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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cltail</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-25T15:58:40Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=232189</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=232189"/>
		<updated>2017-08-03T01:15:55Z</updated>

		<summary type="html">&lt;p&gt;Cltail: Undo revision 232182 by Etihand (talk) Reason: Vandalism.&lt;/p&gt;
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*****************DO THE FOLLOWING IF THE SHOWN VERSION OR RELEASE DATE IS WRONG********************&lt;br /&gt;
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- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version&lt;br /&gt;
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version&lt;br /&gt;
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That will update the version info for every page on the wiki that uses these templates (including the main page)&lt;br /&gt;
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&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; padding-left: 0; color:#000;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;articlecount&amp;quot; style=&amp;quot;font-size:85%; padding-left:2px;&amp;quot;&amp;gt;[[Special:Statistics|{{Template:NUMBEROFARTICLES}}]] articles about '''v{{current/version}}'''&amp;lt;br /&amp;gt;Previous versions: [[v0.34:Main Page|v0.34]] / [[v0.31:Main Page|v0.31]] / [[40d:Main Page|40d]] / [[23a:Main Page|23a]]&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;!--        ARTICLES ON RIGHT-HAND SIDE        --&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;[[About]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;[[Quickstart guide|&amp;lt;span style=&amp;quot;color:#72A329 !important;&amp;quot;&amp;gt;Tutorial&amp;lt;/span&amp;gt;]]&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Installation|Downloads]]&amp;lt;/p&amp;gt;&lt;br /&gt;
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|}&lt;br /&gt;
{{Main page progress bar}}&lt;br /&gt;
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[[Welcome]] to the [[Dwarf Fortress Wiki]]. This is a collection of user-submitted guides, information and advice for [http://www.bay12games.com/dwarves/ ''Dwarf Fortress'']. ''[[Dwarf Fortress]]'' is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, as well as distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and ubiquitous alcohol dependency by dwarves. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
{{quick download}}&lt;br /&gt;
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|}&lt;br /&gt;
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&amp;lt;span style=&amp;quot;border-bottom:1px solid #ddd;&amp;quot;&amp;gt;'''&amp;lt;span style=&amp;quot;color:#CA7A02 !important;&amp;quot;&amp;gt;New to ''Dwarf Fortress''?&amp;lt;/span&amp;gt;'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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[[Installation|Download &amp;amp; install]]&lt;br /&gt;
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[[Quickstart guide|Fortress mode tutorial]]&lt;br /&gt;
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[[Adventure mode quick start|Adventure mode tutorial]]&lt;br /&gt;
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[[Troubleshooting|How do I get more help?]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;border-bottom:1px solid #ddd;&amp;quot;&amp;gt;'''Reference Pages'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Adventurer mode]]&lt;br /&gt;
&lt;br /&gt;
[[Dwarf fortress mode|Fortress mode]]&lt;br /&gt;
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[[Design strategies]]&lt;br /&gt;
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[[Farming]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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[[Military]]&lt;br /&gt;
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[[Fun]]&lt;br /&gt;
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[[World generation]]&lt;br /&gt;
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&amp;lt;/p&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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[[Creature]]s&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]]&lt;br /&gt;
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[[Building]]s&lt;br /&gt;
&lt;br /&gt;
[[Mining]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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| &amp;lt;span style=&amp;quot;border-bottom:1px solid #ddd;&amp;quot;&amp;gt;'''Other / [[Mods]]'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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|| [[Bloodline games]] || [[Cheating]] || [[Known bugs and issues|Known bugs]] || [[Framerate]] || [[Modding guide]]&lt;br /&gt;
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|| [[Masterwork:Main Page|Masterwork DF]] || [[Graphics]] || [[Utilities]] || [[Technical tricks]] || [[Dwarf Fortress webcomics|DF webcomics]]&lt;br /&gt;
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! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12forums.com/smf/ Official Forums], [http://www.bay12forums.com/smf/index.php?board=22.0 Official Wiki Forum], [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://facepunch.com/showthread.php?t=1446432 Facepunch Studios Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://arstechnica.com/civis/viewtopic.php?f=22&amp;amp;t=52391 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f=10&amp;amp;t=10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum], [http://forum.canardpc.com/showthread.php?t=3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)], [http://www.dwarffortressforum.de German Dwarf Fortress Forum]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://www.bravemule.com/ Bravemule]&lt;br /&gt;
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| '''DF-related:''' [irc://irc.esper.net/bay12games #bay12games] on irc.esper.net, [irc://irc.freenode.net/dwarffortress #dwarffortress] on freenode.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
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|-&lt;br /&gt;
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| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://wikiwiki.jp/dwarffort/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki], [http://pl.dwarffortress.wikia.com/ The Polish Wiki ], [http://español.dwarf-fortress.info/wiki The Spanish Wiki]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.bay12games.com/ Dwarf Fortress File Depot (DFFD)], [http://dfstories.com/ Dwarf Fortress Stories], [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php Mantis Bug Tracker]&lt;br /&gt;
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| [[23a:Main Page|v0.23.130.23a Wiki]]&amp;lt;!--&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;--&amp;gt;, [[40d:Main Page|v0.28.181.40d Wiki]], [[v0.31:Main Page|v0.31.25 Wiki]], [[v0.34:Main Page|v0.34.11 Wiki]]&lt;br /&gt;
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&amp;lt;div id=&amp;quot;norate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cltail</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alfalfa&amp;diff=220702</id>
		<title>Alfalfa</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alfalfa&amp;diff=220702"/>
		<updated>2015-10-17T17:41:28Z</updated>

		<summary type="html">&lt;p&gt;Cltail: Added more Flavor text on Alfalfa.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|08:46, 17 May 2015 (UTC)}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* ?&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Alfalfa''' is an [[aboveground]] [[crop]] that is rich in vitamins and minerals that is typically used as feed for livestock, In a similar way to Hay.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Cltail</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Native_aluminum&amp;diff=217874</id>
		<title>Native aluminum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Native_aluminum&amp;diff=217874"/>
		<updated>2015-05-05T01:37:28Z</updated>

		<summary type="html">&lt;p&gt;Cltail: /* In Real Life */  Some more real life info on aluminum.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:20, 22 November 2013 (UTC)}}&lt;br /&gt;
{{Stonelookup/0}}{{av}}&lt;br /&gt;
Native aluminum is the ore of [[aluminum]], a [[metal]] with the same [[value]] as [[platinum]]. It occurs in [[cluster|small clusters]] and is relatively rare.&lt;br /&gt;
&lt;br /&gt;
=== In Real Life ===&lt;br /&gt;
In truth native aluminum is not actually an ore; it's merely chunks of mostly pure metallic aluminum, naturally formed.  As aluminum is a very reactive metal, it's rarely found in such deposits. Most aluminum is extracted from [[bauxite]]. Before the development of the Hall–Héroult process, The procedure allowing aluminum to be extracted from [[bauxite]], aluminum used to be rarer and more valuable than gold, despite being the most common metal in the earth's crust. Rumor has it Napoleon III had a treasured set of aluminum utensils for his most valuable guests, and the rest had to settle with plain gold.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Cltail</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Catsplosion&amp;diff=180433</id>
		<title>v0.34:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Catsplosion&amp;diff=180433"/>
		<updated>2013-01-16T23:52:46Z</updated>

		<summary type="html">&lt;p&gt;Cltail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[File:catsplosion before.png|left|thumb|Before.]]&lt;br /&gt;
[[File:catsplosion after.png|right|thumb|After.]]&lt;br /&gt;
The '''catsplosion''' is a mighty force of nature and a serious concern at the Mountainhome.  Much like the captain of a popular starship and his ''Trouble with Tribbles'', dwarves fall prey to the fecund habits of the furry, lovable creatures known as &amp;lt;s&amp;gt;furiously fornicating fantastically fecund felines&amp;lt;/s&amp;gt; [[cat]]s.&lt;br /&gt;
&lt;br /&gt;
== Conventional catsplosion ==&lt;br /&gt;
&lt;br /&gt;
A '''conventional catsplosion''' is an uncontrolled overpopulation of cats.&lt;br /&gt;
&lt;br /&gt;
Conventional catsplosions are an insidious poison which operate by using a lethal psychological attack known as &amp;quot;Cuddly Wuddly Syndrome&amp;quot;.  Dwarves, ordinarily content to manage an overpopulation of cats by employing [[butcher]]s, [[tanner]]s, [[soaper]]s, [[leatherworker]]s, and [[cook]]s, may suddenly find themselves appropriated by a cat who employs mind control waves in order to take the dwarf hostage.  The dwarf, now considering the cat its pet (when in fact the opposite is true), is no longer able to butcher the cat and will absolutely not tolerate anyone butchering his &amp;quot;bewuv'ed cuddlebug&amp;quot;.  Through this psychological technique, an insurgent is thereby successfully implanted into the fortress.&lt;br /&gt;
&lt;br /&gt;
Over time, the number of insurgents grows so large that the dwarves must respond with open violence to protect their homes and (other) loved ones.  [[Magma]], [[water]], and [[bridge]]s are considered particularly effective countermeasures.  Sadly, this results in significant unhappy thoughts and even open [[tantrum]]s due to dwarves losing their &amp;quot;pets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Dealing with conventional catsplosions ===&lt;br /&gt;
==== Part 1: Keeping &amp;quot;Cuddly Wuddly Syndrome&amp;quot; (CWS) under control ====&lt;br /&gt;
One word: [[cage]].&lt;br /&gt;
&lt;br /&gt;
Do not leave stray cats wandering around or they will surely appropriate one of your citizens as a pet.  Before your cat population gets out of control, quickly build a [[cage]] and assign all stray cats to it.  If you do want some cat breeding in the long run, just leave a breeding pair outside and they will sooner or later become &amp;quot;pets&amp;quot;.  From then on, the moment you get&lt;br /&gt;
an announcement that says &amp;quot;(SomePetName), Cat (Tame) has given birth to kitten(s)&amp;quot;, quickly assign all new kittens to the cage.  If they stay in the cage, they cannot mind control your dwarves.  If you manage to assign the cats quick enough and even if they manage to adopt someone prior to be put in the cage, they still will be put in it.&lt;br /&gt;
&lt;br /&gt;
==== Part 2: Getting rid of the unwanted cats ====&lt;br /&gt;
[[File:Catmeat.png|left|thumb|Desperate times call for desperate measures.]]&lt;br /&gt;
&lt;br /&gt;
The options are as follows:&lt;br /&gt;
* [[Butcher|Butchering]]. This still has a certain risk that the cat will infect a worker dwarf with CWS (although he may still butcher ''other'' cats) on the way to the [[Butcher's shop]], so care must be taken to ensure that the distance is short.  It is highly recommended  that the cage intended for stray cat containment is built right next to a couple of [[Butcher's shop|butcher's shops]]. You can quickly assign any newborn kittens to be slaughtered through the animals section of the ({{k|z}})status menu.&lt;br /&gt;
* [[Trading]].  This is the only 100% safe way to get rid of stray cats in a cage.  When a trader approaches your fortress, de-construct the cat cage to move it to the animal stockpile.  Then set the cat cage for trading at the depot to move it there.  Once at the depot, convert the cats into cash, or even just offer it outright to get rid of it.  WARNING: there are confirmed bugs with trading creatures in cages.  See the [[cage]] article for further details.&lt;br /&gt;
* [[Trap#Other_traps|Execution Traps]].  A deep drop into magma, water, or a very hard floor will usually do the job.&amp;lt;br /&amp;gt;Since the introduction of [[Activity_zone#Pen/Pasture|pen/pasture zones]] a cat owner will happily place their cat in the pen/pasture, pull the adjacent lever and walk away while the soft splat of a kitten's cruel end is lost in a sound of thunder.&lt;br /&gt;
* Using a [[zone#Garbage_dump|dump zone]] to throw items off [[cliff]]s or [[building]]s and [[zone#Pen.2FPasture|pasturing]] cats below it will often seriously injure cats - especially if the drop is at least 20 z-levels. [[Cobaltite]], [[cinnabar]], and other heavy materials usually work best. &lt;br /&gt;
* As cats appear to be attracted to vermin inside a food stockpile, putting a pet impassable door in the entrance of the food stockpile and constructing a upright spike on either side of this door and then connecting a lever to these spikes can kill the already &amp;quot;pet&amp;quot; cats in a relatively safe manner. NOTE: Be sure to check the door for dwarves before pulling the lever or they might be harmed. A really fun way to kill cats is to put a [[Activity_zone#Pit/Pond|pit]] over a volcano or other deadly fall and simply assign a kitten to the pit. A group of unsuspecting dwarves will drag your cuddly pets and drop them straight into the mouth of the volcano, or even your very own moat! With magma, you get to see a large flare of smoke to assure the destruction of your cuddly friends. *sadistic laughs*&lt;br /&gt;
* [[Modding]].  Removing the [[creature token]] [ADOPTS_OWNER] will, yes, stop cats from adopting owners.  If you're feeling vindictive, however, you can instead remove one or more of the cats vital organs, causing them all to cease being alive. Note that this solution will most likely be the start of a [[Tantrum|tantrum spiral]].&lt;br /&gt;
&lt;br /&gt;
==== Part 3: Sexism ====&lt;br /&gt;
&lt;br /&gt;
This solution requires micromanagement every 10 years, but solves it for all time!&lt;br /&gt;
&lt;br /&gt;
* Cage all cats. Sort the female cats in a walled in room with no access. Release enough male cats to cover pet and vermin-eating needs of dwarves for 10 years or so. Let every dwarf have one without the possibility of breeding!&lt;br /&gt;
&lt;br /&gt;
Once every 10 years or so, breed another batch after insuring all your dwarves have a pet already (if out of male cats, distribute some dogs or something). Cage kittens as they come out.&lt;br /&gt;
&lt;br /&gt;
This is better done as an all-male than an all-female population in case a single wrong-gender cat straying from the plan - only one cat pregnant then in generation 1 instead of potentially most of them.&lt;br /&gt;
&lt;br /&gt;
This means you keep all aspects of cats, except the breeding is confined to once per 10 years!&lt;br /&gt;
&lt;br /&gt;
You could theorically put all pets in walled-in rooms. No pet deaths, no tantrums, no miasma!&lt;br /&gt;
&lt;br /&gt;
P.S.: if you manage to put all the female cats in a walled in room, remember that kittens will appear only there - a good spot for a butcher shop and some kind of item drop chutes for ready food and junk disposal. Cats keeps your butcher shop free of vermin, too!&lt;br /&gt;
&lt;br /&gt;
P.P.S.: Every time you use a cage on a cat the blood god is deprived from killing seven generations of kitten; so for the love of God, remember to sacrifice him some goblins in extra creative ways to compensate! Such as having a pit with all the female cats in the bottom attacking them...&lt;br /&gt;
&lt;br /&gt;
== Thermonuclear catsplosion ==&lt;br /&gt;
Thanks to the [[Main:Scamps|Scamps]] Conventions of 0.28.181.40d and 0.31.03, the number of Thermonuclear Catsplosions has been drastically reduced, for the ignition keys are now by law hidden in a very [[Fun]] place after worldgen.  They are, therefore, unavailable to prospective &amp;lt;s&amp;gt;modders&amp;lt;/s&amp;gt; elf-fondling terrorists to use after then without causing drastic, system-wide instability to their computer networks.&lt;br /&gt;
&lt;br /&gt;
As a warning, here's [http://www.mkv25.net/dfma/movie-518-nuclearcatsplosion the only video footage ever recovered from the horrible aftermath of a thermonuclear catsplosion.]&lt;br /&gt;
&lt;br /&gt;
== Birdsplosion ==&lt;br /&gt;
Many domestic animals, such as chickens, ducks and geese, use the [[Nest box]] to lay eggs. The huge number of eggs they lay means that, if fertilized by a male, they tend to create their own Birdsplosion, in which millions of fuzzy ducklings take over your fort. Although this is not as a concern as the catsplosion, due to not being adopted as pets, there are still FPS concerns. The best known method to prevent a birdsplosion is to run a campaign on the benefits of eggs for your Dwarves. Also? Battery farms. One cage is enough. Don't tell &amp;lt;s&amp;gt;P&amp;lt;/s&amp;gt;EETA.&lt;br /&gt;
&lt;br /&gt;
== Crocsplosion ==&lt;br /&gt;
The only thing worse than 50 cats killing your framerate is 100 wild [[cave crocodile]]s killing your dwarves '''and''' framerate. Because their typical clutch size is 50 eggs or more and there isn't currently any means of splitting those egg stacks without rendering them all nonviable, breeding any large reptilian predator can prove quite [[fun]]. Baby reptiles will start with the mother's level of training and won't revert to wild status until reaching maturity, so you have a chance to [[animal trainer|train]], [[butcher]], and [[cage]] them all if you catch them early enough.&lt;br /&gt;
&lt;br /&gt;
== guineasplosion ==&lt;br /&gt;
What's even worse then both of those is little adorable furry things running everywhere, cavies, another name for guinea pigs. they are small and give only a skull when butchered, and they steal the grass from your other worthwhile grazing animals. the only benefits from them is that they can be adopted, I would recommend if you want to have them to be pets, put two of them in a cage and let only one gender of the pups out at a time, to reduce uncontrolled breeding.&lt;/div&gt;</summary>
		<author><name>Cltail</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Hungry_head&amp;diff=180348</id>
		<title>v0.34:Hungry head</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Hungry_head&amp;diff=180348"/>
		<updated>2013-01-16T02:11:10Z</updated>

		<summary type="html">&lt;p&gt;Cltail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:04, 14 September 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=2&lt;br /&gt;
|meat=3&lt;br /&gt;
|fat=3&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=0-1&lt;br /&gt;
|tripe=0-1&lt;br /&gt;
|brain=0-1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hungry_head.jpg|thumb|left|Admired for its terrifying features.]]&lt;br /&gt;
&lt;br /&gt;
'''Hungry heads''' are flying pests found in the third cavern layer in groups of five to ten individuals. They are similar to [[crundle]]s and [[troglodyte]]s in their abundance and lethality, being different only in that they can fly and have only three outside body-parts (a head and two wings). They do not pose much danger to adventurers or decently equipped military, though their ability to fly can make them a job-interrupting nuisance in fortress mode and you may occasionally lose a civilian dwarf to them if you do not take care. It has been reported that a few poorly equipped hunters have taken one down.&lt;br /&gt;
&lt;br /&gt;
Hungry heads may not be tamed.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Cltail</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cave&amp;diff=180278</id>
		<title>v0.34:Cave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cave&amp;diff=180278"/>
		<updated>2013-01-14T21:27:50Z</updated>

		<summary type="html">&lt;p&gt;Cltail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|13:29, 10 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''cave''' is a natural formation that occurs in or adjacent to any non-mountain region tile, consisting of a 48x48 tile wide site within the non-mountain biome.  Caves most often feature a large rock mound several z-levels high with a downward passage beginning anywhere along the side of the mound. '''Caves''' often, but not always, have deep passages that lead down into [[caverns]]; they may also lack any passages or, more rarely, entrances into the mound itself.&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress Mode, you can can choose whether or not to make caves visible on the [[embark]] screen when you [[World generation|design]] the world you will play in. The default option for '''Make Caves Visible''' is set to No. Caves have the odd feature that the stone they are made of doesn't match the material left after it is dug out; for example, a rock wall will leave behind a clay floor.&lt;br /&gt;
&lt;br /&gt;
Caves are sometimes home to named creatures and semimegabeasts such as [[ettin]]s. If a cave is inhabited by creatures fond of stealing items from nearby sites, their hoard will be littered over the area. The distribution of plunder remains within the 48x48 site, from the upper z limit down to any z-levels reachable by walking (no more loot will be found beyond a rampless drop or a waterlogged passage, even if the hoard's owner is a flying creature). [[Dragon]]s are known to hoard jewelry; [[ettin]]s and [[giant]]s hoard jewelry, food, and booze.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]] (as of v0.31.17), caves can sometimes be found by repeatedly asking an NPC about the surroundings.  They're the only way of entering the [[cavern|underworld]] in adventure mode (besides visiting an [[abandon|abandoned fortress]] which has an entrance to a cavern); if NPCs in one region don't tell you about any caves, move to another region and try again.&lt;br /&gt;
&lt;br /&gt;
Before v0.31.17{{verify}}, caves could be found by asking for quests and would often contain many stolen crafts, which could be sold at shops.&lt;br /&gt;
&lt;br /&gt;
Sometimes, if you want to make artificial caves, you need to discover a cave for the moss to start to grow. that includes the trees and herbs, an example is if you find cave layer 1, and you find cave layer 3, you wont get any plants from the second layer growing in artificial caves.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Cltail</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cave&amp;diff=180277</id>
		<title>v0.34:Cave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cave&amp;diff=180277"/>
		<updated>2013-01-14T21:24:19Z</updated>

		<summary type="html">&lt;p&gt;Cltail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|13:29, 10 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''cave''' is a natural formation that occurs in or adjacent to any non-mountain region tile, consisting of a 48x48 tile wide site within the non-mountain biome.  Caves most often feature a large rock mound several z-levels high with a downward passage beginning anywhere along the side of the mound. '''Caves''' often, but not always, have deep passages that lead down into [[caverns]]; they may also lack any passages or, more rarely, entrances into the mound itself.&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress Mode, you can can choose whether or not to make caves visible on the [[embark]] screen when you [[World generation|design]] the world you will play in. The default option for '''Make Caves Visible''' is set to No. Caves have the odd feature that the stone they are made of doesn't match the material left after it is dug out; for example, a rock wall will leave behind a clay floor.&lt;br /&gt;
&lt;br /&gt;
Caves are sometimes home to named creatures and semimegabeasts such as [[ettin]]s. If a cave is inhabited by creatures fond of stealing items from nearby sites, their hoard will be littered over the area. The distribution of plunder remains within the 48x48 site, from the upper z limit down to any z-levels reachable by walking (no more loot will be found beyond a rampless drop or a waterlogged passage, even if the hoard's owner is a flying creature). [[Dragon]]s are known to hoard jewelry; [[ettin]]s and [[giant]]s hoard jewelry, food, and booze.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]] (as of v0.31.17), caves can sometimes be found by repeatedly asking an NPC about the surroundings.  They're the only way of entering the [[cavern|underworld]] in adventure mode (besides visiting an [[abandon|abandoned fortress]] which has an entrance to a cavern); if NPCs in one region don't tell you about any caves, move to another region and try again.&lt;br /&gt;
&lt;br /&gt;
Before v0.31.17{{verify}}, caves could be found by asking for quests and would often contain many stolen crafts, which could be sold at shops.&lt;br /&gt;
&lt;br /&gt;
Sometimes, if you want to make artificial caves, you need to discover a cave for the moss to start to grow.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Cltail</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Hornblende&amp;diff=180244</id>
		<title>v0.34:Hornblende</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Hornblende&amp;diff=180244"/>
		<updated>2013-01-13T00:36:10Z</updated>

		<summary type="html">&lt;p&gt;Cltail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:47, 10 November 2010 (UTC)}}{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Hornblende''' is an unremarkable dark gray stone which can be found almost anywhere.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
Hornblende can contain the element radium. This highly radioactive substance is 300 times more radioactive than uranium, and, if found in the right isotope can be used in atomic weapons. Let's thank Armok that only humans are stupid enough to mess with it, otherwise there would be a lot of [[fun]] in Dwarf Fortress and we would all be keeping two headed chickens popping out eggs that would already be cooked. Or perhaps purple bees that make beer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Cltail</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Puddingstone&amp;diff=180243</id>
		<title>v0.34:Puddingstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Puddingstone&amp;diff=180243"/>
		<updated>2013-01-13T00:21:50Z</updated>

		<summary type="html">&lt;p&gt;Cltail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:11, 11 November 2010 (UTC)}}{{stonelookup/0|wiki=Puddingstone (rock)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Puddingstone''' is a sedimentary stone which occurs as large clusters within [[conglomerate]]. Unlike other mineral inclusions, puddingstone ''will'' support an [[aquifer]] if one is present within its surrounding layer.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
Puddingstone is a type of poorly sorted conglomerate; that is, it is a stone composed of stone grains that are of various sizes rather than of mostly the same size and is usually cemented together with quartz [[sandstone]].&lt;br /&gt;
&lt;br /&gt;
Despite its name, it does not taste like pudding. Darn.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Cltail</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Pig_iron&amp;diff=180242</id>
		<title>v0.34:Pig iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Pig_iron&amp;diff=180242"/>
		<updated>2013-01-13T00:14:00Z</updated>

		<summary type="html">&lt;p&gt;Cltail: just a minor joke adding.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:22, 29 October 2010 (UTC)}}{{Alloy3&lt;br /&gt;
|name=Pig iron&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:7:1&lt;br /&gt;
|color2=7:0:1&lt;br /&gt;
|tile2=•&lt;br /&gt;
|color3=0:0:1&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[steel]] at [[smelter]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[Iron]] [[bar]]&lt;br /&gt;
* 1 [[Flux]] [[stone]]&lt;br /&gt;
* 1 [[Fuel|Coal]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 10&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pig iron''' bars can be created at a [[smelter]] by a dwarf with the [[Furnace_operator|furnace operating]] labor activated.&lt;br /&gt;
&lt;br /&gt;
The recipe for pig iron is: one [[iron]] [[bar]], one [[flux]] material and one [[fuel]] create one pig iron bar. Note that this fuel is part of the reaction.You will need another item of fuel (coke or charcoal, but ''not'' wood) to power the smelter unless you're using a [[magma smelter]].&lt;br /&gt;
&lt;br /&gt;
Pig iron is used solely as a component in the manufacture of [[steel]] and cannot be used for any other purpose other than buildings and constructions allowed by all types of [[Bar|bars]]. Dwarves who like pig iron may be happier in a room whose floors and walls are made of it, but otherwise there is little point in keeping spare pig iron bars (aside from [[strange mood]]s).&lt;br /&gt;
&lt;br /&gt;
*Contrary to unpopular belief, pig iron is not related to pigs in any way!&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Cltail</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Slade&amp;diff=180238</id>
		<title>v0.34:Slade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Slade&amp;diff=180238"/>
		<updated>2013-01-12T21:12:07Z</updated>

		<summary type="html">&lt;p&gt;Cltail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{stonelookup/0|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
'''Slade''' is the stone that makes up the surrounding layers of [[Hell|eerie cavern]]s. After dwarves dig deep enough down into [[adamantine]] veins, large, demonic caverns made of slade will open up and spew forth demons. [[Demonic fortress|Curious structure]]s are also made entirely of slade.&lt;br /&gt;
&lt;br /&gt;
Slade is '''very''', '''''very''''' heavy - according to the density specified in the raws (200 grams per cubic centimeter), a single boulder weighs around '''20 metric tons'''; by comparison, an equivalent volume of freshly mined [[native platinum|platinum nuggets]] only weighs around 2.1 metric tons (and takes a ''very'' long time to haul) - making slade around ''9.348 times as dense as platinum'', and thus the heaviest material in the game.&lt;br /&gt;
&lt;br /&gt;
In Fortress Mode, it is not possible to mine through revealed slade walls, however, if it is unrevealed, a miner can dig up into it from below by designating an up/down stair and standing on an appropriate up stair. Normally, there is no way to get underneath slade to do this. However, a [http://www.bay12forums.com/smf/index.php?topic=108189.0 method] has been discovered (see below) to allow tunnelling through an eerie pit by exploiting collapsed magma flows and getting under the slade cavern floor of Hell. It appears to be like any other stone when mined. Due to the extreme weight, dwarves hauling it move very slowly.&lt;br /&gt;
&lt;br /&gt;
It is possible to use weapons made out of this extremely dense material in Arena mode - tests show that weapons and armor made out of this superdense rock are at least comparable to if not stronger than even adamantine.&lt;br /&gt;
&lt;br /&gt;
It may be interesting to note that our friends at Wikipedia also believe [http://en.wikipedia.org/wiki/Slade] Slade to be a hard rock and a heavy metal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mining Slade ==&lt;br /&gt;
&lt;br /&gt;
'''How to mine Slade:''' &lt;br /&gt;
  &lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=108189.0 Original Thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=urM19dQrsJ4 Video Demonstration Part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Hcalni8h8Ak Video Demonstration Part 2]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The exact mechanics at work here are not fully understood. When a dwarf descends through the an opening in the Eerie Glowing Pits, the game seems to generate new stone layers in the unrevealed area below. These generated stone layers are a copy of the stone type directly above them. The unrevealed layer will change to become the same as a construction built directly above. Testing has shown that this transformation may only occurs once, the first time a dwarf descends below the surface of the Eerie Glowing Pit. A diorite block floor constructed on the slade cavern floor will create diorite rough hewn walls beneath the slade layer. It is also possible to use rare or useful stone to duplicate them. If you build a rough raw adamantine floor over the slade cavern floor, you will find raw adamantine below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1. Find a location with accessible unrevealed SMR (Semi-Molten Rock) above Hell and an Eerie pit tile adjacent to a slade cavern floor. You'll want the magma flow tile directly above it. You'll need enough room to engineer a cavern collapse to drop a floor down and land it in the Eerie Pit tile.&lt;br /&gt;
&lt;br /&gt;
Step 2. Prepare the drop site in Hell. Construct a normal floor over the Eerie pit tile. The Magma Flow tile will land here.&lt;br /&gt;
&lt;br /&gt;
Step 3. Prepare the drop shaft in the SMR. Unlike the long difficult method of [[semi-molten rock|tunnelling]] through SMR, once you are in the underworld, you can construct scaffolding up to the unrevealed ceiling and dig staircases from bottom to top through Semi Molten Rock with no problems. Don't mine through the magma flow tile. You need it for the next steps. Channel out the stairs from top to bottom to to leave an open shaft with nothing in it. Remove all scaffolding in the way between the Magma flow tile on top and the constructed floor over the [[Hell|Eerie Glowing Pit]].&lt;br /&gt;
&lt;br /&gt;
Step 4. Prepare a Cave-in above the Magma flow tile. Build a support directly on the Magma Flow tile and construct a floor on top of it. Then make sure its disconnected and supported only from underneath. Link the support pillar to a lever.&lt;br /&gt;
&lt;br /&gt;
Step 5. Prepare the mining area. This is the most important step. You'll only be able to mine slade and duplicate stone in area that have constructed floors. You need to build constructed floors over the slade cavern floor over the entire area you plan to mine slade from. Floor over the entire area before you continue. It may not be possible to convert anymore unrevealed tiles after you begin. Use High value materials like iron ore or raw adamantine to pave the floors with. They will be duplicated and can be mined out for profit.&lt;br /&gt;
&lt;br /&gt;
Step 6. Pull the lever to trigger the cave-in. the Magma Flow tile will fall down and crash through the constructed floor above the Eerie pit. This will punch an 'open space' hole in the Eerie Pit. &lt;br /&gt;
&lt;br /&gt;
Step 7. Get a miner in there. Do whatever you can to get a miner to drop into that open space. I have him stand on a constructed staircase and remove it while standing on top. He will fall one Z-level and be stuck below.&lt;br /&gt;
&lt;br /&gt;
Step 8. Use the stuck miner to build a constructed floor on an adjacent Eerie pit tile. This gives him a place to stand. &lt;br /&gt;
&lt;br /&gt;
Step 9. Make him build an upstair on the magma flow tile then remove it. the magma flow tile will be gone and replaced with a normal stone or soil cavern floor&lt;br /&gt;
&lt;br /&gt;
Step 10. Make him channel straight down from where that magma flow was. Go as deep as you want, the bottom Z level of the map should be very close though. Start to mine out the area. You'll find you can only mine out as far as you've built the constructed floors from Step 5..&lt;br /&gt;
&lt;br /&gt;
Step 11. Mine or build upstairs every other tile. Extend those stairs upward to just under the floor above. The upper Z-level, just under the cavern floor will not be changed into natural stone. It will remain slade and can be mined from below.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Although slade is not intended to be diggable, it can be channeled through floors from above, leaving the wall underneath it.{{bug|708}}&lt;br /&gt;
* jewelers my randomly try to cut slade, despite not finding any of it on the map.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Cltail</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Demonic_fortress&amp;diff=180237</id>
		<title>v0.34:Demonic fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Demonic_fortress&amp;diff=180237"/>
		<updated>2013-01-12T21:02:10Z</updated>

		<summary type="html">&lt;p&gt;Cltail: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:47, 11 July 2012 (UTC)}}{{av}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
==Demonic Fortresses==&lt;br /&gt;
&lt;br /&gt;
If you dig deep enough, and in the right place, you might find a '''demonic fortress''' (also known as a '''curious underground structure''') made entirely of [[smoothing|smooth]] [[slade]]. You will get a boxed message telling you of this&amp;lt;!-- need image of the message --&amp;gt;. A demonic fortress is found once per region tile (thus, it is located in precisely one spot in a 16x16 embark square). Demons and other foul beasties might be located at the bottom of the fortress; higher up may be hordes of random [[undead]] creatures. The bottom of each fortress is connected to [[Hell]] through slade walls, so demons spawning there can not immediately cross into the fortress and swarm you. Hell is only deemed reached once the upright weapon is removed (see below).&lt;br /&gt;
&lt;br /&gt;
If your site does not have a demonic fortress, you will need to breach Hell through a tubular [[adamantine|adamantine vein]]. As there is plenty of space inside a demonic fortress to set up traps and defense, they seem to be the easiest way to 'safely' enter Hell. It is also quite possible to reach the bottom layer of the fortress through controlled cave-ins without ever having to fight a single enemy.&lt;br /&gt;
&lt;br /&gt;
It is easy to locate a fortress (or see if your site has one) in the Building list as an upright masterpiece adamantine weapon. Zooming to this will tell you the approximate location of the fortress.&lt;br /&gt;
&lt;br /&gt;
== Getting inside ==&lt;br /&gt;
Since it is not possible to [[dig]] through [[slade]], the only way into the structure is from the very top - a large hole will be present at the highest level, not necessarily connected to any nearby [[cavern]]s.&lt;br /&gt;
&lt;br /&gt;
It is also possible to create a [[lever]], and proceed to order a connection to [[Spear|(S)pears/spikes]]. The name &amp;quot;Upright (adamantine long sword)&amp;quot; will be one of the options if there is one on the map.&lt;br /&gt;
&lt;br /&gt;
== Inside ==&lt;br /&gt;
[[File:Curious_structure_inside.png|right|]]&lt;br /&gt;
In the center of the lowest smoothed level (pictured) will be a glowing floor and upright [[Item quality|masterwork]] [[adamantine]] weapon. Removing the weapon (by deconstructing it like a building, also known as &amp;lt;s&amp;gt;a [[Fun|bad idea]]&amp;lt;/s&amp;gt; [[Fun|Fun idea]])causes the glowing floor to disappear, revealing a staircase and releasing the demons from the lower part of the fortress. This can be easily averted by building a regular floor over the glowing one. Below this level are chambers containing demons. Above this level are many similar levels, but without the glowing floor and adamantine weapon. Some of these levels may take the form of long, twisting corridors, and some may have patches of [[mud]]. These levels contain many [[undead]] enemies, similar in strength to thralls produced by [[evil weather]].&lt;br /&gt;
&lt;br /&gt;
An example of a demonic fortress can be viewed [http://mkv25.net/dfma/poi-23093-topofthetower here].&lt;br /&gt;
And in Ironhand graphics [http://i.imgur.com/taE24.png here]&lt;br /&gt;
&lt;br /&gt;
It's also possible to remove the adamantine sword in [[adventure mode]].&lt;/div&gt;</summary>
		<author><name>Cltail</name></author>
	</entry>
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