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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mega_construction&amp;diff=116590</id>
		<title>v0.31:Mega construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mega_construction&amp;diff=116590"/>
		<updated>2010-06-02T15:02:57Z</updated>

		<summary type="html">&lt;p&gt;DrMelon: /* Hippie Exterminator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
There comes a time in every dwarf's life when he says to himself - why not? (&amp;quot;Because it's insane&amp;quot; is not considered an automatic fail condition.) Be they magma waterfalls, huge castles, skyscrapers, great cathedrals, inverted pyramids, the Statue of Dwarferty (bonus points for magma eyes) - you can build anything!&lt;br /&gt;
&lt;br /&gt;
While building a fully automated sacrificial temple to the dwarf god with magma-falls is quite an undertaking, the techniques are mostly the same as those to build a simple wall or tower, just putting one stone on top of or next to another - so we'll start there. &lt;br /&gt;
&lt;br /&gt;
(And it's recommended you do too - start with some smaller projects, a defensive wall, and then some simple archer towers to secure your area, and build on your experience from there. It's very easy and frustrating to build a complete disaster. But fun is in the eyes of the player.) [http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK]&lt;br /&gt;
&lt;br /&gt;
Even though those projects listed above may seem hard, they are all simply a combination of walls, floors, ramps, and mabye the occasional magma pump.  We'll start you off at the basics, and leave you to have [[fun]] once you get started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Constructions==&lt;br /&gt;
&lt;br /&gt;
The building blocks of every sucessful fortress.  While in combination they can produce insane constructions, even by themselves, they are useful.  Want to build a bridge across that river?  Maybe build a wall to keep the goblins at bay?  Even just build an up/down stairway to get from level to level?  You've used basic constructions!&lt;br /&gt;
&lt;br /&gt;
===Wall===&lt;br /&gt;
&lt;br /&gt;
[[Wall]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|w}} keys, in that order.  Walls are simply tiles where no one can walk, but can be walked on, provided you are one layer above the wall.  You can build floors off of them and they can be used to close in buildings that are built outside, or even can be used to wall in your fortress from the outside.  The cost of one wall is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
===Floor===&lt;br /&gt;
&lt;br /&gt;
[[Floor]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|f}} keys in that order.  They can be walked on, but no constructions (eg. walls, ramps, etc...) can be built upon them.  However, things such as beds and doors can be put upon floors.  Building a floor above an open tile outside will designate that tile inside,  so furniture could be placed there.  The cost of one floor is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ramp===&lt;br /&gt;
&lt;br /&gt;
[[Ramp]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|r}} keys in that order.  They can be used to get from level to level of your fortress and are similar to stairwells.  If a floor is built on top of the Z level the ramp is placed on, the ramp will not be usable.   The cost of one ramp is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mega Construcions ==&lt;br /&gt;
Mega constructions, also deemed mega projects, can incoporate almost anything, whether it be beneficial to the fortress or not.  The definiton of a &amp;quot;mega construction&amp;quot; will vary by user.  Some examples of mega constructions are listed below, along with their relative difficulty and usefulness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Massive Temple===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' Massive cathedrals filled with the corpses of goblins and engraved with your victories, surrounded by solid platinum statues of your leaders.  On the inside it's filled with benches and rows so your dwarves can relax and enjoy family time together during services where they hopefully learn not to kill each other.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Above-Ground Fortress===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Location-Dependant&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' This is rather hard to do, as you will find that you will always need more construction materials.  It becomes a challenge to build freestanding homes for each new colonist, as instead of mining out 5 squares for a 2 by 2 room with a door, it will take at least 16 constructions, including 1 ramp, 4 floors, and 11 walls, not including furniture. However, this method of fortress-building becomes useful on a map where there is an [[Aquifer]] and [[wood]] is relatively easy to get.&lt;br /&gt;
&lt;br /&gt;
===Pyramids===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' This can be an interesting starting project for novices who, before taking on larger projects, need to figure out how construction works first. It is not incredibly useful, but you can place beds or coffins (maybe both) in each level of the Pyramid.  For extra points, try to make each layer of the pyramid out of slightly more valuable materials than the layer before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Massive Statues===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' A giant, hollow statue of a Dwarf built out of constructions.  A gifted few have figured out how to get magma in the eyeballs of the statue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Large Scale Flooding===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Location-Dependant&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' A last resort against the goblins, this project causes the outside world to be flooded with water or magma.  Take note that this is a rather difficult project to co-ordinate, due to the complicated nature of fluids, possibly resulting in lots of [[fun]]. Most famously employed in [[Boatmurdered]].&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dependant on Preferences&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' You gotta water those trees, man, and let the treehuggers that care so much for them share in this watery gift! Essentially, a gigantic drowning chamber for [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Basically, construct a very long wall all the way around an Elf-village, then use flooring to put a lid on the entire village. Connect some [[Screw pump]]s from the local river (or other water supply) to fill this box with water. This will kill all of the Elves enclosed inside. Totally pointless and time-consuming, thus making it a worthy megaconstruction. &lt;br /&gt;
&lt;br /&gt;
'''Additional:''' This can be a very processor-intensive operation. Small-scale suggestions are building the box around your Trade Depot, and flooding it only when Elves are inside. Drainage can be done with a [[floodgate]] to release the water from the depot.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' This is ideal for your patently insane [[Stupid dwarf trick]] needs. Essentially, this project consists of building your entire fortress above ground in one singluar structure. A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on. On the ground floor, grow above-ground plants and carve fortifications into all the walls. From here, it's all about absolutely huge levels packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms. The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. This consumes ridiculous amounts of time and stone, placing walls is extremely fiddly, and as soon as goblins control the ground floor your fortress will starve unless you can exterminate them. So, pointless, frustrating, and borderline suicidal... in short, a perfect megaconstruction. &lt;br /&gt;
&lt;br /&gt;
'''Additional:''' Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness. [http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
[http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK] Magmawiki Link to 40d Mega Construction Page&lt;/div&gt;</summary>
		<author><name>DrMelon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mega_construction&amp;diff=116589</id>
		<title>v0.31:Mega construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mega_construction&amp;diff=116589"/>
		<updated>2010-06-02T15:02:33Z</updated>

		<summary type="html">&lt;p&gt;DrMelon: /* Dwarven Arcology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
There comes a time in every dwarf's life when he says to himself - why not? (&amp;quot;Because it's insane&amp;quot; is not considered an automatic fail condition.) Be they magma waterfalls, huge castles, skyscrapers, great cathedrals, inverted pyramids, the Statue of Dwarferty (bonus points for magma eyes) - you can build anything!&lt;br /&gt;
&lt;br /&gt;
While building a fully automated sacrificial temple to the dwarf god with magma-falls is quite an undertaking, the techniques are mostly the same as those to build a simple wall or tower, just putting one stone on top of or next to another - so we'll start there. &lt;br /&gt;
&lt;br /&gt;
(And it's recommended you do too - start with some smaller projects, a defensive wall, and then some simple archer towers to secure your area, and build on your experience from there. It's very easy and frustrating to build a complete disaster. But fun is in the eyes of the player.) [http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK]&lt;br /&gt;
&lt;br /&gt;
Even though those projects listed above may seem hard, they are all simply a combination of walls, floors, ramps, and mabye the occasional magma pump.  We'll start you off at the basics, and leave you to have [[fun]] once you get started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Constructions==&lt;br /&gt;
&lt;br /&gt;
The building blocks of every sucessful fortress.  While in combination they can produce insane constructions, even by themselves, they are useful.  Want to build a bridge across that river?  Maybe build a wall to keep the goblins at bay?  Even just build an up/down stairway to get from level to level?  You've used basic constructions!&lt;br /&gt;
&lt;br /&gt;
===Wall===&lt;br /&gt;
&lt;br /&gt;
[[Wall]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|w}} keys, in that order.  Walls are simply tiles where no one can walk, but can be walked on, provided you are one layer above the wall.  You can build floors off of them and they can be used to close in buildings that are built outside, or even can be used to wall in your fortress from the outside.  The cost of one wall is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
===Floor===&lt;br /&gt;
&lt;br /&gt;
[[Floor]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|f}} keys in that order.  They can be walked on, but no constructions (eg. walls, ramps, etc...) can be built upon them.  However, things such as beds and doors can be put upon floors.  Building a floor above an open tile outside will designate that tile inside,  so furniture could be placed there.  The cost of one floor is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ramp===&lt;br /&gt;
&lt;br /&gt;
[[Ramp]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|r}} keys in that order.  They can be used to get from level to level of your fortress and are similar to stairwells.  If a floor is built on top of the Z level the ramp is placed on, the ramp will not be usable.   The cost of one ramp is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mega Construcions ==&lt;br /&gt;
Mega constructions, also deemed mega projects, can incoporate almost anything, whether it be beneficial to the fortress or not.  The definiton of a &amp;quot;mega construction&amp;quot; will vary by user.  Some examples of mega constructions are listed below, along with their relative difficulty and usefulness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Massive Temple===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' Massive cathedrals filled with the corpses of goblins and engraved with your victories, surrounded by solid platinum statues of your leaders.  On the inside it's filled with benches and rows so your dwarves can relax and enjoy family time together during services where they hopefully learn not to kill each other.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Above-Ground Fortress===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Location-Dependant&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' This is rather hard to do, as you will find that you will always need more construction materials.  It becomes a challenge to build freestanding homes for each new colonist, as instead of mining out 5 squares for a 2 by 2 room with a door, it will take at least 16 constructions, including 1 ramp, 4 floors, and 11 walls, not including furniture. However, this method of fortress-building becomes useful on a map where there is an [[Aquifer]] and [[wood]] is relatively easy to get.&lt;br /&gt;
&lt;br /&gt;
===Pyramids===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' This can be an interesting starting project for novices who, before taking on larger projects, need to figure out how construction works first. It is not incredibly useful, but you can place beds or coffins (maybe both) in each level of the Pyramid.  For extra points, try to make each layer of the pyramid out of slightly more valuable materials than the layer before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Massive Statues===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' A giant, hollow statue of a Dwarf built out of constructions.  A gifted few have figured out how to get magma in the eyeballs of the statue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Large Scale Flooding===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Location-Dependant&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' A last resort against the goblins, this project causes the outside world to be flooded with water or magma.  Take note that this is a rather difficult project to co-ordinate, due to the complicated nature of fluids, possibly resulting in lots of [[fun]]. Most famously employed in [[Boatmurdered]].&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dependant on Preferences&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' You gotta water those trees, man, and let the treehuggers that care so much for them share in this watery gift! Essentially, a gigantic drowning chamber for [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Basically, construct a very long wall all the way around an Elf-village, then use flooring to put a lid on the entire village. Connect some [[screw pumps]] from the local river (or other water supply) to fill this box with water. This will kill all of the Elves enclosed inside. Totally pointless and time-consuming, thus making it a worthy megaconstruction. &lt;br /&gt;
&lt;br /&gt;
'''Additional:''' This can be a very processor-intensive operation. Small-scale suggestions are building the box around your Trade Depot, and flooding it only when Elves are inside. Drainage can be done with a [[floodgate]] to release the water from the depot.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' This is ideal for your patently insane [[Stupid dwarf trick]] needs. Essentially, this project consists of building your entire fortress above ground in one singluar structure. A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on. On the ground floor, grow above-ground plants and carve fortifications into all the walls. From here, it's all about absolutely huge levels packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms. The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. This consumes ridiculous amounts of time and stone, placing walls is extremely fiddly, and as soon as goblins control the ground floor your fortress will starve unless you can exterminate them. So, pointless, frustrating, and borderline suicidal... in short, a perfect megaconstruction. &lt;br /&gt;
&lt;br /&gt;
'''Additional:''' Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness. [http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
[http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK] Magmawiki Link to 40d Mega Construction Page&lt;/div&gt;</summary>
		<author><name>DrMelon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mega_construction&amp;diff=116588</id>
		<title>v0.31 Talk:Mega construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mega_construction&amp;diff=116588"/>
		<updated>2010-06-02T15:01:47Z</updated>

		<summary type="html">&lt;p&gt;DrMelon: Created page with 'I've taken the liberty of editing this page to make it look a little more like the rest of the wiki, and have sorted out some formatting issues, added some little notes, cleaned …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've taken the liberty of editing this page to make it look a little more like the rest of the wiki, and have sorted out some formatting issues, added some little notes, cleaned up the spelling and grammar and added more internal links. --[[User:DrMelon|DrMelon]] 15:01, 2 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DrMelon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mega_construction&amp;diff=116587</id>
		<title>v0.31:Mega construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mega_construction&amp;diff=116587"/>
		<updated>2010-06-02T15:00:48Z</updated>

		<summary type="html">&lt;p&gt;DrMelon: cleaned up this page a bit, added some notes, formatted to look like the rest of the wiki.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
There comes a time in every dwarf's life when he says to himself - why not? (&amp;quot;Because it's insane&amp;quot; is not considered an automatic fail condition.) Be they magma waterfalls, huge castles, skyscrapers, great cathedrals, inverted pyramids, the Statue of Dwarferty (bonus points for magma eyes) - you can build anything!&lt;br /&gt;
&lt;br /&gt;
While building a fully automated sacrificial temple to the dwarf god with magma-falls is quite an undertaking, the techniques are mostly the same as those to build a simple wall or tower, just putting one stone on top of or next to another - so we'll start there. &lt;br /&gt;
&lt;br /&gt;
(And it's recommended you do too - start with some smaller projects, a defensive wall, and then some simple archer towers to secure your area, and build on your experience from there. It's very easy and frustrating to build a complete disaster. But fun is in the eyes of the player.) [http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK]&lt;br /&gt;
&lt;br /&gt;
Even though those projects listed above may seem hard, they are all simply a combination of walls, floors, ramps, and mabye the occasional magma pump.  We'll start you off at the basics, and leave you to have [[fun]] once you get started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Constructions==&lt;br /&gt;
&lt;br /&gt;
The building blocks of every sucessful fortress.  While in combination they can produce insane constructions, even by themselves, they are useful.  Want to build a bridge across that river?  Maybe build a wall to keep the goblins at bay?  Even just build an up/down stairway to get from level to level?  You've used basic constructions!&lt;br /&gt;
&lt;br /&gt;
===Wall===&lt;br /&gt;
&lt;br /&gt;
[[Wall]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|w}} keys, in that order.  Walls are simply tiles where no one can walk, but can be walked on, provided you are one layer above the wall.  You can build floors off of them and they can be used to close in buildings that are built outside, or even can be used to wall in your fortress from the outside.  The cost of one wall is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
===Floor===&lt;br /&gt;
&lt;br /&gt;
[[Floor]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|f}} keys in that order.  They can be walked on, but no constructions (eg. walls, ramps, etc...) can be built upon them.  However, things such as beds and doors can be put upon floors.  Building a floor above an open tile outside will designate that tile inside,  so furniture could be placed there.  The cost of one floor is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ramp===&lt;br /&gt;
&lt;br /&gt;
[[Ramp]]s are built by the pressing of the {{k|b}}, {{k|C}}, and {{k|r}} keys in that order.  They can be used to get from level to level of your fortress and are similar to stairwells.  If a floor is built on top of the Z level the ramp is placed on, the ramp will not be usable.   The cost of one ramp is equal to one economic building material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mega Construcions ==&lt;br /&gt;
Mega constructions, also deemed mega projects, can incoporate almost anything, whether it be beneficial to the fortress or not.  The definiton of a &amp;quot;mega construction&amp;quot; will vary by user.  Some examples of mega constructions are listed below, along with their relative difficulty and usefulness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Massive Temple===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' Massive cathedrals filled with the corpses of goblins and engraved with your victories, surrounded by solid platinum statues of your leaders.  On the inside it's filled with benches and rows so your dwarves can relax and enjoy family time together during services where they hopefully learn not to kill each other.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Above-Ground Fortress===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Location-Dependant&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' This is rather hard to do, as you will find that you will always need more construction materials.  It becomes a challenge to build freestanding homes for each new colonist, as instead of mining out 5 squares for a 2 by 2 room with a door, it will take at least 16 constructions, including 1 ramp, 4 floors, and 11 walls, not including furniture. However, this method of fortress-building becomes useful on a map where there is an [[Aquifer]] and [[wood]] is relatively easy to get.&lt;br /&gt;
&lt;br /&gt;
===Pyramids===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' This can be an interesting starting project for novices who, before taking on larger projects, need to figure out how construction works first. It is not incredibly useful, but you can place beds or coffins (maybe both) in each level of the Pyramid.  For extra points, try to make each layer of the pyramid out of slightly more valuable materials than the layer before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Massive Statues===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' A giant, hollow statue of a Dwarf built out of constructions.  A gifted few have figured out how to get magma in the eyeballs of the statue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Large Scale Flooding===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Location-Dependant&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' A last resort against the goblins, this project causes the outside world to be flooded with water or magma.  Take note that this is a rather difficult project to co-ordinate, due to the complicated nature of fluids, possibly resulting in lots of [[fun]]. Most famously employed in [[Boatmurdered]].&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dependant on Preferences&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' You gotta water those trees, man, and let the treehuggers that care so much for them share in this watery gift! Essentially, a gigantic drowning chamber for [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Basically, construct a very long wall all the way around an Elf-village, then use flooring to put a lid on the entire village. Connect some [[screw pumps]] from the local river (or other water supply) to fill this box with water. This will kill all of the Elves enclosed inside. Totally pointless and time-consuming, thus making it a worthy megaconstruction. &lt;br /&gt;
&lt;br /&gt;
'''Additional:''' This can be a very processor-intensive operation. Small-scale suggestions are building the box around your Trade Depot, and flooding it only when Elves are inside. Drainage can be done with a [[floodgate]] to release the water from the depot.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Comments:''' This is ideal for your patently insane [[Stupid Dwarf Trick]] needs. Essentially, this project consists of building your entire fortress above ground in one singluar structure. A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on. On the ground floor, grow above-ground plants and carve fortifications into all the walls. From here, it's all about absolutely huge levels packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms. The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. This consumes ridiculous amounts of time and stone, placing walls is extremely fiddly, and as soon as goblins control the ground floor your fortress will starve unless you can exterminate them. So, pointless, frustrating, and borderline suicidal... in short, a perfect megaconstruction. &lt;br /&gt;
&lt;br /&gt;
'''Additional:''' Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness. [http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
[http://df.magmawiki.com/index.php/40d:Mega_construction#ixzz0pMjWMxMK] Magmawiki Link to 40d Mega Construction Page&lt;/div&gt;</summary>
		<author><name>DrMelon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Losing&amp;diff=115877</id>
		<title>v0.31 Talk:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Losing&amp;diff=115877"/>
		<updated>2010-05-29T14:30:59Z</updated>

		<summary type="html">&lt;p&gt;DrMelon: /* Diggor Mortis + Flooding */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I moved some data from the 40d page, please update and move any data once the required linked pages are made. --[[user:Tarran|Tarran]]&lt;br /&gt;
&lt;br /&gt;
Altered the &amp;quot;flooding&amp;quot; section to account for the lack of stationing and the new &amp;quot;burrow&amp;quot; system. [[User:Crash2455|Crash2455]] 00:16, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Are carps still deadly? I've heard they were nerfed. [[Special:Contributions/201.19.99.84|201.19.99.84]] 03:29, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Diggor Mortis + Flooding ==&lt;br /&gt;
&lt;br /&gt;
After a particularly silly event involving a river, a berserk dwarf, a floodgate and several flights of stairs I ended up with a dead miner and an entirely flooded stockpile - unfortunately, this meant my reserve picks were now useless, awarding me a double fate of both Diggor Mortis and Flooding. :( --[[User:DrMelon|DrMelon]] 14:30, 29 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DrMelon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slade&amp;diff=115086</id>
		<title>v0.31 Talk:Slade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slade&amp;diff=115086"/>
		<updated>2010-05-25T12:33:13Z</updated>

		<summary type="html">&lt;p&gt;DrMelon: /* Impossible mandates? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I started a fun fortress to the only purprose to dig down and make adamantine weapons. I found adamantine, mined it but was faster with finding hell than making armor and weapons. After my dwarves died, I reembarked and found a SLADE on the stairs to hell. But the adamantine was gone. Maybe some slades lies around in hell and you can pick it up? --[[User:Niggy|Niggy]] 09:25, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Wikipedia Link==&lt;br /&gt;
The Wikipedia link in the info box leads to a British rock band of the same name. While the mental image of [[hidden fun stuff]] being constructed of rock ''music'' is vastly entertaining, perhaps this should be fixed somehow. --[[Special:Contributions/98.151.26.202|98.151.26.202]] 22:50, 13 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[user:The Grim Sleeper]]: The word Slade is also the name of a villain in the Teen Titans Cartoon, but that is equally irrelevant. The thing is, the word 'slade' has a number of additional connotations attached to it, like toughness and foulness, that make it an appropriate name for the stuff of which its location is made. If it bothers you that much go to Slade's disambiguation on Wikipedia, add this as another entry, and hope it doesn't get deleted in the first 5 seconds.&lt;br /&gt;
&lt;br /&gt;
I'm not saying it bothers me, nor that the name is bad (I actually like it and desire building a large tower out of the stuff). I was just writing an informal and hopefully humorous bug report that the Wikipedia link did not behave as expected (which is to provide additional information about the stone in question). I had considered making an entry in the disambiguation page pointing to Dwarf Fortress, but realized that 1) all other stone links lead to a real stone with more information on that stone, which is information Wikipedia will not have for Slade, making such an entry useless for players, and 2) that anyone not coming directly from here will not care that it is also the name of a fictional stone from a video game. Since the solution is not to be found on Wikipedia's end, and being a new player of this game, I simply called it to the attention of a more involved person. --[[Special:Contributions/98.151.26.202|98.151.26.202]] 06:36, 15 May 2010 (UTC)&lt;br /&gt;
:In case you all haven't noticed, the wikipedia link is '''gone''', so you can quit complaining about it. It was only there because I forgot to deliberately suppress it (as is also done with stuff like raw adamantine and all of the various cave creatures). --[[User:Quietust|Quietust]] 14:56, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Impossible mandates? ==&lt;br /&gt;
&lt;br /&gt;
Oddly enough, I've seen reports of mandates for Slade items on the forums. Has anyone managed to kill everything in the pits? Perhaps killing all of the demons causes Adamantine to turn into Slade (like in the first versions, where if you killed the demon, Adamantine morphed into something else) --[[User:DrMelon|DrMelon]] 12:33, 25 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DrMelon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=114965</id>
		<title>User talk:Briess</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=114965"/>
		<updated>2010-05-24T21:06:54Z</updated>

		<summary type="html">&lt;p&gt;DrMelon: /* Magmawiki Skin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|*[[User_talk:Briess/archive1|archive 1]]}}&lt;br /&gt;
==Offsite Images?==&lt;br /&gt;
&lt;br /&gt;
I've been trying to figure out how to display images from offsite (ie imageshack links) without uploading them to the wiki. I'm looking to move a 92-image post from the Bay12 forums to one of my userpages (rather large images at that) and if I can't use offsite linking I can't do it. According to what I could find on Wikipedia about wikitext this isn't possible, but I'm not one hundred percent sure, just doublechecking. Or if there was a way to get around this, that'd be jolly good too. --[[User:Retro|Retro]] 21:56, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Raw subpages ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that the current trend seems to be putting the various raws into subpages specific to each &amp;quot;entity&amp;quot;. I feel I should point out that this might be a bad idea, because it will result in people clicking &amp;quot;Random page&amp;quot; occasionally being directed to one of said /raw pages. I know because I ran into the '''exact''' same problem on the KoL wiki - all of the various in-game items (of which there are several thousand) had been given data pages (containing templates of the form &amp;lt;nowiki&amp;gt;{{#switch:{{{1}}}|name=whatever|image=something.gif|plural=somethings|{{{2|}}}}}&amp;lt;/nowiki&amp;gt; for the purposes of easy data retrieval by other templates), and said data pages had been placed as &amp;quot;item name/data&amp;quot;, leading to them coming up during searches and &amp;quot;random page&amp;quot; clicks; in the end, we created a separate namespace to contain them, but that probably won't work very well here because all of the &amp;quot;entity&amp;quot; pages are already in their own namespaces. VengefulDonut was considering using his regular expression voodoo templates to automatically extract all of the relevant raws for an entity (just as is done with the mineral/metal/gem infoboxes, but just grabbing the entire blob rather than parsing out individual fields), something that would only require a single &amp;quot;raws&amp;quot; page for each version and would be much simpler to update when new releases come along and fix a whole bunch of errors in the raws. --[[User:Quietust|Quietust]] 12:49, 23 April 2010 (UTC)&lt;br /&gt;
:Seems it was a lot easier than I figured it'd be - all creatures from 23a now grab their raws from the appropriate creature raw pages, and once I import each of the raw pages for 40d and 0.31, they'll automagically start working there as well. A few additional changes to {{tl|gamedata}} should allow it to reliably fetch raws for other object types (specifically, MATGLOSS for old stones/metals/plants, INORGANIC for new stones/metals, and PLANT for new plants). --[[User:Quietust|Quietust]] 19:26, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Recent changes page ==&lt;br /&gt;
&lt;br /&gt;
I know this is probably some sort of hack.  But is there any way that we can get recent changes to be like search in the sense that we can use checkboxes to select multiple namespaces?  Like all the &amp;quot;talk&amp;quot; pages?  Minor deal, don't kill yourself/the wiki trying to do it, but if it's not exceedingly hard, it'd be useful. Thanks [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:29, 24 April 2010 (UTC)&lt;br /&gt;
:Understood, thanks for looking into it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:44, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Game data template==&lt;br /&gt;
&lt;br /&gt;
Allright, i didn't want to break anything. Just wanted to improve, because the way it currently looks is a bit cruel. Could you please tell me what other templates relate to the gamedata one.&lt;br /&gt;
Greetings -- [[User:Used|Used]] 09:39, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Ah, i have been surfing in the wiki, now i know what you mean =) Thx --[[User:Used|Used]] 15:47, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quick page check request==&lt;br /&gt;
I was wondering if you could quickly comment on this list: DF2010:Industry Mostly if any industres are missing, and I really don't like some of the names.[[User:GiantTiger11|GiantTiger11]] 20:39, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Your cat got run over by a car?  That's so sad.  :[  --[[User:ToonyMan|ToonyMan]] 03:09, 1 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 502 Bad Gateway ==&lt;br /&gt;
&lt;br /&gt;
After uploading all of the raws for 0.31.03, the DF2010 pages for Dwarf, Human, Elf, and Goblin are all giving &amp;quot;502 Bad Gateway&amp;quot; almost immediately. Other creatures within creature_standard.txt (the largest of the raw files, weighing in at 185kb) are loading just fine. Back when VengefulDonut was working on the stonelookup/contains stuff, the page for Chromite was doing the same thing, specifically when it tried to look up the list of gems contained within it (said list consists only of Demantoid, and the entire raw file for gems is only 30K), though it looks like some other changes to the raw templates were able to solve that particular issue. If the size of the template is an issue, it should be reasonably easy to split it in half - it'd just be a matter of editing [[DF2010:Creature file lookup]] and redirecting some of the entities to different pages. --[[User:Quietust|Quietust]] 23:57, 4 May 2010 (UTC)&lt;br /&gt;
:As a side test, I tried doing the same regex match on my Windows XP box using PHP 5.2.9, and trying to match against the DWARF raws caused it to silently crash (apparently due to a stack overflow within PCRE - adding &amp;lt;tt&amp;gt;ini_set(&amp;quot;pcre.recursion_limit&amp;quot;, 25000);&amp;lt;/tt&amp;gt; removes the crash but also causes the match to fail) while the others seemed to be okay; however, on my FreeBSD server (amd64, running inside VMware on the aforementioned Windows XP box) running PHP 5.2.11, they all worked fine. The latest version of PHP 5.2.x is 5.2.13 (and the latest overall version is 5.3.2), while the site itself is running 5.2.10, so it's possible that something was fixed in the meanwhile, though I don't see anything in the changelog that looks to be related. --[[User:Quietust|Quietust]] 00:44, 5 May 2010 (UTC)&lt;br /&gt;
::I've rewritten the regular expression used in {{tl|raw2}} and it seems to no longer choke on creature_standard.txt, though for now I'm leaving it split in 3 pieces. --[[User:Quietust|Quietust]] 02:32, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[MediaWiki:Sidebar]] ==&lt;br /&gt;
&lt;br /&gt;
Sometimes the sidebar has the community portal/current events stuff, and i have to go to the above place and save (w/o changes) to get it to come up.  Is that a wiki problem, or my own browser problem?  Thanks. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:16, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
I posted a mantis bug link and was prompted with an external link captcha box.  Seems like bay12games.com ought to be considered an internal domain by this spam-avoid feature.  Is there a domain whitelist? [[User:Timbojones|Timbojones]] 16:58, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki Skin ==&lt;br /&gt;
&lt;br /&gt;
I can't help but notice the sidebar is nonexistant in the Magmawiki Skin - this makes it hard to navigate back to the first page, as there is no link to do so. Obviously I can just use the address bar to go back, but it's a hassle. --[[User:DrMelon|DrMelon]] 20:50, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Edit:&lt;br /&gt;
Now I feel like a fool.&lt;/div&gt;</summary>
		<author><name>DrMelon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=114961</id>
		<title>User talk:Briess</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=114961"/>
		<updated>2010-05-24T20:50:40Z</updated>

		<summary type="html">&lt;p&gt;DrMelon: /* Magmawiki Skin */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|*[[User_talk:Briess/archive1|archive 1]]}}&lt;br /&gt;
==Offsite Images?==&lt;br /&gt;
&lt;br /&gt;
I've been trying to figure out how to display images from offsite (ie imageshack links) without uploading them to the wiki. I'm looking to move a 92-image post from the Bay12 forums to one of my userpages (rather large images at that) and if I can't use offsite linking I can't do it. According to what I could find on Wikipedia about wikitext this isn't possible, but I'm not one hundred percent sure, just doublechecking. Or if there was a way to get around this, that'd be jolly good too. --[[User:Retro|Retro]] 21:56, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Raw subpages ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that the current trend seems to be putting the various raws into subpages specific to each &amp;quot;entity&amp;quot;. I feel I should point out that this might be a bad idea, because it will result in people clicking &amp;quot;Random page&amp;quot; occasionally being directed to one of said /raw pages. I know because I ran into the '''exact''' same problem on the KoL wiki - all of the various in-game items (of which there are several thousand) had been given data pages (containing templates of the form &amp;lt;nowiki&amp;gt;{{#switch:{{{1}}}|name=whatever|image=something.gif|plural=somethings|{{{2|}}}}}&amp;lt;/nowiki&amp;gt; for the purposes of easy data retrieval by other templates), and said data pages had been placed as &amp;quot;item name/data&amp;quot;, leading to them coming up during searches and &amp;quot;random page&amp;quot; clicks; in the end, we created a separate namespace to contain them, but that probably won't work very well here because all of the &amp;quot;entity&amp;quot; pages are already in their own namespaces. VengefulDonut was considering using his regular expression voodoo templates to automatically extract all of the relevant raws for an entity (just as is done with the mineral/metal/gem infoboxes, but just grabbing the entire blob rather than parsing out individual fields), something that would only require a single &amp;quot;raws&amp;quot; page for each version and would be much simpler to update when new releases come along and fix a whole bunch of errors in the raws. --[[User:Quietust|Quietust]] 12:49, 23 April 2010 (UTC)&lt;br /&gt;
:Seems it was a lot easier than I figured it'd be - all creatures from 23a now grab their raws from the appropriate creature raw pages, and once I import each of the raw pages for 40d and 0.31, they'll automagically start working there as well. A few additional changes to {{tl|gamedata}} should allow it to reliably fetch raws for other object types (specifically, MATGLOSS for old stones/metals/plants, INORGANIC for new stones/metals, and PLANT for new plants). --[[User:Quietust|Quietust]] 19:26, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Recent changes page ==&lt;br /&gt;
&lt;br /&gt;
I know this is probably some sort of hack.  But is there any way that we can get recent changes to be like search in the sense that we can use checkboxes to select multiple namespaces?  Like all the &amp;quot;talk&amp;quot; pages?  Minor deal, don't kill yourself/the wiki trying to do it, but if it's not exceedingly hard, it'd be useful. Thanks [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:29, 24 April 2010 (UTC)&lt;br /&gt;
:Understood, thanks for looking into it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:44, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Game data template==&lt;br /&gt;
&lt;br /&gt;
Allright, i didn't want to break anything. Just wanted to improve, because the way it currently looks is a bit cruel. Could you please tell me what other templates relate to the gamedata one.&lt;br /&gt;
Greetings -- [[User:Used|Used]] 09:39, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Ah, i have been surfing in the wiki, now i know what you mean =) Thx --[[User:Used|Used]] 15:47, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quick page check request==&lt;br /&gt;
I was wondering if you could quickly comment on this list: DF2010:Industry Mostly if any industres are missing, and I really don't like some of the names.[[User:GiantTiger11|GiantTiger11]] 20:39, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Your cat got run over by a car?  That's so sad.  :[  --[[User:ToonyMan|ToonyMan]] 03:09, 1 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 502 Bad Gateway ==&lt;br /&gt;
&lt;br /&gt;
After uploading all of the raws for 0.31.03, the DF2010 pages for Dwarf, Human, Elf, and Goblin are all giving &amp;quot;502 Bad Gateway&amp;quot; almost immediately. Other creatures within creature_standard.txt (the largest of the raw files, weighing in at 185kb) are loading just fine. Back when VengefulDonut was working on the stonelookup/contains stuff, the page for Chromite was doing the same thing, specifically when it tried to look up the list of gems contained within it (said list consists only of Demantoid, and the entire raw file for gems is only 30K), though it looks like some other changes to the raw templates were able to solve that particular issue. If the size of the template is an issue, it should be reasonably easy to split it in half - it'd just be a matter of editing [[DF2010:Creature file lookup]] and redirecting some of the entities to different pages. --[[User:Quietust|Quietust]] 23:57, 4 May 2010 (UTC)&lt;br /&gt;
:As a side test, I tried doing the same regex match on my Windows XP box using PHP 5.2.9, and trying to match against the DWARF raws caused it to silently crash (apparently due to a stack overflow within PCRE - adding &amp;lt;tt&amp;gt;ini_set(&amp;quot;pcre.recursion_limit&amp;quot;, 25000);&amp;lt;/tt&amp;gt; removes the crash but also causes the match to fail) while the others seemed to be okay; however, on my FreeBSD server (amd64, running inside VMware on the aforementioned Windows XP box) running PHP 5.2.11, they all worked fine. The latest version of PHP 5.2.x is 5.2.13 (and the latest overall version is 5.3.2), while the site itself is running 5.2.10, so it's possible that something was fixed in the meanwhile, though I don't see anything in the changelog that looks to be related. --[[User:Quietust|Quietust]] 00:44, 5 May 2010 (UTC)&lt;br /&gt;
::I've rewritten the regular expression used in {{tl|raw2}} and it seems to no longer choke on creature_standard.txt, though for now I'm leaving it split in 3 pieces. --[[User:Quietust|Quietust]] 02:32, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[MediaWiki:Sidebar]] ==&lt;br /&gt;
&lt;br /&gt;
Sometimes the sidebar has the community portal/current events stuff, and i have to go to the above place and save (w/o changes) to get it to come up.  Is that a wiki problem, or my own browser problem?  Thanks. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:16, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
I posted a mantis bug link and was prompted with an external link captcha box.  Seems like bay12games.com ought to be considered an internal domain by this spam-avoid feature.  Is there a domain whitelist? [[User:Timbojones|Timbojones]] 16:58, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki Skin ==&lt;br /&gt;
&lt;br /&gt;
I can't help but notice the sidebar is nonexistant in the Magmawiki Skin - this makes it hard to navigate back to the first page, as there is no link to do so. Obviously I can just use the address bar to go back, but it's a hassle. --[[User:DrMelon|DrMelon]] 20:50, 24 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DrMelon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hide&amp;diff=43559</id>
		<title>v0.31:Hide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hide&amp;diff=43559"/>
		<updated>2008-07-22T07:57:31Z</updated>

		<summary type="html">&lt;p&gt;DrMelon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can hide and unhide Items and Buildings as of v0.28.181.39a using the designation menu or look mode.&lt;br /&gt;
&lt;br /&gt;
Hidden items/buildings will still be there and will still be available to dwarves usage, except they will not be visible on screen and will instead show what is on the tile other than they (or just the tile alone). You can still view the object in look mode.&lt;br /&gt;
&lt;br /&gt;
To hide or unhide a building or item, you can loo{{k|k}} at an item, and then press {{k|h}} to hide/unhide that item, or, alternatively, you can use the {{k|d}}esignations menu, get into the item options menu with {{k|b}} and {{k|h}}ide or un{{k|H}}ide a large group of items/buildings.&lt;br /&gt;
&lt;br /&gt;
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[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>DrMelon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hide&amp;diff=43558</id>
		<title>v0.31:Hide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hide&amp;diff=43558"/>
		<updated>2008-07-22T07:57:18Z</updated>

		<summary type="html">&lt;p&gt;DrMelon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can hide and unhide Items and Buildings as of v0.28.181.39a using the designation menu or look mode.&lt;br /&gt;
&lt;br /&gt;
Hidden items/buildings will still be there and will still be available to dwarves usage, except they will not be visible on screen and will instead show what is on the tile other than they (or just the tile alone). You can still view the object in look mode.&lt;br /&gt;
&lt;br /&gt;
To hide or unhide a building or item, you can loo{{k|k}} at an item, and then press {{k|h}} to hide/unhide that item, or, alternatively, you can use the {{k|d}}esignations menu, get into the item options menu with {{k|b}} and {{k|h}}ide or un{{h|H}}ide a large group of items/buildings.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>DrMelon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds/0.27.176.38a&amp;diff=42423</id>
		<title>40d Talk:Pregenerated worlds/0.27.176.38a</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds/0.27.176.38a&amp;diff=42423"/>
		<updated>2008-07-21T11:42:24Z</updated>

		<summary type="html">&lt;p&gt;DrMelon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone know why this page is marked for deletion? --[[User:Savok|Savok]] 10:31, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think it's because it's outdated. We're at 39c now.&lt;/div&gt;</summary>
		<author><name>DrMelon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hide&amp;diff=43557</id>
		<title>v0.31:Hide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hide&amp;diff=43557"/>
		<updated>2008-07-19T18:27:54Z</updated>

		<summary type="html">&lt;p&gt;DrMelon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can hide and unhide Items and Buildings as of v0.28.181.39a using the designation menu or look mode.&lt;br /&gt;
&lt;br /&gt;
Hidden items/buildings will still be there and will still be available to dwarves usage, except they will not be visible on screen and will instead show what is on the tile other than they (or just the tile alone). You can still view the object in look mode.&lt;br /&gt;
&lt;br /&gt;
To hide or unhide a building or item, you can loo'''k''' at an item, and then press '''h''' to hide/unhide that item, or, alternatively, you can use the '''d'''esignations menu, get into the item options menu with '''b''' and '''h'''ide or un'''H'''ide a large group of items/buildings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>DrMelon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hide&amp;diff=43556</id>
		<title>v0.31:Hide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hide&amp;diff=43556"/>
		<updated>2008-07-19T18:25:01Z</updated>

		<summary type="html">&lt;p&gt;DrMelon: New page: You can hide and unhide Items and Buildings as of v0.28.181.39a using the designation menu or look mode.  Hidden items/buildings will still be there and will still be available to dwarves ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can hide and unhide Items and Buildings as of v0.28.181.39a using the designation menu or look mode.&lt;br /&gt;
&lt;br /&gt;
Hidden items/buildings will still be there and will still be available to dwarves usage, except they will not be visible on screen and will instead show what is on the tile other than they (or just the tile alone). You can still view the object in look mode.&lt;br /&gt;
&lt;br /&gt;
To hide or unhide a building or item, you can loo'''k''' at an item, and then press '''h''' to hide/unhide that item, or, alternatively, you can use the '''d'''esignations menu, get into the item options menu with '''b''' and '''h'''ide or un'''H'''ide a large group of items/buildings.&lt;/div&gt;</summary>
		<author><name>DrMelon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unconscious&amp;diff=26762</id>
		<title>40d:Unconscious</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unconscious&amp;diff=26762"/>
		<updated>2008-07-19T16:34:24Z</updated>

		<summary type="html">&lt;p&gt;DrMelon: &amp;quot;Struck Down&amp;quot; usually refers to being killed in announcements; a dwarf would be dead, not unconscious if s/he were struck down.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a Dwarf or other animal is caught by a dust cloud or sustains head damage in battle etc. it will fall unconscious. This means that the animal or Dwarf cannot move or enter combat. It is vulnerable to attacks.&lt;br /&gt;
A dwarf knocked unconscious in combat it will need to be carried back to a [[bed]] by a conscious dwarf or by a trained animal.&lt;br /&gt;
If the dwarf or animal was injured in combat, upon awakening it will require food and water. When unconscious you will not be able to make it do any jobs!&lt;/div&gt;</summary>
		<author><name>DrMelon</name></author>
	</entry>
</feed>