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	<updated>2026-04-11T17:01:30Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Pasture&amp;diff=229084</id>
		<title>DF2014 Talk:Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Pasture&amp;diff=229084"/>
		<updated>2017-02-09T00:10:54Z</updated>

		<summary type="html">&lt;p&gt;Crcr: /* Making a pasture also a meeting area scatters piled up animals */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Animal hauling ==&lt;br /&gt;
&lt;br /&gt;
In the first part of this article, the author says that taking an animal to the pasture is not an animal hauling job.&lt;br /&gt;
&lt;br /&gt;
Towards the end of the article, the author mentions that it IS an animal hauling job (&amp;quot;make sure you assign the animal hauling job to strong dwarves&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Could this be double checked and ammended please?&lt;br /&gt;
&lt;br /&gt;
Thank you!&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:81.134.32.30|81.134.32.30]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:This behavior was fixed in v0.40.07 ({{bugl|4072}}); I updated the article to reflect that.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:14, 21 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Making a pasture also a meeting area scatters piled up animals ==&lt;br /&gt;
&lt;br /&gt;
Birds tend to hump the edge of their pasture. Making the activity zone both a meeting area and a pasture makes them spread out evenly. It also seems to curb dogs' tendency to chase dwarves. --[[User:Crcr|Crcr]] ([[User talk:Crcr|talk]]) 00:10, 9 February 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Crcr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Minecart&amp;diff=227483</id>
		<title>DF2014 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Minecart&amp;diff=227483"/>
		<updated>2016-10-30T13:24:17Z</updated>

		<summary type="html">&lt;p&gt;Crcr: /* Pragmatic calculations */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page created automatically - requested by 72.47.0.142 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Track stops===&lt;br /&gt;
&lt;br /&gt;
Since this has needed scrubbing three times already:&lt;br /&gt;
&lt;br /&gt;
In the game as is, track stops can only be edited at build time. Once the order has been placed, the player can no longer directly see or change the parameters. To change the settings of a track stop, you have to deconstruct it and re-build it with the desired settings. I've verified this as behaviour of unmodded DF 40.24.&lt;br /&gt;
&lt;br /&gt;
There's apparently a DFHack command that allows editing existing track stops. This is ''not'' standard functionality and should be mentioned as DFHack-specific, if at all.--[[User:Larix|Larix]] ([[User talk:Larix|talk]]) 13:48, 28 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics, &amp;quot;numbers behind the scenes&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Since dwarven pushes ''demonstrably'' 'port carts to the middle of the next tile, and the checkpoint effect to the very end of them, i'm reasonably certain that the various &amp;quot;middle of the previous/current/next tile&amp;quot; effects mentioned are simple misinterpretations of the game's data dumps: &lt;br /&gt;
&lt;br /&gt;
I suspect that in the data dumps cited in the thread about the minecart speed spreadsheet, an exact-number tile location of, say &amp;quot;120&amp;quot; is not the &amp;quot;start&amp;quot; but the ''middle'' of a tile, and the sub-locations that are actually part of the tile are those which &amp;quot;round&amp;quot; to 120, i.e. those from 119,50001 to 120,5. I find this much more intuitive than talking about how ramps/holes/rollers affect carts from the &amp;quot;middle of the previous tile&amp;quot;, when a closer inspection would show that the carts are actually ''displayed'' in the relevant feature's tile at that point. Since this is really a question of interpretation of programme-internal data which are invisible in the game proper, i've taken the liberty to only mention the observable effects.--[[User:Larix|Larix]] ([[User talk:Larix|talk]]) 20:15, 9 October 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pragmatic calculations ==&lt;br /&gt;
&lt;br /&gt;
Classic high school physics effectively analyzes a lot of minecart problems. This is already casually alluded to in the article, but IMO could be spelled out more blatantly for those who might not find the connections obvious. DF minecart physics approximate ds/dt = v and dv/dt = a from which follows energy conservation dE/dt = 0 where E = ∫ a ds - v&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;/2. --[[User:Crcr|Crcr]] ([[User talk:Crcr|talk]]) 13:24, 30 October 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Crcr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ocean&amp;diff=224762</id>
		<title>Ocean</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ocean&amp;diff=224762"/>
		<updated>2016-05-06T06:38:28Z</updated>

		<summary type="html">&lt;p&gt;Crcr: /* Ocean Waves */ i didnt think to test if you could farm in it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:28, 29 April 2013 (UTC)}}&lt;br /&gt;
 {{av}}&lt;br /&gt;
&lt;br /&gt;
An ocean is an immense volume of [[Water#Salt_Water|saltwater]]. They are often bordered by [[sand|sandy beaches]] where [[driftwood]] can be found. [[Marsh]]es and [[swamp]]s also tend to form around oceanic coastlines, especially near [[river]]s. The land surrounding oceans also tends to have a high water table, resulting in [[aquifer]]s close to the surface.  &lt;br /&gt;
&lt;br /&gt;
It is not possible to found a fort solely in an oceanic biome; some land is needed.&lt;br /&gt;
&lt;br /&gt;
There are three varieties of oceans, based on temperature, which affects the sea life found there: Arctic, Temperate and Tropical.  Oceans in a [[freezing]] climate (usually Arctic oceans) will freeze, just like [[river]]s and [[pool]]s, acting like a [[glacier]].&lt;br /&gt;
&lt;br /&gt;
== Ocean Waves ==&lt;br /&gt;
&lt;br /&gt;
Waves will periodically wash over the coast. The tiles will not get wet. However, if a wave washes over a staircase, the floors below it will be slowly flooded. Cavern moss will not grow in the mud left by salt water. The waves move over all natural tiles, and seem to move independently of constructed tiles like walls and floors. Be mindful not to carve away natural walls and allow tide to enter your fort, and cause excess slowdown. Sea walls can be built to block waves and protect beach areas, but need to be completely closed off to be effective. Waves also have a tendency to move items left on the beach, so it is inadvisable to place stockpiles too close to the shore -- also beware that this effect means that dwarves can be knocked unconscious if hit by driftwood washed in from waves.&lt;br /&gt;
&lt;br /&gt;
Since ocean waves do not actually move the water in the tiles below them, they do not create [[flow]].  Thus, waves ''cannot'' power a [[water wheel]], making tidal energy generation much more difficult.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]] being pushed by ocean waves occasionally increases swimming skill without risk of drowning.&lt;br /&gt;
&lt;br /&gt;
== Ocean floor geology ==&lt;br /&gt;
&lt;br /&gt;
The ocean floor will be made up of entire layers, or combinations of the following:&lt;br /&gt;
* a [[Sedimentary layer]] of [[conglomerate]], [[limestone]], [[sandstone]], or [[shale]] &lt;br /&gt;
* a [[Soil]] layer of [[calcareous ooze]], [[pelagic clay]], or [[siliceous ooze]]&lt;br /&gt;
* [[Sand]] of any variety, often in small patches alongside the sedimentary or soil layers&lt;br /&gt;
&lt;br /&gt;
Most of these layers also support [[aquifer]]s, which are usually [[Water#Salt_Water|saltwater]] like the surrounding ocean, making the extraction of these materials rather difficult in [[fortress mode]].  Limestone is a notable exception, making it ideal for excavation from below since it is also a [[flux]] material.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
Almost all tiles next to oceans have [[aquifer]]s, which require fairly complicated schemes to sidestep. In addition oceans are salt water resources, requiring desalination with a [[screw pump]] into a [[cistern]] to use for drinking. On the other hand you have an inexhaustible source of water for fishing, drowning chambers, and so forth, as well as a spawning point for some very big and very meat-profitable [[creature]]s: [[Sperm whale|whale]]s, [[orca]]s, and the like.&lt;br /&gt;
&lt;br /&gt;
== Fauna ==&lt;br /&gt;
&lt;br /&gt;
Oceans are an excellent source of [[fish|food]] for a new fortress, usually having tons of fish, and containing shell-bearing creatures like [[oyster|oysters]] and [[mussel|mussels]]. But sometimes when you embark on a coast you might have messages of 'there is nothing to catch in blah blah blah'.  If this happens you will never be able to fish in the ocean in that area so it is suggested you embark on a different area or create a new map so you can fish.&lt;br /&gt;
&lt;br /&gt;
In [[Surroundings#Evil|evil]] oceans [[sea monster]]s can be found. Likewise, in [[Surroundings#Good|good]] oceans [[merperson]]s can be observed.&lt;br /&gt;
&lt;br /&gt;
=== Arctic Ocean ===&lt;br /&gt;
Note that, in an Arctic Ocean with a completely [[Climate#Freezing|freezing]] climate, none of the Vermin or the underwater Creatures will be present.  This pretty much leaves walruses, the three varieties of penguins, and the three types of seals since they are able to move about on land.&lt;br /&gt;
&lt;br /&gt;
Creatures&lt;br /&gt;
&lt;br /&gt;
* [[Blue shark]]&lt;br /&gt;
* [[Bluefin tuna]]&lt;br /&gt;
* [[Cod]]&lt;br /&gt;
* [[Conger eel]]&lt;br /&gt;
* [[Elephant seal]]&lt;br /&gt;
* [[Emperor penguin]]&lt;br /&gt;
* [[Frill shark]]&lt;br /&gt;
* [[Halibut]]&lt;br /&gt;
* [[Harp seal]]&lt;br /&gt;
* [[Leopard seal]]&lt;br /&gt;
* [[Little penguin]]&lt;br /&gt;
* [[Penguin]]&lt;br /&gt;
* [[Sea lamprey]]&lt;br /&gt;
* [[Sea serpent]]&lt;br /&gt;
* [[Sturgeon]]&lt;br /&gt;
* [[Walrus]]&lt;br /&gt;
* [[Sperm whale]]&lt;br /&gt;
&lt;br /&gt;
Vermin&lt;br /&gt;
&lt;br /&gt;
* [[Hagfish]]&lt;br /&gt;
* [[Hake]]&lt;br /&gt;
* [[Herring]]&lt;br /&gt;
* [[Mackerel]]&lt;br /&gt;
* [[Mussel]]&lt;br /&gt;
* [[Oyster]]&lt;br /&gt;
* [[Shad]]&lt;br /&gt;
* [[Sole]]&lt;br /&gt;
* [[Steelhead trout]]&lt;br /&gt;
&lt;br /&gt;
=== Temperate Ocean ===&lt;br /&gt;
&lt;br /&gt;
Creatures&lt;br /&gt;
&lt;br /&gt;
* [[Angelshark]]&lt;br /&gt;
* [[Basking shark]]&lt;br /&gt;
* [[Blue shark]]&lt;br /&gt;
* [[Bluefin tuna]]&lt;br /&gt;
* [[Bluefish]]&lt;br /&gt;
* [[Cod]]&lt;br /&gt;
* [[Common skate]]&lt;br /&gt;
* [[Conger eel]]&lt;br /&gt;
* [[Frill shark]]&lt;br /&gt;
* [[Great white shark]]&lt;br /&gt;
* [[Halibut]]&lt;br /&gt;
* [[Hammerhead shark]]&lt;br /&gt;
* [[Longfin mako shark]]&lt;br /&gt;
* [[Marlin]]&lt;br /&gt;
* [[Nurse shark]]&lt;br /&gt;
* [[Ocean sunfish]]&lt;br /&gt;
* [[Opah]]&lt;br /&gt;
* [[Sea serpent]]&lt;br /&gt;
* [[Sea lamprey]]&lt;br /&gt;
* [[Shortfin mako shark]]&lt;br /&gt;
* [[Spiny dogfish]]&lt;br /&gt;
* [[Spotted wobbegong]]&lt;br /&gt;
* [[Sturgeon]]&lt;br /&gt;
* [[Swordfish]]&lt;br /&gt;
* [[Sperm whale]]&lt;br /&gt;
&lt;br /&gt;
Vermin&lt;br /&gt;
&lt;br /&gt;
* [[Anchovy]]&lt;br /&gt;
* [[Bat ray]]&lt;br /&gt;
* [[Brook lamprey]]&lt;br /&gt;
* [[Flounder]]&lt;br /&gt;
* [[Hagfish]]&lt;br /&gt;
* [[Hake]]&lt;br /&gt;
* [[Herring]]&lt;br /&gt;
* [[Mackerel]]&lt;br /&gt;
* [[Mussel]]&lt;br /&gt;
* [[Oyster]]&lt;br /&gt;
* [[Salmon]]&lt;br /&gt;
* [[Sea nettle jellyfish]]&lt;br /&gt;
* [[Seahorse]]&lt;br /&gt;
* [[Shad]]&lt;br /&gt;
* [[Sole]]&lt;br /&gt;
* [[Spotted ratfish]]&lt;br /&gt;
* [[Steelhead trout]]&lt;br /&gt;
* [[Thornback ray]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tropical Ocean ===&lt;br /&gt;
&lt;br /&gt;
Creatures&lt;br /&gt;
&lt;br /&gt;
* [[Angelshark]]&lt;br /&gt;
* [[Blacktip reef shark]]&lt;br /&gt;
* [[Blue shark]]&lt;br /&gt;
* [[Bluefin tuna]]&lt;br /&gt;
* [[Bluefish]]&lt;br /&gt;
* [[Bull shark]]&lt;br /&gt;
* [[Coelacanth]]&lt;br /&gt;
* [[Common skate]]&lt;br /&gt;
* [[Frill shark]]&lt;br /&gt;
* [[Great barracuda]]&lt;br /&gt;
* [[Great white shark]]&lt;br /&gt;
* [[Giant grouper]]&lt;br /&gt;
* [[Hammerhead shark]]&lt;br /&gt;
* [[Longfin mako shark]]&lt;br /&gt;
* [[Manta ray]]&lt;br /&gt;
* [[Marlin]]&lt;br /&gt;
* [[Milkfish]]&lt;br /&gt;
* [[Ocean sunfish]]&lt;br /&gt;
* [[Opah]]&lt;br /&gt;
* [[Sea lamprey]]&lt;br /&gt;
* [[Sea serpent]]&lt;br /&gt;
* [[Shortfin mako shark]]&lt;br /&gt;
* [[Spiny dogfish]]&lt;br /&gt;
* [[Spotted wobbegong]]&lt;br /&gt;
* [[Stingray]]&lt;br /&gt;
* [[Swordfish]]&lt;br /&gt;
* [[Tiger shark]]&lt;br /&gt;
* [[Sperm whale]]&lt;br /&gt;
* [[Whale shark]]&lt;br /&gt;
* [[Whitetip reef shark]]&lt;br /&gt;
&lt;br /&gt;
Vermin&lt;br /&gt;
&lt;br /&gt;
* [[Bat ray]]&lt;br /&gt;
* [[Clownfish]]&lt;br /&gt;
* [[Glasseye]]&lt;br /&gt;
* [[Mussel]]&lt;br /&gt;
* [[Oyster]]&lt;br /&gt;
* [[Seahorse]]&lt;br /&gt;
* [[Thornback ray]]&lt;br /&gt;
* [[White-spotted puffer]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = migrur&lt;br /&gt;
| elvish  = romi&lt;br /&gt;
| goblin  = strabo&lt;br /&gt;
| human   = sota&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>Crcr</name></author>
	</entry>
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