<?xml version="1.0"?>
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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cultiststeve</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cultiststeve"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Cultiststeve"/>
	<updated>2026-06-02T18:40:55Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Windmill&amp;diff=92066</id>
		<title>v0.31:Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Windmill&amp;diff=92066"/>
		<updated>2010-04-13T11:09:01Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{NewVersionStub}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
They are 3x3 wide buildings needing 4 wood logs to construct. They must be built on a solid surface, a hole is the middle is not possible. It is possible that they provide from 0 - 40 power depending on your map.&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=86349</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=86349"/>
		<updated>2010-04-07T21:09:47Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Qd]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.mkv25.net/dfma/usermaps.php?submitter=Cultiststeve] - My maps&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --Fedor&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Find me dwarven poop and I shall answer your question.&amp;quot; --Savok&lt;br /&gt;
Alath Momuznish likes Silt, Gold, Floodgates and Amulets for their stubbornness.--Fortress 2&lt;br /&gt;
&amp;quot;Dragons, the cure for any and all leg injuries. Much like the red pill and the blue pill in the matrix, the dwarf is given two options: Run like fuck, or extra crispy.&amp;quot;--Pushy&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=86347</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=86347"/>
		<updated>2010-04-07T21:09:37Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Qd]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.mkv25.net/dfma/usermaps.php?submitter=Cultiststeve] - My maps&amp;lt;br /&amp;gt;&lt;br /&gt;
[[User:Warlordzephyr]]- My mate&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --Fedor&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Find me dwarven poop and I shall answer your question.&amp;quot; --Savok&lt;br /&gt;
Alath Momuznish likes Silt, Gold, Floodgates and Amulets for their stubbornness.--Fortress 2&lt;br /&gt;
&amp;quot;Dragons, the cure for any and all leg injuries. Much like the red pill and the blue pill in the matrix, the dwarf is given two options: Run like fuck, or extra crispy.&amp;quot;--Pushy&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46718</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46718"/>
		<updated>2009-02-24T21:35:32Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: /* Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Qd]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.mkv25.net/dfma/usermaps.php?submitter=Cultiststeve] - My maps&amp;lt;br /&amp;gt;&lt;br /&gt;
[[User:Warlordzephyr]]- My mate&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --Fedor&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Find me dwarven poop and I shall answer your question.&amp;quot; --Savok&lt;br /&gt;
Alath Momuznish likes Silt, Gold, Floodgates and Amulets for their stubbornness.--Fortress 2&lt;br /&gt;
&amp;quot;Dragons, the cure for any and all leg injuries. Much like the red pill and the blue pill in the matrix, the dwarf is given two options: Run like fuck, or extra crispy.&amp;quot;--Pushy&lt;br /&gt;
&lt;br /&gt;
==Fortress Diary's ==&lt;br /&gt;
&lt;br /&gt;
''This fortress I am going to do with out immigration or traps. My aim is to survive for as long as possible.&lt;br /&gt;
Found smallish area with a Magma Pipe, No Aquifer. Economy is off, doubt if ill get that far but we will see :). Pop Cap of 6''&lt;br /&gt;
&lt;br /&gt;
'''The Esteemed Daggers'''&lt;br /&gt;
&lt;br /&gt;
Leader Steve - Proficient Appraiser : Novice Organizer,Record Keeper, Conversationalist,Persuader,Negotiator&amp;lt;br /&amp;gt;&lt;br /&gt;
Prospector Lithia - Proficient Miner : Proficient Mason&amp;lt;br /&amp;gt;&lt;br /&gt;
Farmer Lauren - Proficient Grower : Competent Brewer : Cook&amp;lt;br /&amp;gt;&lt;br /&gt;
Lumberjack Emily - Proficient Wood Cutter : Carpenter : Axe Dwarf : Novice Wrestler&amp;lt;br /&amp;gt;&lt;br /&gt;
Stoneworker Hannah - Proficient Mason : Miner : Competent Brewer&amp;lt;br /&amp;gt;&lt;br /&gt;
Crafter Jade - Grower : Wood Crafter : Skilled Mechanic : Mason&amp;lt;br /&amp;gt;&lt;br /&gt;
Carpenter Andy - Proficient Carpenter : Competent Wood Cutter : Novice building Designer : Novice Grower&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Copper Picks [3]&amp;lt;br /&amp;gt;&lt;br /&gt;
Steel battle Axe [2]&amp;lt;br /&amp;gt;&lt;br /&gt;
Assortment of meats&amp;lt;br /&amp;gt;&lt;br /&gt;
Rum, Wine and Ale&amp;lt;br /&amp;gt;&lt;br /&gt;
Plump Helmets&amp;lt;br /&amp;gt;&lt;br /&gt;
2 Cats, 2 Dogs&amp;lt;br /&amp;gt;&lt;br /&gt;
Tower-cap logs [100]&amp;lt;br /&amp;gt;&lt;br /&gt;
Tower-cap barrels[20]&amp;lt;br /&amp;gt;&lt;br /&gt;
Horse Leather Bags[3]&amp;lt;br /&amp;gt; &lt;br /&gt;
Turtle [20]&amp;lt;br /&amp;gt;&lt;br /&gt;
Dwarven Beer [15]&lt;br /&gt;
&lt;br /&gt;
Steve here. We set out today. Latest expedition, got to quarry lots of rare stone for the Mountinhome.. Apparently we have a prime location for it. Party looks interesting. Will write more later. ''Enclosed in the diary is a [http://www.mkv25.net/dfma/map-4670-litastikud map]''&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46717</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46717"/>
		<updated>2009-02-24T21:35:13Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: /* Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Qd]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.mkv25.net/dfma/usermaps.php?submitter=Cultiststeve] - My maps&lt;br /&gt;
[[User:Warlordzephyr]]- My mate&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --Fedor&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Find me dwarven poop and I shall answer your question.&amp;quot; --Savok&lt;br /&gt;
Alath Momuznish likes Silt, Gold, Floodgates and Amulets for their stubbornness.--Fortress 2&lt;br /&gt;
&amp;quot;Dragons, the cure for any and all leg injuries. Much like the red pill and the blue pill in the matrix, the dwarf is given two options: Run like fuck, or extra crispy.&amp;quot;--Pushy&lt;br /&gt;
&lt;br /&gt;
==Fortress Diary's ==&lt;br /&gt;
&lt;br /&gt;
''This fortress I am going to do with out immigration or traps. My aim is to survive for as long as possible.&lt;br /&gt;
Found smallish area with a Magma Pipe, No Aquifer. Economy is off, doubt if ill get that far but we will see :). Pop Cap of 6''&lt;br /&gt;
&lt;br /&gt;
'''The Esteemed Daggers'''&lt;br /&gt;
&lt;br /&gt;
Leader Steve - Proficient Appraiser : Novice Organizer,Record Keeper, Conversationalist,Persuader,Negotiator&amp;lt;br /&amp;gt;&lt;br /&gt;
Prospector Lithia - Proficient Miner : Proficient Mason&amp;lt;br /&amp;gt;&lt;br /&gt;
Farmer Lauren - Proficient Grower : Competent Brewer : Cook&amp;lt;br /&amp;gt;&lt;br /&gt;
Lumberjack Emily - Proficient Wood Cutter : Carpenter : Axe Dwarf : Novice Wrestler&amp;lt;br /&amp;gt;&lt;br /&gt;
Stoneworker Hannah - Proficient Mason : Miner : Competent Brewer&amp;lt;br /&amp;gt;&lt;br /&gt;
Crafter Jade - Grower : Wood Crafter : Skilled Mechanic : Mason&amp;lt;br /&amp;gt;&lt;br /&gt;
Carpenter Andy - Proficient Carpenter : Competent Wood Cutter : Novice building Designer : Novice Grower&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Copper Picks [3]&amp;lt;br /&amp;gt;&lt;br /&gt;
Steel battle Axe [2]&amp;lt;br /&amp;gt;&lt;br /&gt;
Assortment of meats&amp;lt;br /&amp;gt;&lt;br /&gt;
Rum, Wine and Ale&amp;lt;br /&amp;gt;&lt;br /&gt;
Plump Helmets&amp;lt;br /&amp;gt;&lt;br /&gt;
2 Cats, 2 Dogs&amp;lt;br /&amp;gt;&lt;br /&gt;
Tower-cap logs [100]&amp;lt;br /&amp;gt;&lt;br /&gt;
Tower-cap barrels[20]&amp;lt;br /&amp;gt;&lt;br /&gt;
Horse Leather Bags[3]&amp;lt;br /&amp;gt; &lt;br /&gt;
Turtle [20]&amp;lt;br /&amp;gt;&lt;br /&gt;
Dwarven Beer [15]&lt;br /&gt;
&lt;br /&gt;
Steve here. We set out today. Latest expedition, got to quarry lots of rare stone for the Mountinhome.. Apparently we have a prime location for it. Party looks interesting. Will write more later. ''Enclosed in the diary is a [http://www.mkv25.net/dfma/map-4670-litastikud map]''&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Warlordzephyr&amp;diff=47542</id>
		<title>User talk:Warlordzephyr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Warlordzephyr&amp;diff=47542"/>
		<updated>2009-02-24T21:34:24Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Candy Mountin Charlie!!!111!!!&lt;br /&gt;
Anyway, her is your fortress link thingie. [[http://www.mkv25.net/dfma/map-4592-standardcatches]]&lt;br /&gt;
Upload some moar sometime, wana see how its looking.--[[User:Cultiststeve|cultiststeve]] 16:34, 24 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Warlordzephyr&amp;diff=47541</id>
		<title>User talk:Warlordzephyr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Warlordzephyr&amp;diff=47541"/>
		<updated>2009-02-24T21:34:03Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: New page: Candy Mountin Charlie!!!111!!! Anyway, her is your fortress link thingie. http://www.mkv25.net/dfma/map-4592-standardcatches Upload some moar sometime, wana see how its looking.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Candy Mountin Charlie!!!111!!!&lt;br /&gt;
Anyway, her is your fortress link thingie. [[http://www.mkv25.net/dfma/map-4592-standardcatches]]&lt;br /&gt;
Upload some moar sometime, wana see how its looking.&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11295</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11295"/>
		<updated>2009-02-19T13:08:58Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: /* Temperature setting */ forgot sig&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
:: Yes, dwarves seem to be able to swim through magma unharmed when temperature is off(I've had them shoved in during a fight, not 100% sure), but they'll violently resist this, even without danger. Water will still steam, it seems to be hard coded. --[[User:Erathoniel|Erathoniel]] 16:50, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zara|Zara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaiproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Anyone clear on Vertical Bars in magma?  I am attempting to keep imps and such from moving through my magma feeding tunnel and was curious if anyone had any good solutions to this problem. --[[User:Stalinbulldog|Stalinbulldog]] 16:23, 14 June 2008 (EDT)&lt;br /&gt;
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:I just use a bauxite wall grate, it works fine for me. --[[User:Zombiejustice|Zombiejustice]] 01:02, 15 June 2008 (EDT)&lt;br /&gt;
:: Ah, thank you, I just wanted to be sure they didn't melt regardless --[[User:Stalinbulldog|Stalinbulldog]] 02:32, 15 June 2008 (EDT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I made a few tests with magma and buildings/constructions and I can confirm some known results and I can provide a few new aspects. Constructions (b-&amp;gt;C) are magma safe (walls, floors, stairs, others not tested). No matter what the material is.&lt;br /&gt;
*&amp;lt;s&amp;gt;bridges build with bauxite *rocks* are not magma safe (bauxite mechanism or not)&amp;lt;/s&amp;gt;&lt;br /&gt;
*bridges build with bauxite *blocks* are magma safe (test with mechanism is pending)&lt;br /&gt;
*bridges build with steel bars are magma safe (test with mechanism is pending)&lt;br /&gt;
Open test: bridge with blocks considered as not magma safe.&lt;br /&gt;
&amp;lt;br&amp;gt;[[User:Imajia|Imajia]] 12:14, 11 July 2008 (EDT)&lt;br /&gt;
::I'm sorry, I made a mistake. The bridges build with bauxite rocks were previously connected with a lever. Unfortunately the mechanism is not removed from the bridge when you remove the lever. Well, at least it seems that the rules for magma safe materials are valid for bridges. With one exception: raised bridges can contain any mechanism, only when magma flows over the bridge it is destroyed.--[[User:Imajia|Imajia]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Replenishing Magma ==&lt;br /&gt;
&lt;br /&gt;
Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
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&lt;br /&gt;
I have a very good feeling that the replenishing magma is just &amp;quot;pressurized&amp;quot; magma. I haven't tested fully, but i have poured water over a magma pipe and re-mined it, and in that case the magma flow was upwards. --[[User:Sphexx|Sphexx]] 03:49, 23 May 2008 (EDT)&lt;br /&gt;
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== Temperature ==&lt;br /&gt;
&lt;br /&gt;
Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
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:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
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::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
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==Flow?==&lt;br /&gt;
&lt;br /&gt;
I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
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There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
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I have added a section to the main page on magma flow, based on frequent confusion in the forums, and on some investigations I have been making into the behavior of magma when pumped (I'm not the first to discover this behavior, but I did go to a fair degree of effort to test how it behaves in differing circumstances) --[[User:Kaypy|Kaypy]] 21:16, 8 October 2008 (EDT)&lt;br /&gt;
:Now THAT is how you make a diagram! Awesome. --[[User:GreyMario|GreyMaria]] 22:20, 8 October 2008 (EDT)&lt;br /&gt;
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==Criteria for Magma Buildings==&lt;br /&gt;
&lt;br /&gt;
Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
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:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
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:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
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:Reclaimed fortresses may be bugged. If you reclaimed you fortress you probably can't do anything with it without 3rd party programs (like one mentioned above). Magma in [[pit]]s isn't enough to allow magma buildings. You need to discover true magma pipe and get pop-up informing about this. --[[User:Someone-else|Someone-else]] 08:37, 23 May 2008 (EDT)&lt;br /&gt;
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:I had a similar problem in a human settlement, so I do not know if the bug applies there, too... but there IS a chance I abandoned and reclaimed at one point, so it could just be that --[[User:Zatnik|Zatnik]] 05:02, 7 January 2009 (EST)&lt;br /&gt;
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== Infinity Generators? ==&lt;br /&gt;
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Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
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== Lava vs. Magma ==&lt;br /&gt;
&lt;br /&gt;
I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
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:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
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::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
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::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;br /&gt;
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== Magma vs puppy? ==&lt;br /&gt;
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I have encountered an interesting glitch. I have 2 puppies and a kitten in magma that aren't dying, and yes I have temperature setting on. http://mkv25.net/dfma/movie-570-magmavspuppy&lt;br /&gt;
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For those interested in trying to recreate it, I believe it has to do with designating the animal to slaughter while trying to throw it into a pit. A few of my dwarves were having pathing errors to try and slaughter them when I noticed the 3 invulnerable pests. After saving and reloading, the critters were insta-gibbed.&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 04:59, 23 May 2008 (EDT)&lt;br /&gt;
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== Chasm Confusion ==&lt;br /&gt;
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&amp;quot;The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&amp;quot;&lt;br /&gt;
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Magma, at least in my experience, has always been surrounded only by Obsidian, as a result you cannot get any kind of insight as to the surrounding minerals, this differs from a chasm where the veins coming up to a chasm are directly reflected in the walls.&lt;br /&gt;
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--[[User:Stalinbulldog|Stalinbulldog]] 04:18, 26 July 2008 (EDT)&lt;br /&gt;
:volcanoes and magmapipes can form large &amp;quot;chasms&amp;quot; above them, though it depends on how rocky the map is&lt;br /&gt;
:Confirmed, various minerals and gems were visible in the 'crater' area two levels above the magma in my magma pipe.  --[[User:Corona688|Corona688]] 15:05, 5 November 2008 (EST)&lt;br /&gt;
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== gruesome accident in reall really older 2d version ==&lt;br /&gt;
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beware wooden floodgates&lt;br /&gt;
not only do they burn(as I planned)&lt;br /&gt;
but i scattered magma all around the room&lt;br /&gt;
it rolled around quickly in all directions, flooding the tunnels, burning miners, smelters, war dogs and puppies alike without remorse.&lt;br /&gt;
it has thus far filled the entire message screen with &amp;quot; someone&amp;quot; or &amp;quot;something&amp;quot; has burned to death &lt;br /&gt;
it appears to gain mass from creeping down hallways! oh god...&lt;br /&gt;
60 deaths, at least 25 dwarves and 15 puppies22:08, 28 July 2008 (EDT)[[User:Eerr|Eerr]]&lt;br /&gt;
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== Magma cooling? ==&lt;br /&gt;
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Ive noticed at a 1/7 depth, the magma seems to cool and go away. v40d  --[[User:OmegaX|OmegaX]] 17:28, 3 October 2008 (EDT)&lt;br /&gt;
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: That is probably what the author meant by &amp;quot;Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&amp;quot; [[User:MagicGuigz|MagicGuigz]] 19:58, 3 October 2008 (EDT)&lt;br /&gt;
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== Mechanisms on Non-Floodgates ==&lt;br /&gt;
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I want to power my underground smelting operations with magma, so I'm digging a tunnel into the side of a magma pipe. I don't want magma creatures coming in that way, so I need a set of [[bars]] across it. However, once I set up the bars, I need to open them to get a miner past and cut the last bit of stone and open the tunnel to the magma. I was going to just attach the bars to a level, but the question of what to use for the [[mechanism]] is bugging me. I don't want to waste my precious imported [[Bauxite]] on the mechanism, and once it closes behind the miner it never need to open again so it's fine it it melts, but not if the melting mechanism will cause the bars to deconstruct! Anyone know what happens to things other than floodgates when their mechanisms get melted off?&lt;br /&gt;
--17:11, 7 October 2008 (EDT)&lt;br /&gt;
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: Or you could make your life much simpler with [[Fortifications]]. [[User:RomeoFalling|RomeoFalling]] 23:09, 14 October 2008 (EDT)&lt;br /&gt;
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:: How? [[Fortification|Fortifications]] allow liquid to pass through and stop creatures, yes, but you can't open them ''at all''. How am I supposed to get my dwarf back after he digs the last square of the channel if there's a fortification blocking the way?--[[User:Macdjord|Macdjord]] 15:49, 16 October 2008 (EDT)&lt;br /&gt;
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:::I used a fortification to keep fire imps out of my magma channel; I dug a stairway totally unconnected to the rest of my fortress to a spot adjacent to the top layer of the magma pipe, then dug a tunnel from within the fortress to within one tile of the stairway.  I fortified the tile that separated the two, then dug a channel (from outside) that let the magma flow against the &amp;quot;outside&amp;quot; face of the fortification.  The magma flowed through the fortification and into the &amp;quot;inside&amp;quot; tunnel.&lt;br /&gt;
&lt;br /&gt;
:::For good measure, in case I want to drain the inside tunnel at some point, I put an s-turn in the inside tunnel and situated a nickel/bauxite floodgate around the corner, out of sight of the fortification.&lt;br /&gt;
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:::Viewed from above, basically it looks like this:&lt;br /&gt;
&lt;br /&gt;
 ~============&lt;br /&gt;
 ~~=====..X...&lt;br /&gt;
 ~~=====.=====&lt;br /&gt;
 ~~=&amp;lt;#...=====&lt;br /&gt;
 ~~===========&lt;br /&gt;
 ~============&lt;br /&gt;
 &lt;br /&gt;
 ~ - Magma pipe&lt;br /&gt;
 = - Unmined tile (wall)&lt;br /&gt;
 . - Mined tile (channel)&lt;br /&gt;
 &amp;lt; - Stairway&lt;br /&gt;
 # - Fortification&lt;br /&gt;
 X - Floodgate&lt;br /&gt;
&lt;br /&gt;
:::The last step here is to remove the tile between the magma and the stairway by digging a channel from one z-level up.&lt;br /&gt;
:::--[[User:Maximus|Maximus]] 03:16, 17 October 2008 (EDT)&lt;br /&gt;
::::Why do you need a stairway? Couldn't you have just put the fortification on the tile where you have the stairway now? I'm also not sure why you need a turn as opposed to having the floodgate directly in line; i.e. {{qd|cols=7|~|`|╬|{{qd/ch{{!}}X{{!}}888|ccc}}|.|.|.}} &lt;br /&gt;
::::[[User:Random832|Random832]] 08:55, 17 October 2008 (EDT)&lt;br /&gt;
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:::::I believe you can't create a fortification from above, though I could be wrong.  It doesn't cost anything to dig one extra z-level down to get yourself a tile with an open face front and back which fortifies up nicely.  Also, I put the kink in the tunnel just to be paranoid -- I don't want things shooting fireballs down it.  I'm not sure if a fireball can destroy a floodgate.  Again, it didn't cost me anything to make it a touch more elaborate.--[[User:Maximus|Maximus]] 18:29, 17 October 2008 (EDT)&lt;br /&gt;
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::::Well, if I dug in from above, I could just use a non-retracting set of bars. Fortifications allow liquid to flow, but they slow it down. But I'm not digging at the top level of the pipe. I suppose I could just use a sacrificial non-magma-safe floodgate, set up the bars behind it, and then open it and let it melt.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:20, 17 October 2008 (EDT)&lt;br /&gt;
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== Magma Ate My Wall ==&lt;br /&gt;
While digging my channel to a magma pipe, I came across a vein of Lignite which ran perpendicular to my channel. I mined it out, hauled the lignite over to my fortress, and then built some walls over the side passages. It's now less than a year later, and one of those wall-units is missing. Unless there's some way a fire imp or other magma creature can destroy walls, the magma must have melted the wall. --[[User:RomeoFalling|RomeoFalling]] 07:12, 5 November 2008 (EST)&lt;br /&gt;
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:Wasn't that wall a Lignite wall ? It may have burnt, then. [[User:Timst|Timst]] 09:46, 5 November 2008 (EST)&lt;br /&gt;
:Yes, it sounds like it was a liginite wall.  Magma will ignite coke-bearing rock, this has been the case for a long time. --[[User:ThunderClaw|ThunderClaw]] 09:56, 5 November 2008 (EST)&lt;br /&gt;
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:: No, the wall was built from rock salt. All the lignite was hauled away, and as an economic stone, not a material choice I could have made by accident. The floor is still lignite though. Think that may have been a factor? --[[User:RomeoFalling|RomeoFalling]] 09:58, 5 November 2008 (EST)&lt;br /&gt;
:::That's possible, but I find it unlikely.  Also, I misinterpreted what you meant by 'built a wall', didn't realize it was a construction.  I thought it was a smoothed rock face.  It's been a persisting question (at least in #df on synIRC) if magma will melt constructions not made of bauxite.  You may have just answered that for us.  Perhaps you could test by letting magma into a 5x5 room with one natural rock pillar in the middle, and a wall construction of the same type of stone?  That'd answer the question once and for all, I think. --[[User:ThunderClaw|ThunderClaw]] 10:11, 5 November 2008 (EST)&lt;br /&gt;
:::I've had magma against some of my constructed walls for years and years without damage.  A good thing too, I've got quarters on the other side!  They're almost certainly basalt.  I wouldn't rule out the vanishing wall being caused by a burning floor;  lignite can burn for years before vanishing.  --[[User:Corona688|Corona688]] 15:14, 5 November 2008 (EST)&lt;br /&gt;
::::Interesting.  It was probably the liginite floor, then, but that begs the question of how a burning floor could consume a wall; stone should be fire-safe.  A really interesting situation, to be sure. --[[User:ThunderClaw|ThunderClaw]] 17:26, 5 November 2008 (EST)&lt;br /&gt;
:::Also -- as for 'not a material choice I could have made by accident', I've found my masons will happily convert expensive imported ores and flux into blocks if they decide your depot's closer than the nearest basalt.  And once anything's blocked, it's useless but for constructions. --[[User:Corona688|Corona688]] 16:39, 5 November 2008 (EST)&lt;br /&gt;
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::::: @Corona: That's for a mason's workshop, though. When you build walls, you choose the specific rocks to build from. Although, I have to say that I've never had a mason use a rock from the restricted list.&lt;br /&gt;
::::: For clarity, here's an image capture. The east-west shaft was my original tunnel towards the magma pipe. Every mined-out tile north or south of that shaft was Lignite. However, the opening just below the cursor, where my missing wall is supposed to be, is listed as Rock Salt as well. This is because dwarves kept building that section of wall from the wrong side, and I had to deconstruct it and put it back up several times -- which kills our &amp;quot;burning lignite floor&amp;quot; theory. Hrm.....now that I think about it, I can't be sure that I did build that wall in the end. I can't remember if a dwarf ever built it from the correct side. I'll let you know if another wall section disappears.&lt;br /&gt;
[[Image:romeofalling1.GIF]]&lt;br /&gt;
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--[[User:RomeoFalling|RomeoFalling]] 18:54, 5 November 2008 (EST)&lt;br /&gt;
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== Disambiguation ==&lt;br /&gt;
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I see the term ''magma pipe'' and ''magma vent'' being used interchangeably. Do these terms mean the same thing? --[[User:RomeoFalling|RomeoFalling]] 20:25, 8 November 2008 (EST)&lt;br /&gt;
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:Basically, yes. Magma vents, however, are visible from the surface, whereas magma pipes are not. --[[User:GreyMario|GreyMaria]] 00:26, 9 November 2008 (EST)&lt;br /&gt;
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== Magma Vs. Sand ==&lt;br /&gt;
&lt;br /&gt;
In a failed experiment with wooden screw pumps with magma proof blocks, I have discovered something horrible and intriguing.  Magma/lava can burn it's way through sand, so now I have an above ground magma cistern half flooding back into the magma pipe I filled it from, and half into my underground workshops through 2 z-levels of sand flooring.  I have picture proof too, but I have no idea how to upload pictures from my laptop to a wiki. --[[User:Alkyon|Alkyon]] 14:19, 11 November 2008 (EST)&lt;br /&gt;
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:&amp;quot;Upload file&amp;quot;, toolbox, left side of this page.--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::Ah, thanks. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
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Do you mean it goes down z-levels, or does it just move across the sand? magma can normally move across anything except water, I think. --[[User:Destor|Destor]] 14:41, 11 November 2008 (EST)&lt;br /&gt;
:Vertically, through z-levels.  It created a hole that wasn't there before through a sand floor, into my main hallway, and then through the floor there into my workshops and stockpiles.  From there, it simply followed the path of least resistance down the stairs and into the living quarters (not shown).  The magma seems to only tunnel through floor tiles that have no wall tile below them, which is understandable but I've never had this happen before.  Though, admittedly I have never tried to create a lava cistern on top of sand before. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DF-0.JPG|Above ground (sorry for large size despite jpeg compression)&lt;br /&gt;
Image:DF-1.JPG|1 z-level down (main hallway)&lt;br /&gt;
Image:DF-2.JPG|2 z-levels down (workshops and rock, bar, and wood stockpiles)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Regarding Boatmurdered ==&lt;br /&gt;
&lt;br /&gt;
I have this intense desire to flood the world in magma. (yes, I'm playing the 2D Dwarf Fortress. Sue me.) How did they get the magma onto the surface? Last I checked, pumps don't exist, sooo... --[[User:GreyMario|GreyMaria]] 02:45, 28 November 2008 (EST)&lt;br /&gt;
:Channels and aqueducts... They'll transport any liquid anywhere. And bridges too!--[[User:Dorten|Dorten]]&lt;br /&gt;
::But magma's on the &amp;quot;Z-level&amp;quot; below. How's it supposed to get on the actual level of the elephants? --[[User:GreyMario|GreyMaria]] 13:50, 28 November 2008 (EST)&lt;br /&gt;
:::You're still thinking in 3D.  Magma is &amp;quot;in&amp;quot; the tiles where the river is, and will be in the tiles where you dig a channel, and you want to get it in the tiles where the elephants are, by digging a channel from the magma river to the outside and &amp;quot;releasing&amp;quot; it from the channel using a floodgate.  The miner who digs the part of the channel that connects it to the magma river itself might get killed, since they always stood ''in'' the channel square while digging it in the 2D version.  Put a floodgate just beyond it before digging it out so you can shut off the flow, since you will make mistakes.--[[User:Maximus|Maximus]] 16:36, 28 November 2008 (EST)&lt;br /&gt;
::::Yes, I realize I'm thinking in 3D. Exactly how does the magma get out of the channel and onto the ground? Because last I checked, fluids didn't do that naturally. --[[User:GreyMario|GreyMaria]] 18:44, 28 November 2008 (EST)&lt;br /&gt;
:::::That's just the way the 2D version works. Channel next to liquid = liquid now in channel. Tile at end of channel not floodgate (or other liquid stopper) = liquid now on ground. --[[User:N9103|Edward]] 18:47, 28 November 2008 (EST)&lt;br /&gt;
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:::::Read [http://archive.dwarffortresswiki.net/index.php/Channel#Game_mechanics Channel] and [http://archive.dwarffortresswiki.net/index.php/Irrigation#Controlled_flooding Irrigation] on the archive wiki.  You have to play with channels and floodgates for a bit before it all makes sense, though.  The 2D version tended to get real kludgy when it came to fluids.  Try to get a farm going to understand the basics of the 2D channels, floodgates, and fluids.--[[User:Maximus|Maximus]] 23:07, 28 November 2008 (EST)&lt;br /&gt;
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== No little errors ==&lt;br /&gt;
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I just made a discovery. There is nothing like small error in the terms of magma engineering. After attempting to make my lava moat, I accidentally dug channel one tile longer, than it should be. At first, it went good. But then, magma flowed over my wall and flooded entire fortress. Remember - no little errors. [[User:SanDiego|SanDiego]] 12:19, 30 November 2008 (EST)&lt;br /&gt;
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== Export the local map ==&lt;br /&gt;
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&amp;quot;...you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol. &amp;quot; How does one do that? --[[User:Azaram|Azaram]] 02:08, 4 December 2008 (EST)&lt;br /&gt;
:Right after generating your world, there is an option to export the map. I think it maps to 'p' but I can't swear to it now. I don't know if there is a way to do it at a time other than right after generation. -[[User:Fuzzy|Fuzzy]] 14:45, 4 December 2008 (EST)&lt;br /&gt;
::Legends screen lets you export maps as well, but they don't have the special features enabled, even with all applicable options enabled. Probably on the todo list 'somewhere', but can't imagine it's even semi-important. So you'll have to rely on worldgen exports. --[[User:N9103|Edward]] 22:02, 4 December 2008 (EST)&lt;br /&gt;
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::I thought it was just the region map you can export, not the local map, and a red ≈ just means desert and/or red sand on that map.  You can see named volcanoes on it though -- red ^s.--[[User:Maximus|Maximus]] 22:16, 4 December 2008 (EST)&lt;br /&gt;
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::It's mapped to &amp;quot;P&amp;quot;. Capital. [[User:Zchris13|Zchris13]] 21:01, 12 February 2009 (EST)&lt;br /&gt;
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== Temperature setting ==&lt;br /&gt;
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While magma will not cause fires while the temperature is turned off in the init file, it seems the game remembers at least some of the fires it would have caused.  I was playing with temperature off and tunneled into magma rather carelessly, knowing it wouldn't hurt me, later, when I turned the temperature on in that game, the dwarves that came into contact with the magma were immediately set on fire.  This was about a year later in game.  I checked back several times by quitting without saving, every time I turned the temperature on, those same dwarves caught fire, with the temperature off, there was no indication of fire what so ever.--[[User:Sotanaht|Sotanaht]] 23:36, 23 January 2009 (EST)&lt;br /&gt;
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:Oh wow, I can imagine tons of uses for that, especially when toady makes it so that you can go and raid the goblins... Kamikaze dwarves, anyone? Well, I guess it should be in the article, but it would be nice to do more testing first. I think that if a dwarf falls in water, he stops burning. So if you could find out if they, after being put out with temperature off, still lit up next time we could put it in. Do more research, I would but I have had trouble with DF lately, it has been mad slow.--[[User:Destor|Destor]] 00:01, 24 January 2009 (EST)&lt;br /&gt;
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::Well, temperatures are flows, and items remember how warm they are, so presumably the dwarves that burst into flames are still at a ridiculous temperature and haven't cooled down. That, or the coating of magma on their bodies is causing them to burn...--[[User:Quil|Quil]] 00:36, 24 January 2009 (EST)&lt;br /&gt;
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::: It has got to be the coating, as you say.  Turning off the tempurature means that they should STOP remembering.  The flows should not be calculated, and the items should have nothing to remember.  Thats why turning it off speeds up the game, especially in extreme environs or around magma.  There was, however, nothing listed that I could find, so this &amp;quot;magma coating&amp;quot; is invisible to the interface.  It should also be noted that it was apparently the dwarves who caught fire first, and their burning flesh that apparently set their clothes on fire moments later.--[[User:Sotanaht|Sotanaht]] 12:29, 24 January 2009 (EST)&lt;br /&gt;
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::::Check specifically for magma splatters on the dwarfs in question. I wouldn't be surprised if they picked them up, similar to when creatures get doused in water. The liquid tends to stick all over them, and rarely goes away on it's own. Best bet to preserve them would be to construct a waterfall-shower, and hope it washes away the magma spatter, rather than creating obsidian ;) --[[User:N9103|Edward]] 07:11, 25 January 2009 (EST)&lt;br /&gt;
:::::Yer, looks like the dawrfs got their Pigtail socks a coating of magma. Then magma goes boom.--[[User:Cultiststeve|cultiststeve]] 08:08, 19 February 2009 (EST)&lt;br /&gt;
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==Site finder==&lt;br /&gt;
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Will magma Pipes always show up on the local map? Because my site finder keeps throwing up sites with no visible magma on the local map. --[[User:ArneHD|ArneHD]] 17:09, 12 February 2009 (EST)&lt;br /&gt;
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:No, magma pipes don't always reach the surface, and therefore won't always show up on the embark map.  You can find out it's actual location by taking a guess based off of what stone layers are shown where in the embark map, or you can go to your init.txt and change SHOW_EMBARK_M_PIPE to ALWAYS. --[[User:Alkyon|Alkyon]] 17:29, 12 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11294</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11294"/>
		<updated>2009-02-19T13:08:18Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: /* Temperature setting */&lt;/p&gt;
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&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
:: Yes, dwarves seem to be able to swim through magma unharmed when temperature is off(I've had them shoved in during a fight, not 100% sure), but they'll violently resist this, even without danger. Water will still steam, it seems to be hard coded. --[[User:Erathoniel|Erathoniel]] 16:50, 12 November 2008 (EST)&lt;br /&gt;
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Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
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On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
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== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
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:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zara|Zara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
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:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
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== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaiproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
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Anyone clear on Vertical Bars in magma?  I am attempting to keep imps and such from moving through my magma feeding tunnel and was curious if anyone had any good solutions to this problem. --[[User:Stalinbulldog|Stalinbulldog]] 16:23, 14 June 2008 (EDT)&lt;br /&gt;
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:I just use a bauxite wall grate, it works fine for me. --[[User:Zombiejustice|Zombiejustice]] 01:02, 15 June 2008 (EDT)&lt;br /&gt;
:: Ah, thank you, I just wanted to be sure they didn't melt regardless --[[User:Stalinbulldog|Stalinbulldog]] 02:32, 15 June 2008 (EDT)&lt;br /&gt;
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I made a few tests with magma and buildings/constructions and I can confirm some known results and I can provide a few new aspects. Constructions (b-&amp;gt;C) are magma safe (walls, floors, stairs, others not tested). No matter what the material is.&lt;br /&gt;
*&amp;lt;s&amp;gt;bridges build with bauxite *rocks* are not magma safe (bauxite mechanism or not)&amp;lt;/s&amp;gt;&lt;br /&gt;
*bridges build with bauxite *blocks* are magma safe (test with mechanism is pending)&lt;br /&gt;
*bridges build with steel bars are magma safe (test with mechanism is pending)&lt;br /&gt;
Open test: bridge with blocks considered as not magma safe.&lt;br /&gt;
&amp;lt;br&amp;gt;[[User:Imajia|Imajia]] 12:14, 11 July 2008 (EDT)&lt;br /&gt;
::I'm sorry, I made a mistake. The bridges build with bauxite rocks were previously connected with a lever. Unfortunately the mechanism is not removed from the bridge when you remove the lever. Well, at least it seems that the rules for magma safe materials are valid for bridges. With one exception: raised bridges can contain any mechanism, only when magma flows over the bridge it is destroyed.--[[User:Imajia|Imajia]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
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== Replenishing Magma ==&lt;br /&gt;
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Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
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I have a very good feeling that the replenishing magma is just &amp;quot;pressurized&amp;quot; magma. I haven't tested fully, but i have poured water over a magma pipe and re-mined it, and in that case the magma flow was upwards. --[[User:Sphexx|Sphexx]] 03:49, 23 May 2008 (EDT)&lt;br /&gt;
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== Temperature ==&lt;br /&gt;
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Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
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:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
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::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
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==Flow?==&lt;br /&gt;
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I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
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There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
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I have added a section to the main page on magma flow, based on frequent confusion in the forums, and on some investigations I have been making into the behavior of magma when pumped (I'm not the first to discover this behavior, but I did go to a fair degree of effort to test how it behaves in differing circumstances) --[[User:Kaypy|Kaypy]] 21:16, 8 October 2008 (EDT)&lt;br /&gt;
:Now THAT is how you make a diagram! Awesome. --[[User:GreyMario|GreyMaria]] 22:20, 8 October 2008 (EDT)&lt;br /&gt;
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==Criteria for Magma Buildings==&lt;br /&gt;
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Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
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:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
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:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
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:Reclaimed fortresses may be bugged. If you reclaimed you fortress you probably can't do anything with it without 3rd party programs (like one mentioned above). Magma in [[pit]]s isn't enough to allow magma buildings. You need to discover true magma pipe and get pop-up informing about this. --[[User:Someone-else|Someone-else]] 08:37, 23 May 2008 (EDT)&lt;br /&gt;
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:I had a similar problem in a human settlement, so I do not know if the bug applies there, too... but there IS a chance I abandoned and reclaimed at one point, so it could just be that --[[User:Zatnik|Zatnik]] 05:02, 7 January 2009 (EST)&lt;br /&gt;
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== Infinity Generators? ==&lt;br /&gt;
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Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
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== Lava vs. Magma ==&lt;br /&gt;
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I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
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:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
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::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
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::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;br /&gt;
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== Magma vs puppy? ==&lt;br /&gt;
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I have encountered an interesting glitch. I have 2 puppies and a kitten in magma that aren't dying, and yes I have temperature setting on. http://mkv25.net/dfma/movie-570-magmavspuppy&lt;br /&gt;
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For those interested in trying to recreate it, I believe it has to do with designating the animal to slaughter while trying to throw it into a pit. A few of my dwarves were having pathing errors to try and slaughter them when I noticed the 3 invulnerable pests. After saving and reloading, the critters were insta-gibbed.&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 04:59, 23 May 2008 (EDT)&lt;br /&gt;
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== Chasm Confusion ==&lt;br /&gt;
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&amp;quot;The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&amp;quot;&lt;br /&gt;
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Magma, at least in my experience, has always been surrounded only by Obsidian, as a result you cannot get any kind of insight as to the surrounding minerals, this differs from a chasm where the veins coming up to a chasm are directly reflected in the walls.&lt;br /&gt;
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--[[User:Stalinbulldog|Stalinbulldog]] 04:18, 26 July 2008 (EDT)&lt;br /&gt;
:volcanoes and magmapipes can form large &amp;quot;chasms&amp;quot; above them, though it depends on how rocky the map is&lt;br /&gt;
:Confirmed, various minerals and gems were visible in the 'crater' area two levels above the magma in my magma pipe.  --[[User:Corona688|Corona688]] 15:05, 5 November 2008 (EST)&lt;br /&gt;
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== gruesome accident in reall really older 2d version ==&lt;br /&gt;
&lt;br /&gt;
beware wooden floodgates&lt;br /&gt;
not only do they burn(as I planned)&lt;br /&gt;
but i scattered magma all around the room&lt;br /&gt;
it rolled around quickly in all directions, flooding the tunnels, burning miners, smelters, war dogs and puppies alike without remorse.&lt;br /&gt;
it has thus far filled the entire message screen with &amp;quot; someone&amp;quot; or &amp;quot;something&amp;quot; has burned to death &lt;br /&gt;
it appears to gain mass from creeping down hallways! oh god...&lt;br /&gt;
60 deaths, at least 25 dwarves and 15 puppies22:08, 28 July 2008 (EDT)[[User:Eerr|Eerr]]&lt;br /&gt;
&lt;br /&gt;
== Magma cooling? ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed at a 1/7 depth, the magma seems to cool and go away. v40d  --[[User:OmegaX|OmegaX]] 17:28, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That is probably what the author meant by &amp;quot;Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&amp;quot; [[User:MagicGuigz|MagicGuigz]] 19:58, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mechanisms on Non-Floodgates ==&lt;br /&gt;
&lt;br /&gt;
I want to power my underground smelting operations with magma, so I'm digging a tunnel into the side of a magma pipe. I don't want magma creatures coming in that way, so I need a set of [[bars]] across it. However, once I set up the bars, I need to open them to get a miner past and cut the last bit of stone and open the tunnel to the magma. I was going to just attach the bars to a level, but the question of what to use for the [[mechanism]] is bugging me. I don't want to waste my precious imported [[Bauxite]] on the mechanism, and once it closes behind the miner it never need to open again so it's fine it it melts, but not if the melting mechanism will cause the bars to deconstruct! Anyone know what happens to things other than floodgates when their mechanisms get melted off?&lt;br /&gt;
--17:11, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Or you could make your life much simpler with [[Fortifications]]. [[User:RomeoFalling|RomeoFalling]] 23:09, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: How? [[Fortification|Fortifications]] allow liquid to pass through and stop creatures, yes, but you can't open them ''at all''. How am I supposed to get my dwarf back after he digs the last square of the channel if there's a fortification blocking the way?--[[User:Macdjord|Macdjord]] 15:49, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I used a fortification to keep fire imps out of my magma channel; I dug a stairway totally unconnected to the rest of my fortress to a spot adjacent to the top layer of the magma pipe, then dug a tunnel from within the fortress to within one tile of the stairway.  I fortified the tile that separated the two, then dug a channel (from outside) that let the magma flow against the &amp;quot;outside&amp;quot; face of the fortification.  The magma flowed through the fortification and into the &amp;quot;inside&amp;quot; tunnel.&lt;br /&gt;
&lt;br /&gt;
:::For good measure, in case I want to drain the inside tunnel at some point, I put an s-turn in the inside tunnel and situated a nickel/bauxite floodgate around the corner, out of sight of the fortification.&lt;br /&gt;
&lt;br /&gt;
:::Viewed from above, basically it looks like this:&lt;br /&gt;
&lt;br /&gt;
 ~============&lt;br /&gt;
 ~~=====..X...&lt;br /&gt;
 ~~=====.=====&lt;br /&gt;
 ~~=&amp;lt;#...=====&lt;br /&gt;
 ~~===========&lt;br /&gt;
 ~============&lt;br /&gt;
 &lt;br /&gt;
 ~ - Magma pipe&lt;br /&gt;
 = - Unmined tile (wall)&lt;br /&gt;
 . - Mined tile (channel)&lt;br /&gt;
 &amp;lt; - Stairway&lt;br /&gt;
 # - Fortification&lt;br /&gt;
 X - Floodgate&lt;br /&gt;
&lt;br /&gt;
:::The last step here is to remove the tile between the magma and the stairway by digging a channel from one z-level up.&lt;br /&gt;
:::--[[User:Maximus|Maximus]] 03:16, 17 October 2008 (EDT)&lt;br /&gt;
::::Why do you need a stairway? Couldn't you have just put the fortification on the tile where you have the stairway now? I'm also not sure why you need a turn as opposed to having the floodgate directly in line; i.e. {{qd|cols=7|~|`|╬|{{qd/ch{{!}}X{{!}}888|ccc}}|.|.|.}} &lt;br /&gt;
::::[[User:Random832|Random832]] 08:55, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I believe you can't create a fortification from above, though I could be wrong.  It doesn't cost anything to dig one extra z-level down to get yourself a tile with an open face front and back which fortifies up nicely.  Also, I put the kink in the tunnel just to be paranoid -- I don't want things shooting fireballs down it.  I'm not sure if a fireball can destroy a floodgate.  Again, it didn't cost me anything to make it a touch more elaborate.--[[User:Maximus|Maximus]] 18:29, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Well, if I dug in from above, I could just use a non-retracting set of bars. Fortifications allow liquid to flow, but they slow it down. But I'm not digging at the top level of the pipe. I suppose I could just use a sacrificial non-magma-safe floodgate, set up the bars behind it, and then open it and let it melt.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:20, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma Ate My Wall ==&lt;br /&gt;
While digging my channel to a magma pipe, I came across a vein of Lignite which ran perpendicular to my channel. I mined it out, hauled the lignite over to my fortress, and then built some walls over the side passages. It's now less than a year later, and one of those wall-units is missing. Unless there's some way a fire imp or other magma creature can destroy walls, the magma must have melted the wall. --[[User:RomeoFalling|RomeoFalling]] 07:12, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Wasn't that wall a Lignite wall ? It may have burnt, then. [[User:Timst|Timst]] 09:46, 5 November 2008 (EST)&lt;br /&gt;
:Yes, it sounds like it was a liginite wall.  Magma will ignite coke-bearing rock, this has been the case for a long time. --[[User:ThunderClaw|ThunderClaw]] 09:56, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: No, the wall was built from rock salt. All the lignite was hauled away, and as an economic stone, not a material choice I could have made by accident. The floor is still lignite though. Think that may have been a factor? --[[User:RomeoFalling|RomeoFalling]] 09:58, 5 November 2008 (EST)&lt;br /&gt;
:::That's possible, but I find it unlikely.  Also, I misinterpreted what you meant by 'built a wall', didn't realize it was a construction.  I thought it was a smoothed rock face.  It's been a persisting question (at least in #df on synIRC) if magma will melt constructions not made of bauxite.  You may have just answered that for us.  Perhaps you could test by letting magma into a 5x5 room with one natural rock pillar in the middle, and a wall construction of the same type of stone?  That'd answer the question once and for all, I think. --[[User:ThunderClaw|ThunderClaw]] 10:11, 5 November 2008 (EST)&lt;br /&gt;
:::I've had magma against some of my constructed walls for years and years without damage.  A good thing too, I've got quarters on the other side!  They're almost certainly basalt.  I wouldn't rule out the vanishing wall being caused by a burning floor;  lignite can burn for years before vanishing.  --[[User:Corona688|Corona688]] 15:14, 5 November 2008 (EST)&lt;br /&gt;
::::Interesting.  It was probably the liginite floor, then, but that begs the question of how a burning floor could consume a wall; stone should be fire-safe.  A really interesting situation, to be sure. --[[User:ThunderClaw|ThunderClaw]] 17:26, 5 November 2008 (EST)&lt;br /&gt;
:::Also -- as for 'not a material choice I could have made by accident', I've found my masons will happily convert expensive imported ores and flux into blocks if they decide your depot's closer than the nearest basalt.  And once anything's blocked, it's useless but for constructions. --[[User:Corona688|Corona688]] 16:39, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::: @Corona: That's for a mason's workshop, though. When you build walls, you choose the specific rocks to build from. Although, I have to say that I've never had a mason use a rock from the restricted list.&lt;br /&gt;
::::: For clarity, here's an image capture. The east-west shaft was my original tunnel towards the magma pipe. Every mined-out tile north or south of that shaft was Lignite. However, the opening just below the cursor, where my missing wall is supposed to be, is listed as Rock Salt as well. This is because dwarves kept building that section of wall from the wrong side, and I had to deconstruct it and put it back up several times -- which kills our &amp;quot;burning lignite floor&amp;quot; theory. Hrm.....now that I think about it, I can't be sure that I did build that wall in the end. I can't remember if a dwarf ever built it from the correct side. I'll let you know if another wall section disappears.&lt;br /&gt;
[[Image:romeofalling1.GIF]]&lt;br /&gt;
&lt;br /&gt;
--[[User:RomeoFalling|RomeoFalling]] 18:54, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Disambiguation ==&lt;br /&gt;
&lt;br /&gt;
I see the term ''magma pipe'' and ''magma vent'' being used interchangeably. Do these terms mean the same thing? --[[User:RomeoFalling|RomeoFalling]] 20:25, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Basically, yes. Magma vents, however, are visible from the surface, whereas magma pipes are not. --[[User:GreyMario|GreyMaria]] 00:26, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma Vs. Sand ==&lt;br /&gt;
&lt;br /&gt;
In a failed experiment with wooden screw pumps with magma proof blocks, I have discovered something horrible and intriguing.  Magma/lava can burn it's way through sand, so now I have an above ground magma cistern half flooding back into the magma pipe I filled it from, and half into my underground workshops through 2 z-levels of sand flooring.  I have picture proof too, but I have no idea how to upload pictures from my laptop to a wiki. --[[User:Alkyon|Alkyon]] 14:19, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Upload file&amp;quot;, toolbox, left side of this page.--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::Ah, thanks. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Do you mean it goes down z-levels, or does it just move across the sand? magma can normally move across anything except water, I think. --[[User:Destor|Destor]] 14:41, 11 November 2008 (EST)&lt;br /&gt;
:Vertically, through z-levels.  It created a hole that wasn't there before through a sand floor, into my main hallway, and then through the floor there into my workshops and stockpiles.  From there, it simply followed the path of least resistance down the stairs and into the living quarters (not shown).  The magma seems to only tunnel through floor tiles that have no wall tile below them, which is understandable but I've never had this happen before.  Though, admittedly I have never tried to create a lava cistern on top of sand before. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DF-0.JPG|Above ground (sorry for large size despite jpeg compression)&lt;br /&gt;
Image:DF-1.JPG|1 z-level down (main hallway)&lt;br /&gt;
Image:DF-2.JPG|2 z-levels down (workshops and rock, bar, and wood stockpiles)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Regarding Boatmurdered ==&lt;br /&gt;
&lt;br /&gt;
I have this intense desire to flood the world in magma. (yes, I'm playing the 2D Dwarf Fortress. Sue me.) How did they get the magma onto the surface? Last I checked, pumps don't exist, sooo... --[[User:GreyMario|GreyMaria]] 02:45, 28 November 2008 (EST)&lt;br /&gt;
:Channels and aqueducts... They'll transport any liquid anywhere. And bridges too!--[[User:Dorten|Dorten]]&lt;br /&gt;
::But magma's on the &amp;quot;Z-level&amp;quot; below. How's it supposed to get on the actual level of the elephants? --[[User:GreyMario|GreyMaria]] 13:50, 28 November 2008 (EST)&lt;br /&gt;
:::You're still thinking in 3D.  Magma is &amp;quot;in&amp;quot; the tiles where the river is, and will be in the tiles where you dig a channel, and you want to get it in the tiles where the elephants are, by digging a channel from the magma river to the outside and &amp;quot;releasing&amp;quot; it from the channel using a floodgate.  The miner who digs the part of the channel that connects it to the magma river itself might get killed, since they always stood ''in'' the channel square while digging it in the 2D version.  Put a floodgate just beyond it before digging it out so you can shut off the flow, since you will make mistakes.--[[User:Maximus|Maximus]] 16:36, 28 November 2008 (EST)&lt;br /&gt;
::::Yes, I realize I'm thinking in 3D. Exactly how does the magma get out of the channel and onto the ground? Because last I checked, fluids didn't do that naturally. --[[User:GreyMario|GreyMaria]] 18:44, 28 November 2008 (EST)&lt;br /&gt;
:::::That's just the way the 2D version works. Channel next to liquid = liquid now in channel. Tile at end of channel not floodgate (or other liquid stopper) = liquid now on ground. --[[User:N9103|Edward]] 18:47, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Read [http://archive.dwarffortresswiki.net/index.php/Channel#Game_mechanics Channel] and [http://archive.dwarffortresswiki.net/index.php/Irrigation#Controlled_flooding Irrigation] on the archive wiki.  You have to play with channels and floodgates for a bit before it all makes sense, though.  The 2D version tended to get real kludgy when it came to fluids.  Try to get a farm going to understand the basics of the 2D channels, floodgates, and fluids.--[[User:Maximus|Maximus]] 23:07, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No little errors ==&lt;br /&gt;
&lt;br /&gt;
I just made a discovery. There is nothing like small error in the terms of magma engineering. After attempting to make my lava moat, I accidentally dug channel one tile longer, than it should be. At first, it went good. But then, magma flowed over my wall and flooded entire fortress. Remember - no little errors. [[User:SanDiego|SanDiego]] 12:19, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Export the local map ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol. &amp;quot; How does one do that? --[[User:Azaram|Azaram]] 02:08, 4 December 2008 (EST)&lt;br /&gt;
:Right after generating your world, there is an option to export the map. I think it maps to 'p' but I can't swear to it now. I don't know if there is a way to do it at a time other than right after generation. -[[User:Fuzzy|Fuzzy]] 14:45, 4 December 2008 (EST)&lt;br /&gt;
::Legends screen lets you export maps as well, but they don't have the special features enabled, even with all applicable options enabled. Probably on the todo list 'somewhere', but can't imagine it's even semi-important. So you'll have to rely on worldgen exports. --[[User:N9103|Edward]] 22:02, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I thought it was just the region map you can export, not the local map, and a red ≈ just means desert and/or red sand on that map.  You can see named volcanoes on it though -- red ^s.--[[User:Maximus|Maximus]] 22:16, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It's mapped to &amp;quot;P&amp;quot;. Capital. [[User:Zchris13|Zchris13]] 21:01, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Temperature setting ==&lt;br /&gt;
&lt;br /&gt;
While magma will not cause fires while the temperature is turned off in the init file, it seems the game remembers at least some of the fires it would have caused.  I was playing with temperature off and tunneled into magma rather carelessly, knowing it wouldn't hurt me, later, when I turned the temperature on in that game, the dwarves that came into contact with the magma were immediately set on fire.  This was about a year later in game.  I checked back several times by quitting without saving, every time I turned the temperature on, those same dwarves caught fire, with the temperature off, there was no indication of fire what so ever.--[[User:Sotanaht|Sotanaht]] 23:36, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Oh wow, I can imagine tons of uses for that, especially when toady makes it so that you can go and raid the goblins... Kamikaze dwarves, anyone? Well, I guess it should be in the article, but it would be nice to do more testing first. I think that if a dwarf falls in water, he stops burning. So if you could find out if they, after being put out with temperature off, still lit up next time we could put it in. Do more research, I would but I have had trouble with DF lately, it has been mad slow.--[[User:Destor|Destor]] 00:01, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, temperatures are flows, and items remember how warm they are, so presumably the dwarves that burst into flames are still at a ridiculous temperature and haven't cooled down. That, or the coating of magma on their bodies is causing them to burn...--[[User:Quil|Quil]] 00:36, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::: It has got to be the coating, as you say.  Turning off the tempurature means that they should STOP remembering.  The flows should not be calculated, and the items should have nothing to remember.  Thats why turning it off speeds up the game, especially in extreme environs or around magma.  There was, however, nothing listed that I could find, so this &amp;quot;magma coating&amp;quot; is invisible to the interface.  It should also be noted that it was apparently the dwarves who caught fire first, and their burning flesh that apparently set their clothes on fire moments later.--[[User:Sotanaht|Sotanaht]] 12:29, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Check specifically for magma splatters on the dwarfs in question. I wouldn't be surprised if they picked them up, similar to when creatures get doused in water. The liquid tends to stick all over them, and rarely goes away on it's own. Best bet to preserve them would be to construct a waterfall-shower, and hope it washes away the magma spatter, rather than creating obsidian ;) --[[User:N9103|Edward]] 07:11, 25 January 2009 (EST)&lt;br /&gt;
:::::Yer, looks like the dawrfs got their Pigtail socks a coating of magma. Then magma goes boom.&lt;br /&gt;
&lt;br /&gt;
==Site finder==&lt;br /&gt;
&lt;br /&gt;
Will magma Pipes always show up on the local map? Because my site finder keeps throwing up sites with no visible magma on the local map. --[[User:ArneHD|ArneHD]] 17:09, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:No, magma pipes don't always reach the surface, and therefore won't always show up on the embark map.  You can find out it's actual location by taking a guess based off of what stone layers are shown where in the embark map, or you can go to your init.txt and change SHOW_EMBARK_M_PIPE to ALWAYS. --[[User:Alkyon|Alkyon]] 17:29, 12 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24337</id>
		<title>40d:Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24337"/>
		<updated>2009-02-18T00:13:36Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vermin''' are small [[creature]]s such as [[rat]]s, [[bat]]s, and [[lizard]]s which are difficult to see.  Most maps with a temperature above freezing have hundreds or thousands of vermin. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen. They are &amp;quot;mostly harmless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Risks ==&lt;br /&gt;
&lt;br /&gt;
Vermin are primarily notable for their ability to accost [[dwarves]], whether by triggering deeply-buried childhood traumas or just by being annoying. Most dwarves will have [[thought]]s related to a type of vermin they really dislike, and will suffer a significant mood penalty any time they spot the vermin they hate. This mood penalty can render content dwarves unhappy, although the penalty can be offset by otherwise good living conditions.&lt;br /&gt;
&lt;br /&gt;
Some vermin will also eat any [[food]] in [[stockpile]]s they can manage to get a hold on, causing [[wear]] on that [[food]]. Food that has been protected in [[barrel]]s will be immune, but food that is exposed will be nibbled at and will eventually wear out and be destroyed.  Some particularly tenacious vermin, such as lizards, can work their way through weak containers; [[metal]] [[barrel]]s are over ten times more effective at keeping your food safe. Having [[cat]]s will keep vermin to a minimum, thus keeping your food safe.&lt;br /&gt;
&lt;br /&gt;
== Catching vermin ==&lt;br /&gt;
&lt;br /&gt;
Small [[animal trap]]s are designed specifically to catch and hold vermin. A '''catch a live land animal''' order issued at a [[kennel]] tells a [[trapper]] to seek out and catch a vermin [[animal]] inside one of these traps. The animal will then be brought to an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
Vermin can be [[tame]]d by anyone with the [[animal training]] labour preference at a kennel. Tame vermin can then be offered for claiming as [[pet]]s on the {{key|z}} Status screen under the Animals submenu. However, tame vermin will only be claimed by those dwarves who admire those vermin.&lt;br /&gt;
&lt;br /&gt;
== Meat group ==&lt;br /&gt;
&lt;br /&gt;
Stray, untamed vermin that are caught in animal traps are edible, and will be eaten live as exotic cuisine by some people whose [[preference]]s swing that way.&lt;br /&gt;
&lt;br /&gt;
People who are [[food|starving]] will also attempt to find and eat vermin, but if they do not have a preference for that vermin as a food type, they will receive a bad [[thought]] from doing so. In a fortress with [[cat]]s, it may be difficult or impossible for the dwarves to find enough vermin to survive starvation, as even a small number of cats are ruthlessly effective at controlling the vermin population.  If they are not pets, it may be best to just butcher the cats for food.&lt;br /&gt;
&lt;br /&gt;
== Extracts from vermin ==&lt;br /&gt;
&lt;br /&gt;
Certain vermin, such as the [[fire snake]], can be used to make [[extracts]]. At present, most extracts have no use in the game other than trade goods.&lt;br /&gt;
&lt;br /&gt;
== Eliminating vermin ==&lt;br /&gt;
&lt;br /&gt;
[[Cat]]s are chiefly useful for their ability to hunt down and kill vermin.  Cats will wander around the fortress and surrounding lands killing vermin. As animals do not presently eat, this is done only for sport.{{version|0.28.181.40d}}  This reduces or eliminates the possibility of [[dwarves]] receiving bad thoughts for being accosted by vermin&amp;amp;mdash;dead vermin do not bother any dwarf&amp;amp;mdash;but exposes a risk that a rotting [[rat]] or other larger vermin will release a cloud of [[miasma]] and upset any dwarves who pass through the cloud.&lt;br /&gt;
&lt;br /&gt;
Another method of controlling vermin is by building animal traps and periodically catching vermin with trappers to be consumed in some fashion.  The trapped vermin may be used for a variety of purposes, including being eaten, tamed, or made into extracts, or can be relocated to a [[cage]] so that the trap may be used again.&lt;br /&gt;
&lt;br /&gt;
== List of vermin ==&lt;br /&gt;
&lt;br /&gt;
Most catchable [[fish]] are technically considered &amp;quot;vermin&amp;quot; by the game, see the [[fish]] article for a complete list. Many vermin do not show up in [[Calendar|winter]]. Vermin with no &amp;quot;value&amp;quot; are not capturable (except, perhaps, by [[elves]]).&lt;br /&gt;
&lt;br /&gt;
=== All biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Toad]]||10||Spawns in pools, amphibious&lt;br /&gt;
|-&lt;br /&gt;
|[[Turtle]]||10||Spawns in pools, amphibious, [[fish]]able, has [[shell]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fly]]||n/a||Found in swarms, flier, rots [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Large roach]]||5||Eats [[food]], sometimes nests in groups&lt;br /&gt;
|-&lt;br /&gt;
|[[Beetle]]||n/a&lt;br /&gt;
|-&lt;br /&gt;
|[[Ant]]||n/a||Forms colonies on [[soil]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Monarch butterfly]]||1||Flier&lt;br /&gt;
|-&lt;br /&gt;
|[[Firefly]]||1||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonfly]]||1||Flier&lt;br /&gt;
|-&lt;br /&gt;
|[[Lizard]]||10||Eats [[food]], (carnivore)&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat]]||10||Eats [[food]] (&amp;quot;gnawed&amp;quot;), sometimes nests in groups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Limited biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! [[Biome]]s&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Worm]]||[[Taiga]] [[forest]], [[Temperate]], [[Tropical]]||n/a||Found on [[soil]] (shows as {{Tile|~|#ccc|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|[[Blue jay]]||Various [[temperate]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Cardinal]]||Various [[temperate]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Grackle]]||[[Temperate]] [[grassland]] and [[savanna]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Oriole]]||[[Temperate]] [[broadleaf]] [[forest]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Red-winged blackbird]]||[[Temperate]] [[marsh]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Hedgehog]]||[[Temperate]] [[forest]]||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Chipmunk]]||[[Temperate]] [[forest]]||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Gray squirrel]]||[[Temperate]] [[forest]]||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Red squirrel]]||[[Temperate]] [[forest]]||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Fox squirrel]]||Savage [[temperate]] [[forest]]||100&lt;br /&gt;
|-&lt;br /&gt;
|[[Demon rat]]||Any evil||20||Eats [[food]] (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fluffy wambler]]||Any good||20||Eats [[food]] (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Two-legged rhino lizard]]||Any savage||20||Eats [[food]] (&amp;quot;gnawed&amp;quot;), exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knuckle worm]]||Any evil||100||Rots [[food]], exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Phantom spider]]||Any evil [[forest]]||n/a||Makes webs, bites to inject paralyzing venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|[[Acorn fly]]||Any savage||n/a||Found in swarms, flier, rots [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood gnat]]||Any evil||n/a||Found in swarms, flier, rots [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Moghopper]]||Any savage||20||Spawns in pools, amphibious, [[fish]]able, [[summer]] only, [[extracts|extract]] is [[mog juice]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fairy]]||Main good||10||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixie]]||Main good||n/a||Found in swarms, flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave spider]]||[[Subterranean]] [[water]] and [[chasm]]||n/a||Makes webs, bites to inject intermittently stunning venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire snake]]||[[Subterranean]] [[magma|lava]]||1||Exotic [[pet]], [[extracts|extract]] is [[liquid fire]] (sets things on fire)&lt;br /&gt;
|-&lt;br /&gt;
|[[Olm]]||[[Subterranean]] [[water]]||1||Exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|[[Bat]]||[[Subterranean]] [[chasm]]||30||Flier, sometimes nests in large groups&lt;br /&gt;
|-&lt;br /&gt;
| [[Purring maggot]] ||[[Subterranean]] [[chasm]]||*||Exotic pet, immobile, [[milk]]able for dwarven milk [[extracts|extract]], (shows as alternating {{Tile|{|#fff|#000}} and {{Tile|}|#fff|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave swallow]]||[[Temperate]] [[broadleaf]] [[forest]], [[subterranean]]||30||Exotic [[pet]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These are theoretically trappable and tameable, but have no [PETVALUE] defined. Their value might be based on their [MODVALUE]. Please verify their value when captured.''&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin| ]]&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pig_iron&amp;diff=32385</id>
		<title>40d Talk:Pig iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pig_iron&amp;diff=32385"/>
		<updated>2009-02-17T21:39:00Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: /* Mandate bug? */ forgot sig&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[REAGENT:1:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]&lt;br /&gt;
Are you sure [[charcoal]] from wood counts as a coal bar? I remember reading this wasn't the case. [[User:VengefulDonut|VengefulDonut]] 11:00, 18 December 2007 (EST)&lt;br /&gt;
:I can approve that charcoal from wood logs is a valid material for steel production from heavy personal experience. It is good that we do not have strict WP:OR here.--[[User:Another|Another]] 11:13, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mandate bug? ==&lt;br /&gt;
&lt;br /&gt;
My [[Tax collector]] has just given a [[mandate]] to make two pig iron items. If you can't make anything from pig iron, is this a bug? If not, how do I satisfy this mandate?! --[[User:Actreal|Actreal]] 06:15, 23 June 2008 (EDT)&lt;br /&gt;
:try building a bridge, or making steel bars-note that failure in a mandate only causes an unhappy thought. This is easily countered by upgrading his rooms with something he needs/likes.&lt;br /&gt;
::Making steel bars does satisfy this mandate.  Constructions (bridges, floors) do not. --[[User:Sev|Sev]] 23:56, 7 November 2008 (EST)&lt;br /&gt;
:::I have a mayor who has mandated the construction of a pig iron item. Tried making a steel bar, no success. Made another, still no change in mandate. --[[User:Liqum|Liqum]] 12:07, 30 January 2009 (EST)&lt;br /&gt;
::::I just got a mandate for 3 pig iron items. I had none at the time so I told a furnace to smelt {R}. Before I could build anything the mandate was completed. I am certain that smelting the bars is what filled the mandate.--[[User:Cultiststeve|cultiststeve]] 16:39, 17 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pig_iron&amp;diff=32384</id>
		<title>40d Talk:Pig iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pig_iron&amp;diff=32384"/>
		<updated>2009-02-17T21:37:08Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: Pig iron mandate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[REAGENT:1:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]&lt;br /&gt;
Are you sure [[charcoal]] from wood counts as a coal bar? I remember reading this wasn't the case. [[User:VengefulDonut|VengefulDonut]] 11:00, 18 December 2007 (EST)&lt;br /&gt;
:I can approve that charcoal from wood logs is a valid material for steel production from heavy personal experience. It is good that we do not have strict WP:OR here.--[[User:Another|Another]] 11:13, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mandate bug? ==&lt;br /&gt;
&lt;br /&gt;
My [[Tax collector]] has just given a [[mandate]] to make two pig iron items. If you can't make anything from pig iron, is this a bug? If not, how do I satisfy this mandate?! --[[User:Actreal|Actreal]] 06:15, 23 June 2008 (EDT)&lt;br /&gt;
:try building a bridge, or making steel bars-note that failure in a mandate only causes an unhappy thought. This is easily countered by upgrading his rooms with something he needs/likes.&lt;br /&gt;
::Making steel bars does satisfy this mandate.  Constructions (bridges, floors) do not. --[[User:Sev|Sev]] 23:56, 7 November 2008 (EST)&lt;br /&gt;
:::I have a mayor who has mandated the construction of a pig iron item. Tried making a steel bar, no success. Made another, still no change in mandate. --[[User:Liqum|Liqum]] 12:07, 30 January 2009 (EST)&lt;br /&gt;
::::I just got a mandate for 3 pig iron items. I had none at the time so I told a furnace to smelt {R}. Before I could build anything the mandate was completed. I am certain that smelting the bars is what filled the mandate.&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sand&amp;diff=16250</id>
		<title>40d:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sand&amp;diff=16250"/>
		<updated>2009-02-17T13:44:13Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: Strange moods and sand, feel free to verfiy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sand''' is a naturally occurring granular material composed of small bits of [[rock]] and minerals. There are five different colors of sand &amp;amp;ndash; tan, yellow, white, black, and red &amp;amp;ndash; but their only difference is their appearance on the ground, as there is no difference between them for purposes of [[Glass Industry|glassmaking]]. Sand typically appears in [[desert]]s and along [[ocean]] beaches, but is occasionally found in other [[biome]]s as well. &lt;br /&gt;
&lt;br /&gt;
Sandy clay, sandy clay loam, sandy loam, and loamy sand are not considered sand by the game and thus cannot be used for glassmaking.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, stone floors where a [[tower-cap]] or shrub grows will turn into a random soil type, which will sometimes be sand.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Sand in fortress mode ==&lt;br /&gt;
&lt;br /&gt;
Sand is used in the production of [[glass]] items at a [[glass furnace]]. Dwarves with the item hauling labor turned on use [[bag]]s to collect sand from sand tiles if there is an [[activity zone]] that has sand collection enabled on them. There is no other way to obtain sand. To get bags to fill with sand for your fortress, create a [[leather]] bag at a [[leather works]] or a [[cloth]] bag at a [[clothier's shop]], or buy the bags from a caravan. While the bags are being procured, press {{k|i}} at the main menu to bring up the [[activity zone]] designation screen. Find some sand on your map and draw the zone over it. Once this zone is constructed, make sure to turn it into a sand collection zone by pressing {{k|s}}. Next, construct a [[glass furnace]]. You cannot do the collect sand task without a glass furnace to activate the task at. Once the building is constructed and your bag is finished, queue up a sand collection task and your dwarves will begin collecting sand.&lt;br /&gt;
&lt;br /&gt;
It may be useful to construct several glass furnaces (non-magma is easier) and have several &amp;quot;collect sand&amp;quot; jobs queued on them at the same time, so that you have enough filled sand bags on hand to keep your glassmaker(s) supplied.  Collecting sand requires the &amp;quot;item hauling&amp;quot; labor.  Moving filled sand bags requires the &amp;quot;furniture hauling&amp;quot; labor.  To have sand bags stored near your glass furnace, create a furniture [[stockpile]] with only &amp;quot;sand bags&amp;quot; enabled (this is selected via the {{k|u}} key in the furniture/siege ammo submenu of the stockpile settings menu).&lt;br /&gt;
&lt;br /&gt;
Sand bags are stored in [[furniture]] [[stockpile]]s. When customizing stockpiles, the option to include or exclude sand-filled bags can be found in the lower right corner of the Furniture sub-menu. You will need to set the stockpile to accept the quality of the bags themselves. Collected sand is listed under [[powder]] on the [[stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
As all sand types are [[soil]]s, [[farm plot]]s can be built on them without need for irrigation.&lt;br /&gt;
&lt;br /&gt;
==Strange Mood's==&lt;br /&gt;
A immigrant glass maker will occasionally request glass on a sand-less map. Normally you wont have anyone with the glass-making skill but immigrants do come with it sometimes. You can either let the glass maker die or add [SOIL_SAND] to any soil you do have, in the object raw's.&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10491</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10491"/>
		<updated>2009-02-17T00:43:48Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: /* Using magma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma''' is red-hot molten rock present in [[volcano]]es (it is called '''lava''' after it is erupted), as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pipe''' starts at the lowest z-level of the map from a magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is similar to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen. This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain [[utility]], you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
The newly-added &amp;quot;Site Finder&amp;quot; feature neatly sidesteps all of this legwork, allowing you to search for a site with a magma pool or pipe without having to manually check each tile on the world map. Note that unless you edit the .init file so that magma features are shown on the local map, you won't know exactly ''where'' the lava is prior to embarking- just that it exists. Depending on whether or not you like a little mystery, this can be turned on or off at will.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an [[obsidian]] &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
[[Image:magmacap.png|thumb|188px|Obsidian &amp;quot;magmacap&amp;quot; as seen from ground level]]&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense, [[obsidian]] production, and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  You can simply build a tunnel straight into the magma, or use channels to tap into the magma on the level below safely - this latter is easier if there is more magma on the lower level than the level on which you wish to build.  Tapping into magma directly is usually safe (see Pressure note below,) provided that you are prepared for it.  Magma is much slower than water, and can be stopped by a simple [[bauxite]] [[floodgate]]. Take care however if you are using a [[screwpump]] to pump magma into a tunnel/funnel with a cistern below. The pump will make the magma overflow like it would with water. &lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma tubes slowly replenish their supply of magma. If you dig straight into a magma tube the miner will die. He cant escape quick enough.&lt;br /&gt;
&lt;br /&gt;
Magma can also be used to produce [[Obsidian]], a stone which can be used to make swords at a [[Craftsdwarf's Workshop]], and has a base value of 3 instead of 1 for normal [[stone]] and 2 for [[flux]]. If you have a magma pipe and a non-exhaustible source of water, you can produce a non-exhaustible supply of obsidian. One method: A reservoir must be built with a controlled inflow of water. The floor of this room should be channeled out and replaced with one or more retractable bridges, linked to a (single) lever. One Z-level below the reservoir a 'channeling area' should remain empty. This area should cover the full area beneath the bridges plus a single row 'ledge' to the west or left (Access is only required from this side). The area beneath the bridges should be channeled one Z-level further. The easiest way to do this is one row at a time, from east to west. The ledge allows the last row to be easily channeled. In the lowest Z-level, access for stone haulers should be from the east side, and controlled by a [[magma-safe]] floodgate. Inflow of magma into this area should not be from directly above, nor should it be pressurized by pumping to a higher level. If obsidian is created in the channeling area (rather than in the magma reservoir area below it) one or more bridges will have to be destroyed, re-built, and re-mechanized to resume proper function. Therefore it is important that magma enters this area from one side.&lt;br /&gt;
&lt;br /&gt;
The two reservoirs should be filled to at least 2 units depth (to avoid evaporation, in the case of the water reservoir, and to ensure that obsidian is created in the case of magma. Magma of depth 1 may be destroyed without producing obsidian.{{verify}}) It is not necessary that the depths be balanced, only the area, since water and magma are instantly destroyed when they come into contact, resulting in no spillover. In order to prevent flooding, the upper reservoir should be sealed before the bridges are retracted.&lt;br /&gt;
&lt;br /&gt;
==Magma flow==&lt;br /&gt;
&lt;br /&gt;
[[Image:Safemagma.png|thumb|188px|Magma safely diverted underground (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid and as such will not be forced upwards by pressure under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
Thus it can be safely passed through tunnels to be used at a lower point in the fortress.&lt;br /&gt;
&lt;br /&gt;
A frequent mistake, however, is to assume that a channel is sufficient to cause magma to fall. While magma will not rise out of a channel, it can flow over the top once the channel fills up.&lt;br /&gt;
&lt;br /&gt;
Another common mistake has to deal with magma pipes and volcanos in Freezing areas. Many people will channel into the obsidian cap and then into the magma through there. However, once a tile of the obsidian 'cap' is breached, the tile directly above the breach will then be included as part of the magma pipe and the magma will begin rising until it has filled that square. For fortresses that tapped into the magma, this can result in waves of magma slowly filling up the fortress from the bottom level up to the magma pipe's new top level. The magma can continue to rise all of the way to the surface if an entire section of the obsidian cap is channeled. The magma will not harden into obsidian again, though, just from the cold temperatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Unsafemagma.png|thumb|188px|Danger: This will overflow (cross section)]]&lt;br /&gt;
&lt;br /&gt;
(v0.28.181.40d:) Also note that screw pumps can cause magma to behave oddly. Magma that is emerging pumped from a screwpump will behave as if pressurized, and be forced upwards to the same level as the pump. However, this only occurs while the pump is actively pumping magma into a tile that is already full. It seems likely that this behavior is a result of code in the pump ignoring what type of fluid is being pumped, causing the pumped fluid to be passed to a connected tile as if pressurized. It may not be desired behavior, and thus may change in subsequent versions.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pumpedmagma.png|thumb|154px|Pumps will cause magma to rise to the level of the pump (cross section)]]&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
&lt;br /&gt;
*Floodgates and [[pressure plate]]s work in magma.&lt;br /&gt;
&lt;br /&gt;
*Constructed [[wall]]s of all kinds safely contain magma.&lt;br /&gt;
&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
&lt;br /&gt;
*A magma-fall generates magma mist, just as a waterfall generates normal mist.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and constructions made of most materials (see [[Magma#Magma vs. built objects|Magma vs. built objects]]) and thus destroying them.&lt;br /&gt;
&lt;br /&gt;
*Magma is not normally pressurized, it seeps out of holes slower than water and slow enough for any [[dwarves]] to outrun, unless they are the ones digging into it.&lt;br /&gt;
&lt;br /&gt;
*Magma flows up from a direct vertical line from the bottom of a [[Magma#Magma sources|Volcano or Magma Pipe]] only. Otherwise, its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
&lt;br /&gt;
*Magma reacts violently with water, releasing steam and, depending on the amount of magma, leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
&lt;br /&gt;
*Magma is not a water source. Dwarves can't drink it or supply it to their wounded.&lt;br /&gt;
&lt;br /&gt;
*Magma mist, unlike regular mist, will burn whatever it touches.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. built objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* [[Workshop]]s that are powered by magma need not be built of magma-safe materials to function.&lt;br /&gt;
&lt;br /&gt;
* Constructed objects like [[wall]]s, [[floor]]s, [[stairs]] and [[ramps]] can be made of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, and can come into contact with magma without issues. &lt;br /&gt;
&lt;br /&gt;
* Like walls, [[door]]s can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position. It may be wise to make sure hallways/rooms close to an engineering project involving magma have plenty of doors, just in case you have a little too much [[fun]] when you forget to build that last [[floodgate]].&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]]s that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function for more than a few minutes in magma. This includes [[floodgate]]s.  Unsafe materials will function for a while, but then burn away. Screw pumps will not melt, but will burn. Stone [[block]]s and [[copper]] [[pipe]]s/[[enormous corkscrew|corkscrews]] will not melt.&lt;br /&gt;
&lt;br /&gt;
* Stone [[mechanism]]s attached to a construction will melt in magma unless made of bauxite or [[raw adamantine]], even if the construction itself is made of [[steel]]. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38c}} At this point, the magma will flow over it freely.&lt;br /&gt;
&lt;br /&gt;
== Magma creatures ==&lt;br /&gt;
[[Fire imp]]s, [[fire man|firemen]], [[magma man|magma men]], and [[fire snake]]s inhabit Magma. Fire snakes are a type of [[vermin]] that can set your fortress on [[fire]] with little to no warning.  Like all other vermin, they may spawn a short distance outside their native environment, meaning they can appear in any region near a magma pipe, even if the region and magma have no physical connection.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file. It can still trap and suffocate or simply starve your dwarves in some situations. It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: If magma happens to contact water it produces some steam and [[obsidian]].  Steam is no longer deadly (as in the old 2D version) so steam traps are ineffective; however, it is now much safer to cast large volumes of [[obsidian]] inside mined or constructed molds.  The resulting slabs of [[obsidian]] are functionally identical to native stone.&lt;br /&gt;
*[[Brook]]s: If magma comes in contact with a brook, it will not produce steam, but will turn the water tile below the brook to obsidian, and give the brook tile the appearance of a dried-up brook.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Trees: [[Tree]]s will not (yet) burn or be destroyed by magma.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is nearly impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
*In a volcano or a magma pipe, magma will occasionally appear in small columns above its surface  [http://www.bay12games.com/forum/index.php?topic=26201.msg311730#msg311730] if it is below its original level. It will not be created above floors. It will be created in 7s, and will probably spread around in few seconds. This may be deadly to unlucky dwarves standing around. Therefore, to be sure to avoid casualties, do not build workshops except at the highest level of magma.&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_mist&amp;diff=27141</id>
		<title>40d Talk:Magma mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_mist&amp;diff=27141"/>
		<updated>2009-02-16T22:38:36Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it seriously called magma mist or did the author just assume that that was the name? Honestly, if nothing is known about it there shouldn't be an article.&lt;br /&gt;
&lt;br /&gt;
--[[User:JPolito|JPolito]] 02:06, 18 November 2007 (EST)&lt;br /&gt;
:It is, in fact, called magma mist, though I doubt there's much more information about it than listed on this page. I've only seen it when a &amp;quot;cave in&amp;quot; was reported within a magma vent; it's probably generated by turbulence in the same way that normal, water mist is created. This gives me an interesting idea, however.. Perhaps pumping magma up to fall back down through a grate may create a defensive 'wall' of scalding magma mist. This requires testing. ..Then again, having a magmafall in front of your doorway would probably be more than enough to deter any attackers to begin with, but it's an idea. --[[User:Hesitris|Hesitris]] 04:20, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Funny note--I had actually planned on doing that in a fort (making a wall of magma), never got around to it for some reason. But you'd certainly need a way to turn it off, and if magma splashes, you would be incredibly screwed if you even made one mistake...plus, you'd need, what, three different magma sources? Either that, or about five pumps lined up next to each other to move up *each* level or so, to maintain a constant flow. And you'd want a chasm nearby to deal with the magma that's formed, or you could use it as a moat (probably leading back to the source or sources).&lt;br /&gt;
&lt;br /&gt;
::Better yet--have a central pillar in the fort that's always full of magma, so it's accessible by some pumps on the 'ceiling' of the fortress. When you're under attack/about to be, the 3-5 tile moat around you is filled with magma that falls ''down the fortress walls''. ~ [[User:Midna|Midna]] 03:21, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Magma mist can't be made with a waterfall, i tested a while back: [http://mkv25.net/dfma/movie-918-magma-fall] [[User:Solarshado|Solarshado]] 19:49, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does this please dwarfs or not? This artical says they like it while the [[Mist]] artical claims magma mist will not generate happy thougt. I would test this myself but i cant atm. Shouldnt be to hard to verify, and edit one of the articals after if someone could be so kind.--[[User:Cultiststeve|cultiststeve]] 16:38, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Does it really matter?  Unless you have the temperature settings turned off, your booze-laden dwarves will just catch fire.  Not to mention it flows far slower than water, and therefore your drainage systems are much more likely to back up and flood your fortress. --[[User:Alkyon|Alkyon]] 17:33, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ofc it matters. Could be the difference between a meeting hall of happy dwarfs staring at the magma and a hall of dwarfs burning eveything in sight.&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46716</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46716"/>
		<updated>2009-02-16T14:18:07Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: /* Fortress Diary's */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Qd]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.mkv25.net/dfma/usermaps.php?submitter=Cultiststeve] - My maps&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --Fedor&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Find me dwarven poop and I shall answer your question.&amp;quot; --Savok&lt;br /&gt;
Alath Momuznish likes Silt, Gold, Floodgates and Amulets for their stubbornness.--Fortress 2&lt;br /&gt;
&amp;quot;Dragons, the cure for any and all leg injuries. Much like the red pill and the blue pill in the matrix, the dwarf is given two options: Run like fuck, or extra crispy.&amp;quot;--Pushy&lt;br /&gt;
&lt;br /&gt;
==Fortress Diary's ==&lt;br /&gt;
&lt;br /&gt;
''This fortress I am going to do with out immigration or traps. My aim is to survive for as long as possible.&lt;br /&gt;
Found smallish area with a Magma Pipe, No Aquifer. Economy is off, doubt if ill get that far but we will see :). Pop Cap of 6''&lt;br /&gt;
&lt;br /&gt;
'''The Esteemed Daggers'''&lt;br /&gt;
&lt;br /&gt;
Leader Steve - Proficient Appraiser : Novice Organizer,Record Keeper, Conversationalist,Persuader,Negotiator&amp;lt;br /&amp;gt;&lt;br /&gt;
Prospector Lithia - Proficient Miner : Proficient Mason&amp;lt;br /&amp;gt;&lt;br /&gt;
Farmer Lauren - Proficient Grower : Competent Brewer : Cook&amp;lt;br /&amp;gt;&lt;br /&gt;
Lumberjack Emily - Proficient Wood Cutter : Carpenter : Axe Dwarf : Novice Wrestler&amp;lt;br /&amp;gt;&lt;br /&gt;
Stoneworker Hannah - Proficient Mason : Miner : Competent Brewer&amp;lt;br /&amp;gt;&lt;br /&gt;
Crafter Jade - Grower : Wood Crafter : Skilled Mechanic : Mason&amp;lt;br /&amp;gt;&lt;br /&gt;
Carpenter Andy - Proficient Carpenter : Competent Wood Cutter : Novice building Designer : Novice Grower&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Copper Picks [3]&amp;lt;br /&amp;gt;&lt;br /&gt;
Steel battle Axe [2]&amp;lt;br /&amp;gt;&lt;br /&gt;
Assortment of meats&amp;lt;br /&amp;gt;&lt;br /&gt;
Rum, Wine and Ale&amp;lt;br /&amp;gt;&lt;br /&gt;
Plump Helmets&amp;lt;br /&amp;gt;&lt;br /&gt;
2 Cats, 2 Dogs&amp;lt;br /&amp;gt;&lt;br /&gt;
Tower-cap logs [100]&amp;lt;br /&amp;gt;&lt;br /&gt;
Tower-cap barrels[20]&amp;lt;br /&amp;gt;&lt;br /&gt;
Horse Leather Bags[3]&amp;lt;br /&amp;gt; &lt;br /&gt;
Turtle [20]&amp;lt;br /&amp;gt;&lt;br /&gt;
Dwarven Beer [15]&lt;br /&gt;
&lt;br /&gt;
Steve here. We set out today. Latest expedition, got to quarry lots of rare stone for the Mountinhome.. Apparently we have a prime location for it. Party looks interesting. Will write more later. ''Enclosed in the diary is a [http://www.mkv25.net/dfma/map-4670-litastikud map]''&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46715</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46715"/>
		<updated>2009-02-16T13:45:37Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: /* Fortress Diary's */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Qd]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.mkv25.net/dfma/usermaps.php?submitter=Cultiststeve] - My maps&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --Fedor&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Find me dwarven poop and I shall answer your question.&amp;quot; --Savok&lt;br /&gt;
Alath Momuznish likes Silt, Gold, Floodgates and Amulets for their stubbornness.--Fortress 2&lt;br /&gt;
&amp;quot;Dragons, the cure for any and all leg injuries. Much like the red pill and the blue pill in the matrix, the dwarf is given two options: Run like fuck, or extra crispy.&amp;quot;--Pushy&lt;br /&gt;
&lt;br /&gt;
==Fortress Diary's ==&lt;br /&gt;
&lt;br /&gt;
''This fortress I am going to do with out immigration or traps. My aim is to survive for as long as possible.&lt;br /&gt;
Found smallish area with a Magma Pipe, Aquifer and low temperature. Economy is off, doubt if ill get that far but we will see :). Pop Cap of 6''&lt;br /&gt;
&lt;br /&gt;
'''The Esteemed Daggers'''&lt;br /&gt;
&lt;br /&gt;
Leader Steve - Proficient Appraiser : Novice Organizer,Record Keeper, Conversationalist,Persuader,Negotiator&amp;lt;br /&amp;gt;&lt;br /&gt;
Prospector Jason - Proficient Miner : Competent Mason : Wood Cutter&amp;lt;br /&amp;gt;&lt;br /&gt;
Farmer Lauren - Proficient Grower : Competent Brewer : Cook&amp;lt;br /&amp;gt;&lt;br /&gt;
Lumberjack Brian - Proficient Wood Cutter : Carpenter : Axe Dwarf : Novice Wrestler&amp;lt;br /&amp;gt;&lt;br /&gt;
Stoneworker Tim - Proficient Mason : Miner : Competent Brewer&amp;lt;br /&amp;gt;&lt;br /&gt;
Crafter Emily - Grower : Wood Crafter : Skilled Mechanic : Mason&amp;lt;br /&amp;gt;&lt;br /&gt;
Carpenter Andy - Proficient Carpenter : Competent Wood Cutter : Novice building Designer : Novice Grower&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Copper Picks [3]&amp;lt;br /&amp;gt;&lt;br /&gt;
Steel battle Axe [2]&amp;lt;br /&amp;gt;&lt;br /&gt;
Assortment of meats&amp;lt;br /&amp;gt;&lt;br /&gt;
Rum, Wine and Ale&amp;lt;br /&amp;gt;&lt;br /&gt;
Plump Helmets&amp;lt;br /&amp;gt;&lt;br /&gt;
2 Cats, 2 Dogs&amp;lt;br /&amp;gt;&lt;br /&gt;
Tower-cap logs [100]&amp;lt;br /&amp;gt;&lt;br /&gt;
Tower-cap barrels[20]&amp;lt;br /&amp;gt;&lt;br /&gt;
Horse Leather Bags[3]&amp;lt;br /&amp;gt; &lt;br /&gt;
Turtle [20]&amp;lt;br /&amp;gt;&lt;br /&gt;
Dwarven Beer [15]&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46714</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46714"/>
		<updated>2009-02-16T13:27:48Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Qd]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.mkv25.net/dfma/usermaps.php?submitter=Cultiststeve] - My maps&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --Fedor&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Find me dwarven poop and I shall answer your question.&amp;quot; --Savok&lt;br /&gt;
Alath Momuznish likes Silt, Gold, Floodgates and Amulets for their stubbornness.--Fortress 2&lt;br /&gt;
&amp;quot;Dragons, the cure for any and all leg injuries. Much like the red pill and the blue pill in the matrix, the dwarf is given two options: Run like fuck, or extra crispy.&amp;quot;--Pushy&lt;br /&gt;
&lt;br /&gt;
==Fortress Diary's ==&lt;br /&gt;
&lt;br /&gt;
''This fortress I am going to do with out immigration or traps. My aim is to survive for as long as possible.&lt;br /&gt;
Found smallish area with a Magma Pipe, Aquifer and low temperature.''&lt;br /&gt;
&lt;br /&gt;
Leader Steve - Proficient Appraiser : Novice Organizer,Record Keeper, Conversationalist,Persuader,Negotiator&amp;lt;br /&amp;gt;&lt;br /&gt;
Prospector Jason - Proficient Miner : Competent Mason : Wood Cutter&amp;lt;br /&amp;gt;&lt;br /&gt;
Farmer Lauren - Proficient Grower : Competent Brewer : Cook&amp;lt;br /&amp;gt;&lt;br /&gt;
Lumberjack Brian - Proficient Wood Cutter : Carpenter : Axe Dwarf : Novice Wrestler&amp;lt;br /&amp;gt;&lt;br /&gt;
Stoneworker Tim - Proficient Mason : Miner : Competent Brewer&amp;lt;br /&amp;gt;&lt;br /&gt;
Crafter Emily - Grower : Wood Crafter : Skilled Mechanic : Mason&amp;lt;br /&amp;gt;&lt;br /&gt;
Carpenter Andy - Proficient Carpenter : Competent Wood Cutter : Novice building Designer : Novice Grower&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Surroundings&amp;diff=47391</id>
		<title>40d Talk:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Surroundings&amp;diff=47391"/>
		<updated>2009-02-16T10:25:37Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: Add advantages to surrounding page?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I believe the advantages of each surrounding should be stated? Dont have any experience my self but it would be a nice addition.--[[User:Cultiststeve|cultiststeve]] 05:25, 16 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46713</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46713"/>
		<updated>2009-02-16T10:23:29Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: updating my page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Qd]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.mkv25.net/dfma/usermaps.php?submitter=Cultiststeve] - My maps&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --Fedor&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Find me dwarven poop and I shall answer your question.&amp;quot; --Savok&lt;br /&gt;
Alath Momuznish likes Silt, Gold, Floodgates and Amulets for their stubbornness.--Fortress 2&lt;br /&gt;
&amp;quot;Dragons, the cure for any and all leg injuries. Much like the red pill and the blue pill in the matrix, the dwarf is given two options: Run like fuck, or extra crispy.&amp;quot;--Pushy&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Philosopher&amp;diff=29355</id>
		<title>40d:Philosopher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Philosopher&amp;diff=29355"/>
		<updated>2009-02-14T23:24:51Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: Clarfication of philospoher work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble= Philosopher&lt;br /&gt;
| arrival=&lt;br /&gt;
* 100 population{{verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Thinking&lt;br /&gt;
* Looking Pretty&lt;br /&gt;
* Eating&lt;br /&gt;
* &amp;lt;s&amp;gt;Drinking heavily&amp;lt;/s&amp;gt; &amp;lt;&amp;lt;Philosophising&amp;gt;&amp;gt;&lt;br /&gt;
* (ie, nothing jobwise)&lt;br /&gt;
}}&lt;br /&gt;
'''The philosopher''' is a [[noble]] who arrives via [[immigration]]. It is not currently known what the trigger for his arrival is.&lt;br /&gt;
&lt;br /&gt;
The philosopher has no worldly needs and makes no mandates, but also appears to perform no useful function.  What do you expect from someone that spends all of his time thinking?&lt;br /&gt;
&lt;br /&gt;
He has been known to do &amp;quot;all dwarf&amp;quot; tasks such as de-constructing walls and even trading at the depot, much like a child.&lt;br /&gt;
[[Category:Nobles]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46712</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46712"/>
		<updated>2009-02-14T22:25:02Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Qd]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.mkv25.net/dfma/usermaps.php?submitter=Cultiststeve] - My maps&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --Fedor&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Find me dwarven poop and I shall answer your question.&amp;quot; --Savok&lt;br /&gt;
&amp;quot;Dragons, the cure for any and all leg injuries. Much like the red pill and the blue pill in the matrix, the dwarf is given two options: Run like fuck, or extra crispy.&amp;quot;--Pushy&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46711</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46711"/>
		<updated>2009-02-14T22:22:33Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Qd]]&lt;br /&gt;
[http://www.mkv25.net/dfma/usermaps.php?submitter=Cultiststeve] - My maps&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --Fedor&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Find me dwarven poop and I shall answer your question.&amp;quot; --Savok&lt;br /&gt;
&amp;quot;Dragons, the cure for any and all leg injuries. Much like the red pill and the blue pill in the matrix, the dwarf is given two options: Run like fuck, or extra crispy.&amp;quot;--Pushy&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31944</id>
		<title>40d Talk:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31944"/>
		<updated>2009-02-14T11:38:23Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: /* Merging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've had a Baron (and Hammerer and Tax Collector) arrive when my population was exactly 80 and when my population was capped in the init.txt file at 80.  I'm confident that the requirement of 100 people is wrong.  [[User:Bouchart|Bouchart]] 13:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Likewise, my current fortress has 134 people and 1.5M in created wealth, but no baron.  I'm reasonably certain this must be some sort of weighted random arrival. --[[User:Sebbekai|Sebbekai]] 18:22, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
2.5 Millon wealth, 232 dwarfs, 4K exported wealth. Last year I did all the jobs required, certain of that. I can only think its my exported wealth. I'm guna try raising it to just over 10K, do the jobs again and wait. Think this should be added to the wiki page, give a rough estimate of the number if i do get a migrant baron next year. (My populatin cap is 400 at the moment)--[[User:Cultiststeve|cultiststeve]] 16:16, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Oops, I killed the consort ==&lt;br /&gt;
&lt;br /&gt;
The consort was making mandates I could not satisfy, so he had to go. This has caused some kind of problem though... my fortress will not upgrade to a county so I can get the king. I am considering killing my baroness as well, and attempting to reset the whole situation. Any suggestions? --[[User:Wafl|Wafl]] 01:15, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Kiilll them! Kiiilll them! Kiiilllll them alllll! --[[User:Savok|Savok]] 09:52, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hammerer and tax collector ==&lt;br /&gt;
&lt;br /&gt;
Do the hammerer and tax collector always arrive along with the Baron? --[[User:Strangething|Strangething]] 18:26, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I Don't think that its Always the case but it seems to frequently be the case for me; all of my forts that I allow nobles they tend to show up together. --Silver&lt;br /&gt;
:I suspect that some are prerequisite for the others, i.e. would a baron ever show up at a fort that didn't have a tax collector? --[[User:Corona688|Corona688]] 00:38, 23 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
They do come at the same time. Heck, my baron appeared first, even. But no, I think that the article has it correct.--[[User:Destor|Destor]] 19:47, 24 December 2008 (EST)&lt;br /&gt;
==Peasant King==&lt;br /&gt;
&lt;br /&gt;
I got the [[King]] as a peasant due to discovering [[Adamantine]]. I don't appear to be getting a Baron, tax collector, hammerer or a royal guard. Is this a bug? -[[User:Rushyo|Rushyo]] 21:54, 28 July 2008 (EDT)&lt;br /&gt;
:The peasant king happens independently of other nobles in my experience. [[User:HeWhoIsPale|HeWhoIsPale]] 09:58, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Minimum Exported Wealth? ==&lt;br /&gt;
&lt;br /&gt;
Im pretty sure there's gotta be a Minimum exported wealth for the baron to arrive, I satisfy all the other conditions, and have over 1.6 million created wealth, 163 dwarves,  and my dwarves do well over the job requirements. However, I as of now, only have 30426 Exported wealth. --[[User:OmegaX|OmegaX]] 16:13, 16 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Duke arrived at 32435 exported wealth. No baron yet. --[[User:OmegaX|OmegaX]] 00:37, 17 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's because the Duke is an 'upgraded' version of the count, which is an 'upgraded' version of the baron. Once you have a Duke, you won't ever get a Baron. [[User:Spoggerific|Spoggerific]] 17:31, 17 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Once my exported wealth topped 10k I got the Baroness the next migrant season. I was down at 8k exported for about 3 years and had at least that many migrant waves without a baron during the same time. 17th of Slate in the year 308, population 139 (not counting the new tax collector thats just on the edge of the map), 1,912,970 created wealth, 235,635 imported, 11,558 exported. I've also traded with a group of Elves but they hadn't left the map by the time the migrants arrived and it only put my exported wealth to 11,958. [[User:Lando242|Lando242]] 11:38, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== share rooms? ==&lt;br /&gt;
&lt;br /&gt;
does the baron and his consort share a room? or do I need to make an extra pair of tombs/dining rooms/bedrooms? --[[User:Destor|Destor]] 17:14, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yup, consorts demand all their own rooms, and neither will be happy if you try to cram them together. The only room that doesn't need to be doubled up is the office/throne room, since the Consort doesn't conduct diplomacy. --[[User:Navian|Navian]] 21:41, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Incorrect Baron Prerequisites? ==&lt;br /&gt;
&lt;br /&gt;
I just got a Baron, Tax Collector, and Hammerer and have never done a single metal crafting job. I did, however, Cage Trap a Titan in the previous month though. The quote from Toady One at the bottom of the Baron page would appear to be in error in this case. -- [[User:unseenmage|unseenmage]] 14 January 2009&lt;br /&gt;
&lt;br /&gt;
:I think you are misunderstanding the quote.  There are a variety of categories, and you must have done the required number of jobs for 4 of those categories.  Nothing requires you to have specifically done metal crafting jobs (which would only count towards 'metal related' if you did do some). --[[User:Squirrelloid|Squirrelloid]] 10:33, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Merging ==&lt;br /&gt;
I would like to suggest the merging of Baron, Count and Duke. Manager and his upgrades only use one page. Each is only a minor upgrade from another and has no vastly different requirements. It would make it easier to view them as they are all connected. Anyone agree/disagree?--[[User:Cultiststeve|cultiststeve]] 06:38, 14 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31943</id>
		<title>40d Talk:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31943"/>
		<updated>2009-02-14T11:38:09Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've had a Baron (and Hammerer and Tax Collector) arrive when my population was exactly 80 and when my population was capped in the init.txt file at 80.  I'm confident that the requirement of 100 people is wrong.  [[User:Bouchart|Bouchart]] 13:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Likewise, my current fortress has 134 people and 1.5M in created wealth, but no baron.  I'm reasonably certain this must be some sort of weighted random arrival. --[[User:Sebbekai|Sebbekai]] 18:22, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
2.5 Millon wealth, 232 dwarfs, 4K exported wealth. Last year I did all the jobs required, certain of that. I can only think its my exported wealth. I'm guna try raising it to just over 10K, do the jobs again and wait. Think this should be added to the wiki page, give a rough estimate of the number if i do get a migrant baron next year. (My populatin cap is 400 at the moment)--[[User:Cultiststeve|cultiststeve]] 16:16, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Oops, I killed the consort ==&lt;br /&gt;
&lt;br /&gt;
The consort was making mandates I could not satisfy, so he had to go. This has caused some kind of problem though... my fortress will not upgrade to a county so I can get the king. I am considering killing my baroness as well, and attempting to reset the whole situation. Any suggestions? --[[User:Wafl|Wafl]] 01:15, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Kiilll them! Kiiilll them! Kiiilllll them alllll! --[[User:Savok|Savok]] 09:52, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hammerer and tax collector ==&lt;br /&gt;
&lt;br /&gt;
Do the hammerer and tax collector always arrive along with the Baron? --[[User:Strangething|Strangething]] 18:26, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I Don't think that its Always the case but it seems to frequently be the case for me; all of my forts that I allow nobles they tend to show up together. --Silver&lt;br /&gt;
:I suspect that some are prerequisite for the others, i.e. would a baron ever show up at a fort that didn't have a tax collector? --[[User:Corona688|Corona688]] 00:38, 23 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
They do come at the same time. Heck, my baron appeared first, even. But no, I think that the article has it correct.--[[User:Destor|Destor]] 19:47, 24 December 2008 (EST)&lt;br /&gt;
==Peasant King==&lt;br /&gt;
&lt;br /&gt;
I got the [[King]] as a peasant due to discovering [[Adamantine]]. I don't appear to be getting a Baron, tax collector, hammerer or a royal guard. Is this a bug? -[[User:Rushyo|Rushyo]] 21:54, 28 July 2008 (EDT)&lt;br /&gt;
:The peasant king happens independently of other nobles in my experience. [[User:HeWhoIsPale|HeWhoIsPale]] 09:58, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Minimum Exported Wealth? ==&lt;br /&gt;
&lt;br /&gt;
Im pretty sure there's gotta be a Minimum exported wealth for the baron to arrive, I satisfy all the other conditions, and have over 1.6 million created wealth, 163 dwarves,  and my dwarves do well over the job requirements. However, I as of now, only have 30426 Exported wealth. --[[User:OmegaX|OmegaX]] 16:13, 16 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Duke arrived at 32435 exported wealth. No baron yet. --[[User:OmegaX|OmegaX]] 00:37, 17 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's because the Duke is an 'upgraded' version of the count, which is an 'upgraded' version of the baron. Once you have a Duke, you won't ever get a Baron. [[User:Spoggerific|Spoggerific]] 17:31, 17 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Once my exported wealth topped 10k I got the Baroness the next migrant season. I was down at 8k exported for about 3 years and had at least that many migrant waves without a baron during the same time. 17th of Slate in the year 308, population 139 (not counting the new tax collector thats just on the edge of the map), 1,912,970 created wealth, 235,635 imported, 11,558 exported. I've also traded with a group of Elves but they hadn't left the map by the time the migrants arrived and it only put my exported wealth to 11,958. [[User:Lando242|Lando242]] 11:38, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== share rooms? ==&lt;br /&gt;
&lt;br /&gt;
does the baron and his consort share a room? or do I need to make an extra pair of tombs/dining rooms/bedrooms? --[[User:Destor|Destor]] 17:14, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yup, consorts demand all their own rooms, and neither will be happy if you try to cram them together. The only room that doesn't need to be doubled up is the office/throne room, since the Consort doesn't conduct diplomacy. --[[User:Navian|Navian]] 21:41, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Incorrect Baron Prerequisites? ==&lt;br /&gt;
&lt;br /&gt;
I just got a Baron, Tax Collector, and Hammerer and have never done a single metal crafting job. I did, however, Cage Trap a Titan in the previous month though. The quote from Toady One at the bottom of the Baron page would appear to be in error in this case. -- [[User:unseenmage|unseenmage]] 14 January 2009&lt;br /&gt;
&lt;br /&gt;
:I think you are misunderstanding the quote.  There are a variety of categories, and you must have done the required number of jobs for 4 of those categories.  Nothing requires you to have specifically done metal crafting jobs (which would only count towards 'metal related' if you did do some). --[[User:Squirrelloid|Squirrelloid]] 10:33, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Merging ==&lt;br /&gt;
I would like to suggest the merging of Baron, Count and Duke. Manager and his upgrades only use one page. Each is only a minor upgrade from another and has no vastly different requirements. It would make it easier to view them as they are all connected. Anyone agree/disagree?&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Thought&amp;diff=36778</id>
		<title>40d Talk:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Thought&amp;diff=36778"/>
		<updated>2009-02-14T00:05:52Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: /* Losing an annoying acquaintance? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;does a dwarf's [[preferences]] effect their thoughts? ie: will having a room made out of gold increase the happiness of a dwarf that loves gold more than a dwarf who loves copper?  --[[User:Kingzilla|Kingzilla]] 16:50, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes. It's actually possible to get room value higher than 'royal' this way!--though it only applies to that dwarf. I had a mayor who liked iron, and her office went from 'Decent' to 'Opulent' simply by me installing a forge with an iron anvil in it. --[[User:Navian|Navian]] 08:13, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
What are the effects of marriage, or starting a grudge, or other additions in 176.38a? --[[User:DDouble|DDouble]] 11:39, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
For the spoiler section, what about this layout rather than a large pre block?&lt;br /&gt;
{|&lt;br /&gt;
!colspan=2|Major events&lt;br /&gt;
|-&lt;br /&gt;
|is happy to be free&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|+####&lt;br /&gt;
|-&lt;br /&gt;
|is quite pleased with making an artifact&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|+####&lt;br /&gt;
|-&lt;br /&gt;
|was forced to eat a treasured pet to survive lately&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-####&lt;br /&gt;
|-&lt;br /&gt;
|has suffered the travesty of art defacement&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-####&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Sleeping&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=&amp;quot;center&amp;quot;|slept &amp;lt;place&amp;gt; recently&lt;br /&gt;
|-&lt;br /&gt;
|in the mud&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-##&lt;br /&gt;
|-&lt;br /&gt;
|in the grass&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-##&lt;br /&gt;
|-&lt;br /&gt;
|in the dirt&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-##&lt;br /&gt;
|-&lt;br /&gt;
|on rocks&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|on a rough cave floor&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|on the floor&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Complaints&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=center|has &amp;lt;ailment&amp;gt; lately&lt;br /&gt;
|-&lt;br /&gt;
|complained of hunger&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|complained of thirst&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|been tired&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
--[[User:Shagie|Shagie]] 16:43, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds great. I've been meaning to do it sometime but I don't have the time, with my poor, task-slowing wiki-code skills.&lt;br /&gt;
:Note that a lot of this is probably wrong. You'll need some way to state what version each has been verified for, which, unless 0x517A5D decides to give us some more/more recent values, will probably always be 0.23.130.23a --[[User:Savok|Savok]] 22:18, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
maybe this should be the place where &amp;quot;happiness&amp;quot; is redirected to since it's important because it'll keep dwarves from going on a rampage...i think...or something.--[[User:Seaneat|Seaneat]] 08:48, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Was put off by a lesser's pretentious dining arrangements lately&amp;quot;&lt;br /&gt;
what does this mean?&lt;br /&gt;
someone ate at their dining table or they ate near someone lesser or ate some where poor?&lt;br /&gt;
--[[User:Seaneat|Seaneat]] 05:48, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:They noticed that someone less important has a more expensive dining room. Probably your Count (or Baron, etc) thinking about your Mayor (or Count, etc) I'm guessing. --[[User:N9103|Edward]] 11:18, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Complaining about job scarcity ==&lt;br /&gt;
&lt;br /&gt;
What can I do to prevent this? It's irritating for my workers to complain. I like to make my dwarves haul various things to my stockpiles located everywhere. Do dwarves like working at where they work best at? Does sticking all my dwarves into the fortress during a seige cause this? I'm good to disable it somehow. I should probably stick this in the manager or mayor discussion as they handle the complaints. I could activate pump activating and stone detailing and stick some useless pumps and never ending tunnels and rooms that need smoothing in my fortress... I heard this is a major problem as it's difficult to know and find who wants to complain with all the interruptions. They also work outdoors which has space for my lovely stockpiles. Oh right and economy must also be a reason too...dwarves need to pay to eat and drink. -__- --[[User:Seaneat|Seaneat]] 19:25, 2 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's due to the economy starting up, yes.&lt;br /&gt;
:My recommendation? Lever-pulling. It's a paid job (2☼/pull) and can (relatively) rapidly accumulate wealth for your otherwise unemployed dwarves. I'd setup a dozen or more levers and set the building profile to have only your (semi-)dedicated haulers allowed. The big problem, is that hauling doesn't pay anything, despite being one of the most important jobs for productivity.--[[User:N9103|Edward]] 17:42, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If you have magma or a chasm, you could, say, banish siltstone from your domain through the stocks menu.  Each disposal pays 20☼.  This keeps the lower classes occupied, and you can either remove the 'dispose' command through the stocks menu, or you can turn off refuse hauling for important dwarves.  --[[User:Mirthmanor|Mirthmanor]] 16:30, 19 August 2008 (EDT)&lt;br /&gt;
::And actually, at least as of 40d, hauling earns 1☼ per completed job. Which, of course, is not much in most cases since a single hauling job may take a Dwarf from one extreme of the map to the other over complicated paths. I've seen a comment or two from people who've generated extra income for their haulers by creating a few contrived stockpiles that are adjacent and feed from each other. So, you have a situation like the following:&lt;br /&gt;
 1234567890&lt;br /&gt;
 1234567890&lt;br /&gt;
 1234567890&lt;br /&gt;
 1234567890&lt;br /&gt;
&lt;br /&gt;
:: Each is a stockpile of size 4 of some common material available nearby. Stockpile 0 takes from stockpile 9 which takes from stockpile 8 and so on. A hauler can go from one to the next in a step, gaining 1☼ each time. -[[User:Fuzzy|Fuzzy]] 12:17, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Just make a gym of screw pumps that are not connected to anything.  Pumping pays pretty well and and it's easy to keep a lot of people occupied.  Plus it trains fast, so you have beefy dwarves for other applications. --[[User:ThunderClaw|ThunderClaw]] 15:10, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Losing an annoying acquaintance? ==&lt;br /&gt;
&lt;br /&gt;
I lost two dwarves to imps within the first year. The first one made my metalsmith very sad: &amp;quot;Lost a friend to tragedy recently.&amp;quot;  I was afraid he was going to go crazy on me he was blinking with every down arrow possible. Then, the ranger died... and now he is &amp;quot;happier&amp;quot; and &amp;quot;He has lost an annoying acquaintance to tragedy recently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm if the losing of an annoyance makes a dwarf happier? --[[User:Corc|Corc]] 00:29, 7 July 2008 (EDT)&lt;br /&gt;
:I guess it would, dwarfs can defenatly &amp;quot;dislike&amp;quot; another dwarf in their relations.&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Losing&amp;diff=13757</id>
		<title>40d Talk:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Losing&amp;diff=13757"/>
		<updated>2009-02-13T16:56:22Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: /* Dehydration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot; if you dig a hole in a wall diagonally to a water source, water can come spurting out even without you receiving a warning about damp stone.&amp;quot; Is this true anymore? The dev notes for today's version (November 1st) mentioned making squares touching water diagonally get the damp marker as well. --[[User:BahamutZERO|BahamutZERO]] 15:51, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 26 directions ==&lt;br /&gt;
&lt;br /&gt;
26 directions? Really? I've been digging out tiles UNDER bodies of water trapped in rock, much less diagonal to them along the z-axis, and I haven't run into any flooding problems yet.--[[User:Xazak|Xazak]] 18:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you dig a tunnel underneath a body of water, you retain the ceiling overhead. If you were to remove this ceiling (e.g. by digging a ramp or stairway upwards) then the water would certainly flow.&lt;br /&gt;
&lt;br /&gt;
::It would, except digging a ramp doesn't remove the ceiling...in fact it's impossible to dig upwards into water. You can't designate anything on the water tile above, and nothing you do below removes the ceiling...I tried in vain, and was sorely dissapointed. 'Specially since Toady did it one of his movies. Let me know if you get it to work, though. --[[User:Turgid Bolk|Turgid Bolk]] 14:10, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::You can currently ramp up into a water source and have it release the water down in version v0.27.169.33g.  --[[User:Stravitch|Stravitch]] 16:39, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Build an upward (or an up/down) staircase on a level below and designate a downward staircase on the level above. Downward staircase is essentially a modification of the floor (ceiling) into a hole with stairs. Water doesn't flow in 16 up/down+horizontal directions (doesn't flow up+horizontal under pressure). Be warned that digging directly below a lake or a river is safe despite &amp;quot;dump stone&amp;quot; warning but digging into stone directly below an aquafier is NOT safe.--[[User:Another|Another]] 02:35, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Water flows in only 10 directions: the eight horizontal directions, straight up, and straight down. Someone should edit the article page.[[User:Rkyeun|Rkyeun]] 12:08, 23 January 2008 (EST)&lt;br /&gt;
::::Done, but don't hesitate to edit pages if you see something wrong :) people can always reedit them if they disagree ;) --[[User:Shades|Shades]] 16:13, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Losing is fun ==&lt;br /&gt;
What would you say to moving the article to [[fun]] and making this one a redirect? [[User:VengefulDonut|VengefulDonut]] 18:29, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That would be so funny! Don't know if it would gel with the rules, though. --[[User:Tarsier|Tarsier]] 19:53, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Redirected fun to here. ;) --[[User:Turgid Bolk|Turgid Bolk]] 14:12, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starvation ==&lt;br /&gt;
According to the starvation section you can gather plants if you dont have soil to farm on, but as far as i know plants only grow above soil layers [[User:Thatguyyaknow|Thatguyyaknow]] 08:57, 19 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you make rock muddy, you can grow on top of it. [[User:Calculus|Calculus]] 15:16, 25 August 2008 (EDT)&lt;br /&gt;
::But if you don't have soil to farm on, you don't have plants to gather either. And getting the soil muddy can take far too long, especially early on. --[[User:Sharp|Sharp]] 10:14, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
On another note. When testing for the up/down stair of hell (and some way to fall), most of my dwarfs died from starvation! Then a dwarven caravan arrived, and my little skinny fella did run there to eat directly from the wagon. I had no trade depot so the caravan was at the border of the map. Don't know if it is documented somewhere ! I searched the wiki with no luck. --[[User:Karl|Karl]] 15:40, 28 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dehydration ==&lt;br /&gt;
What's that about &amp;quot;an indoor basin or water tower&amp;quot; ?  How do you do that? --[[User:Keesto|Keesto]] 15:17, 6 September 2008 (EDT)&lt;br /&gt;
:Ditto. How do you &amp;quot;collect all the water before it evaporates&amp;quot;? --[[User:Juckto|Juckto]] 06:49, 22 November 2008 (EST)&lt;br /&gt;
::Dig out an area under a body of water, then poke a hole that lets the water flow into it.--[[User:Bilkinson|Bilkinson]] 13:18, 22 November 2008 (EST)&lt;br /&gt;
:::Or designate an area as a pond, then tell dwarfies to fill it, make take a while tho and requires buckets.--[[User:Cultiststeve|cultiststeve]] 11:56, 13 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Old Age ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know if dwarves can die of old age? or do they all just keep living forever?&lt;br /&gt;
:According to the raws, dwarves have a lifespan of 160-200 years. So if you play for a ''really'' long time... --[[User:Bilkinson|Bilkinson]] 12:19, 9 October 2008 (EDT)&lt;br /&gt;
::How old are your starting dwarves? Do they start at a certain &amp;quot;matured&amp;quot; age, or are they for all intents and purposes abnormally large babies? --[[User:Stryc9fuego|Stryc9fuego]] 10:00, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've had a few dogs die at around the five-year mark (these were ones I brought to the fortress when embarking).  Not sure what that spells for dwarves, but it does show that the mechanics are in place for creatures dying of old age during play.--[[User:Maximus|Maximus]] 19:51, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Volcanic Death ==&lt;br /&gt;
&lt;br /&gt;
Insofar as I can tell, the [[Losing#Volcanic Death|Volcanic Death]] section seems to be essentially fabrication as of v40d. I've never seen a volcano erupt, and doors are utterly invulnerable to being melted or set on fire when closed, if memory serves. Also for some reason I suspect that obsidian doesn't melt in lava, although I could be imagining that one. Comments?--[[User:Quil|Quil]] 18:02, 2 January 2009 (EST)&lt;br /&gt;
:Closed doors don't melt, unless something changed in the last five or so seconds. I regularly use doors to hold back magma, and have a basalt door doing so in my current fort. Obsidian stones do melt in lava, however. It's possible that you've never seen a volcano erupt because you've only had a magma vent and not a volcano, because as far as I know they aren't the same thing.--[[User:Eurytus|Eurytus]] 20:38, 2 January 2009 (EST)&lt;br /&gt;
::Oh, that's right. Forgot about that. Though I do expect it'll be changing eventually. --[[User:GreyMario|GreyMaria]] 22:37, 2 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Okay, yes, apparently I was hallucinating that obsidian didn't melt in lava. Having specifically hunted down volcanoes to attempt to build fortresses in on several occasions, I'm reasonably sure that eruptions haven't been implemented yet unless I'm very lucky or eruptions are very uncommon. Unless the comments that Toady intends to increase the dangerousness of volcanoes are way out of date, it's not actually been implemented yet.--[[User:Quil|Quil]] 15:12, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Well, they do refill, maybe that's what he meant? I do still hope he'll make them erupt, though. But it's easy enough to simulate an eruption - just channel the rim. --[[User:GreyMario|GreyMaria]] 15:23, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I, too, relish the challenge of building magma forges in a region that occasionally fills with high-pressure magma. Either a lot of fun when you get it right, or a lot of [[fun]] when you get it wrong.--[[User:Quil|Quil]] 07:46, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::There is still the bottomless pit bug where a large amount of magma spawns above a bottomless pit. I have experienced it my self. This will cause a large amount of that magma to flow over the edges of the pit and kill nearby creatures. It also will magma purge almost anything inside the pit, including lighting coal and lignite on fire.--[[User:i2amroy|i2amroy]] 13, January 2009&lt;br /&gt;
&lt;br /&gt;
::IIRC, the only case of volcanoes &amp;quot;erupting&amp;quot; was when magma refills were first implemented and DF was unable to judge the correct height to refill magma to in saves from older versions. [[User:VengefulDonut|VengefulDonut]] 16:08, 20 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone ever seen an eruption that came normally from an existing magma pipe years after embarking and not because of a bug? If not, I don´t think there should be a section about it, but probably a section about having &amp;quot;fun&amp;quot; with bugs generally. --[[User:Kami|Kami]] 08:57, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== A joke, right ==&lt;br /&gt;
This is a joke, right? My Dwarf Fortress is entirely self contained, I have a secret back door (a drawbridge) that can be used for the brave lumberdwarves, and all of my farming is indoors on sand. I am almost done making my fort bolt-proof, from where my drawbridge is, and I have enough food without farming for at least 5 months. By that time I could have 20 trained fighters ready to repel the siege. I got really lucky with fort design, but even a normal straight down fortress should have little problem waiting for a bit while they train.--[[User:Destor|Destor]] 18:28, 27 January 2009 (EST)&lt;br /&gt;
:I believe that while, yes, many experienced fortress builders have indeed made their fortresses utterly invulnerable, and the section does indeed contain some humour, sieges are still a fairly common way to &amp;lt;s&amp;gt;lose&amp;lt;/s&amp;gt; have [[fun]], so it's entirely valid to put it in the &amp;quot;how to lose&amp;quot; section. I assume that, since you have no problems with the other entries, that you regularly flood yourself or starve to death, rather than fall to goblins?--[[User:Quil|Quil]] 00:16, 28 January 2009 (EST)&lt;br /&gt;
::Well, I have one fort, mentioned in this entry, that is my perma-fort which I savescum to keep alive. It's kinda my research fort, for the wiki and how to make other forts. But yes, I do make other forts to flood for the fun of it. I enjoy sieges immensely though, I am goading the elves into attack right now. I just think that the article makes to big a deal about it, and newbs are gonna be very scared of the first siege.--[[User:Destor|Destor]] 09:45, 28 January 2009 (EST)&lt;br /&gt;
::: When I made my first fort, I didn't know how door and bridge were useful. Then I make another fort, and so on, until I learned how to defend my fortress. Yet siege was a problem for me, even more with dwarf rushing outside to grab all the cool loot (from my own dead dwarf). So, no, it's not a joke, you can lose your fortress from a siege, then you learn. &lt;br /&gt;
:::Not everyone read all the wiki, there's a lot of articles, lot of discussions, and way more thing to do. --[[User:Karl|Karl]] 09:56, 28 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Baron&amp;diff=30520</id>
		<title>40d:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Baron&amp;diff=30520"/>
		<updated>2009-02-12T23:19:28Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Baron&lt;br /&gt;
| quarters=Decent Bedroom&lt;br /&gt;
| dining=Decent Dining Room&lt;br /&gt;
| office=Decent Office&lt;br /&gt;
| tomb=Tomb&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 80 Population&lt;br /&gt;
* Wealth{{verify}}&lt;br /&gt;
* 10,000 Exported wealth{{verify}}&lt;br /&gt;
* Diversity of tasks performed that year (see article)&lt;br /&gt;
| function=&lt;br /&gt;
* Promotes the [[fortress]] to Barony Capital&lt;br /&gt;
* Activates [[Dwarven Economy]]&lt;br /&gt;
* Meet [[diplomat]]s&lt;br /&gt;
* Activates [[Royal guard|Royal Guard]]&lt;br /&gt;
}}&lt;br /&gt;
Your [[Baron]] (or Baroness) arrives with her/his [[Baron_Consort|consort]], the [[Hammerer]] and [[Tax Collector]].  The Baron may be promoted (or displaced by order of noble rank) into/by the [[Count]].  Human [[diplomat]]s will meet with the Baron, rather than the [[mayor]].&lt;br /&gt;
&lt;br /&gt;
Your fortress and the surrounding lands will become a Barony upon the arrival of the Baron.&lt;br /&gt;
&lt;br /&gt;
Currently, this does not have any known consequences, but it tends to occur at the same time the [[tax collector]] and the [[hammerer]] arrive, so you may prepare for [[economy]] and [[justice]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''You also need to do a variety of different jobs in the previous year (and have the caravan survive) to trigger the baron. 4 of the following: 25 crafting jobs, 25 metal-related jobs, 25 wood-related jobs, 10 gem jobs, 25 stone jobs, 25 food jobs. That shouldn't be a problem if you are just doing a few things, but if your fort is completely directed toward one activity or another, it won't qualify. - [http://www.bay12games.com/forum/index.php?topic=6882.msg81183#msg81183 Toady One]''&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_mist&amp;diff=27139</id>
		<title>40d Talk:Magma mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_mist&amp;diff=27139"/>
		<updated>2009-02-12T21:38:35Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it seriously called magma mist or did the author just assume that that was the name? Honestly, if nothing is known about it there shouldn't be an article.&lt;br /&gt;
&lt;br /&gt;
--[[User:JPolito|JPolito]] 02:06, 18 November 2007 (EST)&lt;br /&gt;
:It is, in fact, called magma mist, though I doubt there's much more information about it than listed on this page. I've only seen it when a &amp;quot;cave in&amp;quot; was reported within a magma vent; it's probably generated by turbulence in the same way that normal, water mist is created. This gives me an interesting idea, however.. Perhaps pumping magma up to fall back down through a grate may create a defensive 'wall' of scalding magma mist. This requires testing. ..Then again, having a magmafall in front of your doorway would probably be more than enough to deter any attackers to begin with, but it's an idea. --[[User:Hesitris|Hesitris]] 04:20, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Funny note--I had actually planned on doing that in a fort (making a wall of magma), never got around to it for some reason. But you'd certainly need a way to turn it off, and if magma splashes, you would be incredibly screwed if you even made one mistake...plus, you'd need, what, three different magma sources? Either that, or about five pumps lined up next to each other to move up *each* level or so, to maintain a constant flow. And you'd want a chasm nearby to deal with the magma that's formed, or you could use it as a moat (probably leading back to the source or sources).&lt;br /&gt;
&lt;br /&gt;
::Better yet--have a central pillar in the fort that's always full of magma, so it's accessible by some pumps on the 'ceiling' of the fortress. When you're under attack/about to be, the 3-5 tile moat around you is filled with magma that falls ''down the fortress walls''. ~ [[User:Midna|Midna]] 03:21, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Magma mist can't be made with a waterfall, i tested a while back: [http://mkv25.net/dfma/movie-918-magma-fall] [[User:Solarshado|Solarshado]] 19:49, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does this please dwarfs or not? This artical says they like it while the [[Mist]] artical claims magma mist will not generate happy thougt. I would test this myself but i cant atm. Shouldnt be to hard to verify, and edit one of the articals after if someone could be so kind.--[[User:Cultiststeve|cultiststeve]] 16:38, 12 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Count&amp;diff=27208</id>
		<title>40d:Count</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Count&amp;diff=27208"/>
		<updated>2009-02-12T16:58:27Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Count&lt;br /&gt;
| quarters=Great Bedroom&lt;br /&gt;
| dining=Great Dining Room&lt;br /&gt;
| office=Throne Room&lt;br /&gt;
| tomb=Mausoleum&lt;br /&gt;
| stands=2&lt;br /&gt;
| racks=2&lt;br /&gt;
| chests=3&lt;br /&gt;
| cabinets=2&lt;br /&gt;
| arrival=&lt;br /&gt;
* Wealth{{verify}}&lt;br /&gt;
*Exported Wealth{{verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Promote [[fortress]] to County capital&lt;br /&gt;
}}&lt;br /&gt;
Your [[count]] (or Countess) arrives with her/his [[Count_Consort|consort]].&lt;br /&gt;
A [[baron]] who is resident in the fortress may be promoted to count instead.  The count can be promoted to [[duke]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46710</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46710"/>
		<updated>2009-02-11T20:54:38Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Qd]]&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --Fedor&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Find me dwarven poop and I shall answer your question.&amp;quot; --Savok&lt;br /&gt;
&amp;quot;Dragons, the cure for any and all leg injuries. Much like the red pill and the blue pill in the matrix, the dwarf is given two options: Run like fuck, or extra crispy.&amp;quot;--Pushy&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46709</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46709"/>
		<updated>2009-02-11T20:35:36Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Qd]]&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --Fedor&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Find me dwarven poop and I shall answer your question.&amp;quot; --Savok&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3483</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3483"/>
		<updated>2009-02-10T20:42:34Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: /* Immigrant Nobles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Noble]]s are &amp;lt;s&amp;gt;good for nothing piles of turd&amp;lt;/s&amp;gt; [[dwarf|dwarves]] that &amp;lt;s&amp;gt;do pretty much nothing, except for demanding everything&amp;lt;/s&amp;gt; have &amp;lt;s&amp;gt;&amp;quot;&amp;lt;/s&amp;gt;special duties&amp;lt;s&amp;gt;&amp;quot;&amp;lt;/s&amp;gt; in addition to or instead of the duties of normal dwarves.  Some nobles also have various privileges that normal dwarves do not, and will demand certain accommodations, like a [[Room#Room_grades|better office]].&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the [[Nobles_Screen|Nobles &amp;amp; Administrators Screen]], accessible via the {{key|n}} key.&lt;br /&gt;
&lt;br /&gt;
== Appointments ==&lt;br /&gt;
&lt;br /&gt;
These are nobles you can appoint through the Nobles &amp;amp; Administrators Screen.&lt;br /&gt;
&lt;br /&gt;
* [[Expedition leader]]: Listens to the complaints of other dwarves to make them happier.  Uses [[social skills]]. Needs an [[office]] in order to meet with outpost [[liaison]]s. It is not possible to reassign this post &amp;amp;ndash; at least while the original holder of the title remains alive. Your initial expedition leader is chosen based on managerial skills. You will find that your broker is often 'volunteered' for this job by the other dwarves.&amp;lt;br /&amp;gt;Note that if there is no obvious candidate for Expedition Leader, it is chosen randomly. Additionally, if your Expedition Leader is slain and you do not choose a new one, a random dwarf will be volunteered for the job after about half a season.&lt;br /&gt;
** [[Mayor]]: Promoted from expedition leader at 50 dwarves. Unlike the expedition leader, he requires decent housing and will make [[mandate]]s. The dwarf who acts as mayor is replaced by election every couple of years, but can also be re-elected.&lt;br /&gt;
&lt;br /&gt;
* [[Outpost broker]]: Utilizes the [[appraiser]] skill and [[social skills]].  Is the person you send to the [[depot]] to do your [[trading]].  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
** Changes name according to the status of your [[fortress]].&lt;br /&gt;
&lt;br /&gt;
* [[Manager]]: Utilizes the [[organizer]] skill.  Allows the use of item build queues through the {{K|j}}obs -&amp;gt; {{K|m}}anager screen. Will need an office to do this (validating work orders) once your fortress has twenty dwarves.&lt;br /&gt;
** Changes name according to the status of your [[fortress]].&lt;br /&gt;
&lt;br /&gt;
* [[Bookkeeper]]: Utilizes the [[record keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want precise stock keeping: otherwise, stock numbers will only be precise to one significant figure (e.g., 7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000).&lt;br /&gt;
** Upgrades to [[treasurer]] at 100,000 fortress wealth.&lt;br /&gt;
** Further upgrades to [[grand treasurer]] at 200,000 fortress wealth.&lt;br /&gt;
** Further upgrades to [[hoardmaster]] at 300,000 fortress wealth.&lt;br /&gt;
&lt;br /&gt;
* [[Sheriff]]: You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
** [[Captain of the guard]]: Promoted from the sheriff once you reach 50 dwarves, along with the [[mayor]]. Activates [[fortress guard]].&lt;br /&gt;
&lt;br /&gt;
There is substantial overlap between the expedition leader and the outpost broker's skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders and meet with the outpost liaison.  The same office can be used to take stock and to conduct meetings, saving on real estate and decorating costs in the early game.&lt;br /&gt;
&lt;br /&gt;
== Immigrant Nobles ==&lt;br /&gt;
&lt;br /&gt;
These nobles appear in [[immigration]] waves and cannot be appointed by the player.&lt;br /&gt;
&lt;br /&gt;
* [[Dungeon master]]: Trains and cares for [[animals]] and performs miscellaneous metalsmithing tasks.&lt;br /&gt;
* [[Philosopher]]: Has no labor options turned on, but has no requirements and makes no mandates.&lt;br /&gt;
* [[Baron|Baron(ess)]] arrives at 80 dwarves and an unverified exported wealth.&lt;br /&gt;
** Upgrades to [[Count|Count(ess)]] at 110. {{verify}}&lt;br /&gt;
** Upgrade to [[Duke/Duchess]] at 140.&lt;br /&gt;
* [[Baron Consort|Baron(ess) Consort]]: Arrives with the [[Baron|Baron(ess)]].&lt;br /&gt;
** Upgrades to [[Count Consort]] at 110. {{verify}}&lt;br /&gt;
** Upgrade to [[Duke/Duchess Consort]] at 140.&lt;br /&gt;
* [[King]]/Queen: Ruler of your parent [[civilization]] and upgrades your fort to Mountainhome&lt;br /&gt;
* [[King Consort]]: Occasionally same gender as the King, although this has been fixed in the dev log.&lt;br /&gt;
* [[Advisor]]: Arrives with the King's entourage.&lt;br /&gt;
* [[Hammerer]]: He will enforce the law with his mighty [[hammer]].  Arrives either at 80 dwarves or with the Baron (equivalent).&lt;br /&gt;
* [[Tax collector]] : Activates [[dwarven economy]]. {{verify}}  Arrives either at 80 dwarves or with the Baron (equivalent).&lt;br /&gt;
&lt;br /&gt;
== Room Requirements Summary ==&lt;br /&gt;
&lt;br /&gt;
The nobles require various rooms assigned to them. As a quick reference, here is a summary of those rooms:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
!Noble!!Quarters!!Dining Room!!Office!!Tomb&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Advisor&lt;br /&gt;
|Great Bedroom||Great Dining Room||Throne Room||None&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Baron(ess)&lt;br /&gt;
|Decent Bedroom||Decent Dining Room||Decent Office||Tomb&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Baron(ess)'s consort&lt;br /&gt;
|Decent Bedroom||Decent Dining Room||—||Tomb&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!Bookkeeper&lt;br /&gt;
|—||—||Meager Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Captain of the guard&lt;br /&gt;
|Quarters||Dining Room||Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Count&lt;br /&gt;
|Great Bedroom||Great Dining Room||Throne Room||Mausoleum &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Count consort&lt;br /&gt;
|Great Bedroom||Great Dining Room||—||Mausoleum &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Duke&lt;br /&gt;
|Grand Bedroom||Grand Dining Room||Opulent Throne Room||Grand Mausoleum &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Duke Consort&lt;br /&gt;
|Grand Bedroom||Grand Dining Room||—||Grand Mausoleum&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Dungeon Master&lt;br /&gt;
|Quarters||Dining Room||Office||Burial Chamber&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Hammerer&lt;br /&gt;
|Quarters||Dining Room||—||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!King&lt;br /&gt;
|Royal Bedroom||Royal Dining Room||Royal Throne Room||Royal Mausoleum&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!King Consort&lt;br /&gt;
|Royal Quarters||Royal Dining Room||-||Royal Mausoleum&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Manager&lt;br /&gt;
|—||—||Meager Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Mayor&lt;br /&gt;
|Decent Quarters||Decent Dining Room||Decent Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Broker&lt;br /&gt;
|—||—||Meager Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Sheriff&lt;br /&gt;
|Modest Quarters||Modest Dining Room||Modest Office||—&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Tax Collector&lt;br /&gt;
|Modest Quarters||Modest Dining Room||Office||—&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Meager Offices ==&lt;br /&gt;
The easiest way to give dwarves a meager office is simply to assign them a single seat in your communal dining room.&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31942</id>
		<title>40d Talk:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31942"/>
		<updated>2009-02-09T21:16:15Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've had a Baron (and Hammerer and Tax Collector) arrive when my population was exactly 80 and when my population was capped in the init.txt file at 80.  I'm confident that the requirement of 100 people is wrong.  [[User:Bouchart|Bouchart]] 13:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Likewise, my current fortress has 134 people and 1.5M in created wealth, but no baron.  I'm reasonably certain this must be some sort of weighted random arrival. --[[User:Sebbekai|Sebbekai]] 18:22, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
2.5 Millon wealth, 232 dwarfs, 4K exported wealth. Last year I did all the jobs required, certain of that. I can only think its my exported wealth. I'm guna try raising it to just over 10K, do the jobs again and wait. Think this should be added to the wiki page, give a rough estimate of the number if i do get a migrant baron next year. (My populatin cap is 400 at the moment)--[[User:Cultiststeve|cultiststeve]] 16:16, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Oops, I killed the consort ==&lt;br /&gt;
&lt;br /&gt;
The consort was making mandates I could not satisfy, so he had to go. This has caused some kind of problem though... my fortress will not upgrade to a county so I can get the king. I am considering killing my baroness as well, and attempting to reset the whole situation. Any suggestions? --[[User:Wafl|Wafl]] 01:15, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Kiilll them! Kiiilll them! Kiiilllll them alllll! --[[User:Savok|Savok]] 09:52, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hammerer and tax collector ==&lt;br /&gt;
&lt;br /&gt;
Do the hammerer and tax collector always arrive along with the Baron? --[[User:Strangething|Strangething]] 18:26, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I Don't think that its Always the case but it seems to frequently be the case for me; all of my forts that I allow nobles they tend to show up together. --Silver&lt;br /&gt;
:I suspect that some are prerequisite for the others, i.e. would a baron ever show up at a fort that didn't have a tax collector? --[[User:Corona688|Corona688]] 00:38, 23 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
They do come at the same time. Heck, my baron appeared first, even. But no, I think that the article has it correct.--[[User:Destor|Destor]] 19:47, 24 December 2008 (EST)&lt;br /&gt;
==Peasant King==&lt;br /&gt;
&lt;br /&gt;
I got the [[King]] as a peasant due to discovering [[Adamantine]]. I don't appear to be getting a Baron, tax collector, hammerer or a royal guard. Is this a bug? -[[User:Rushyo|Rushyo]] 21:54, 28 July 2008 (EDT)&lt;br /&gt;
:The peasant king happens independently of other nobles in my experience. [[User:HeWhoIsPale|HeWhoIsPale]] 09:58, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Minimum Exported Wealth? ==&lt;br /&gt;
&lt;br /&gt;
Im pretty sure there's gotta be a Minimum exported wealth for the baron to arrive, I satisfy all the other conditions, and have over 1.6 million created wealth, 163 dwarves,  and my dwarves do well over the job requirements. However, I as of now, only have 30426 Exported wealth. --[[User:OmegaX|OmegaX]] 16:13, 16 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Duke arrived at 32435 exported wealth. No baron yet. --[[User:OmegaX|OmegaX]] 00:37, 17 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's because the Duke is an 'upgraded' version of the count, which is an 'upgraded' version of the baron. Once you have a Duke, you won't ever get a Baron. [[User:Spoggerific|Spoggerific]] 17:31, 17 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Once my exported wealth topped 10k I got the Baroness the next migrant season. I was down at 8k exported for about 3 years and had at least that many migrant waves without a baron during the same time. 17th of Slate in the year 308, population 139 (not counting the new tax collector thats just on the edge of the map), 1,912,970 created wealth, 235,635 imported, 11,558 exported. I've also traded with a group of Elves but they hadn't left the map by the time the migrants arrived and it only put my exported wealth to 11,958. [[User:Lando242|Lando242]] 11:38, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== share rooms? ==&lt;br /&gt;
&lt;br /&gt;
does the baron and his consort share a room? or do I need to make an extra pair of tombs/dining rooms/bedrooms? --[[User:Destor|Destor]] 17:14, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yup, consorts demand all their own rooms, and neither will be happy if you try to cram them together. The only room that doesn't need to be doubled up is the office/throne room, since the Consort doesn't conduct diplomacy. --[[User:Navian|Navian]] 21:41, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Incorrect Baron Prerequisites? ==&lt;br /&gt;
&lt;br /&gt;
I just got a Baron, Tax Collector, and Hammerer and have never done a single metal crafting job. I did, however, Cage Trap a Titan in the previous month though. The quote from Toady One at the bottom of the Baron page would appear to be in error in this case. -- [[User:unseenmage|unseenmage]] 14 January 2009&lt;br /&gt;
&lt;br /&gt;
:I think you are misunderstanding the quote.  There are a variety of categories, and you must have done the required number of jobs for 4 of those categories.  Nothing requires you to have specifically done metal crafting jobs (which would only count towards 'metal related' if you did do some). --[[User:Squirrelloid|Squirrelloid]] 10:33, 14 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46708</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46708"/>
		<updated>2009-02-08T21:44:13Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Qd]]&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --Fedor&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Find me dwarven poop and I shall answer your question.&amp;quot; --Savok&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Cultiststeve - Fortress builder ==&lt;br /&gt;
'''Here I will document my fortresses story's, read if you like.'''&lt;br /&gt;
'''Fortress the 1st'''&amp;lt;small&amp;gt;(Name lost in records)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; ''This was my first expedition into Dwarf fortress, cant say that much because I was to busy working out the controls. I will tell you what remains in the archives though.''&amp;lt;br /&amp;gt; I embarked with 1 guy with a load of social skills. The rest had the usual assortment, I followed [[Your first fortress]] very closely. I chose to embark without an anvil, a breading pair of cats and dogs, food and a few mining pics. Notice closely that I embarked with out an anvil, this was my downfall. Using the location finder I found an average area with quite a few trees. Following the advice I found the edge of a rather small hill and dug inwards. Then I went down. Carpenter and mason workshops went up just outside followed by stockpiles and the deconstruction of the wagon.&lt;br /&gt;
''This might be a bit blurred, only started my diary during the fortress of Anamanam Mabdug''&lt;br /&gt;
Ill tell you the story of the anvil. I started without one. I was happily making everything out of stone for a while, stone and wood. By the time the first dwarven caravan arrived I hadn't even looked at the trading page. I don't think I had a deport either. I just * spaced* through the liaison meeting not knowing what to do with them. During the spring of next year I started to realise my need for metal. Reading throguh the wiki again I read with dismay about obtaining an anvil from a caravan. I thought to my self, &amp;quot;Hang on a bit, they will be here in a season or 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Anamanam Mabdug'''&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46707</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46707"/>
		<updated>2009-02-08T21:43:43Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Qd]]&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --[[Qwertyu]] &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[Fedor]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Find me dwarven poop and I shall answer your question.&amp;quot; --[[Savok]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Cultiststeve - Fortress builder ==&lt;br /&gt;
'''Here I will document my fortresses story's, read if you like.'''&lt;br /&gt;
'''Fortress the 1st'''&amp;lt;small&amp;gt;(Name lost in records)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; ''This was my first expedition into Dwarf fortress, cant say that much because I was to busy working out the controls. I will tell you what remains in the archives though.''&amp;lt;br /&amp;gt; I embarked with 1 guy with a load of social skills. The rest had the usual assortment, I followed [[Your first fortress]] very closely. I chose to embark without an anvil, a breading pair of cats and dogs, food and a few mining pics. Notice closely that I embarked with out an anvil, this was my downfall. Using the location finder I found an average area with quite a few trees. Following the advice I found the edge of a rather small hill and dug inwards. Then I went down. Carpenter and mason workshops went up just outside followed by stockpiles and the deconstruction of the wagon.&lt;br /&gt;
''This might be a bit blurred, only started my diary during the fortress of Anamanam Mabdug''&lt;br /&gt;
Ill tell you the story of the anvil. I started without one. I was happily making everything out of stone for a while, stone and wood. By the time the first dwarven caravan arrived I hadn't even looked at the trading page. I don't think I had a deport either. I just * spaced* through the liaison meeting not knowing what to do with them. During the spring of next year I started to realise my need for metal. Reading throguh the wiki again I read with dismay about obtaining an anvil from a caravan. I thought to my self, &amp;quot;Hang on a bit, they will be here in a season or 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Anamanam Mabdug'''&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46706</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46706"/>
		<updated>2009-02-08T16:58:46Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Qd]]&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --Fedor&amp;lt;br /&amp;gt;&lt;br /&gt;
Find me dwarven poop and I shall answer your question. --Savok&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Cultiststeve - Fortress builder ==&lt;br /&gt;
'''Here I will document my fortresses story's, read if you like.'''&lt;br /&gt;
'''Fortress the 1st'''&amp;lt;small&amp;gt;(Name lost in records)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; ''This was my first expedition into Dwarf fortress, cant say that much because I was to busy working out the controls. I will tell you what remains in the archives though.''&amp;lt;br /&amp;gt; I embarked with 1 guy with a load of social skills. The rest had the usual assortment, I followed [[Your first fortress]] very closely. I chose to embark without an anvil, a breading pair of cats and dogs, food and a few mining pics. Notice closely that I embarked with out an anvil, this was my downfall. Using the location finder I found an average area with quite a few trees. Following the advice I found the edge of a rather small hill and dug inwards. Then I went down. Carpenter and mason workshops went up just outside followed by stockpiles and the deconstruction of the wagon.&lt;br /&gt;
''This might be a bit blurred, only started my diary during the fortress of Anamanam Mabdug''&lt;br /&gt;
Ill tell you the story of the anvil. I started without one. I was happily making everything out of stone for a while, stone and wood. By the time the first dwarven caravan arrived I hadn't even looked at the trading page. I don't think I had a deport either. I just * spaced* through the liaison meeting not knowing what to do with them. During the spring of next year I started to realise my need for metal. Reading throguh the wiki again I read with dismay about obtaining an anvil from a caravan. I thought to my self, &amp;quot;Hang on a bit, they will be here in a season or 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Anamanam Mabdug'''&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Liaison&amp;diff=32569</id>
		<title>40d:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Liaison&amp;diff=32569"/>
		<updated>2009-02-07T00:59:08Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Liaisons''' are emissaries from different civilizations that accompany traders to your fortress.  They can have different names ([[Humans]] will send a '''guild representative''', dwarves will send an '''outpost liaison'''), but their functions are the same.  Dwarven liaisons will speak only with your [[expedition leader]]/[[mayor]] (not broker), while human liaisons will only speak with your [[broker]].  Their function is to ask which goods you would like to have sent with their next caravan (for a higher price), and inform you what goods they would like to buy from you the next time, which they too will pay extra to purchase.&lt;br /&gt;
&lt;br /&gt;
If your leader is dead, then you must assign a new one using the {{k|n}} screen before the liaison arrives or he/she will leave without a [[meeting]].&amp;lt;br /&amp;gt;&lt;br /&gt;
If your liaison is dead then you will never get a replacement so protect him well if you rely on the caravan for a source of something that you request.&lt;br /&gt;
&lt;br /&gt;
Make sure to turn off all labor for the dwarf who needs to meet with the liaison, even the &amp;quot;dwarves all harvest&amp;quot; {{K|o}}rder, because your leader tends to walk away from the meeting, and liaisons will eventually get [[insanity|depressed]] or go [[berserk]] if they do not get their meeting.  This also causes a message saying &amp;quot;A trader went away unhappy&amp;quot; although it's unknown if this has any current in-game effect. A liaison can also go insane if prevented from leaving; this can happen after as little as two months of game time.&lt;br /&gt;
&lt;br /&gt;
If you are desperate to complete a meeting, consider locking the [[door]] on the meeting room until the meeting is complete. You don't even have to catch both in the office, the liaison is so keen on his bureaucracy, he will happily shout through the door, or even a thin wall (mine coincidentally picked a wall that had an engraving of one of the Dwarven leaders. Psychology, anyone?). A sleeping dwarf leader can be woken up by deconstructing his [[bed]], although this will often generate an unhappy thought. Lastly, an easy way to force the leader into the meeting room is to draft him (this can cause an unhappy thought if he has no war skills) and stationing him in the meeting room. Undrafting him may or may not be necessary to force the meeting to start.&lt;br /&gt;
&lt;br /&gt;
The meeting can take place before, after and even &amp;quot;during&amp;quot;, that is, between, trading sessions.&lt;br /&gt;
 &lt;br /&gt;
The meeting usually consists of 8 screens with breaks, the breaks giving your leader a welcome opportunity to walk away from the meeting. Don't think you are done until the liaison confirms it and says farewell!&lt;br /&gt;
&lt;br /&gt;
The entry point on the map for a liaison is determined before that of the caravan wagons. This can result in the liaison taking a different route to your fortress than the rest of the caravan if the route chosen is not suitable for wagons; the wagons will then enter from a different spot. This means the diplomat has to travel unprotected but this is really the only downside to forcing the wagons to use one particular route. The liaison will then also leave without the caravan once the meeting is done.&lt;br /&gt;
&lt;br /&gt;
Conducting a meeting in a public place can generate an unhappy [[thought]]. Conducting a meeting in the leader's private office can generate a happy thought based on the quality of the room{{v|0.27.176.38c}}.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, liaisons don't need to eat, drink or sleep. There is a statement from one of our mayors on this:&lt;br /&gt;
&lt;br /&gt;
Ironblood: &amp;quot;This damn human thingy keeps following me around, suckling on me when I pause for too long. I think it's a foreign custom, but I dare not emulate. He's all disgusting and clean. Though his clothes are almost completely rotted off...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Differences by race==&lt;br /&gt;
The liaisons sent by different races differ in certain ways.&lt;br /&gt;
&lt;br /&gt;
===Dwarven===&lt;br /&gt;
The dwarven '''outpost liaison''' will stop coming if you have a [[King]]. This liaison comes from the Mountainhome, and if you have a King, then you are already living in the Mountainhome.&lt;br /&gt;
&lt;br /&gt;
===Human===&lt;br /&gt;
The human '''guild representative''' will have different names based on the importance of your fortress. Such names include '''merchant baron''' and '''merchant princess'''.&lt;br /&gt;
&lt;br /&gt;
Humans will also often send a diplomat separate from the guild representative when your fortress becomes important enough to rate a baron or better noble.  This individual will only speak to your baron (or better), and generally says something inane such as &amp;quot;What a nice place you've carved out for yourself here.&amp;quot;  As the noble the diplomat wants to speak with never does anything anyway, you need do nothing to ensure the meeting occurs. If you're in a state of war with the human civilization, the diplomat may come proposing a peace treaty.&lt;br /&gt;
&lt;br /&gt;
===Elven===&lt;br /&gt;
The elves will not send a trade emissary, but will occasionally send a '''diplomat''' who meets with your head noble (such as the [[Duke/Duchess]]) and demands that you limit the number of trees you cut down before the elves return the next year.&lt;br /&gt;
&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/Quote&amp;diff=38066</id>
		<title>Talk:Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/Quote&amp;diff=38066"/>
		<updated>2009-01-15T22:33:35Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: /* [http://www.bay12games.com/forum/index.php?topic=19686.msg206978#msg206978 Too untasteful?] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''How to add quotes:'''&lt;br /&gt;
* Go to the line of the last quote.&lt;br /&gt;
* Add a line immediately after it (this should be before the closing }} brackets)&lt;br /&gt;
* type &amp;quot;|&amp;amp;lt;!--YOUR-QUOTE-NUMBER--&amp;amp;gt;YOUR-QUOTE-HERE&amp;quot; on that line&lt;br /&gt;
:(The quote number is not functionally necessary, but it allows keeping track of how many quotes there are without counting)&lt;br /&gt;
* Look at the first line of the template&lt;br /&gt;
:It should look something like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Choose|c={{#if: {{{1|}}}|{{rand|37}}|{{#expr: ({{rand2|10}}+27)}} }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Adjust the number that is in the place of the 37 to reflect the number of quotes in the list.&lt;br /&gt;
*Adjust the number that is in the place of the 27 to reflect ten less than the number of quotes in the list. (in this case..  27)&lt;br /&gt;
:The purpose of the first number is to choose a random element from the list of quotes.&lt;br /&gt;
:The second lets us pick from among the last ten quotes in the list.&lt;br /&gt;
*Preview your reply to make sure nothing is broken (or someone will be able to see it on the main page before it gets fixed)&lt;br /&gt;
*Profit!&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 00:34, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For what it's worth, the nowiki formatting around square bracketed 'B' in the Toady quote about boats was simply in the interests of quoting accuracy; the original word was not capitalized and I still have that kind of formatting in my heart from college paper citations. --[[User:Alfador|Alfador]] 12:16, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ah. It looked to me like a weird, failed boats/bloats pun. I don't think it really matters; you can change it back if you like. --[[User:Savok|Savok]] 17:19, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thank you! And done. --[[User:Alfador|Alfador]] 11:27, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quote removal ==&lt;br /&gt;
&lt;br /&gt;
Say, why was the &amp;quot;interrupted by carp&amp;quot; quote removed?  I loved that one. --[[User:JT|JT]] 02:58, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Blame Savok, he thought it was unfunny. --[[User:GreyMario|GreyMario]] 16:22, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
And regarding VengefulDonut stripping off that last one, PTTG's quote was simply hilarious.  If you can't laugh at yourself, who can you laugh at? --[[User:JT|JT]] 02:19, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thinking on this some more, the idea that anyone can just reverse a quote at their leisure strikes me as unusual.  If a quote is an obvious spam, that's one thing; if a quote is something that ''you'' don't think of as funny, I think there should be some sort of consensus system involved.  There are at least a couple existing quotes that I don't find funny in the slightest (Spiders Everywhere, you've been processed, GreyMario's), but I don't remove them. --[[User:JT|JT]]&lt;br /&gt;
&lt;br /&gt;
My 2☼ on the subject:&amp;lt;br&amp;gt;&lt;br /&gt;
Unless a quote is offensively directed at a particular user/person, I don't see how there are any grounds for removal.&amp;lt;br&amp;gt;&lt;br /&gt;
If it is, it's perfectly acceptable for the addressed person to remove it, if they so choose.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you may remove quotes of yourself, whether or not they're offensive, regardless of who added the quote.&amp;lt;br&amp;gt;&lt;br /&gt;
In all cases, it's the sole responsibility of the addressed person to remove a quote, not someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
I think that makes sense.. but perhaps I'm too far off base? --[[User:N9103|Edward]] 07:37, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When anyone is able to add a quote at their leisure, we will naturally end up with plenty of quotes that aren't funny. If anyone is able to remove a quote at their leisure, quotes that aren't funny will disappear. This is parallel to the wikipedia editing process in general, and I think this kind of process has decent results. Although I am open to other proposals.&lt;br /&gt;
:On the topic of racy jokes: I'm sure there are plenty of group-targeted jokes that could be stated in DF terms that would be very funny; just pick a group, a metaphor, and a stereotype. But even if you tell a member of that group to grow a thicker skin or to stop taking themselves seriously or learn to take a joke, it doesn't turn the joke from something alienating to something entertaining. In the right context, those kinds of jokes can be very funny even to those on the butt end of them. Standup comedians succeed or fail based on their ability to create it. But I don't think that the front page is the right context. [[User:VengefulDonut|VengefulDonut]] 10:24, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unless its blantantly offensive I don't think &amp;quot;unfunny&amp;quot; is a reason to remove a quote, we each have our own sense of humour, such debate should be placed here on the discussion page imo. --[[User:Markavian|Markavian]] 20:30, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Bleh. I'd like to, but nobody answers most discussion page debates in reasonable time. If we become more regularly active in discussion page debates (which isn't hard - we've got several that any experienced player can add to), we might be able to do that. As it is, the responses are usually at least a few days, often months apart. And then, occasionally, we get one that has five people with fifteen comments in a day or two. --[[User:Savok|Savok]] 23:45, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
As I've said before, if you want to revert those of my deletes that you really think should stay, that's fine. The way I see it, and the way some have said before me, anybody can, if they think it's funny enough, add a quote to the page. Of course, we will get some pretty poor quotes that way, so anyone can, if they dislike it enough, delete a quote from that page. If an edit war occurs, we can take it to the talk page (with the war attention, we'll actually have commenters), where it can be resolved. We Are Not Wikipedia. We're too small for that; everyone knows everyone else and anyone can monitor all edits if they have a little time to spend.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]], rambling at 23:45, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== [http://www.bay12games.com/forum/index.php?topic=19686.msg206978#msg206978 Too untasteful?] ==&lt;br /&gt;
&lt;br /&gt;
I found this on the forums:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 12em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;&lt;br /&gt;
Goatsects the Raw Red Anus of Stretching&amp;lt;/div&amp;gt;&lt;br /&gt;
For? Against? --[[User:Savok|Savok]] 22:56, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm for it. DF has people exploding in gore. Besides, these words are in the game anyway.&lt;br /&gt;
-- [[User:InquisitorSaturn|InquisitorSaturn]] 01:44, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm for it. Lets be honest; how many people are likely to come to this wiki that aren't mature enough to enjoy a little mature humor. If anything people are more likely to complain that it didn't make them laugh then that they are worried that kids might see it.   --[[User:Silver|Silver]] 01:29, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nobody gives a fuck about the kids, man. --[[User:GreyMario|GreyMaria]] 22:32, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
For - Very funny and clever --[[User:Cultiststeve|cultiststeve]] 17:33, 15 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Multi-Line Quotes ==&lt;br /&gt;
&lt;br /&gt;
I assumed your multi-line quote was an error because it rendered incorrectly when it appeared on http://www.dwarffortresswiki.net/index.php/Main_Page/Quote , and did so again when you restored the original.  I've re-re-restored it in the interests of peace but I do note that the text extends outside the box and one line actually appears below the box.  I'm less certain whether it appears this way on the main page.  Perhaps we need a different way to enter multi-line quotes? --[[User:Corona688|Corona688]] 15:39, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The quote that's causing problems is kinda long, either way.  How about we just bonk it on the head?--[[User:Maximus|Maximus]] 19:15, 31 October 2008 (EDT)&lt;br /&gt;
::But it's funny.  :( --[[User:Corona688|Corona688]] 01:55, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just out of curiosity, what browser? It appears just fine in Firefox 2. --[[User:GreyMario|GreyMaria]] 17:39, 4 November 2008 (EST)&lt;br /&gt;
::Firefox 3.  --[[User:Corona688|Corona688]] 15:19, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Okay wtf who broke shit where. ==&lt;br /&gt;
&lt;br /&gt;
On the main page, the second random quote is just a '. WHAT GIVES? --[[User:GreyMario|GreyMaria]] 14:32, 20 November 2008 (EST)&lt;br /&gt;
:I can't find any recent changes to the code of the selector, and given that the first selector works, it's hard to blame a syntax error either.  The mainpage does a weird thing to guarantee the quotes are different, passing |1 to the page as a parameter or...something.  Someone who knows wikicode may know what's going on. --[[User:Corona688|Corona688]] 15:13, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The problem is a bit deeper. [[template:rand]] and [[template:rand2]] use the mod function inside a #expr to mod the current timestamp and return a number in a specified range. The mod function is returning negative values for large inputs (this is a bug). Since it seems I can't guarantee a positive number will have a positive mod, I don't know how to modify the templates to make sure they keep returning positive numbers. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Smaller inputs would be nice, but I need it to vary with time, and those are the ones that are blowing it up. Also, I don't have absolute value or any binary number operations, so those methods are out. Absolute value would be available with a newer version of parser functions, but convincing [[user:senso|Senso]] is an obstacle there. I'm really not sure how to remedy this. Anyone have ideas? [[User:VengefulDonut|VengefulDonut]] 19:43, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I say divide the end result before modulusing by 4. That'll still give pseudo-random numbers, just less often, and might work until a better fix rears its not-so-ugly head. --[[User:GreyMario|GreyMaria]] 20:12, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: &amp;lt;s&amp;gt;Good idea. I'll try it. [[User:VengefulDonut|VengefulDonut]] 20:21, 20 November 2008 (EST)&amp;lt;/s&amp;gt;&lt;br /&gt;
:::: Didn't work. [[User:VengefulDonut|VengefulDonut]] 20:23, 20 November 2008 (EST)&lt;br /&gt;
:::: Feel free to fool around with [[template:rand]] and push a fix if you can find one. Just make sure to preview. [[User:VengefulDonut|VengefulDonut]] 20:24, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Ah well, it was worth a shot. I'll see what I can come up with in the [[Template:Sandbox|sandbox]]. --[[User:GreyMario|GreyMaria]] 20:31, 20 November 2008 (EST)&lt;br /&gt;
:::::&amp;lt;s&amp;gt;UPDATE: It appears using &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;{{#expr: ((({{LOCALTIMESTAMP}} / 1024) + {{CURRENTDAY}} + {{CURRENTMONTH}}) mod {{{1|100}}}) + 1}}&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; seems to produce positive numbers for now. I'll go update [[Template:Rand2]] and see if it works.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;So much for that, but at least it was returning positive numbers. --[[User:GreyMario|GreyMaria]] 20:42, 20 November 2008 (EST)&amp;lt;/s&amp;gt;&lt;br /&gt;
:::::Okay, I blame certain things being slow for the fact that it works over in the Sandbox but not in the Main Page/Quote template. :S But the good news is, it's at least producing a result over at the sandbox. --[[User:GreyMario|GreyMaria]] 20:54, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Can you use an &amp;lt;nowiki&amp;gt; {{ #ifexpr: {{{num}}} &amp;gt;= 0 | {{{num}}} | {{ #expr: {{{num}}} * -1 }} }} &amp;lt;/nowiki&amp;gt; to replace abs?  (I may have the syntax slightly wrong.)--[[User:Maximus|Maximus]] 04:09, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Good call, Maximus. [[User:VengefulDonut|VengefulDonut]] 09:04, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::You know, I thought of that just last night but was too busy falling asleep. :( --[[User:GreyMario|GreyMaria]] 15:21, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::I stole it off your desk.--[[User:Maximus|Maximus]] 18:06, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Here we go again! It's started displaying the telltale ' again. D: --[[User:GreyMario|GreyMaria]] 00:05, 27 November 2008 (EST)&amp;lt;br&amp;gt;UPDATE: It's just gone away again. Might be worth a try to check the conditions next time it does it D: --[[User:GreyMario|GreyMaria]] 00:08, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Should be fixed now. [[User:VengefulDonut|VengefulDonut]] 18:04, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== What's This Jreengus Stuff About, Anyway? ==&lt;br /&gt;
&lt;br /&gt;
Googling it just gets me pages telling me it's funny for those in the know somehow.  If any place ought to have an explanation it's the wiki.  That's what it's there for!  :)  --[[User:Corona688|Corona688]] 13:05, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Kobolds speak gibberish. The code that named an event allowed the kobolds to name it (when they won? maybe.), and that caused the name of an event to sometimes be a single word of gibberish. Toady mentioned that somewhere in some part of the dev notes.&lt;br /&gt;
:That's it. --[[User:Savok|Savok]] 17:17, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal. ==&lt;br /&gt;
&lt;br /&gt;
Haaaaawhaaahahahahahahahahahahaaaaaa. Awesome. We need more quotes that are as funny as this. --[[User:GreyMario|GreyMaria]] 17:48, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Long quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Engraved on the wall is a masterfully designed image of a dwarf engraving a wall. The engraving is a dwarf engraving a wall. The engraving is a dwarf engraving a wall. The engraving is a dwarf engraving on a wall. The engraving is a dwarf engraving on a wall. The engraving is a dwarf mining out a wall.&amp;quot;  Yes this is a long quote but it's also funny, why ditch it?  I didn't see any long quotes breaking the mainpage the way multi-line quotes did. --[[User:Corona688|Corona688]] 15:59, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:They make the main page look like crap by stretching the quote box and pushing down everything else. [[User:VengefulDonut|VengefulDonut]] 16:31, 12 December 2008 (EST)&lt;br /&gt;
:Surely there are other places to put funny things. [[User:VengefulDonut|VengefulDonut]] 16:33, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Not really, unless you mean 'keep this stuff off the wiki'.  No, quotes aren't a big deal.  They're just fun, i.e. 'the entire point'.  ;p  The Quote_Archive is an obvious aging relic, and ought to go anyway since there's no sense having multiple, separate pages of slightly different functionality and identical content patchily duplicating each other.  I wonder if the quote wikicode could be done the other way around...  I might play around on my talk page and see if I can build a useful something. --[[User:Corona688|Corona688]] 17:33, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The Quote Archive was originally created as a place for quotes to go to never be deleted, so that it wouldn't be that bad if someone lost a quote from Main Page/Quote. When I created it, I didn't realize the effort it would take to update it, so I'm going to go over there now and clean it up, making it all plaintext.&lt;br /&gt;
:::Also, I concur with Vengeful that the long quotes are overly ugly on the main page. --[[User:Savok|Savok]] 22:35, 12 December 2008 (EST)&lt;br /&gt;
::::Not arguing with that.  I usually run screens at a high resolution so I didn't notice the stretching myself.  I do think multiple quote pages is pointless though, 'specially considering folk like me will happen upon them and helpfully transfer stuff from one to the other...  Not that I would, but I had often considered doing so, obviously misunderstanding your intent in all that duplicate information. --[[User:Corona688|Corona688]] 00:15, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Edit Warring ==&lt;br /&gt;
I see GreyMario has taken it upon himself to remove quotes by the dozen, most of which had previously been added back after someone noticed their mysterious absence.  Clearly your sense of humor is not everyone's or people wouldn't have to keep adding them back, could you just leave it be instead of editwarring?  Can someone give us a revert, please?  --[[User:Corona688|Corona688]] 23:24, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Except they were removed because they were unfunny by popular vote. People should really put it up to a vote when it comes to adding them back. --[[User:GreyMario|GreyMaria]] 01:24, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I must have missed this, where did it happen? --[[User:Corona688|Corona688]] 14:21, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::In general, I think the replacement of deleted quotes is more of a problem than their deletion. As long as they are added just once and deleted just once, we won't have an edit war even with conflicting views of humor. [[User:VengefulDonut|VengefulDonut]] 09:28, 11 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I agree, most of those votes were not funny. They were not even remotely close to my &amp;quot;mind like a +whatever trap+&amp;quot; quote, and it's hard to be worse than that and still funny. Anyway, edit warring=no, people should ask what happened to them and it then should be explained exactly what did happen. Personally, I think that they should be left on the quote archive, but not popping up on the main page for all to see.--[[User:Destor|Destor]] 12:12, 5 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46705</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46705"/>
		<updated>2009-01-13T20:17:29Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Qd]]&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --Fedor&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Cultiststeve - Fortress builder ==&lt;br /&gt;
'''Here I will document my fortresses story's, read if you like.'''&lt;br /&gt;
'''Fortress the 1st'''&amp;lt;small&amp;gt;(Name lost in records)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; ''This was my first expedition into Dwarf fortress, cant say that much because I was to busy working out the controls. I will tell you what remains in the archives though.''&amp;lt;br /&amp;gt; I embarked with 1 guy with a load of social skills. The rest had the usual assortment, I followed [[Your first fortress]] very closely. I chose to embark without an anvil, a breading pair of cats and dogs, food and a few mining pics. Notice closely that I embarked with out an anvil, this was my downfall. Using the location finder I found an average area with quite a few trees. Following the advice I found the edge of a rather small hill and dug inwards. Then I went down. Carpenter and mason workshops went up just outside followed by stockpiles and the deconstruction of the wagon.&lt;br /&gt;
''This might be a bit blurred, only started my diary during the fortress of Anamanam Mabdug''&lt;br /&gt;
Ill tell you the story of the anvil. I started without one. I was happily making everything out of stone for a while, stone and wood. By the time the first dwarven caravan arrived I hadn't even looked at the trading page. I don't think I had a deport either. I just * spaced* through the liaison meeting not knowing what to do with them. During the spring of next year I started to realise my need for metal. Reading throguh the wiki again I read with dismay about obtaining an anvil from a caravan. I thought to my self, &amp;quot;Hang on a bit, they will be here in a season or 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Anamanam Mabdug'''&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:Megabeasts&amp;diff=40502</id>
		<title>Category talk:Megabeasts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:Megabeasts&amp;diff=40502"/>
		<updated>2009-01-13T20:14:51Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think this article needs some more info on what exactly a megabeast is (like what makes a megabeast a megabeast) and some more helpful info like if fortress wealth can effect if they appear or not and good ways to defend against them. I would add all of this, but let's just say, I am no expert in this subject. --[[User:Demaster72|Demaster72]] 01:07, 29 November 2008 (EST)  &lt;br /&gt;
&lt;br /&gt;
Just realized that this is just a category page, maybe it needs to be made into an article? --[[User:Demaster72|Demaster72]] 01:08, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Agreed, A megabeast article would be useful, unfortunately I dont have the facts on megabeasts to make one.--[[User:Cultiststeve|cultiststeve]] 15:14, 13 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
what wealth attracts any megabeast? im at 926000 created wealth, and yet the worst that has happend is that 5 goblins have died attacking!&lt;br /&gt;
&lt;br /&gt;
I find it really cute that these monsters spend a lot of time chasing things like cats.&lt;br /&gt;
While I prepare traps.--[[User:Seaneat|Seaneat]] 16:22, 30 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37833</id>
		<title>40d Talk:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37833"/>
		<updated>2009-01-11T16:00:43Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any idea how to keep them from staying till they go insane. Every winter my dwarves live in fear of the bruce lee of liaisons going into a martial trance. &lt;br /&gt;
&lt;br /&gt;
At first I thought they'd stay if they didn't get to talk with my broker but having a meeting doesn't help get them out. --[[User:Lucid|Lucid]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Make sure you have your broker free long enough to make your demands and to views theirs, it take about 4 meetings between your broker and the liaison. At least that is how I get him to leave --[[User:Shades|Shades]] 18:08, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
so THAT'S how you do it, good thing I turned off my expo leader from hunting, the damned liason kept on scaring off the deer [the leader, and broker] was chasing :\&lt;br /&gt;
&lt;br /&gt;
== Broker, not Leader? ==&lt;br /&gt;
&lt;br /&gt;
So it's the broker, not the mayor, that meets with these guys?  That changes some things.  (I'm trying to keep the Liasons outside of my fortess so they don't know where the traps are, if they ever siege.)&lt;br /&gt;
&lt;br /&gt;
No, its the leader/mayor. --[[User:Koltom|Koltom]] 11:33, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:i have my leader and broker separate(not by choice) in my current fort, and noticed that while the dwarf liaison meets with the leader, the human rep most definately meets with the broker, not the leader. --[[User:Chariot|Chariot]] 06:57, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ditto, my broker keeps meeting with the Liasons (all of them, i think, certainly the human one) despite not having been mayor for something like 5 years (military dwarves always seem to get elected mayor...).  In fact, I just annoyed a human liason because my broker (not mayor) entered a strange mood just as the liason entered my fortress (thus promptly leaving).&lt;br /&gt;
::Now, Diplomats meet with the highest ranking leading noble you have (mayor/baron+/etc...), and I don't know why Diplomat redirects to Liason as humans and elves occasionally send a diplomat to make demands or merely comment 'this is a nice place you've carved out for yourself'.&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 06:54, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ok, I changed this so that it correctly says the human liason meets with your broker.  I left the dwarven liason as Mayor but I'm not certain that's true - my one still existent game which is suitably set up to check this otherwise is now the mountainhome, so I'm unable to verify at present. --[[User:Squirrelloid|Squirrelloid]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Anecdotal evidence of dwarven liason using Mayor/Exp Leader - I got an initial set of dwarves where they made someone expedition leader who didn't have the broker skills, so exp leader and broker were different dwarves.  Dwarven Liason met with Exp Leader. --[[User:Squirrelloid|Squirrelloid]] 15:55, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== really set off traps? ==&lt;br /&gt;
I have both liaisons walk through a maze of traps every time they visit, never got hurt. Maybe a 38a/b/c bug? What kind of traps were they triggering?--[[User:Koltom|Koltom]] 23:56, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm running DF 38a and every year when the caravans arrive I get a new human corpse to loot.  My liasons ''never'' make it past my traps (weapon[disc] and stonefall).  I wish they would, I'd like to adjust what they bring. [[User:Ripheus|Ripheus]] 21:00, 3 March 2008 (EST)&lt;br /&gt;
::well known bug for 38a, it was fixed in 38b -[[User:Chariot|Chariot]] 21:54, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Mine just set off a Trap too. Died. Running verson 40c for mac. --[[User:OmegaX|OmegaX]] 09:19, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can't assign new leader; wiki article is incorrect ==&lt;br /&gt;
&lt;br /&gt;
Leaders are elected and can't be manually chosen. --[[User:GreyMario|GreyMario]] 23:34, 8 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I may be remembering wrong, but I recall my liasons wanting to meet my Broker, who is manually chosen.  [[User:Ripheus|Ripheus]] 01:52, 9 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Diplomat ==&lt;br /&gt;
&lt;br /&gt;
I have an elven diplomat telling my duchess not to cut down more than 55 trees (and calling her short.. a member of Elves for the Ethical Treatment of Trees?). Is this kind of diplomat separate from the trade liaison? The page [[Diplomat]] redirects here.. [[User:Anydwarf|Anydwarf]] 13:18, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes and no. We should maybe move this page to &amp;quot;diplomat&amp;quot; as both the human and dwarven one (and the elven one? never had one of those although im trying hard *grin*) are called diplomat in the unit list. On the other hand the elves never send a trade diplomat(?) so, yes he is somewhat different, but should be included then... --[[User:Koltom|Koltom]] 22:37, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== weird trigger for liaison screens ==&lt;br /&gt;
it seems once the meeting has started the usual delay between the screens can be avoided by marking tiles for digging with the mouse - this will cause the screens to pop up during marking (just be careful with pressing space bar) --[[User:Koltom|Koltom]] 14:29, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== odd behaviour out of season/character ==&lt;br /&gt;
My siege engineer has just spend a while wandering around my fortress with the job &amp;quot;Attend Meeting&amp;quot; even though a) he is not the broker or mayor, b) there are no merchants or liasons on the map. He would go to one place and just stand there doing nothing then walk to another place and repeat. This went on for a while then he just went back to normal. There were other jobs he could have been doing at the time. Most odd. Is this a bug should I report it? [[User:Yvain|Yvain]] 19:19, 29 March 2008 (EDT)&lt;br /&gt;
:To clear up a point of confusion the job &amp;quot;Conduct Meeting&amp;quot; is the job assigned to the Mayor,Broker, or Baron/Count. After dwarven economy is running a dwarf might get the job &amp;quot;Attend Meeting&amp;quot;.  That dwarf seeks a meeting with the Mayor.  If the Mayor is busy he will continue to follow the Mayor around until he is free.  The solution I found is to switch off the Mayor's labors so he's free to conduct the meeting.  The meeting is usually quick and then you'll get the other dwarf working again.--[[User:Angus|Angus]] 20:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== verified some embarrassment factors ==&lt;br /&gt;
From dwarfort.exe &lt;br /&gt;
(Name) was embarrassed to have to conduct an official meeting in a dining room.&lt;br /&gt;
(Name) was very embarrassed to have to conduct an official meeting in a bedroom.&lt;br /&gt;
[[User:Yvain|Yvain]] 19:58, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would be happier if someone could verify that it is actually _used_ in game, but, well. You see, my palace office never triggered any thought. --[[User:Koltom|Koltom]] 21:13, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Try giving them a dining room and no office, koltom. [[User:VengefulDonut|VengefulDonut]] 14:26, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I got these unhappy thoughts from meetings conducted in public dining halls that were also designated as meeting halls. (I do not know whether they also happen from nobles' personal dining rooms designated from private tables.) They seem to be very minor unhappy thoughts, so I'm not going out of my way to avoid such designations to keep my idlers from going to hang out by the wagon in the fortresses' early stages. --[[User:Brent Not Broken|Brent Not Broken]] 12:31, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Liaisons, zoo material? ==&lt;br /&gt;
&lt;br /&gt;
I want to know whether or not to trap the liaisons before they leave and have them in cages. Should I do this or not?--[[User:CrazyMcfobo|CrazyMcfobo]] 19:17, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:hm..&lt;br /&gt;
: *You can't trap them (unless you mean locking them in a room)&lt;br /&gt;
: *You can't assign them to cages&lt;br /&gt;
: If u don't let them leave they will go crazy and your requests for trade items will most likely be ignored&lt;br /&gt;
: why do you want to trap them? (okay, they are annoying, but also useful) --[[User:Koltom|Koltom]] 08:41, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Human Diplomat==&lt;br /&gt;
Added information about the human diplomat, whom i've seen meeting with my Baron/Count/Duke often enough (4 different games, multiple times in each). They don't seem to do much at present - though I haven't tried to incur a human siege of my fortress to see if they sue for peace if you beat them.  I imagine they could theoretically make demands like the elven diplomat does, except they aren't picky about things like cutting down trees. --[[User:Squirrelloid|Squirrelloid]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Meeting With Elves ==&lt;br /&gt;
&lt;br /&gt;
What happens if you choose different option instead of saying yes to whatever they say? The number of trees keep going lower...57....43...37...well they aren't the exact numbers but close to them. I might want to try to fight them once. I've got some ore to melt and I need a good amount of charcoal... They appear every year after cutting too much trees?--[[User:Seaneat|Seaneat]] 23:36, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
New meeting with elves craziness - i've seriously cut down like 10 cacti total, and that was over 5 years ago.  Wood imports have been more than sufficient since then.  The elf diplomat shows up for the first time and tells me I've been disrespecting the trees.  Does the diplomat always say the same thing?  Because he's making no sense whatsoever.  In addition to their being absolutely no trees on my map (Yay Saguaros?), I haven't even chopped any in ages.  I've bought 20x the amount I ever chopped from the elven caravans.  How have I been disrespecting the 'trees'? --[[User:Squirrelloid|Squirrelloid]] 02:28, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== liaison - dead and gone? (death of a salesman) ==&lt;br /&gt;
When in the first summer the dwarven caravan arrived with the outpost liaison at my latest fortress, the liason made it savely past the traps but seems to have died just in front of the depot - no blood to be seen, no message in the announcement, just as he had died a natural death.&lt;br /&gt;
Strange enough, but after I provided him a coffin, in the next year the dwarves came without another liaison. So I disposed the treacherous coffin and bones in my crush-o-mat. But that didn't have any effect either: There didn't come any liaison anymore.&lt;br /&gt;
In the first place I wonder why he died, and also why he isn't succeeded?!--[[User:Doub|Doub]]&lt;br /&gt;
&lt;br /&gt;
== Left Unhappily? ==&lt;br /&gt;
&lt;br /&gt;
I just got a message&lt;br /&gt;
&amp;quot;Diplomacy Stymied. A diplomat has left unhappy.&amp;quot;&lt;br /&gt;
The last part of the meeting never occured, and my mayor was unable to meet him, due to seige. Was the dwarven diplomat. --[[User:OmegaX|OmegaX]] 17:59, 16 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Person to meet set when liaison arrives? ==&lt;br /&gt;
&lt;br /&gt;
When the human liaison arrived this year, I had &amp;quot;Trader Joe&amp;quot; Stukosshed as my Broker. Shortly after, the goblins sieged and Joe got hit by a stray arrow while evacuating. His arm is mangled, so he's resting. I assigned a new broker, but it looks like the Human liaison is holding vigil beside Joe's bed, waiting for him to wake up to run the meeting. -[[User:Fuzzy|Fuzzy]] 16:32, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Liaison dead??==&lt;br /&gt;
&lt;br /&gt;
The human guild representative was walking around my fort; he seemed all fine, did not set off any traps. Suddenly, a few (real-life) minutes later, I see a human corpse in my refuse stockpile. He also didn't even have a meeting (note: he died about 2 months after the caravan left). Should I expect a human siege?&lt;br /&gt;
&lt;br /&gt;
: Probably, yes. [[User:Timst|Timst]] 13:12, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 404 meeting not found ==&lt;br /&gt;
&lt;br /&gt;
I've got a Village Liaison hanging around near my mayor (who I really want to execute for mandating crystal glass items) and he refuses to take the meeting. Or, at least, I haven't seen any meeting from him yet. What do I need to do to get him to take the meeting? D: (Or should I just execute the bastard along with my mayor?) --[[User:GreyMario|GreyMaria]] 00:38, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:First, the obvious: do you have all the mayor's [[labor]]s disabled?  Second: did the mayor change any time recently?  I recently had a problem with a guild representative not meeting with my broker... it seems the rep only wanted to meet with my &amp;quot;alternate&amp;quot; broker, whom I had used to trade with the caravan when the primary broker was off sleeping.--[[User:Maximus|Maximus]] 00:48, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: The Village Liaison is standing right next to my activated Mayor on the execution bridge. The Mayor has the Conduct Meeting task active but nothing's happening. --[[User:GreyMario|GreyMaria]] 00:49, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::One other possibility: the mayor is waiting to conduct a meeting with a dwarf who wants to complain.  Also, try doing some mining designations with the mouse (hold down the button): for some reason this accelerates meetings-in-progress.--[[User:Maximus|Maximus]] 01:11, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Very unlikely, and attempted that already. I'm about ready to just dump both morons into my lava tube. --[[User:GreyMario|GreyMaria]] 22:38, 20 November 2008 (EST)&lt;br /&gt;
:::::Try giving the mayor an office, if he hasn't one already. --[[User:Juckto|Juckto]] 18:54, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::He already has one.  --[[User:GreyMario|GreyMaria]] 18:59, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::::What happens if you draft him, station him in his office, and lock the door?  I didn't have this exact problem but this method solved a similar one (my duke was stuck in a sock-storing loop of some sort, and he very reluctantly switched focus to the meeting, eventually, after I locked him and the liason in the duke's office.  It took awhile, though, and he complained bitterly about the inaccessible item, first.) --[[User:Sev|Sev]] 21:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::::That solution is contradictory to my current situation. --[[User:GreyMario|GreyMaria]] 22:23, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::::::If you mean, you want to execute the mayor without also killing the liason, I think you have to let him leave the execution-bridge in order to take the meeting in his office, first.  If you're trying to make him have the meeting on the bridge, would it help to unassign his office? --[[User:Sev|Sev]] 19:59, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==No Liaison?==&lt;br /&gt;
First year, rather rough terrain, dwarf caravan arrived just fine though but... no liaison?  At all? I kind of wanted to request bauxite... I guess I'm glad I brought some with me... Has anyone else had this happen?  What's going on? --[[User:Squirrelloid|Squirrelloid]] 14:15, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Liaison dead?, help==&lt;br /&gt;
My liaison died to a goblin ambush a few years back on his way out.. midwinter. Do I never get a new one or the chance to request stuff again?--[[User:Cultiststeve|cultiststeve]] 11:00, 11 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46704</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46704"/>
		<updated>2009-01-10T17:35:57Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: /* Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&lt;br /&gt;
[[Template:Qd]]&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Cultiststeve - Fortress builder ==&lt;br /&gt;
'''Here I will document my fortresses story's, read if you like.'''&lt;br /&gt;
'''Fortress the 1st'''&amp;lt;small&amp;gt;(Name lost in records)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; ''This was my first expedition into Dwarf fortress, cant say that much because I was to busy working out the controls. I will tell you what remains in the archives though.''&amp;lt;br /&amp;gt; I embarked with 1 guy with a load of social skills. The rest had the usual assortment, I followed [[Your first fortress]] very closely. I chose to embark without an anvil, a breading pair of cats and dogs, food and a few mining pics. Notice closely that I embarked with out an anvil, this was my downfall. Using the location finder I found an average area with quite a few trees. Following the advice I found the edge of a rather small hill and dug inwards. Then I went down. Carpenter and mason workshops went up just outside followed by stockpiles and the deconstruction of the wagon.&lt;br /&gt;
''This might be a bit blurred, only started my diary during the fortress of Anamanam Mabdug''&lt;br /&gt;
Ill tell you the story of the anvil. I started without one. I was happily making everything out of stone for a while, stone and wood. By the time the first dwarven caravan arrived I hadn't even looked at the trading page. I don't think I had a deport either. I just * spaced* through the liaison meeting not knowing what to do with them. During the spring of next year I started to realise my need for metal. Reading throguh the wiki again I read with dismay about obtaining an anvil from a caravan. I thought to my self, &amp;quot;Hang on a bit, they will be here in a season or 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Anamanam Mabdug'''&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35904</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35904"/>
		<updated>2009-01-07T20:58:16Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: /* Trade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
1 of:&lt;br /&gt;
* [[Broker]] noble&lt;br /&gt;
* None (See description)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Metal bar]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with other races.&lt;br /&gt;
}}&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units of [[alcohol|booze]] or purchase additional skills for the expedition party.  New players can [[Your_first_fortress#Trading|look here]] for advice on trading with the first caravan.&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]). &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options.&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  Choosing items from this menu will mark them as [PENDING] and [[dwarves]] will begin moving them to the depot (all dwarves regardless of labor settings will move goods to the depot when necessary).  Items that have been brought to the depot are ready for trade and will be marked as [TRADING].  Items nominated for trading will remain at the depot until the caravan leaves, or the [PENDING] / [TRADING] flag is cleared by choosing the item again.  Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the [[Broker]] [[noble]] will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[Broker skills]] will receive poorer deals when trading.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again.&lt;br /&gt;
&lt;br /&gt;
=== Trading cue colors ===&lt;br /&gt;
&lt;br /&gt;
* Items in brown have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* Items in white were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this.&lt;br /&gt;
&lt;br /&gt;
=== Merchant mood ===&lt;br /&gt;
If your broker has Novice or better [[Judge of Intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy stolen goods (marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;naturalized&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
As a side note, if you remove your trade depot, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the item as stolen, and the caravan will leave.&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan.  Also the [[King]] may require offerings before his arrival.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan once per year, but only if that race considers the fortress site accessible (as denoted on the embark screen).  The exception is dwarves, who always arrive.  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot, and they cannot use stairs.  Caravans will embark on their journey exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
=== Wagons ===&lt;br /&gt;
[[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]]&lt;br /&gt;
[[Image:Depot accessible.png|thumb|right|Composite image of depot access screen.  Strategically arranged walls and natural obstacles (boulders) force wagons to enter and exit the map immediately to the east of the depot.]]&lt;br /&gt;
All races except elves will send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports.  Unfortunately, wagons require paths that are three tiles wide to pass.  Wagons may enter the map in a location different from merchants with pack [[animals]], if the point the animals entered was inaccessible to the wagons.  If wagons are unable to find an open path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the pack animals. &lt;br /&gt;
&lt;br /&gt;
Wagons cannot cross [[stair]]s or [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass).  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s, [[bridge]]s, [[road]]s, or [[floor]] tiles. (However, ramps covered by a [[hatch]] do obstruct.)  The impassable tiles of [[workshop]]s and other buildings will obstruct, but the passable tiles of those buildings will not.  Any buildings which are normally passable, including [[restraint]]s and [[trap]]s, will not obstruct wagons either, nor will creatures, whether restrained or free.&lt;br /&gt;
&lt;br /&gt;
To keep trees from growing and blocking a path, you should build roads, bridges, or floor tiles over any [[soil]] tiles that make up part of the path.  Ramps must be used to adjust [[z-level]] elevation.&lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}} to check wagon accessibility.  The display is somewhat misleading: tiles marked in green mean a wagon can ''fit'' in that space, not that it can necessarily reach it from the edge of the map.  Further, the green {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s only represent where the ''center'' of the wagon can fit -- so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s.  When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words &amp;quot;depot accessible&amp;quot; on the depot access screen.&lt;br /&gt;
&lt;br /&gt;
As long as you have a three-tile wide path to the depot that reaches ''any'' edge of the map, wagons will be able to reach the depot.  If there is only one path they can take, they will take that path.  You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked.&lt;br /&gt;
&lt;br /&gt;
=== Liaisons ===&lt;br /&gt;
[[Liaison]]s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liason of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries [[food]], [[alcohol|booze]], [[leather]], and supplies.  Dwarves alone may carry [[steel]] and steel goods.&lt;br /&gt;
* tends to be well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]] (or [[Mayor]]) to negotiate prices.&lt;br /&gt;
* is responsible for the number of immigrants received (when the caravan escapes alive).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in [[Calendar|spring]].&lt;br /&gt;
* does not send wagons.&lt;br /&gt;
* typically carries [[cloth]], [[rope]], various above ground [[plants]] and their byproducts, [[log]]s, [[wood]]en [[craft]]s &amp;amp; [[weapon]]s, large-sized clothing and [[armor]], and may carry tame [[creatures]].&lt;br /&gt;
* carries more wood the less trees you cut down{{verify}}.&lt;br /&gt;
* tends to be unguarded.&lt;br /&gt;
* may send a diplomat who imposes a tree cutting quota.&lt;br /&gt;
* does not accept some items in trade.&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts. Forbidden items include{{ver|0.28.181.40d}}: &lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items, and items derived from wood (including [[tower-cap]] logs), such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[ash]])&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Different from previous versions, items made of bone and shell are acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling items from other caravans, as decorated items made out of a non-living material may include decorative materials that were made of living materials.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries a very large quantity and variety of goods.&lt;br /&gt;
* tends to be moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s ====&lt;br /&gt;
A goblin caravan may arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*does not send wagons&lt;br /&gt;
*tends to be unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.&lt;br /&gt;
&lt;br /&gt;
Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Calcareous_ooze&amp;diff=38993</id>
		<title>40d Talk:Calcareous ooze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Calcareous_ooze&amp;diff=38993"/>
		<updated>2009-01-06T21:14:17Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are you on about?&amp;lt;br&amp;gt;If you can't experience it in the game why make a page on it? -- [[User:Hoborobo]]&lt;br /&gt;
&lt;br /&gt;
:But is that true?&lt;br /&gt;
:Could not Toady update the game so that it is possible to, say, build a fortress in the ocean? Then this framework that includes this page shall be useful. --[[User:Savok|Savok]] 11:39, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::it is not true, there are places where the coast drops off deep enough that you can get the 3 ocean soiltypes on the map(just at extremely deep z-levels almost impossible to dig into) --[[User:Chariot|Chariot]] 15:37, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Maby someone could build an elabaroute system of cave-ins and the like that let some access a tile of this type? Havent got that much experience with ocens. --[[User:Cultiststeve|cultiststeve]] 16:14, 6 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Philosopher&amp;diff=29352</id>
		<title>40d:Philosopher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Philosopher&amp;diff=29352"/>
		<updated>2009-01-04T10:19:59Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble= Philosopher&lt;br /&gt;
| arrival=&lt;br /&gt;
* 100 population{{verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Thinking&lt;br /&gt;
* Looking Pretty&lt;br /&gt;
* Eating&lt;br /&gt;
* &amp;lt;s&amp;gt;Driking heavily&amp;lt;/s&amp;gt; &amp;lt;&amp;lt;Philosophising&amp;gt;&amp;gt;&lt;br /&gt;
* (ie, nothing jobwise)&lt;br /&gt;
}}&lt;br /&gt;
'''The philosopher''' is a [[noble]] who arrives via [[immigration]]. It is not currently known what the trigger for his arrival is.&lt;br /&gt;
&lt;br /&gt;
The philosopher has no worldly needs and makes no mandates, but also appears to perform no useful function.  What do you expect from someone that spends all of his time thinking?&lt;br /&gt;
&lt;br /&gt;
He has been known to do &amp;quot;all dwarf&amp;quot; tasks such as de-constructing walls and even trading at the deport.&lt;br /&gt;
[[Category:Nobles]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46703</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46703"/>
		<updated>2009-01-03T23:21:56Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff==&lt;br /&gt;
[[Character table]]&lt;br /&gt;
&lt;br /&gt;
== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Cultiststeve - Fortress builder ==&lt;br /&gt;
'''Here I will document my fortresses story's, read if you like.'''&lt;br /&gt;
'''Fortress the 1st'''&amp;lt;small&amp;gt;(Name lost in records)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; ''This was my first expedition into Dwarf fortress, cant say that much because I was to busy working out the controls. I will tell you what remains in the archives though.''&amp;lt;br /&amp;gt; I embarked with 1 guy with a load of social skills. The rest had the usual assortment, I followed [[Your first fortress]] very closely. I chose to embark without an anvil, a breading pair of cats and dogs, food and a few mining pics. Notice closely that I embarked with out an anvil, this was my downfall. Using the location finder I found an average area with quite a few trees. Following the advice I found the edge of a rather small hill and dug inwards. Then I went down. Carpenter and mason workshops went up just outside followed by stockpiles and the deconstruction of the wagon.&lt;br /&gt;
''This might be a bit blurred, only started my diary during the fortress of Anamanam Mabdug''&lt;br /&gt;
Ill tell you the story of the anvil. I started without one. I was happily making everything out of stone for a while, stone and wood. By the time the first dwarven caravan arrived I hadn't even looked at the trading page. I don't think I had a deport either. I just * spaced* through the liaison meeting not knowing what to do with them. During the spring of next year I started to realise my need for metal. Reading throguh the wiki again I read with dismay about obtaining an anvil from a caravan. I thought to my self, &amp;quot;Hang on a bit, they will be here in a season or 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Anamanam Mabdug'''&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46702</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46702"/>
		<updated>2009-01-03T16:30:29Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Cultiststeve - Fortress builder ==&lt;br /&gt;
'''Here I will document my fortresses story's, read if you like.'''&lt;br /&gt;
'''Fortress the 1st'''&amp;lt;small&amp;gt;(Name lost in records)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; ''This was my first expedition into Dwarf fortress, cant say that much because I was to busy working out the controls. I will tell you what remains in the archives though.''&amp;lt;br /&amp;gt; I embarked with 1 guy with a load of social skills. The rest had the usual assortment, I followed [[Your first fortress]] very closely. I chose to embark without an anvil, a breading pair of cats and dogs, food and a few mining pics. Notice closely that I embarked with out an anvil, this was my downfall. Using the location finder I found an average area with quite a few trees. Following the advice I found the edge of a rather small hill and dug inwards. Then I went down. Carpenter and mason workshops went up just outside followed by stockpiles and the deconstruction of the wagon.&lt;br /&gt;
''This might be a bit blurred, only started my diary during the fortress of Anamanam Mabdug''&lt;br /&gt;
Ill tell you the story of the anvil. I started without one. I was happily making everything out of stone for a while, stone and wood. By the time the first dwarven caravan arrived I hadn't even looked at the trading page. I don't think I had a deport either. I just * spaced* through the liaison meeting not knowing what to do with them. During the spring of next year I started to realise my need for metal. Reading throguh the wiki again I read with dismay about obtaining an anvil from a caravan. I thought to my self, &amp;quot;Hang on a bit, they will be here in a season or 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Anamanam Mabdug'''&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46701</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46701"/>
		<updated>2009-01-03T16:30:19Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &lt;br /&gt;
&amp;quot;Most dwarves see this as more honorable than returning home in horrible beardless shame.&amp;quot; --[[Fishing]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Cultiststeve - Fortress builder ==&lt;br /&gt;
'''Here I will document my fortresses story's, read if you like.'''&lt;br /&gt;
'''Fortress the 1st'''&amp;lt;small&amp;gt;(Name lost in records)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; ''This was my first expedition into Dwarf fortress, cant say that much because I was to busy working out the controls. I will tell you what remains in the archives though.''&amp;lt;br /&amp;gt; I embarked with 1 guy with a load of social skills. The rest had the usual assortment, I followed [[Your first fortress]] very closely. I chose to embark without an anvil, a breading pair of cats and dogs, food and a few mining pics. Notice closely that I embarked with out an anvil, this was my downfall. Using the location finder I found an average area with quite a few trees. Following the advice I found the edge of a rather small hill and dug inwards. Then I went down. Carpenter and mason workshops went up just outside followed by stockpiles and the deconstruction of the wagon.&lt;br /&gt;
''This might be a bit blurred, only started my diary during the fortress of Anamanam Mabdug''&lt;br /&gt;
Ill tell you the story of the anvil. I started without one. I was happily making everything out of stone for a while, stone and wood. By the time the first dwarven caravan arrived I hadn't even looked at the trading page. I don't think I had a deport either. I just * spaced* through the liaison meeting not knowing what to do with them. During the spring of next year I started to realise my need for metal. Reading throguh the wiki again I read with dismay about obtaining an anvil from a caravan. I thought to my self, &amp;quot;Hang on a bit, they will be here in a season or 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Anamanam Mabdug'''&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46700</id>
		<title>User:Cultiststeve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cultiststeve&amp;diff=46700"/>
		<updated>2009-01-03T15:09:26Z</updated>

		<summary type="html">&lt;p&gt;Cultiststeve: /* Random Funny Quotes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Random Funny Quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!&amp;quot;-Unknown Source&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;which I only noticed when suddenly all my dwarves rushed off to remove his clothes.&amp;quot; --Qwertyu &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Cultiststeve - Fortress builder ==&lt;br /&gt;
'''Here I will document my fortresses story's, read if you like.'''&lt;br /&gt;
'''Fortress the 1st'''&amp;lt;small&amp;gt;(Name lost in records)&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt; ''This was my first expedition into Dwarf fortress, cant say that much because I was to busy working out the controls. I will tell you what remains in the archives though.''&amp;lt;br /&amp;gt; I embarked with 1 guy with a load of social skills. The rest had the usual assortment, I followed [[Your first fortress]] very closely. I chose to embark without an anvil, a breading pair of cats and dogs, food and a few mining pics. Notice closely that I embarked with out an anvil, this was my downfall. Using the location finder I found an average area with quite a few trees. Following the advice I found the edge of a rather small hill and dug inwards. Then I went down. Carpenter and mason workshops went up just outside followed by stockpiles and the deconstruction of the wagon.&lt;br /&gt;
''This might be a bit blurred, only started my diary during the fortress of Anamanam Mabdug''&lt;br /&gt;
Ill tell you the story of the anvil. I started without one. I was happily making everything out of stone for a while, stone and wood. By the time the first dwarven caravan arrived I hadn't even looked at the trading page. I don't think I had a deport either. I just * spaced* through the liaison meeting not knowing what to do with them. During the spring of next year I started to realise my need for metal. Reading throguh the wiki again I read with dismay about obtaining an anvil from a caravan. I thought to my self, &amp;quot;Hang on a bit, they will be here in a season or 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Anamanam Mabdug'''&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cultiststeve</name></author>
	</entry>
</feed>