cat pileup to stop dwarves from pathing through the room and letting the cats out before their death). --[[User:Squirrelloid|Squirrelloid]] 21:47, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Make the floor of the cat impound a retracting bridge. When pulled, cats fall 1 z-level into a completely sealed walled-in room. Now there is no door to escape, and cats cease pathfinding in favor of standing there pitiably until the end of time. Deconstruct a wall to let them out. --[[User:Rkyeun|Rkyeun]] 08:27, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Virgin birth? ==&lt;br /&gt;
&lt;br /&gt;
My current fortress is an obsidian wasteland, complete with haunted area that is spawning undead animals regularly. I only brought 1 cat with me. I haven't kept an eagle's eye on the creatures in the area, but my single female cat just gave birth to kittens. No immigrants have arrived, but I've had the first two caravans come through. They don't bring (uncaged) cats with them, do they?&lt;br /&gt;
&lt;br /&gt;
Well, the gestation period for cats in RL is about two months and I'm not sure just what the gestation period is in DF. It's entirely possible that traders will have a stray cat tagging along, so if its the opposite gender... you know. I did think that she was pregnant from the start (as in mated before the game 'started'), but given that a year and a half went by...--[[User:Smjjames|Smjjames]] 18:12, 11 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chains ==&lt;br /&gt;
&lt;br /&gt;
Can't you just chain them instead?--[[User:CrazyMcfobo|CrazyMcfobo]] 01:25, 23 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
 -- I think you can't chained named pets. Just strays? - Cayzle&lt;/div&gt;</summary>
		<author><name>Cayzle</name></author>
	</entry>
	<entry>
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		<title>Main Page</title>
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		<updated>2009-07-31T16:46:24Z</updated>

		<summary type="html">&lt;p&gt;Cayzle: removed spam links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;  &lt;br /&gt;
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		<author><name>Cayzle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Island&amp;diff=42998</id>
		<title>40d:Island</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Island&amp;diff=42998"/>
		<updated>2009-04-07T19:45:47Z</updated>

		<summary type="html">&lt;p&gt;Cayzle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
During world generation, seas and oceans will fill the lowlands (and lakes the bottled-up highlands) of your map. Islands are often volcanic, but can also simply be the result of mountain ranges that are mostly submerged.&lt;br /&gt;
&lt;br /&gt;
==Starting your fortress on an island==&lt;br /&gt;
Islands vary in size, but even the smallest tend to be very large relative to the size of a typical fortress. In bodies of saltwater, islands tend to have little exposed stone and almost always have saline aquifer layers from sea to shining sea, all making basic survival difficult. Islands in freshwater lakes pose fewer complications, although they are more rare.&lt;br /&gt;
&lt;br /&gt;
In either case, civilizations are rarely founded on islands. Generally, only your founding civilization will brave the seas to either trade or harass you. On the other hand, [[Creatures#Megabeasts|megabeasts]] may appear on your island.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Cayzle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Island&amp;diff=42997</id>
		<title>40d:Island</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Island&amp;diff=42997"/>
		<updated>2009-04-07T19:45:34Z</updated>

		<summary type="html">&lt;p&gt;Cayzle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
During world generation, seas and oceans will fill the lowlands (and lakes the bottled-up highlands) of your map. Islands are often volcanic, but can also simply be the result of mountain ranges that are mostly submerged.&lt;br /&gt;
&lt;br /&gt;
==Starting your fortress on an island==&lt;br /&gt;
Islands vary in size, but even the smallest tend to be very large relative to the size of a typical fortress. In bodies of saltwater, islands tend to have little exposed stone and almost always have saline aquifer layers from sea to shining sea, all making basic survival difficult. Islands in freshwater lakes pose fewer complications, although they are more rare.&lt;br /&gt;
&lt;br /&gt;
In either case, civilizations are rarely founded on islands. Generally, only your founding civilization will brave the seas to either trade or harass you. On the other hand, [[Creatures#Megabeasts|megabeasts] may appear on your island.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Cayzle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7658</id>
		<title>40d:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7658"/>
		<updated>2009-03-13T21:35:40Z</updated>

		<summary type="html">&lt;p&gt;Cayzle: fixed upper case / lower case inconsistencies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''aquifer''' is a subterranean layer of [[water]]-bearing rock or [[soil]]. Attempts to mine through them will result in the mined-out squares immediately filling with [[water]], effectively halting excavation at or below their level. This, in conjunction with the fact that they are often located in areas rich in [[loam]], and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
Aquifers are found in soil layers and some porous rock layers. They often span several rock layers.&lt;br /&gt;
&lt;br /&gt;
Layers which CAN contain aquifers:&lt;br /&gt;
*[[Soil|sandy clay loam]]&lt;br /&gt;
*[[Soil|silty clay loam]]&lt;br /&gt;
*[[Soil|loam]]&lt;br /&gt;
*[[Soil|sandy loam]]&lt;br /&gt;
*[[Soil|silt loam]]&lt;br /&gt;
*[[Soil|loamy sand]]&lt;br /&gt;
*[[Soil|silt]]&lt;br /&gt;
*[[sand]]&lt;br /&gt;
*[[Soil|yellow sand]]&lt;br /&gt;
*[[Soil|white sand]]&lt;br /&gt;
*[[Soil|black sand]]&lt;br /&gt;
*[[Soil|red sand]]&lt;br /&gt;
*[[Soil|peat]]&lt;br /&gt;
*[[Soil|pelagic clay]]&lt;br /&gt;
*[[Calcareous ooze]]&lt;br /&gt;
*[[Soil|siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
&lt;br /&gt;
Layers which CAN'T contain aquifers&lt;br /&gt;
*[[Soil|clay]]&lt;br /&gt;
*[[Soil|silty clay]]&lt;br /&gt;
*[[Soil|sandy clay]]&lt;br /&gt;
*[[Soil|clay loam]]&lt;br /&gt;
*[[siltstone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
&lt;br /&gt;
== Dealing with aquifers ==&lt;br /&gt;
&lt;br /&gt;
The challenges presented by an aquifer may be circumvented in several ways. Firstly, much more of your equipment will likely be made from [[wood]], especially early on, so it may help to be in a heavily forested area. Once you've established your [[fortress]] a bit, you will also be able to [[trade]] for [[stone]] and [[metal]]s if you run short.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that it sometimes possible to find some amount of stone above the aquifer.  It may help to create exploratory shafts searching for pockets of stone.  Be aware that mining along the level immediately above the aquifer will result in patches of 'damp stone,' which will [[flood]] if mined out;  these squares will flash with water when designating mining areas.&lt;br /&gt;
&lt;br /&gt;
===The speed method===&lt;br /&gt;
For multilayer aquifers, if your [[miner]]s dig fast enough more than one aquifer layer can be pierced .as of 40c one aquifer can drain into another. Ths allows work to be done from a layer down, but does not successfully pierce through all aquifer layers completely.&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as [[sandstone]], it may be possible to tunnel down through deposits of [[ore]] such as [[magnetite]]. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through  the use of a [[Utilities|utility]] like reveal.exe.&lt;br /&gt;
&lt;br /&gt;
===The magma method===&lt;br /&gt;
If you have access to a supply of [[magma]], you can create your own [[obsidian]] caissons.  The water from the aquifer is not pressurized, so it is safe to dig [[channel]]s in aquifer;  then you cover them with magma to create patches of obsidian, and stop the flow of magma with more water.  You can now dig inside the patch without it flooding, but leave borders!  Don't remove &amp;lt;em&amp;gt;all&amp;lt;/em&amp;gt; the obsidian.&lt;br /&gt;
&lt;br /&gt;
If you must go through multiple levels, each level will shrink the area because of the borders, so be sure to channel larger areas than you think you need.&lt;br /&gt;
&lt;br /&gt;
===The other magma method===&lt;br /&gt;
Magma vents have two outer layers that may allow you to get past the aquifer with minimal effort. Just outside the magma is always a layer of obsidian, which is one of the many stones unable to hold aquifer water. Just beyond this obsidian will be a layer of the surrounding soil or rock which has been dried by the [[magma vent]]. Depending on the exact layout of your magma vent, you may be able to dig straight down next to it, or you may have to dig around a bit to find a workable path.&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
*With a visible magma shaft, any tile that is not touching the magma on its Z-level (by edge or corner) is safe from magma, even if there is magma directly above it.&lt;br /&gt;
*Any tile which is not marked as damp is safe from the aquifer, even if there is a damp tile next to it.&lt;br /&gt;
*To find the water-safe tiles, you can dig down [[stair]]cases on the floor above, which reveal the tile below. These can later be covered up by constructed [[floor]]s, if you want.&lt;br /&gt;
**'''Warning:''' Do not dig up staircases on the aquifer layer until you know the tile is safe from water.  Digging an up staircase creates an open tile, which can fill with water and render adjacent squares unsafe.&lt;br /&gt;
*The dried tiles are the same type as the surrounding aquifer, so an aquifer-filled [[sand]] layer can be used for gathering sand, if it touches the magma vent.&lt;br /&gt;
&lt;br /&gt;
===The Tweak tile edit method===&lt;br /&gt;
Using the Tweak Utility, use the Magma/Lava Tag and create a large round circle (surrounding your tunnel). The Aquifer will turn these squares into obsidian nearly instantly and you can proceed to dig through the tunnel.&lt;br /&gt;
&lt;br /&gt;
===The pump method===&lt;br /&gt;
It is possible to [[pump]] the water out of an aquifer; though the supply is apparently unlimited it can be pumped out faster than the water seeps in, allowing for a fairly safe area on the z level. This method is somewhat dangerous since problems with your pumps can lead to drowning, however, it allows a larger area to be cleared than most methods and can be done anywhere.  It's possible to build [[wall]]s on the levels with aquifers to stop water. It's also easier to plan around a series of pumps than hoping you'll hit rock on the way down.&lt;br /&gt;
There is an example of how to get through an aquifer with pumps here:  http://mkv25.net/dfma/movie-120-aquifercmv&lt;br /&gt;
Note that this method will not work with the current version, as it is no longer possible to pump an infinite amount of water into one tile.  It can be modified, however, by placing channels behind the pumps so that the water drains back into the aquifer.  It is also no longer possible to operate the pumps with a waterwheel built in the aquifer.  This can be resolved by hooking up your pumps to another source of power, or by setting the pumps to be manually operated.  The latter option will require quite a few dwarfs with nothing better to do but operate pumps.&lt;br /&gt;
&lt;br /&gt;
It is possible to expand this method to breach multiple z-levels. Just make sure your [[room]] on the next level down has a minimum of room allowed for this design. For areas larger than the design, break up the room into smaller areas (6x6 is reasonably workable) and pump them out one at a time from at least three sides (into another section when necessary, you only need one dry at a time), and building [[wall]]s on the outer edges. As you pump out additional sections, you can connect them, digging through the dividing dirt walls and building a wall between the two sections you've already built to complete the water-proofing. As a note, pumps can't pump if you build a wall in the space they're pumping from(though floor-grates work fine), which is why it is necessary to either pump from all four sides, or to dig out the space to rewall.&lt;br /&gt;
&lt;br /&gt;
===The ice method===&lt;br /&gt;
There is a simple method of getting past an aquifer although it is restricted to a small shaft down, and not possible on all maps.&lt;br /&gt;
You will need:&lt;br /&gt;
*9 pieces of material suitable for crafting [[Wall|Walls]] and [[floor]]s.&lt;br /&gt;
*1 [[Carpenter]] or [[Mason]] (depending on your wall's building material of choice)&lt;br /&gt;
*1 [[Miner]] (using multiple miners runs the danger of one miner digging a channel on the floor another is standing on!*)[Fixed in .33f]&lt;br /&gt;
*A map which freezes&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
#Dig channels in a 5x5 square.&lt;br /&gt;
#Dig stairs on the outside of the square to allow access to the next level.&lt;br /&gt;
#Carefully dig channels underneath all the other channels and build another stair down.&lt;br /&gt;
#Continue down in this way until you're right above the water table.&lt;br /&gt;
#Dig channels around a central square.&lt;br /&gt;
#Wait for the water to freeze.&lt;br /&gt;
#The outer-most [[block]]s of [[ice]] on the aquifer level will prevent the inner block from being damp.&lt;br /&gt;
#Dig a central set of stairs which will allow you to go through the aquifer level and access the levels below.&lt;br /&gt;
#If the map will warm up, make sure to surround the stairwell on the aquifer level with walls.&lt;br /&gt;
#This system can be expanded to allow for a bigger stairwell.&lt;br /&gt;
&lt;br /&gt;
Diagram:&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
*&amp;lt;tt&amp;gt;G&amp;lt;/tt&amp;gt; - [[grate]]&lt;br /&gt;
*&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - up/down stairs&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;gt;&amp;lt;/tt&amp;gt; - down stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - up stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt; - Ice/water&lt;br /&gt;
*&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt; - Floor&lt;br /&gt;
&lt;br /&gt;
Surface level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Intermediate levels:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCCX&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level + 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CC&amp;gt;CF&amp;lt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
IIIII&lt;br /&gt;
IWWWI&lt;br /&gt;
IWXWI&lt;br /&gt;
IWWWI&lt;br /&gt;
IIIII&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The cave-in method=== &lt;br /&gt;
If you cause the soil layers above the aquifer to cave-in on the aquifer layer, the caved-in layers above the aquifer will become mineable.&lt;br /&gt;
&lt;br /&gt;
showcase on 2 levels with aquifer: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Aquifier cavein 1level.jpg&lt;br /&gt;
Image:Aquifier cavein 2level.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Differing biomes===&lt;br /&gt;
If your local area has more than one [[biome]], you may be able to dig down in one biome to bridge under an aquifer in another. This won't work if the aquifer is present in all [[biome]]s, of course, but it may be useful in the case of a surprise aquifer that was not marked on the region selection screen.&lt;br /&gt;
&lt;br /&gt;
== Advantages of aquifers ==&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the presence of an aquifer, while challenging, does offer some slight advantages.  Firstly, much of the area [[underground]] but above the aquifer will be sand, clay, or loam, all of which can be planted in without requiring any kind of irrigation or flooding, allowing farming to get under way quicker and with less stress.  Additionally, the presence of water 3-4 z-levels below ground anywhere on the map makes placing [[well]]s a simpler task, as well as ensuring easy access to subterranean water supplies. Also, just as water will flow endlessly ''out''  of an aquifer if there is a way out, it will flow endlessly ''into'' an aquifer given time. If you dig a channel into an aquifer, water that runs into the channel will disappear without ever causing it to overflow.&lt;br /&gt;
&lt;br /&gt;
== General tips ==&lt;br /&gt;
*Tunnels dug directly below an aquifer will flood. Go down another level before you ruin all that hard work you spent getting through in the first place.&lt;br /&gt;
*Smoothing an aquifer wall will make it stop leaking water. This is especially useful when you are trying to get through with a pump. A tunnel directly below a smoothed aquifer tile will not flood. Digging through the smoothed wall tile will cause it to leak water again until you have completely dug out the tile.&lt;br /&gt;
*An aquifer wall will not leak water diagonally; it will only add water to tiles directly north/south/east/west.&lt;br /&gt;
*On an ocean [[island]], the aquifer is not potable (unlike aquifers on real-life oceanic islands), so you cannot create drinking water zones from the aquifer.&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Cayzle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bridge&amp;diff=12734</id>
		<title>40d:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bridge&amp;diff=12734"/>
		<updated>2008-10-07T23:36:01Z</updated>

		<summary type="html">&lt;p&gt;Cayzle: Really sorry. Reverted my own work and another's add because I was wrong. Sorry!&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]] (or [[carpentry]] or [[metalsmithing]] if [[wood]] or [[metal]] is used) 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]] or [[pressure plate]] 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. That's why drawbridge is called ''the dwarven atom-smasher''.  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:Constructions]]&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Cayzle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bridge&amp;diff=12732</id>
		<title>40d:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bridge&amp;diff=12732"/>
		<updated>2008-10-07T19:31:54Z</updated>

		<summary type="html">&lt;p&gt;Cayzle: added note on bridges and path to depot.&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]] (or [[carpentry]] or [[metalsmithing]] if [[wood]] or [[metal]] is used) 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;
If the only path to your trade depot is over a bridge, the depot will be inaccessible to merchant caravans, even when down.&lt;br /&gt;
&lt;br /&gt;
== Drawbridges and retracting bridges ==&lt;br /&gt;
&lt;br /&gt;
A bridge can be connected to a [[lever]] or [[pressure plate]] 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. That's why drawbridge is called ''the dwarven atom-smasher''.  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:Constructions]]&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Cayzle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bat&amp;diff=45055</id>
		<title>40d Talk:Bat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bat&amp;diff=45055"/>
		<updated>2008-09-26T19:37:55Z</updated>

		<summary type="html">&lt;p&gt;Cayzle: Batsicles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've seen bats in chasms in freezing biomes. - Cayzle&lt;/div&gt;</summary>
		<author><name>Cayzle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Garnierite&amp;diff=8382</id>
		<title>40d:Garnierite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Garnierite&amp;diff=8382"/>
		<updated>2008-07-22T20:45:20Z</updated>

		<summary type="html">&lt;p&gt;Cayzle: Added a little to this stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Garnierite|tile=£|color=#0F0&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[nickel]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Gabbro]]&lt;br /&gt;
* Found as veins&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 2}}&lt;br /&gt;
&lt;br /&gt;
A naturally occurring [[Ore]], when smelted '''Garnierite''' produces [[Nickel]].  can be used to make furniture and 'Other Items' at a [[Smelter]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;/div&gt;</summary>
		<author><name>Cayzle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Island&amp;diff=42988</id>
		<title>40d:Island</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Island&amp;diff=42988"/>
		<updated>2008-07-02T23:32:24Z</updated>

		<summary type="html">&lt;p&gt;Cayzle: stub for islands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An island is marked by several unique features. &lt;br /&gt;
&lt;br /&gt;
It has no potable water, not even from an aquifer, from ponds, or from rain. You can survive just on alcohol without water (you can farm with salt water), but healing is a real problem.&lt;br /&gt;
&lt;br /&gt;
The only civilization that will come to visit is dwarven. But that also means no kobolds or goblins.&lt;/div&gt;</summary>
		<author><name>Cayzle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7642</id>
		<title>40d:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7642"/>
		<updated>2008-07-02T23:28:58Z</updated>

		<summary type="html">&lt;p&gt;Cayzle: potability on islands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''aquifer''' is a subterranean layer of water-bearing rock or [[soil]].  Attempts to mine through them will result in the mined-out squares immediately filling with [[water]], effectively halting excavation at or below their level.  This, in conjunction with the fact that they are often located in areas rich in  [[loam]], and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
Aquifers are found in soil layers and some porous rock layers.&lt;br /&gt;
&lt;br /&gt;
Layers which CAN contain aquifers:&lt;br /&gt;
*[[Soil|sandy clay loam]]&lt;br /&gt;
*[[Soil|silty clay loam]]&lt;br /&gt;
*[[Soil|loam]]&lt;br /&gt;
*[[Soil|sandy loam]]&lt;br /&gt;
*[[Soil|silt loam]]&lt;br /&gt;
*[[Soil|loamy sand]]&lt;br /&gt;
*[[Soil|silt]]&lt;br /&gt;
*[[sand]]&lt;br /&gt;
*[[Soil|yellow sand]]&lt;br /&gt;
*[[Soil|white sand]]&lt;br /&gt;
*[[Soil|black sand]]&lt;br /&gt;
*[[Soil|red sand]]&lt;br /&gt;
*[[Soil|peat]]&lt;br /&gt;
*[[Soil|pelagic clay]]&lt;br /&gt;
*[[Soil|calcareous ooze]]&lt;br /&gt;
*[[Soil|siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
&lt;br /&gt;
Layers which CAN'T contain aquifers&lt;br /&gt;
*[[Soil|clay]]&lt;br /&gt;
*[[Soil|silty clay]]&lt;br /&gt;
*[[Soil|sandy clay]]&lt;br /&gt;
*[[Soil|clay loam]]&lt;br /&gt;
*[[siltstone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
&lt;br /&gt;
== Dealing with aquifers ==&lt;br /&gt;
&lt;br /&gt;
The challenges presented by an aquifer may be circumvented in several ways.  Firstly, much more of your equipment will likely be made from [[wood]], especially early on, so it may help to be in a heavily forested area.  Once you've established your fortress a bit, you will also be able to [[trade]] for stone and [[metal]]s if you run short.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that it sometimes possible to find some amount of stone above the aquifer.  It may help to create exploratory shafts searching for pockets of stone.  Be aware that mining along the level immediately above the aquifer will result in patches of 'damp stone,' which will flood if mined out;  these squares will flash with water when designating mining areas.&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as [[sandstone]], it may be possible to tunnel down through deposits of [[ore]] such as [[magnetite]].  For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through  the use of a [[Utilities|utility]] like reveal.exe.&lt;br /&gt;
&lt;br /&gt;
===The magma method===&lt;br /&gt;
If you have access to a supply of [[magma]], you can create your own [[obsidian]] caissons.  The water from the aquifer is not pressurized and magma is chunky, so it is safe to dig [[channel]]s in aquifer.  Though you will have to re-dig a lot of channels due to an element of chance, you can create a pool of magma on the aquifer z-level, and then pinch the pool off from the supply of magma with water.  When it cools (which you can hasten with more water) you can dig down through the middle of a 3x3 patch of obsidian without flooding.  With larger starting patches, you can dig through multiple levels of aquifer.&lt;br /&gt;
&lt;br /&gt;
===The other magma method===&lt;br /&gt;
Magma vents have two outer layers that may allow you to get past the aquifer with minimal effort.  Just outside the magma is a layer of obsidian, which cannot be an aquifer.  Just outside the obsidian is a layer of the surrounding aquifer that has been dried by the [[magma vent]].  Depending on the exact layout of your magma vent, you may be able to dig straight down next to it, or you may have to dig around a bit to find a workable path.&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
*With a visible magma shaft, any tile that is not touching the magma on its Z-level (by edge or corner) is safe from magma, even if there is magma directly above it.&lt;br /&gt;
*Any tile which is not marked as damp is safe from the aquifer, even if there is a damp tile next to it.&lt;br /&gt;
*To find the water-safe tiles, you can dig down [[stair]]cases on the floor above, which reveal the tile below.  These can later be covered up by constructed [[floor]]s, if you want.&lt;br /&gt;
**'''Warning:''' Do not dig up staircases on the aquifer layer until you know the tile is safe from water.  Digging an up staircase creates an open tile, which can fill with water and render adjacent squares unsafe.&lt;br /&gt;
*The dried tiles are the same type as the surrounding aquifer, so an aquifer-filled sand layer can be used for gathering sand, if it touches the magma vent.&lt;br /&gt;
&lt;br /&gt;
===The pump method===&lt;br /&gt;
It is possible to [[pump]] the water out of an aquifer; though the supply is apparently unlimited it can be pumped out faster than the water seeps in, allowing for a fairly safe area on the z level. This method is somewhat dangerous since problems with your pumps can lead to drowning, however, it allows a larger area to be cleared than most methods and can be done anywhere.  It's possible to build [[wall]]s on the levels with aquifers to stop water. It's also easier to plan around a series of pumps than hoping you'll hit rock on the way down.&lt;br /&gt;
There is an example of how to get through an aquifer with pumps here:  http://mkv25.net/dfma/movie-120-aquifercmv&lt;br /&gt;
Note that this method will not work with the current version, as it is no longer possible to pump an infinite amount of water into one tile.  It can be modified, however, by placing channels behind the pumps so that the water drains back into the aquifer.&lt;br /&gt;
&lt;br /&gt;
It is possible to expand this method to breach multiple z-levels.  Just make sure your room on the next level down has a minimum of room allowed for this design.  For areas larger than the design, break up the room into smaller areas (6x6 is reasonably workable) and pump them out one at a time from at least three sides (into another section when necessary, you only need one dry at a time), and building walls on the outer edges.  As you pump out additional sections, you can connect them, digging through the dividing dirt walls and building a wall between the two sections you've already built to complete the water-proofing.  As a note, pumps can't pump if you build a wall in the space they're pumping from, which is why it is necessary to either pump from all four sides, or to dig out the space to rewall.&lt;br /&gt;
&lt;br /&gt;
===The ice method===&lt;br /&gt;
There is a simple method of getting past an aquifer although it is restricted to a small shaft down, and not possible on all maps.&lt;br /&gt;
You will need:&lt;br /&gt;
*9 pieces of material suitable for crafting [[Wall|Walls]] and [[floor]]s.&lt;br /&gt;
*1 [[Carpenter]] or [[Mason]] (depending on your wall's building material of choice)&lt;br /&gt;
*1 [[Miner]] (using multiple miners runs the danger of one miner digging a channel on the floor another is standing on!*)[Fixed in .33f]&lt;br /&gt;
*A map which freezes&lt;br /&gt;
&lt;br /&gt;
Steps:&lt;br /&gt;
#Dig channels in a 5x5 square.&lt;br /&gt;
#Dig stairs on the outside of the square to allow access to the next level.&lt;br /&gt;
#Carefully dig channels underneath all the other channels and build another stair down.&lt;br /&gt;
#Continue down in this way until you're right above the water table.&lt;br /&gt;
#Dig channels around a central square.&lt;br /&gt;
#Wait for the water to freeze.&lt;br /&gt;
#The outer-most blocks of ice on the aquifer level will prevent the inner block from being damp.&lt;br /&gt;
#Dig a central set of stairs which will allow you to go through the aquifer level and access the levels below.&lt;br /&gt;
#If the map will warm up, make sure to surround the stairwell on the aquifer level with walls.&lt;br /&gt;
#This system can be expanded to allow for a bigger stairwell.&lt;br /&gt;
&lt;br /&gt;
Diagram:&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
*&amp;lt;tt&amp;gt;G&amp;lt;/tt&amp;gt; - grate&lt;br /&gt;
*&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - up/down stairs&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;gt;&amp;lt;/tt&amp;gt; - down stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - up stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt; - Ice/water&lt;br /&gt;
*&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt; - Floor&lt;br /&gt;
&lt;br /&gt;
Surface level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Intermediate levels:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCCX&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level + 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CC&amp;gt;CF&amp;lt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
IIIII&lt;br /&gt;
IWWWI&lt;br /&gt;
IWXWI&lt;br /&gt;
IWWWI&lt;br /&gt;
IIIII&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The cave-in method=== &lt;br /&gt;
If you cause the soil layers above the aquifer to cave-in on the aquifer layer, the caved-in layers above the aquifer will become mineable.&lt;br /&gt;
&lt;br /&gt;
===Differing biomes===&lt;br /&gt;
If your local area has more than one [[biome]], you may be able to dig down in one biome to bridge under an aquifer in another.  This won't work if the aquifer is present in all biomes, of course, but it may be useful in the case of a surprise aquifer that was not marked on the region selection screen.&lt;br /&gt;
&lt;br /&gt;
== Advantages of aquifers ==&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the presence of an aquifer, while challenging, does offer some slight advantages.  Firstly, much of the area [[underground]] but above the aquifer will be sand, clay, or loam, all of which can be planted in without requiring any kind of irrigation or flooding, allowing farming to get under way quicker and with less stress.  Additionally, the presence of water 3-4 z-levels below ground anywhere on the map makes placing [[well]]s a simpler task, as well as ensuring easy access to subterranean water supplies.&lt;br /&gt;
&lt;br /&gt;
== General Tips ==&lt;br /&gt;
*Tunnels dug directly below an aquifer will flood. Go down another level before you ruin all that hard work you spent getting through in the first place.&lt;br /&gt;
*Smoothing an aquifer wall will make it stop leaking water. This is especially useful when you are trying to get through with a pump. A tunnel directly below a smoothed aquifer tile will not flood. Digging through the smoothed wall tile will cause it to leak water again until you have completely dug out the tile.&lt;br /&gt;
*An aquifer wall will not leak water diagonally; it will only add water to tiles directly north/south/east/west.&lt;br /&gt;
*On an ocean [[island]], the aquifer is not potable (unlike aquifers on real-life oceanic islands), so you cannot create drinking water zones from the aquifer.&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Cayzle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13235</id>
		<title>40d:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13235"/>
		<updated>2008-06-29T04:14:56Z</updated>

		<summary type="html">&lt;p&gt;Cayzle: flow of magma into the ocean&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''volcano''' is a vent in the planet's crust through which lava and pyroclastic materials are expelled. They're usually created through plate tectonics in subduction zones, but they can form anywhere [[magma]] is capable of breaking through to the surface.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Locating volcanoes ==&lt;br /&gt;
[[Image:Volcanoes-located.gif|thumb|400px|right|In order to begin on the volcano the starting plot must cover the ≈. Also note the volcano's name displayed under the biome information - this will be shown even if your plot isn't over the caldera. Click on this image to see the larger version.]]&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, volcanoes are named [[mountain]]s that additionally provide a source of [[magma]].&lt;br /&gt;
&lt;br /&gt;
Volcanoes tend to occur around the rim of [[ocean]]s. Sometimes, probably in a nod to shield volcanoes which form from heavy molten rocks, volcanoes also form in the middle of oceans. In other locations their placement appears to be random; they are not always associated with [[mountain]] ranges or other rocky terrain.&lt;br /&gt;
&lt;br /&gt;
To start on a map that includes a volcano, you will have to search for one on the fortress location selection screen. Most of the time they are not visible on the world map. Scroll around the world looking for a red ^ in the regional map. Select that space, and in the local map, move your starting area to include the square with a dark red ≈, which is the caldera.  There may also be additional local [[magma vent]]s in nearby tiles around the volcano.&lt;br /&gt;
&lt;br /&gt;
Sometimes a [[magma vent]] will exist in an area with no volcanoes nearby.&lt;br /&gt;
&lt;br /&gt;
== Living on a volcano ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes provide ready access to [[obsidian]], which a [[craftsdwarf]] can form into a rock short [[sword]]. It can also be used to make more valuable rock [[craft]]s and [[furniture]]. It's possible to divert [[water]] into magma to form your own obsidian, although it's often present in great quantities.&lt;br /&gt;
&lt;br /&gt;
The volcanic activity also leads to an abundance of heavy [[igneous extrusive layer|extrusive igneous]] rock (such as [[basalt]], [[felsite]] and [[andesite]]) under a layer of farmable materials. The nature of these rock layers also provides for many useful [[ore]]s such as [[iron]] (through [[hematite]] or other means), [[gold]], [[galena]], and other non-precious [[metal]]s. The rock also provides useful [[gem]]s such as [[turquoise]]s and [[gem|zircons]], and occasionally [[gem|diamonds]]. Genuine volcanoes sometimes have other interesting features, similar to named mountains: they are frequently sites for [[cave]]s, often have a wider than usual variety of [[stone]] and [[ore]], and may include unusual features such as [[cave river]]s, [[chasm]]s or [[pit]]s.&lt;br /&gt;
&lt;br /&gt;
Because of the natural tendency for Magma to turn into obsidian when coming in contact with water, digging alongside the magma chamber may provide an easy route underneath the [[aquifer]] and into the perfectly dry stone and ore deep below.&lt;br /&gt;
&lt;br /&gt;
Occasionally your group may end up embarking over [[magma|lava]], and it may be time to reembark. Other times a message about the cavern collapsing may occur, and this may be due to a pool of water which was spawned above the volcano's crater, instantly crystalizing the magma and then falling into the crater. This is also the case when you divert a large flow of magma into the ocean.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Cayzle</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Island&amp;diff=26270</id>
		<title>40d Talk:Island</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Island&amp;diff=26270"/>
		<updated>2008-05-24T12:22:02Z</updated>

		<summary type="html">&lt;p&gt;Cayzle: request for making this page more useful please.&lt;/p&gt;
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&lt;div&gt;Um, I'm a complete newbie, and I want to make my first fortress on an island. What about the fact that you are immune to goblin attacks if you are on an island? What about some tips on how to make a fortress on an island? Help! -- Cayzle&lt;br /&gt;
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This should be added to the &amp;lt;nowiki&amp;gt;{{world}}&amp;lt;/nowiki&amp;gt; categories.&lt;br /&gt;
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--[[User:JPolito|JPolito]] 17:55, 13 November 2007 (EST)&lt;br /&gt;
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Oh wait. I figured out how to do it.&lt;br /&gt;
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--[[User:JPolito|JPolito]] 18:02, 13 November 2007 (EST)&lt;br /&gt;
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I'm pretty sure an island isn't a biome type. Also, I've yet to see the game mention islands at all. Like a valley, this is a feature that is created and then recieves no reference. [[User:VengefulDonut|VengefulDonut]] 09:27, 14 November 2007 (EST)&lt;br /&gt;
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== Complete nonsense ==&lt;br /&gt;
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As far as I can tell there is nothing useful about this article. The facts listed are all either completely untrue, utterly misleading, or don't related specifically to islands.&lt;br /&gt;
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As mentioned, islands are not a feature in the game, there is nothing special about islands at all. If there is anything truly unique about them, then it is the comment about volcanoes:&lt;br /&gt;
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# Often has a volcano &lt;br /&gt;
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But I'm not even really convinced that is very accurate.[[User:Qalnor|Qalnor]] 14:27, 11 December 2007 (EST)&lt;br /&gt;
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I agree.  Delete this page.  [[User:Bouchart|Bouchart]] 20:07, 11 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Cayzle</name></author>
	</entry>
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