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	<updated>2026-05-09T06:40:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Campfire&amp;diff=257789</id>
		<title>DF2014 Talk:Campfire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Campfire&amp;diff=257789"/>
		<updated>2021-04-16T16:55:54Z</updated>

		<summary type="html">&lt;p&gt;Crupette: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fortress Mode==&lt;br /&gt;
Having embarked on a cavern entrance, I arrived to find a small (hostile) Dwarven campsite there, including alpaca wool tents and a campfire.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cave site campfire.png|Campfire at a Cavern Site&lt;br /&gt;
File:Cave site hostile dwarves.png|Hostile Dwarves&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Ignore any obvious digging on my part, as I didn't even notice the campfire there until I saw the smoke and thinking one of my idiot miners had managed to injure himself in a totally avoidable cave-in when digging channels.&lt;br /&gt;
&lt;br /&gt;
Apparently it's possible to get campfires at embark sites now, even if sieges won't build them anymore.&lt;br /&gt;
[[User:BatCountry|BatCountry]] ([[User talk:BatCountry|talk]]) 15:01, 30 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Irremovable in Fortress Mode? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone tried DFHack liquids-&amp;gt;obsidian? In my experience, this replaces anything, including walls/floors/constructions of different material, water, lava, open space and muddy/grassy tiles (which usually do not support automatic transformations of tiletypes-&amp;gt;paint shape walls/floors). --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 21:05, 5 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact destruction with campfires. ==&lt;br /&gt;
&lt;br /&gt;
After some &amp;quot;extensive&amp;quot; testing on how campfires work, I discovered that they do in-fact destroy artifacts. When I threw an artifact mug into one, it disappeared. Likewise, when I tossed a secrets-containing slab into it, the slab vanished.&lt;br /&gt;
&lt;br /&gt;
--[[User:Crupette|Crupette]] ([[User talk:Crupette|talk]]) 21:08, 14 April 2021 (UTC)&lt;br /&gt;
:Check with [[Legends Viewer]]. If it crashes when you click the slab, it probably got removed from the game. Otherwise it may have just been teleported somewhere else (there's a bug with teleporting artifacts). --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 14:41, 15 April 2021 (UTC)&lt;br /&gt;
::I have checked the artifact in the legends viewer. The game did not crash, and the last string in the log is &amp;quot;Tombsbury the Phantom of Skulls was destroyed in Pillarplane.&amp;quot; That leaves me to believe that the artifact was destroyed. [[User:Crupette|Crupette]] ([[User talk:Crupette|talk]]) 16:55, 16 April 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Crupette</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Crupette&amp;diff=257769</id>
		<title>User:Crupette</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Crupette&amp;diff=257769"/>
		<updated>2021-04-14T21:12:08Z</updated>

		<summary type="html">&lt;p&gt;Crupette: Created page with &amp;quot;Gamign&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gamign&lt;/div&gt;</summary>
		<author><name>Crupette</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Campfire&amp;diff=257768</id>
		<title>Campfire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Campfire&amp;diff=257768"/>
		<updated>2021-04-14T21:11:12Z</updated>

		<summary type="html">&lt;p&gt;Crupette: add verification for artifact destruction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:58, 26 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Campfires''' can be created in [[adventurer mode]] by pressing {{k|g}}.  Currently, campfires do not require anything to build, although it has been indicated that in the future, there will be more work involved in their creation.&lt;br /&gt;
&lt;br /&gt;
Walking into a tile containing a campfire is not possible, even for creatures immune to fire. [[jump|Jumping]] over and even onto a campfire is possible and harmless.&lt;br /&gt;
&lt;br /&gt;
Campfires can't be destroyed &amp;amp;mdash; unless water flows onto them &amp;amp;mdash; but will disappear on their own after a few hours. Nearby natural ice walls can melt if next to a campfire[http://www.bay12forums.com/smf/index.php?topic=146181.msg5848684#msg5848684].&lt;br /&gt;
&lt;br /&gt;
Items that fall onto a campfire will be destroyed regardless of their [[fire-safe]] or [[magma-safe]] properties, the only exceptions being [[soil]], [[powder]]s and [[liquid]]s. This includes items dropped while standing on the campfire, and [[artifact]]s. (Water appears to only put out a campfire if it flows onto it.)&lt;br /&gt;
&lt;br /&gt;
[[File:campfire2.jpg|thumb|320px|center|&amp;lt;joke about marshmallows&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
* Heating objects&lt;br /&gt;
* Melting snow or ice in containers to water by pressing {{k|Shift+i}} (Needs TEMPERATURE: ON in the [[init.txt]] to work)&lt;br /&gt;
* Creating barriers&lt;br /&gt;
* Destroying items&lt;br /&gt;
&lt;br /&gt;
== Fortress Mode ==&lt;br /&gt;
It is possible to find campfires when embarking, along with other structures that cannot be built, like walls made out of cloth or leather. In these locations, there will be no trees or plants at the start, and all murky pools will have been removed. These campfires constantly produce smoke, and do not go out on their own, nor can they be removed by building over them or channeling out the ground beneath them, effectively making them irremovable.&lt;br /&gt;
&lt;br /&gt;
In previous versions, [[human]] and [[necromancer]] sieges would light campfires. This was turned off in the early 0.40 series.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ogîk-ziril | elvish = imené-inira | goblin = ustthut-zedan | human = muthe-usmok}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
[[ru:Campfire]]&lt;/div&gt;</summary>
		<author><name>Crupette</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Campfire&amp;diff=257767</id>
		<title>DF2014 Talk:Campfire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Campfire&amp;diff=257767"/>
		<updated>2021-04-14T21:08:33Z</updated>

		<summary type="html">&lt;p&gt;Crupette: /* Artifact destruction with campfires. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fortress Mode==&lt;br /&gt;
Having embarked on a cavern entrance, I arrived to find a small (hostile) Dwarven campsite there, including alpaca wool tents and a campfire.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cave site campfire.png|Campfire at a Cavern Site&lt;br /&gt;
File:Cave site hostile dwarves.png|Hostile Dwarves&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Ignore any obvious digging on my part, as I didn't even notice the campfire there until I saw the smoke and thinking one of my idiot miners had managed to injure himself in a totally avoidable cave-in when digging channels.&lt;br /&gt;
&lt;br /&gt;
Apparently it's possible to get campfires at embark sites now, even if sieges won't build them anymore.&lt;br /&gt;
[[User:BatCountry|BatCountry]] ([[User talk:BatCountry|talk]]) 15:01, 30 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Irremovable in Fortress Mode? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone tried DFHack liquids-&amp;gt;obsidian? In my experience, this replaces anything, including walls/floors/constructions of different material, water, lava, open space and muddy/grassy tiles (which usually do not support automatic transformations of tiletypes-&amp;gt;paint shape walls/floors). --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 21:05, 5 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact destruction with campfires. ==&lt;br /&gt;
&lt;br /&gt;
After some &amp;quot;extensive&amp;quot; testing on how campfires work, I discovered that they do in-fact destroy artifacts. When I threw an artifact mug into one, it disappeared. Likewise, when I tossed a secrets-containing slab into it, the slab vanished.&lt;br /&gt;
&lt;br /&gt;
--[[User:Crupette|Crupette]] ([[User talk:Crupette|talk]]) 21:08, 14 April 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Crupette</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Guildhall&amp;diff=257766</id>
		<title>Guildhall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Guildhall&amp;diff=257766"/>
		<updated>2021-04-14T17:44:21Z</updated>

		<summary type="html">&lt;p&gt;Crupette: add ☼ to wealth indicator, make it clearer that value levels and unit counts can be changed in d_init&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:48, 11 April 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''guildhall''' is a place where dwarves of a particular profession socialize, share skills, and entertain with each other. Guildhalls are requested by your population after a profession has sufficient members (10 by default) within your fortress. A guildhall by default requires 2000☼ in zone wealth, and a Grand Guildhall needing 10000☼ to be considered established. Both population and zone wealth requirements can be modified in [[d_init.txt]]. A [[guild]] with a guildhall was observed establishing connections with other guilds, but with an as-of-yet unknown effect. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned. &lt;br /&gt;
&lt;br /&gt;
== World ==&lt;br /&gt;
&lt;br /&gt;
Guilds will establish in the cities of civilizations that value [[Personality_trait#CRAFTSMANSHIP|craftmanship]], and, thus, will build guildhalls (primarily dwarven civilizations in an unmodded game, but human cities have been seen building guildhalls, too).&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Guildhalls are designated {{K|l}}[[Location|ocations]] in fortress mode, designated from any [[meeting area]].&lt;br /&gt;
Upon creation ({{K|i}}-&amp;gt;{{K|m}}-{{K|l}}-{{K|a}}-{{K|g}}), the new guildhall will be given a random name, which may be based on the profession of the associated guild, for example &amp;quot;The Grove of Deer&amp;quot; for Rangers. You can rename it by pressing {{k|n}} in the locations screen.  Once a guildhall is set up, you can see its [[room value]] on the locations screen, which also tells you if the guildhall is up to the desired standard - when it says '''Agreed to build guildhall''' the requirements are not yet met.&lt;br /&gt;
&lt;br /&gt;
===Uses===&lt;br /&gt;
Guildhalls provide socialization and communal skill learning via demonstrations. Skillful dwarves will demonstrate their skills to others, the same way as soldiers do when training in their barracks. &lt;br /&gt;
[[Visitors]] to your fortress can also hold demonstrations in the guildhall when the hall is set as '''all visitors welcome''' in the locations menu. This can be a nice boost to your dwarves, especially if the visitor holding the demonstration has a relevant legendary skill.&lt;br /&gt;
&lt;br /&gt;
As even halls without established guilds will have demonstrations given to idlers, it is recommended to build halls for the professions that you need  - for example, instead of waiting for weaponsmiths to migrate in, make a hall for weaponsmiths or metalworkers in general. Demonstrations will be given, unused idle hands will be trained in the professions you need, and soon enough a guild will establish itself. [[Children]] can also participate in guildhall demonstrations, thus allowing them to get potentially more useful [[strange mood]]s than normal, and learn skills ahead of time for when they become adults.&lt;br /&gt;
&lt;br /&gt;
Similarly, as hospitals are always zones, it is recommended to also mark this zone as a meeting location, and in turn use it as a doctor's hall. This has the added benefit that you will always have medically trained personnel in your hospitals. Just don't forget to enable the labors.  Furthermore, a guildhall will satisfy the &amp;quot;learn something&amp;quot;, &amp;quot;practice a skill&amp;quot;, and &amp;quot;help somebody&amp;quot; [[need]]s for the one doing the demonstration. [[Emotion]]ally, the (dwarven) participants feel interest, wonder and satisfaction for participating in a demonstration. Should you deny or ignore the petition for a guildhall, the dwarves involved will get an unhappy thought about it.&lt;br /&gt;
&lt;br /&gt;
== Adventurer Mode ==&lt;br /&gt;
&lt;br /&gt;
You can visit the guildhalls of guilds in [[adventurer mode]]. E.g: In human towns, these buildings consist of three levels: The lowest, a storage level filled with bins, the second filled with chairs and tables, and the third with some chairs and tables, but mostly display furniture. Guilds will fill the display furniture with quality items of the type the guild specializes in.&lt;br /&gt;
&lt;br /&gt;
[[File:Df guildhall.png|800px|thumb|center|Image of a guild hall in a human town in adventure mode. The leftmost image is the lowest storage area, the middle, the socialization area, and, at the top, an area for the display of guild items. This being a clothier guild, they put quality clothes on display.]]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Game crashes when trying to designate a guildhall in adventure mode. {{bug|11624}}&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{Category|Locations}}&lt;/div&gt;</summary>
		<author><name>Crupette</name></author>
	</entry>
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