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	<updated>2026-07-20T15:46:10Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Corpse&amp;diff=228295</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Corpse&amp;diff=228295"/>
		<updated>2016-12-16T17:04:50Z</updated>

		<summary type="html">&lt;p&gt;DrNivens: inserted &amp;quot;that&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:26, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is what is left of a creature once dead. The corpses of vermin are called '''remains'''.&lt;br /&gt;
&lt;br /&gt;
A corpse has several levels of decay, it will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, &amp;quot;(creature or name) partially decayed corpse&amp;quot;, and then to &amp;quot;(creature or name) skeleton&amp;quot;, and will remain a skeleton indefinitely.  If the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in respective descriptions, and the parts (if still on the map) will decay into a type of bone depending on the part.  A creature with parts that were pulped (i.e. exploded into gore, cloven asunder, torn into shreds, etc.) before death will be described as a &amp;quot;mangled corpse&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Letting corpses naturally rot is the only way to get usable bones from creatures that dwarves refuse to butcher (such as [[goblin|goblins]], [[elves]], and other [[DF2012:Learns|sentient]] creatures), according to their ethics (unless you modded the ethics). Cutting a live goblin up using serrated blade traps or throwing them down extreme heights (such that they explode) will generate usable goblin bones and skulls. Already-dead corpses can be reanimated with the help of a [[necromancer]], or naturally if you are in any type of evil embark, and then dissected. Remains of vermin, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
&lt;br /&gt;
[[Butcher]]ing a corpse produces quantities of [[meat]], [[prepared organs]], [[bone|bones]], a [[skull]], [[skin]], and [[ivory|nails/hoofs]], as well as [[cartilage]], [[nervous tissue]], and other byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part. &amp;quot;Butchering&amp;quot; a skeleton produces only a skull, bones, cartilage and other non-decaying tissues.  The corpses of very small animals, such as of [[raven]]s, currently cannot be butchered. Also, corpses of tamed (not stray) animals can't be butchered. Being &amp;quot;mangled&amp;quot; does not affect a corpse's ability to be butchered.&lt;br /&gt;
&lt;br /&gt;
Rotting corpses will produce [[miasma]] in subterranean areas, but not above ground.&lt;br /&gt;
&lt;br /&gt;
If a corpse of a dwarf is left unburied, it will cause unhappy [[thought]]s in surviving family and friends. The soul of a dwarf that has not been properly put to rest may [[ghost|return for vengeance]], which can lead to even more [[Tantrum spiral|Fun]].&lt;br /&gt;
&lt;br /&gt;
Seeing body parts and corpses of sapient creatures can cause dwarfs with insufficient [[discipline]] to become horrified, leading them to canceling their current task and running away.&lt;br /&gt;
&lt;br /&gt;
Corpses can be [[Undead|raised from the dead]]. This will occur in some [[Surroundings#Evil|evil]] biomes if the creature is killed inside an evil biome.  On an embark location between an evil and a non-evil biome, corpses killed on the non-evil side will not rise.  Corpses may also be raised by a [[necromancer]] into a slave, or resurrect themselves as [[mummy|mummies]] and themselves gain the power to raise corpses, though mummies will only be encountered in [[tomb]]s in adventure mode.  Mangled corpses with pulped heads or upper bodies will never become undead.  Severed body parts will be able to rise if they have either a grasp tag (hands and possibly other body parts) or if they still have a head attached, so it may be advisable to kill risen corpses with blunt weaponry to avoid swarms of body parts and to permanently pulp them to death.  Corpses and severed body parts will not rise again if they have been [[butcher]]ed, their skin [[tanner|tanned]] and their hair [[spinner|spun into thread]], or if they have been exposed to [[magma]].  The zombies themselves will also be destroyed by magma.&lt;/div&gt;</summary>
		<author><name>DrNivens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Volcano&amp;diff=227542</id>
		<title>Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Volcano&amp;diff=227542"/>
		<updated>2016-11-14T02:16:21Z</updated>

		<summary type="html">&lt;p&gt;DrNivens: added &amp;quot;can fluctuate&amp;quot; since I'm playing on a map and the magma level in the volcano keeps dropping. This article implies that the level may rise again!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:45, 17 October 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Volcano.png|right|thumb|The top layer of a volcano.]]&lt;br /&gt;
A '''volcano''' is a terrain feature created at worldgen. Embarking to a volcano site is the easiest way to obtain [[magma]], as a volcano has magma exposed to the surface rather than dozens or hundreds of z-levels below ground. The volcano will be consistently shaped all the way down to the bottom of the map.&lt;br /&gt;
&lt;br /&gt;
Volcanoes do not explode, erupt, nor bellow noxious fumes, however, the level of magma within can fluctuate. For now volcanoes are simply very large, very hollow pillars of [[obsidian]] with magma inside. They count as subterranean lava for the purpose of spawning [[creature]]s, so magma natives like [[magma crab]]s and [[fire imp]]s will freely roam through the volcano's interior, and may even leave the crater and roam the surface if they happen to path to it.&lt;br /&gt;
&lt;br /&gt;
Volcanoes are one-embark-tile features, meaning that they can be surrounded by any [[biome]]. On the Region embark map, they are represented as a red raised caret (or circumflex) ({{Tile|^|4:0:1}}), the same symbol as a [[trap|weapon trap]] in-game. On the Local embark map they are represented as two tildes ({{Tile|≈|4:0:0}}), the same symbol that represents magma in-game. On a standard world map, there will generally be only a few volcanoes.&lt;br /&gt;
&lt;br /&gt;
Volcanoes tend to appear in mountainous [[Igneous extrusive layer|igneous extrusive]] biomes, which means you may be hard pressed to find [[flux]], [[coal]] or [[wood]]. You won't need it for fuel, but you will still need it for steel making. If you don't feel like searching hundreds of worlds for a volcano next to [[Sedimentary layer|sedimentary stone]] or in a forest, your best bet may be to breach the first cavern for wood (or make tree farms underground once the caverns are opened up), or trade for wood, processed coke or charcoal.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Mining into a warm surface will result in your miner being overrun with the magma before completing the task. Digging a channel beside the warm rock then mining directly into it can safely open a magma flow for redirecting. Another way is to simply channel the warm rock from above. &lt;br /&gt;
&lt;br /&gt;
A more complicated but fool proof method is to tap the tube from one level below, while your miner is protected by an overhead bridge. First, [[channel]] a hole next to the place you want to breach the volcano, creating a hole and a ramp. Then, place a one tile [[magma-safe]] bridge over the ramp. Third, forbid the area the bridge is in -- blocking the area off with a forbidden door, or a contraction, depending on how your fortress works. Then mine the area out from the ramp below.&lt;br /&gt;
&lt;br /&gt;
Any magma in a volcano that is drained will replenish itself over time. This can make tunneling into the lip of a volcano especially [[fun]]. The best way to control volcano magma is to pump it out.&lt;br /&gt;
&lt;br /&gt;
If you really want a volcano next to a sedimentary layer, you can adjust [[advanced world generation]] parameters to maximize your chances: increase the minimum number of volcanoes, increase the X and Y variance of volcanism, and set the terrain mesh weights for volcanism to use only the lowest and highest ranges.&lt;br /&gt;
&lt;br /&gt;
You can instantly discover a magma sea and adamantine if you simply cause a magma-safe cave-in somewhere above the lava. This can be accomplished by creating a floor, then creating a floor out from there with magma safe material, like obsidian. Remove the supporting floor so the obsidian will drop into the magma, and it will never melt, allowing you to use it as a &amp;quot;scout&amp;quot; to find veins of adamantine and a magma sea.&lt;br /&gt;
&lt;br /&gt;
==Advantages/disadvantages==&lt;br /&gt;
===Advantages of volcano embarks===&lt;br /&gt;
*Free, easily accessible magma&lt;br /&gt;
*Easy, partial mapping of the [[magma sea]] and therefore of [[adamantine|what is next to it]], just drop something in the volcano&lt;br /&gt;
*Ensures an igneous extrusive layer, and possible [[obsidian]] layers&lt;br /&gt;
*Easy way to get rid of &amp;lt;s&amp;gt;[[elves]]&amp;lt;/s&amp;gt; [[refuse]], just dump it in. [[Magma mist]] may provide some [[fun]] though.&lt;br /&gt;
*We must reiterate: [[magma]] &lt;br /&gt;
&lt;br /&gt;
===Disadvantages of volcano embarks===&lt;br /&gt;
*Slightly less minerals than in a normal embark, due to volcano size&lt;br /&gt;
*You won't get a sedimentary layer unless you are very lucky even with advanced worldgen volcanism tweaking&lt;br /&gt;
*Sometimes your dwarves dodge INSIDE the volcano&lt;br /&gt;
*Difficult access to rivers or streams&lt;br /&gt;
*Sometimes [[Flood|exceedingly fun]] if the player is careless when digging.&lt;br /&gt;
*[[Magma crab]]s &lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = stodir&lt;br /&gt;
| elvish  = amoya&lt;br /&gt;
| goblin  = uru&lt;br /&gt;
| human   = amak&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>DrNivens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Animal_trainer&amp;diff=180264</id>
		<title>v0.34:Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Animal_trainer&amp;diff=180264"/>
		<updated>2013-01-14T01:29:06Z</updated>

		<summary type="html">&lt;p&gt;DrNivens: /* Domesticating wild animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|03:36, 10 January 2012 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Animal training]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train [[dog|war animal]]&lt;br /&gt;
* Train [[dog|hunting animal]]&lt;br /&gt;
* Tame large animal&lt;br /&gt;
* Tame small animal&lt;br /&gt;
| workshop = [[Kennel]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intuition&lt;br /&gt;
* Patience&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works with [[animal]]s, either taming wild ones, or training certain species for war or hunting.&lt;br /&gt;
&lt;br /&gt;
An [[Activity_zone#Animal_Training|animal training zone]] is required for all training activities.&lt;br /&gt;
&lt;br /&gt;
==Domesticating wild animals==&lt;br /&gt;
&lt;br /&gt;
An animal trainer is needed in order to domesticate wild animals. To do so you will need an animal captured in a [[trap#Cage_Trap|cage trap]], an animal training zone, and some plants or meat depending on whether the animal is carnivorous or herbivorous. To have your animal trainer begin taming a wild animal, use {{k|z}} to open the status screen and select the animal menu. Scroll through the list until your captured wild animal is selected and use {{k|t}} to set a trainer to tame it.&lt;br /&gt;
&lt;br /&gt;
A wild animal can be trained from a cage or on the loose. The trainer will bring food to the cage. Once the animal is no longer wild, it may be released from the cage (e.g. assigned to a [[pasture]] or [[restraint]]), and further training will take place wherever the animal is.  Trained animals become immune to traps.  However, if the animal reverts to the wild state it will retain its trap immunity, making it quite difficult to recapture. {{Bug|6002}}&lt;br /&gt;
&lt;br /&gt;
Adult trained animals will slowly revert to their wild origins over time and must have a trainer permanently assigned to them to ensure they remain friendly. Trained animals have a quality associated to their training whose full effects are not yet fully known, but seems to include the time before they revert to a wild state. The last state before an animal becomes fully wild is 'semi-wild' which prompts a game announcement.  Here are the known training quality levels:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' &lt;br /&gt;
|-&lt;br /&gt;
| Semi-wild || Semi-wild&lt;br /&gt;
|-&lt;br /&gt;
| Trained || Trained&lt;br /&gt;
|-&lt;br /&gt;
| -Trained- || Well-trained &lt;br /&gt;
|-&lt;br /&gt;
| +Trained+ || Skillfully trained &lt;br /&gt;
|-&lt;br /&gt;
| *Trained* ||Expertly trained&lt;br /&gt;
|-&lt;br /&gt;
| ≡Trained≡ || Exceptionally trained &lt;br /&gt;
|-&lt;br /&gt;
| ☼Trained☼ || Masterfully trained &lt;br /&gt;
|-&lt;br /&gt;
| Domesticated || Tame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animals who are trained while young may become fully domesticated and will remain forever tame. In addition, animals who are born from a trained animal will inherit the mother's trained status, including the training quality.  It appears that this added training quality, with the addition of training reinforcement by assigning a trainer, allows for the progression to domestication.&lt;br /&gt;
&lt;br /&gt;
Animals born from partially tamed parents will not revert to a wild state while they are still a child. For example, if a wild female wolf is captured and trained up to the +T+ level, and gives birth, the pups may forget any training they're put under as pups, but will never go lower than Semi-Wild while they're still pups. They can, and will, revert to a wild state when they become adult wolves, though going back to a fully wild state will still take some time after they've reached adulthood.&lt;br /&gt;
&lt;br /&gt;
Finally, when training animals that your civilization has never domesticated before, successful training will result in some knowledge being transferred to your civilization every time the dwarven caravan returns to the mountainhomes. The effects of these are unknown but may result in easier or faster training by animal trainers in future fortresses established by that civilization.&lt;br /&gt;
&lt;br /&gt;
==Bonding==&lt;br /&gt;
As animal trainers work with an animal, they may become bonded to it (&amp;quot;formed a bond with an animal training partner&amp;quot;), and this relationship is visible in the dwarf's relationships screen. This happens even if the dwarf is not specifically assigned to the animal and regardless of training quality. The death of a bonded animal results in a bad thought for the trainer (&amp;quot;has lost an animal training partner to tragedy&amp;quot;), whose exact severity is unknown but fairly significant. It is unknown whether working with a bonded animal gives a happy thought similar to the one gained from talking to a friend.&lt;br /&gt;
&lt;br /&gt;
==Training Tasks==&lt;br /&gt;
To train an animal for Hunting or war, you need a [[Zone#Animal_Training|training zone]] ({{k|i}}, {{k|t}}) and a dwarf with the animal training labor enabled. Then you can go to your animal status screen ({{k|z}}, {{k|Enter}}) and find there a trainable animal. Trainable animals are those where you see you can press either {{k|w}} for war training or {{k|h}} for hunting training. If you wish you can also select a particular trainer {{k|t}} to perform this task.&lt;br /&gt;
&lt;br /&gt;
===Train a Hunting Animal===&lt;br /&gt;
Requires: An [[Cage|uncaged]] '''tame''' animal with [TRAINABLE] or [TRAINABLE_HUNTING], an 'animal training' activity zone, and an [[animal trainer]].  Note that an animal that is in a pasture can only be trained if the zone is also in the same [[pasture]].&lt;br /&gt;
&lt;br /&gt;
Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are faster and more agile than a regular tamed animal, but not as strong as a war animal and cannot be unassigned.&lt;br /&gt;
&lt;br /&gt;
===Train a War Animal===&lt;br /&gt;
Requires: An [[Cage|uncaged]] '''tame''' animal with [TRAINABLE] (or [TRAINABLE_WAR], although no such animals exist), an 'animal training' activity zone, and an [[animal trainer]]. [[Pasture|Pastured]] animals can only be trained if the zone is located within their pasture.&lt;br /&gt;
&lt;br /&gt;
A war animal is stronger than its untrained counterpart. War dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.&lt;br /&gt;
&lt;br /&gt;
Like hunting animals, they can also be assigned to individual dwarves; combined with their strength, this makes them effective expendable bodyguards for any dwarf likely to see danger or who you feel is valuable enough to be worth protecting.  Even if they fail to defeat an attacker, they can often buy their charge time to escape or for additional reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Animal tab ({{k|z}} - {{k|Enter}}) has a list of all animals that are tame (and belong to your civilization) or are caged and can be tamed. Each animal on the list can be assigned a trainer, who will then tame (if needed) the animal, increase its tameness (if not born from tamed animals) or train it for war or hunting (if selected for hunting or training). Not all animals can be trained for war or hunting. Taming or increasing tameness requires an 'Animal Training' activity zone and food (edible [[crop|plant]] for herbivores, [[meat]] for carnivores), which the trainer will bring to the animals. If a caged animal is fed a plant, [[seed]]s will stay in the cage, possibly making it unusable until all the seeds in it are [[Activity zone#Garbage Dump|dump]]ed.&lt;br /&gt;
&lt;br /&gt;
Certain animals are trivial to tame ([[domestic animal]]s are well known by dwarven civilizations), some are rather easy to tame (animals from [[Cavern]]s aren't alien to dwarves). Other creatures will require more attention, at least until your fortress manages to get familiar with them. Which animals are known and how well can be checked in the second sub-tab in &amp;quot;Animals&amp;quot; tab. Badly trained animals can revert to a wild state, resulting in [[fun|dragons rampaging through the fortress]].&lt;br /&gt;
&lt;br /&gt;
Sadly, [[noble]]s cannot be trained, no matter how desperately they need it.&lt;br /&gt;
&lt;br /&gt;
==Trainable war/hunting animals==&lt;br /&gt;
The following creatures can be trained into war animals or hunting animals:&lt;br /&gt;
If you trade for one of these animals, and they are already tame then they will remain tame when they become yours.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Animal&lt;br /&gt;
! Size&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Dog]]&lt;br /&gt;
|30,000&lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Mandrill]]&lt;br /&gt;
|20,000&lt;br /&gt;
|☼ †&lt;br /&gt;
|-&lt;br /&gt;
|[[Gorilla]]&lt;br /&gt;
|150,000&lt;br /&gt;
|☼ †&lt;br /&gt;
|-&lt;br /&gt;
|[[Grizzly bear]]&lt;br /&gt;
|200,000&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Polar bear]]&lt;br /&gt;
|400,000&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Gigantic panda]]&lt;br /&gt;
|1,160,900&lt;br /&gt;
|‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Elephant]]&lt;br /&gt;
|5,000,000&lt;br /&gt;
|‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhinoceros]]&lt;br /&gt;
|3,000,000&lt;br /&gt;
|‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giraffe]]&lt;br /&gt;
|1,000,000&lt;br /&gt;
|‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant bat]]&lt;br /&gt;
|200,000&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cave swallow]]&lt;br /&gt;
|200,000&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Jabberer]]&lt;br /&gt;
|4,500,000&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheetah]]&lt;br /&gt;
|50,000&lt;br /&gt;
|♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Leopard]]&lt;br /&gt;
|50,000 &lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Jaguar]]&lt;br /&gt;
|75,000&lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Lion]]&lt;br /&gt;
|200,000 &lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiger]]&lt;br /&gt;
|225,000&lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Bobcat]]&lt;br /&gt;
|8,000&lt;br /&gt;
| Too small&lt;br /&gt;
|-&lt;br /&gt;
|[[Ocelot]]&lt;br /&gt;
|25,000&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|[[Lynx]]&lt;br /&gt;
|25,000&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cheetah]]&lt;br /&gt;
|560,000&lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant leopard]]&lt;br /&gt;
|560,000 &lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant jaguar]]&lt;br /&gt;
|750,000&lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant lion]]&lt;br /&gt;
|1,700,000 &lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant tiger]]&lt;br /&gt;
|1,900,000 &lt;br /&gt;
|☼ ♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Cave dragon]]&lt;br /&gt;
|15,000,000&lt;br /&gt;
|☼ &lt;br /&gt;
|-&lt;br /&gt;
|[[Roc]]&lt;br /&gt;
|20,000,000&lt;br /&gt;
|☼ ♪ [[Megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon]]&lt;br /&gt;
|25,000,000&lt;br /&gt;
|☼ [[Megabeast]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''☼ - These animals are a good choice for your army.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''† - These animals are good choices for protecting important civilians, attacking dangerous creatures so the dwarf can escape.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''♪ - These animals are good companions for hunters and marksdwarves.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''‼ - These animals are a poor choice for training due to their voracious appetites for [[grass]].''&lt;br /&gt;
&lt;br /&gt;
Remember to keep a breeding pair out of harm's way around if you want more of a particular animal, in case the ones in service somehow die.&lt;br /&gt;
&lt;br /&gt;
==Tame water creatures==&lt;br /&gt;
It is reportedly possible to capture and tame water creatures if special care is used. But it's unknown how to butcher them.&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=75780.0]&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>DrNivens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:DrNivens&amp;diff=136709</id>
		<title>User:DrNivens</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:DrNivens&amp;diff=136709"/>
		<updated>2011-02-21T03:36:47Z</updated>

		<summary type="html">&lt;p&gt;DrNivens: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello. I'm DrNivens and I am a professor of mathematics education. I enjoy games. I found out about DF from my younger brother. It reminded me of a game called ''Moria'' that a friend of mine would play at lunch in high school back in 1991. He never let me play, so I've always had a part of me that wanted something that DF offers.&lt;br /&gt;
&lt;br /&gt;
I find that games make mathematics and science fun. DF excels in this respect. Playing ''BattleTech: Aerospace'' really helped teach me physics. Finally I have a game that has made learning geology fun.&lt;/div&gt;</summary>
		<author><name>DrNivens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=136708</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=136708"/>
		<updated>2011-02-21T03:34:57Z</updated>

		<summary type="html">&lt;p&gt;DrNivens: /* Comments */&lt;/p&gt;
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|-&lt;br /&gt;
!Instructions for a Pleasant Talk Experience&lt;br /&gt;
|-&lt;br /&gt;
|In the interest of keeping discussions in one place:&lt;br /&gt;
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.&lt;br /&gt;
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. &amp;quot;===Subject===&amp;quot;, 3 equals signs). As with above, I will keep my replies here on this page.&lt;br /&gt;
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.&lt;br /&gt;
|}&lt;br /&gt;
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==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page and place your signature in the &amp;quot;[[#Reply Notification|Reply Notification]]&amp;quot; section above. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
=== Recent Edit ===&lt;br /&gt;
Thanks for the formula for nickel silver. I didn't know the mix. (I would have posted this somewhere else, but not sure there is a better way to say thanks.)&lt;br /&gt;
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=== Recent Wiki Spam ===&lt;br /&gt;
I've changed a few settings that should hopefully deter the spambots, and added an additional anti-spam extension.  Please let me know if these seem to be working or not. --[[User:Briess|Briess]] 02:26, 30 January 2011 (UTC)&lt;br /&gt;
:Whatever it was, it doesn't seem to be helping much... --[[User:Quietust|Quietust]] 17:08, 30 January 2011 (UTC)&lt;br /&gt;
::I'm looking into some things right now. Are you able to hop on IRC? --[[User:Briess|Briess]] 18:33, 6 February 2011 (UTC)&lt;br /&gt;
:::Which channel? Freenode #magmawiki or somewhere else? --[[User:Quietust|Quietust]] 18:35, 6 February 2011 (UTC)&lt;br /&gt;
::::There may be some problems with the setup.  If you notice any issues, please let me know, and I'll try to figure out what exactly I can do to fix them --[[User:Briess|Briess]] 19:44, 6 February 2011 (UTC)&lt;br /&gt;
It appears we're blocking significantly more spam, but as a result they've ramped up the number of attackers. :/ Any ideas what to do next? --[[User:Briess|Briess]] 15:41, 7 February 2011 (UTC)&lt;br /&gt;
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=== Magmawiki Feature Idea ===&lt;br /&gt;
Looking for your input on this [http://www.magmawiki.com/wiki/article_versions feature]. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 01:25, 18 December 2010 (UTC)&lt;br /&gt;
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=== Regex Stuff ===&lt;br /&gt;
When Loc is back online later tonight we should be able to fix it. I'm pretty sure the regex problem is the same extension problem we had when the wiki blew up massively several months ago -- basically php version specific. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 01:11, 17 December 2010 (UTC)&lt;br /&gt;
:Loc assumed the same thing, since he apparently set up this server with PHP 5.3; presumably, it was previously running version 5.2. --[[User:Quietust|Quietust]] 01:26, 17 December 2010 (UTC)&lt;br /&gt;
::He did this exact same thing last time. -_- [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 01:50, 17 December 2010 (UTC)&lt;br /&gt;
:::Indeed, this is my hunch, I'll be working on this tomorrow once I get a chance to sleep. --[[User:Briess|Briess]] 07:55, 17 December 2010 (UTC)&lt;br /&gt;
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=== Forum PMs ===&lt;br /&gt;
Have you checked your [http://www.bay12forums.com/smf/index.php?action=pm Bay 12 Forums personal messages] recently? --[[User:Footkerchief|Footkerchief]] 14:21, 22 November 2010 (UTC)&lt;br /&gt;
:I have. I just haven't yet decided how to respond. --[[User:Quietust|Quietust]] 19:02, 22 November 2010 (UTC)&lt;br /&gt;
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=== Windmills ===&lt;br /&gt;
It may be a bug, but in my experience, it does work reliably.  Build the windmill first, and the receiving device second, and it'll be powered.  Doesn't matter if the receiving device hooks up to something else built previously, doesn't matter if the whole assemblage demands more power than the windmill can give.  If the windmill is built before whatever it's expected to link to, then it'll link in through a floor. --[[User:DeMatt|DeMatt]] 20:57, 20 November 2010 (UTC)&lt;br /&gt;
:The fact still stands that it's inconsistent, and I've just added an entry to the bug tracker specifically about said inconsistency. We shall see whether it's actually supposed to be possible for windmills to transmit power through floor tiles. --[[User:Quietust|Quietust]] 21:22, 20 November 2010 (UTC)&lt;br /&gt;
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=== Barony? ===&lt;br /&gt;
I see you are logged on or at least recently so.  Can you quick explain why I should accept becoming a Barony?  I just don't see an advantage.  I posted the question on [[Talk:Baron]].  Thanks for your help! -- [[User:Maunder|Maunder]] 02:30, 7 November 2010 (UTC)&lt;br /&gt;
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=== Arsenal Dwarf ===&lt;br /&gt;
&lt;br /&gt;
I have 0.31.14 for the Mac, it's the only version I've ever had, and I have the Arsenal Dwarf. I don't see how I have &amp;quot;a world that was generated in an old version&amp;quot; unless there is something specific to the Mac version because I've never had an old version. Granted I'm not actually able to figure out what the AD is doing, but it's there.--[[Special:Contributions/74.73.27.227|74.73.27.227]] 01:38, 3 October 2010 (UTC)&lt;br /&gt;
:I've just extracted entity_default.txt from df_31_14_win_s.zip, and the arsenal dwarf is very much absent from the list of positions. I've also checked the same file within df_31_14_osx.tar.bz2 and it's also not there. You're using a savegame from an older version. --[[User:Quietust|Quietust]] 01:55, 3 October 2010 (UTC)&lt;br /&gt;
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=== Javascript ===&lt;br /&gt;
&lt;br /&gt;
We have to resubmit all .js and .css pages. Otherwise they won't work their way into the cache. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 23:15, 21 September 2010 (UTC)&lt;br /&gt;
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=== Quality Tags ===&lt;br /&gt;
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Are you sure? ;D [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 23:17, 21 September 2010 (UTC)&lt;br /&gt;
:Stealth fixes are hardly sporting... --[[User:Quietust|Quietust]] 23:18, 21 September 2010 (UTC)&lt;br /&gt;
::&amp;lt;3 Also, why don't you hang out in #magmawiki on freenode? Seeing as you're the most wiki-active admin, you might want to get in on magmawiki discussions. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 23:20, 21 September 2010 (UTC)&lt;br /&gt;
:::Mainly because I don't really do IRC very much anymore. If there are particular discussions that are expected to take place, I could certainly attend them, schedule permitting. --[[User:Quietust|Quietust]] 23:23, 21 September 2010 (UTC)&lt;br /&gt;
::::We don't really have scheduled discussions. They just sort of happen, and sometimes with hours between responses on each side. So you'd sort of have to idle in order to &amp;quot;attend&amp;quot; them. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 23:25, 21 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Three random things ===&lt;br /&gt;
&lt;br /&gt;
(1) Looking through recent changes I thought you'd made a mistake or something, cos [http://df.magmawiki.com/index.php?title=DF2010:Cave-in&amp;amp;curid=10494&amp;amp;diff=127284&amp;amp;oldid=127282 this] edit had a detailed edit summary but didn't change the page size.  Turned out that, by fluke, you'd removed exactly as many characters as you'd added.&lt;br /&gt;
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(2) I left you a message in [http://www.bay12forums.com/smf/index.php?topic=65154.0 this] thread.  Not meaning to hassle, just wasn't sure if you'd seen it.&lt;br /&gt;
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(3) When I look at a page like {{L|cow}} I always want to know how much food you get from butchering.  Based on the information in the infobox you can get 33-37 food per cow, but it takes a while to add everything up, and even longer to compare two animals (cow vs. horse or whatever).  I was wondering, would it be possible to edit {{L|Template:CreatureInfo v0.31}} to give it a new line, called &amp;quot;total edible&amp;quot; or whatever, that would automatically sum all the edible components?  I realise it could be done manually for each creature article, but I thought you might be able to figure out a more elegant way.&lt;br /&gt;
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[[User:Bognor|Bognor]] 13:28, 9 September 2010 (UTC)&lt;br /&gt;
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:Thinking more about (3), it looks like some of the info currently in those templates is dodgy.  Doubtful that horses would yield 32 food while dogs yield 37.  [[User:Bognor|Bognor]] 13:50, 9 September 2010 (UTC)&lt;br /&gt;
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=== Talkback ===&lt;br /&gt;
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=== Adminship ===&lt;br /&gt;
I think the wiki could be greatly served if you nominate yourself for [[Dwarf_Fortress_Wiki:Request_for_Adminship|adminship]].  I was frankly surprised you weren't an admin already.  Particularly you being able to just go ahead and complete non-controversial deletes would be really useful I think, not to mention applying blocks to blatant and flagrant vandals.  Let me know if you put yourself up there for a vote. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 03:09, 31 July 2010 (UTC)&lt;br /&gt;
:Maybe I come from a different background, but it's my view that adminship is something that needs to be ''offered'' by another admin who thinks it's deserved, and never directly requested - in fact, most other sites I've been to work exactly this way. That said, I can't nominate ''myself'', but I wouldn't have a problem with being nominated by someone else who would have the authority to do so. --[[User:Quietust|Quietust]] 03:42, 31 July 2010 (UTC)&lt;br /&gt;
::My personal view on it is that it isn't as much as leadership position as it is a janitor position with some special powers and certain people who already take on the jobs of janitors (such as yourself) could use the tools like you'd use a better mop.  I was the first person to nominate themselves and now we have several who have done so.  The link I had above was broken, I've fixed it, take a look at it.  Anyone can nominate themselves, no authority needed. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 05:06, 31 July 2010 (UTC)&lt;br /&gt;
:::Psst. No need. This wiki is much to slow to have an effective rfa process. So uhh, you're an admin now. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 18:39, 7 August 2010 (UTC)&lt;br /&gt;
:::: Hurray! Cheers for becoming an Admin and thanks again for your tons of contributions.--[[User:Used|Used]] 09:15, 8 August 2010 (UTC)&lt;br /&gt;
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=== Talk page for Goblinite ===&lt;br /&gt;
:I don't have permission to create the discussion page for Goblinite. You recently undid my question on the subject (without answering it, I might add) so could you please create a talk page for Goblinite so I can ask my question there.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:41, 15 July 2010 (UTC)&lt;br /&gt;
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=== Regarding Spam Bots ===&lt;br /&gt;
Just leave a message on my talk page if you come across some that aren't being dealt with in terms of ban hammering. I always check the wiki for messages once a day, but sometimes things get buried in recent changes before I see them. So uhh yeah! [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 10:29, 15 June 2010 (UTC)  &lt;br /&gt;
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===Biome Table===&lt;br /&gt;
I like to thank you for your work on the biome table, it's a lot better now. I'm trying to make the whole biome stuff a bit clearer. Ah, and also thanks for fixing some of the typos, my mother tongue is german but I try to do my best in english ;).&lt;br /&gt;
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Greetings and keep up the great work here in the wiki. [[User:Used|Used]] 15:58, 1 June 2010 (UTC)&lt;br /&gt;
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===Gamedata===&lt;br /&gt;
You. rock.  Holy. crap. --[[User:Briess|Briess]] 19:33, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The tiny column of raws is unusable. I think we're better off not having it in the same place as the creature box. [[User:VengefulDonut|VengefulDonut]] 12:29, 5 May 2010 (UTC)&lt;br /&gt;
::I could've told you that myself. In fact, so could [[User:Used]], who tried widening the new gamedata box a bit over a week ago only to be overruled by Briess when it messed up the creature pages. --[[User:Quietust|Quietust]] 13:05, 5 May 2010 (UTC)&lt;br /&gt;
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:Here's an idea:&lt;br /&gt;
:Let's stick the raw lookup template for the individual creatures and such on their /raw page and pull that using the gamedata template on the main page. Thoughts? [[User:VengefulDonut|VengefulDonut]] 14:45, 5 May 2010 (UTC)&lt;br /&gt;
::An interesting idea, and one that would probably be easy enough to automate. It would also make the name-&amp;gt;ID and name-&amp;gt;raw_file.txt lookup tables unnecessary, since the /raw pages could just be made to contain something like &amp;lt;nowiki&amp;gt;{{raw2:DF2010:creature_standard.txt|CREATURE|DWARF}}&amp;lt;/nowiki&amp;gt;. However, it'll also result in a ton of tiny pages to maintain, especially those that use DF2010:creature_standard.txt which had been split into 3 parts to stop it from crashing PCRE. --[[User:Quietust|Quietust]] 14:55, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Then it will probably be easier to deal with if you keep the lookup template active. That way if a file needs to be split again then only the lookup changes. You think you could make your bot stick the appropriate things on the raw pages? Also, maybe lump them into a raw file category. [[User:VengefulDonut|VengefulDonut]] 15:47, 5 May 2010 (UTC)&lt;br /&gt;
::::Clearly, the &amp;quot;file&amp;quot; lookup should be kept; however, I figure the &amp;quot;id&amp;quot; lookup could probably be dropped since there's no reason they would ever need to change (and the only reason I added them was because I was looking up the raws based on the page name). See [[DF2010:Beetle/raw]] for a sample data page using both templates - dropping down to just the one lookup will change it as follows and necessitate changing the &amp;quot;file lookup&amp;quot; template to translate from raw ID to filename rather than general name to filename. --[[User:Quietust|Quietust]] 17:41, 5 May 2010 (UTC)&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{#ifexist:{{DF2010:Creature file lookup|beetle}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|beetle}}|CREATURE|{{DF2010:Creature id lookup|beetle}}}}}}|Unable to locate raws!}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{#ifexist:{{DF2010:Creature file lookup|BEETLE}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|BEETLE}}|CREATURE|BEETLE}}}}|Unable to locate raws!}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
::::Also, I'd prefer to get some sort of consensus before continuing that we really want to create all of these /raw subpages. --[[User:Quietust|Quietust]] 21:55, 5 May 2010 (UTC)&lt;br /&gt;
:::::The process of creating these /raw subpages started quite a while back, and has continued in a haphazard way since. The only difference is yours automatically updates itself. [[User:VengefulDonut|VengefulDonut]] 03:05, 6 May 2010 (UTC)&lt;br /&gt;
::::::My concern is that the templates I've written effectively make the /raw pages completely unnecessary, hence my wanting to make sure we still want to go in the direction of using the /raw pages at all. --[[User:Quietust|Quietust]] 04:27, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Your templates make it easy to put a raw in the box, but for the really wide raw entries that cause scrolling, seeing it on a page is easier to use. So a slight adaptation of what you have enables both. [[User:VengefulDonut|VengefulDonut]] 05:29, 6 May 2010 (UTC)&lt;br /&gt;
::::::::Fair enough. That aside, which of the above should I use? Lookup both the object ID and raw file from the creature name hardcoded into the page, or lookup just the raw file from the object ID hardcoded into the page (dropping &amp;quot;Creature id lookup&amp;quot; and rewriting &amp;quot;Creature file lookup&amp;quot;)? Should that code go directly in the /raw pages, or should we put it into {{tl|creature raw}} instead (which has now gone unused)? Also, feel free to mess around with the &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;'d&amp;lt;/nowiki&amp;gt; formatting on [[DF2010:Beetle/raw]] (possibly put it inside another template or two - 'begin' and 'end', perhaps - in case we want to change it in the future) - given the number of /raw pages this will create (just short of 700), I'd prefer to get them right the first time. I've already got the bot script itself written, and it'll just be a matter of changing the line where it assembles the page contents. --[[User:Quietust|Quietust]] 12:55, 6 May 2010 (UTC)&lt;br /&gt;
:::::::I think we should stick as little on the page as possible. If each page is just a template or two with simple parameters, switching things out later will be easy. I'm imagining something like this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{creaturesomething|creature}}&amp;lt;noinclude&amp;gt;{{creaturerawcat|creature}}&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:::::::where ''creature'' is either the name or the id. I think id is better since that reduces the total amount of plumbing we need to have, and the it's less likely to be changed in the future since objects in DF refer to each other by id. Then on template:creaturesomething we can stick all the formatting and a call to {{t|creature raw}}, which we can make a straightforward raw-delivery function (which is useful elsewhere; eg: {{t|creatureInfo}}). Template:creaturerawcat can contain &amp;lt;nowiki&amp;gt;{{category|raw pages}}&amp;lt;/nowiki&amp;gt; for now, but maybe later we'll want to rename the category or put a more complex hierarchy there. [[User:VengefulDonut|VengefulDonut]] 13:48, 6 May 2010 (UTC)&lt;br /&gt;
::::::::If we include any formatting in template:creaturesomething itself, then that formatting will just appear as plain text in the &amp;quot;Raws&amp;quot; box at the bottom of the creature page, and we don't want that, hence putting it inside templates and transcluding it inside &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tags before and after the actual data. --[[User:Quietust|Quietust]] 13:57, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Take a look now [[User:VengefulDonut|VengefulDonut]] 14:18, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Well, I think I like the header and footer system more anyway. That way only the actual raw text is transcluded from the raw page. [[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
:::::::You should pass the creature id parameter into the header and footer as well. It will keep our options open [[User:VengefulDonut|VengefulDonut]] 14:44, 6 May 2010 (UTC)&lt;br /&gt;
::::::::It is done. I also figured it might be useful to also pass the object type (lowercase with spaces) as another parameter. Now all that remains is to readd {{tl|gamedata}} to every creature/plant page. Oh, and probably go back and create stub pages for all of the vermin fish (since they also got /raw pages) rather than just redirecting them to [[Fish]]. --[[User:Quietust|Quietust]] 15:31, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Good idea===&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 02:19, 30 April 2010 (UTC)&lt;br /&gt;
:Also, dealing with metals should be feasible now :) [[User:VengefulDonut|VengefulDonut]] 02:23, 30 April 2010 (UTC)&lt;br /&gt;
:Well, maybe not.. the way the alloy templates are set up will make it nasty. Do you think anyone will mind if they're scrapped? [[User:VengefulDonut|VengefulDonut]] 02:29, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Bituminous coal ===&lt;br /&gt;
&lt;br /&gt;
Oops. Not sure how that came about Oo [[User:VengefulDonut|VengefulDonut]] 21:34, 26 April 2010 (UTC)&lt;br /&gt;
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===Raws===&lt;br /&gt;
I set the query for random page to prevent finding pages with /raw in the title ( NOT LIKE '%/raw') for now, and once we have the handy dandy fancy raw extractor stuff, we'll use that. --[[User:Briess|Briess]] 12:59, 23 April 2010 (UTC)&lt;br /&gt;
:P.S. thanks for letting me know about that potential problem ;) --[[User:Briess|Briess]] 13:00, 23 April 2010 (UTC)&lt;br /&gt;
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===Template:23a Metal===&lt;br /&gt;
I was just curious about this new template. Is there a particular reason that a new template was necessary? I had thought that the regular Template:Metal was fully version-independent, but I could be wrong. I'm just interested in helping make templates as reusable as possible. &lt;br /&gt;
--[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 15:29, 21 April 2010 (UTC)&lt;br /&gt;
:Metals in 0.23.130.23a don't necessarily use the same foreground color for bars and for background-colored furniture - for example, copper bars are brown and produce brown furniture, but copper barrels are '''red''' with a brown background, while bronze is yellow and a bronze barrel is yellow with a brown background. I was also trying to replicate the original infobox template used on the old wiki, since it depicted the source materials as ores rather than metal bars (and in the 2D version, you could '''only''' make alloys from ores, never bars). There's also the fact that the newer templates unconditionally include Construction as an option, and constructions did not exist back in 23a. The {{tl|23a Ore}} template was made for a similar reason - the current one doesn't handle the unmined tile and the mined stone being different colors (even in current versions, only a few stones actually behave that way, and none of them are ores), and there was no such thing as an economic stone back then (so it was completely impossible to use ores for masonry or stonecrafting). --[[User:Quietust|Quietust]] 15:50, 21 April 2010 (UTC)&lt;br /&gt;
::Thanks for the response. I guess it just irritates me on some fundamental level that all of the templates can't be re-used across all of the version namespaces, but it does not seem like it would be worth the time investment in this case to make the changes. It must be the latent programmer coming out in me. At least it seems like the majority of the templates will work OK between the new version and 40d. One tiny suggention I would make though, you may want to add &amp;lt;nowiki&amp;gt;{{Category|Metals}} and {{Category|Ore}}&amp;lt;/nowiki&amp;gt; respectively to those two templates, so the pages get filed appropriately. :) --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:14, 21 April 2010 (UTC)&lt;br /&gt;
:::It's one thing to have forward compatibility, but given the huge amount of changes between the 2D and 3D versions it's not surprising that some of the current templates don't work with the old stuff. Also, by &amp;quot;those two templates&amp;quot;, should I assume that you meant {{tl|Metal}} and {{tl|Ore}} as well as {{tl|23a Metal}} and {{tl|23a Ore}}? --[[User:Quietust|Quietust]] 18:24, 21 April 2010 (UTC)&lt;br /&gt;
::::Ugh, my apologies, apparently I was ''assuming'' that the [[Template:Metal|Metal]] and [[Template:Ore|Ore]] templates already had category tags in them. Instead I just looked and it seems like the category tags were manually placed on each individual page. Sorry about that. Having the tags added by the template saves a lot of editing in my opinion, but it's up to you how you want to handle it. I'll work on prying my foot out of my mouth. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:44, 21 April 2010 (UTC)&lt;br /&gt;
:::::There's also the minor annoyance that including the {{tl|Category}} tag in the template itself also causes the template to be categorized if it transcludes itself as an example, which isn't what we want. If we know that the {{tl|Category}} template will never be used to categorize templates, it would be easy enough to just place a check inside the template itself to check if the namespace is &amp;quot;Template&amp;quot; and simply omit the category tag entirely. --[[User:Quietust|Quietust]] 18:48, 21 April 2010 (UTC)&lt;br /&gt;
::::::That funcionality is already built into [[Template:Category]], with room for expansion should you want to use it to categorize other types of pages. Just a simple #switch on the page namespace. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 19:24, 21 April 2010 (UTC)&lt;br /&gt;
:::::::Actually, no it isn't - while the template can change '''which''' category gets included, it does not prevent a category tag from being added at all. This would be easy enough to fix - just wrap the outer Category tag with &amp;lt;nowiki&amp;gt;{{#ifeq:{{NAMESPACE}}:Template||...}}&amp;lt;/nowiki&amp;gt;. --[[User:Quietust|Quietust]] 19:27, 21 April 2010 (UTC)&lt;br /&gt;
::::::::Sorry, I misunderstood what you were saying. If I understand correctly, isn't this the same issue you encounter when inlcuding a normal category tag in a template? Like you said, it shouldn't be a big issue to correct, although I have noticed that Mediawiki doesn't always resolve the markup language in the order that I expect it to. I suppose it could also be fixed on each template that transcludes it, but that defeats the purpose. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 19:49, 21 April 2010 (UTC)&lt;br /&gt;
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===bar vs bars===&lt;br /&gt;
&lt;br /&gt;
 It doesn't matter that they're called &amp;quot;bars&amp;quot; in game, since the style guide dictates singular forms &lt;br /&gt;
Yes, as the correct game term it does matter, and no, the style guide doesn't &amp;quot;dictate&amp;quot; that. It specifically says ''&amp;quot;Exceptions are proper nouns and terms that are always plural&amp;quot;'' - and there is no metal &amp;quot;bar&amp;quot; in the game.  And now is the time to change it - just because it was wrong before, doesn't mean it should stay wrong. It is the same as &amp;quot;plate armor&amp;quot; was in 40d - one term referring to more than one item. However, I don't want to get into an edit war, and will leave it. I disagree, tho' - both &amp;quot;bar&amp;quot; and &amp;quot;bars&amp;quot; are metal, and anything else is either, ''specifically'', &amp;quot;vertical bars&amp;quot; or &amp;quot;floor bars&amp;quot;.--[[User:Albedo|Albedo]] 04:33, 20 April 2010 (UTC)&lt;br /&gt;
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===40d:obsidian===&lt;br /&gt;
&lt;br /&gt;
 I'm pretty sure you meant to be looking at the DF2010 version of this article&lt;br /&gt;
&amp;lt;facepalm&amp;gt; Clearly, time to have a beer and get afk for a while. Thnx!--[[User:Albedo|Albedo]] 04:44, 20 April 2010 (UTC)&lt;br /&gt;
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===speciality===&lt;br /&gt;
is british english, specialty american english. IIRC, both can be used on the wiki unless it's explicitly a game term. ;) &lt;br /&gt;
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===Non-Newtonian Fluids===&lt;br /&gt;
&lt;br /&gt;
To further expound on my edit comments:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For a fluid to be non-Newtonian, one of three things must be true:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. The shear stress of the fluid is non-linear when graphed against shear rate. (i.e. the fluid gets thicker/thinner depending on how quickly force is applied)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
2. The shear stress of the fluid is non-linear when graphed against time at a constant shear rate. (i.e. the fluid gets thicker/thinner depending on how long a constant force is applied)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
3. The fluid has non-zero shear stress when the shear rate is zero. (i.e. you have to exert force on the liquid to get it to start flowing, though it may continue flowing normally thereafter)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magma definitely qualifies, because it's technically a suspension (i.e. a mixture of solids and liquid), rather than a pure liquid.  And suspensions are always non-Newtonian.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the best.&lt;br /&gt;
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===Gamedata===&lt;br /&gt;
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How would you feel about a version of [[template:gamedata]] that pulled information from raw files? [[User:VengefulDonut|VengefulDonut]] 03:58, 15 April 2010 (UTC)&lt;br /&gt;
:Would certainly be interesting, though I can't help but be concerned that this might put a lot of additional load on the wiki. Then again, it seems to be handling the stuff for stones just fine. --[[User:Quietust|Quietust]] 17:56, 15 April 2010 (UTC)&lt;br /&gt;
::Apparently it's negligible. I was worried about that possibility too but have been reassured otherwise. Supporting previous versions shouldn't be difficult from the place we're at now. It may even just be a matter of passing the right things to the templates. [[User:VengefulDonut|VengefulDonut]] 02:44, 16 April 2010 (UTC)&lt;br /&gt;
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===Namespace Searches===&lt;br /&gt;
It was set to work properly for new users about a month ago; however, user settings take precedence over system level settings.  You might want to check them; if you think it's a problem, though, I can go through and modify everyone's settings globally with a script (but this overwrites all search settings) --[[User:Briess|Briess]] 21:56, 14 April 2010 (UTC)&lt;br /&gt;
:Oh yeah, forgot about that. They were indeed set to exclude those namespaces, but no longer. --[[User:Quietust|Quietust]] 21:58, 14 April 2010 (UTC)&lt;br /&gt;
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===Alluvial is not soil===&lt;br /&gt;
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Blaugh, my bad. Read it elsewhere a while back and assumed it was accurate. --[[User:Retro|Retro]] 18:39, 13 April 2010 (UTC)&lt;br /&gt;
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===Slade / Demonic fortresses===&lt;br /&gt;
&lt;br /&gt;
A note on your removal of the 'digging into demonic fortress from underneath' bit - going from this quote on the Slade page (&amp;quot;Slade walls cannot be dug into. However, slade floors can.&amp;quot;) it's presumably possible to do this by digging a down-stair into the bottom floor of the fortress. As I haven't found one myself nor did I add the original info I can't confirm, but it made sense to me when I first read it. --[[User:Retro|Retro]] 14:05, 8 April 2010 (UTC)&lt;br /&gt;
:However, the bottom floor of the demonic fortress tends to have solid slade walls beneath it, so there'd be nothing to dig into. It's possible that it could have empty space underneath it, given sufficient randomness, though the fact that it's possible to channel through slade floors (but NOT through the walls underneath them) is probably a bug in and of itself. --[[User:Quietust|Quietust]] 14:36, 8 April 2010 (UTC)&lt;br /&gt;
::Good stuff, didn't know about the full walls underneath. Glad I ran it by you before just trying to pop it back in or something. --[[User:Retro|Retro]] 18:38, 8 April 2010 (UTC)&lt;br /&gt;
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===Code stuff===&lt;br /&gt;
Not necessarily.  I haven't really had a chance to look at the code yet (I've been busy all week until now), so I'm going to take a look and see how and if we should integrate that into our codebase.  My primary concern is ease of continuing upgrades for mediawiki, but if it's simple enough, it shouldn't be a problem. --[[User:Briess|Briess]] 18:09, 1 April 2010 (UTC)&lt;br /&gt;
===Fun -&amp;gt; #REDIRECT [[cv:Fun]]===&lt;br /&gt;
Seems this is going back and forth - see [[Talk:Fun]]--[[User:Albedo|Albedo]] 22:39, 28 March 2010 (UTC)&lt;br /&gt;
:Fair enough - I'll leave it alone. --[[User:Quietust|Quietust]] 02:30, 29 March 2010 (UTC)&lt;br /&gt;
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===Bot Programming===&lt;br /&gt;
What language is your bot using? Because if it's a language I know (which it probably is, because I know a lot of languages) I could definitely help you write code for changing all the links properly. Even though it might be more short term work, I think it's a better overall outcome than having modded files. Modded files make upgrading the software harder, etc... aside from the issue I mentioned about people assuming the links work one way from prior experience. Also, I just stole Wikipedia's Talkback template, [[Template:talkback]] something I think you'll like. [[User:Emi|Emi]] 18:29, 25 March 2010 (UTC)&lt;br /&gt;
:Just noticed the links up top, and thus why a bot to redo all the links might be tricky. I'll just go ahead and write a python bot to do it. [[User:Emi|Emi]] 18:32, 25 March 2010 (UTC)&lt;br /&gt;
===Magma temp===&lt;br /&gt;
Sorry, it was from a forum post. I realise my mistake now, but I'm too embarrassed to undo it. Could you please fix it?&lt;br /&gt;
--[[User:Eagle0600|Eagle0600]] 03:52, 30 January 2010 (UTC)&lt;br /&gt;
===Archive===&lt;br /&gt;
I do not have a db dump from that time.  Do you still want the namespace, though? --[[User:Briess|Briess]] 00:55, 15 March 2010 (UTC)&lt;br /&gt;
:Sure - it'll just require some manual re-entry (which will be slightly annoying due to the fact that anonymous edits were disabled, so archive.org didn't manage to archive the &amp;quot;Edit&amp;quot; pages which would've contained the source markup). --[[User:Quietust|Quietust]] 01:46, 15 March 2010 (UTC)&lt;br /&gt;
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===Tilesets===&lt;br /&gt;
Oops. Sorry about that. I think I accidentally edited an old revision. [[User:VengefulDonut|VengefulDonut]] 18:50, 13 December 2009 (UTC)&lt;br /&gt;
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===Workshop Pictures===&lt;br /&gt;
Heh, I was ''hoping'' I could bait you into creating the rest of the picture templates. :) Sorry about the +'s-- I forgot I had built those on smoothed tiles. --[[User:HebaruSan|HebaruSan]] 04:49, 9 November 2009 (UTC)&lt;br /&gt;
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===chevron/caret===&lt;br /&gt;
  chevron is &amp;lt;&amp;lt; or &amp;gt;&amp;gt;; ^ is a caret&lt;br /&gt;
This is minor, but wanted to bounce it off you. A &amp;quot;caret&amp;quot; is, ''specifically and solely'', an editor's mark - it refers to a specific shorthand usage (inserting an edit) and not a shape, and I doubt if the majority of readers would be at all familiar with that term anyway.  A &amp;quot;chevron&amp;quot; is either &amp;quot;^&amp;quot; or &amp;quot;v&amp;quot; - a sergeant's stripes are &amp;quot;chevrons&amp;quot;.  (Not sure where you get your horizontal form from.)  I think &amp;quot;chevron&amp;quot; is a more generally recognizable, and thus more useful term, neh?--[[User:Albedo|Albedo]] 22:21, 4 November 2009 (UTC)&lt;br /&gt;
:I'm just going by Wikipedia's definitions of [http://en.wikipedia.org/wiki/Caret caret] and [http://en.wikipedia.org/wiki/Chevron chevron]. In particular, chevrons most often point ''down'' rather than up. --[[User:Quietust|Quietust]] 22:42, 4 November 2009 (UTC)&lt;br /&gt;
::I would never use a Wiki as an authoritative dictionary, unless I wanted something more vernacular/modern, and then I'd go to [http://www.urbandictionary.com/ urban dictionary.com].  It's a function of that (amateur) editor that emphasizes one definition (or orientation) over another. Soldiers' stripes are &amp;quot;chevrons&amp;quot;, and they can point up or down (country/era dependent), and the majority of heraldic uses are &amp;quot;up&amp;quot;.&amp;lt;br /&amp;gt;[http://www.merriam-webster.com/dictionary/chevron merriam-webster online dictinary: &amp;quot;chevron&amp;quot;]&amp;lt;br /&amp;gt;http://en.wikipedia.org/wiki/Chevron_%28insignia%29&amp;lt;br /&amp;gt;http://www.merriam-webster.com/dictionary/caret  (read again - &amp;quot;caret&amp;quot; is context specific. Also, how many DF uses would know the technical ASCII name?)&amp;lt;br /&amp;gt;I'm going to change that one word back.--[[User:Albedo|Albedo]] 01:42, 5 November 2009 (UTC)&lt;br /&gt;
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===Decorations===&lt;br /&gt;
Care to explain how I made this?&lt;br /&gt;
&lt;br /&gt;
[[Image:Irongauntlet.png]]&lt;br /&gt;
&lt;br /&gt;
No, I don't use any mods. --[[User:LaVacaMorada|LaVacaMorada]] 13:43, 23 October 2009 (UTC)&lt;br /&gt;
:I guess I stand corrected, then. It would seem that bone and shell decorations can go on anything. --[[User:Quietust|Quietust]] 14:48, 23 October 2009 (UTC)&lt;br /&gt;
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===Defense Design===&lt;br /&gt;
Thank you for cleaning up the [[defense design]] diagrams. They're so much more readable now! Especially the ballista battery. --[[User:HebaruSan|HebaruSan]] 00:55, 20 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Formatting===&lt;br /&gt;
Thanks for the help with the page format. I couldn't get that link to display properly with one set of brackets because of the | I was using between the link and name, thanks to you I don't have to choose between one unmatched bracket or an undesired pair now.--[[User:The Architect|The Architect]] 16:59, 8 October 2009 (UTC)&lt;br /&gt;
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===booze hauling===&lt;br /&gt;
Hm, is anon editing working? Anyway, I can't log in at work. Need to confirm booze hauling behavior, as I don't think it's automatic. Drinking may be a bit strange. One time I dumped a barrel right as a dwarf was running over to it to take a drink. The dumper beat him to it, and hauled the barrel off to the garbage dump. Urist McThirsty followed him all the way to the dump and chugged out of the barrel as soon as it was dropped (even though the barrel was auto-forbidden), then went on his merry way, leaving the barrel there. It's possible the forbidden status canceled an auto-haul. It's also possible that hauling is assigned to the nearest idle dwarf, and a guy that just finished drinking is momentarily &amp;quot;idle&amp;quot; and also closest. They ''do'' tend to flash &amp;quot;idle&amp;quot; for a moment before and after breaks, eating, and drinking. -[[Special:Contributions/24.154.179.50|24.154.179.50]] 14:58, 7 October 2009 (UTC)&lt;br /&gt;
:The bit about booze being automatically hauled to a stockpile was based on the observation of soldiers, guards, and nobles carrying a booze barrel while performing the job &amp;quot;Store Item in Stockpile&amp;quot;, something they would normally never do. --[[User:Quietust|Quietust]] 15:05, 7 October 2009 (UTC)&lt;br /&gt;
::(that was me) Ah, works for me then. -[[User:Arrkhal|Arrkhal]] 20:19, 7 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===statues===&lt;br /&gt;
Why would it only be more efficient with [[copper]], [[silver]], [[gold]], [[platinum]], and [[aluminum]] ? --[[User:Birthright|Birthright]] 19:54, 29 September 2009 (UTC)&lt;br /&gt;
: Most of the other metal are alloy I presume, so impossible to use the raw stone. --[[User:Karl|Karl]] 20:20, 29 September 2009 (UTC)&lt;br /&gt;
::No, that would be &amp;quot;possible&amp;quot;, not &amp;quot;more efficient&amp;quot;.  Q is thinking that it's because the value is the same, for both ore/alloy and metal.  He's not exactly right, because copper can be made into several alloys that ''would'' improve it, and other metal ores ''rely'' on becoming alloys - if you're not going to make [[nickel silver]], then [[garnierite]] falls into that category too.  But for the other 4, there is no possible value advantage to smelting into bars first, and then using ''three'' bars to make statues that are worth exactly the same as the one from 1 ore.  (Unless your Blacksmith is considerably more skilled than your Mason, which is a stretch to begin with.) Probably should change that to something a bit less absolute.--[[User:Albedo|Albedo]] 21:46, 29 September 2009 (UTC)&lt;br /&gt;
:::Yeah, that's what I meant - there's no point in ever making a statue out of copper/silver/gold/platinum/aluminum bars when you can make it out of the native stone instead (which, in those cases, has the same value). Most metal ores are worth less than the metals themselves, though for the really cheap ones (like copper, nickel, tin, lead, and zinc) you'd be better off making the statue out of flux. --[[User:Quietust|Quietust]] 22:08, 29 September 2009 (UTC)&lt;br /&gt;
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===salt water===&lt;br /&gt;
 the above paragraph already explains how to verify whether or not it is drinkable)&lt;br /&gt;
Yes, but it doesn't emphasize the need to not assume you did it correctly. That line was not a redundant &amp;quot;how to&amp;quot;, but &amp;quot;make sure you do&amp;quot;. The whole issue of a well that was non-drinkable (which worries me as well, re your recent edit) was that the player did not pay close attention.--[[User:Albedo|Albedo]] 22:03, 23 September 2009 (UTC)&lt;br /&gt;
*I've readded a statement to basically advise double-checking, though my own testing revealed that a built well works fine for thirsty dwarves, whether from a murky pool or right at the shore itself. It's possible that it's the Z-level of the well that determines whether or not it works - placing a well in an underground cistern might not work as well as one placed on the surface... --[[User:Quietust|Quietust]] 23:03, 23 September 2009 (UTC)&lt;br /&gt;
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===Alluvial vs soil===&lt;br /&gt;
Good find. [[User:VengefulDonut|VengefulDonut]] 01:36, 11 September 2009 (UTC)&lt;br /&gt;
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===crop table===&lt;br /&gt;
I didn't redesign the table. I brought back a previous design since the recent one was too obscure. [[User:VengefulDonut|VengefulDonut]] 12:04, 5 September 2009 (UTC)&lt;br /&gt;
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===no soap?===&lt;br /&gt;
Soap needs an alchemist's lab, which needs 3 glass flasks - Are those ''ever'' available from caravans? I thought &amp;quot;No, so no sand = no flasks = no lab = no soap&amp;quot; - no? Never spec needed glass flasks from caravans, so dunno.--[[User:Albedo|Albedo]] 21:51, 4 September 2009 (UTC)&lt;br /&gt;
*It's fairly well known that you cannot request glass or sand from caravans, so yep - no sand == no soap. --[[User:Quietust|Quietust]] 22:35, 4 September 2009 (UTC)&lt;br /&gt;
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===Aluminum===&lt;br /&gt;
Holy crap! That aluminum=platinum is huge!  I had been playing all this time just assuming that aluminum was cheap (since it is in the real world.)  Is there any way we can make this bigger?  Noobs need to know about this. --[[User:3lB33|3lB33]] 13:39, 24 August 2009&lt;br /&gt;
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===Purple Materials===&lt;br /&gt;
Wonderful, *now* I found out there's a second purple stone after having already made a giant rose gold tomb... I guess I should of looked closer first, man was that a waste of gold. [[User:Shardok|Shardok]] 01:07, 9 August 2009 (UTC)&lt;br /&gt;
*To be fair, you can usually find gold nuggets in much larger quantities than bismuthinite (since the latter only occurs in small clusters)... --[[User:Quietust|Quietust]] 04:03, 9 August 2009 (UTC)&lt;br /&gt;
::Yeah, but I had such better uses for it, like making coins. Yes, we definitely needed more coins. But I know I had found far more bismuthinite on that map than I had gold, then again, I was turning the bismuthinite into bismuth bronze, so I wasn't going to give that up any time soon either. Honestly I should of just not made a giant purple tomb. [[User:Shardok|Shardok]] 04:43, 9 August 2009 (UTC)&lt;br /&gt;
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===Actual character===&lt;br /&gt;
 Quietust (Talk | contribs) (actual character)&lt;br /&gt;
Actually, there is no single &amp;quot;actual character&amp;quot; for a bottomless pit - there are two &amp;quot;default&amp;quot; sets of icons for vanilla DF, the ascii and the included tile set.  The character I get is like a very thick capital O, but a little boxy. It's certainly not a &amp;quot;o&amp;quot;. --[[User:Albedo|Albedo]] 21:50, 31 July 2009 (UTC)&lt;br /&gt;
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==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;br /&gt;
===Disruptive User===&lt;br /&gt;
Can you do a global undo of all of [[User:Gzalzi]]'s &amp;quot;fixes&amp;quot; of multi-redirects?  He's screwing up the article logic.  Too much Wikipedia and not enough Dwarf Fortress, I think. --[[User:DeMatt|DeMatt]] 19:38, 4 January 2011 (UTC)&lt;br /&gt;
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===Renaming quality ratings===&lt;br /&gt;
If (when) the quality ratings are renamed, could you have quietbot fix them? [[User:VengefulDonut|VengefulDonut]] 04:52, 11 May 2010 (UTC)&lt;br /&gt;
:Certainly. --[[User:Quietust|Quietust]] 04:54, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Fixing Cv: alias redirects===&lt;br /&gt;
How easy with your bot is it to make sure all mainspace pages that redirect to a cv: page redirect to the same page as their name? Ex: if page Cheese redirected to cv:Cheese Maker, having the bot change it to cv:Cheese. My python bot seems to have trouble processing redirect pages on this wiki. [[User:Emi|Emi]] 06:10, 26 March 2010 (UTC)&lt;br /&gt;
*That should be fairly straightforward (for each page, open &amp;quot;pagename&amp;quot; for editing, check for string &amp;quot;#REDIRECT&amp;quot; and abort if absent, check for string &amp;quot;[[cv:&amp;quot; and abort if absent, check for string &amp;quot;&amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and abort if present, then replace page contents with &amp;quot;#REDIRECT &amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and save). However, doing that will introduce a whole ton of double redirects which might cause other problems. If that's what we really want to do, then it shouldn't take me long to assemble a script and run it. --[[User:Quietust|Quietust]] 12:41, 26 March 2010 (UTC)&lt;br /&gt;
::That's what we want to do. It'll break some redirects (because not every page exists like it should), but broken redirects are a lot easier than red links. And yes, it will introduce double redirects, that's the point. Double redirects work just fine on this wiki (Briess changed the wgMaxRedirect variable) and will save us a ton of trouble. [[User:Emi|Emi]] 18:19, 26 March 2010 (UTC)&lt;br /&gt;
:::I think I should also be figuring out why my bot doesn't like certain redirects. Because we also need to go through redirect chains and make sure that the talk pages follow the same chain as their respective normal pages. [[User:Emi|Emi]] 19:15, 26 March 2010 (UTC)&lt;br /&gt;
::::I'll have it running as soon as I finish changing the &amp;quot;40d Talk&amp;quot; redirects to &amp;quot;CV Talk&amp;quot; as per the task immediately below this one. --[[User:Quietust|Quietust]] 19:33, 26 March 2010 (UTC)&lt;br /&gt;
:::::Done. --[[User:Quietust|Quietust]] 20:17, 26 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Mainspace 40d redirects===&lt;br /&gt;
Could you have the bot take all the mainspace 40d redirects and change them to cv: instead of 40d:. Effectively the redirects will remain the same, but this way we're prepared for when the new version's namespace takes over as the current version. Thanks. [[User:Emi|Emi]] 19:52, 20 March 2010 (UTC)&lt;br /&gt;
:It is done. Only redirects within the main article namespace have been updated (e.g. ones within 40d itself continue to point to 40d), and talk page redirects have been omitted. --[[User:Quietust|Quietust]] 23:32, 20 March 2010 (UTC)&lt;br /&gt;
::Oh I forgot to mention Cv_talk exists too. So that should probably happen too. Thanks! [[User:Emi|Emi]] 23:41, 20 March 2010 (UTC)&lt;br /&gt;
:::This one should be done now. --[[User:Quietust|Quietust]] 19:51, 26 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Broken Redirects===&lt;br /&gt;
Request: could you go through the pages on [[:Special:BrokenRedirects]] and for each page, blank the page, then restore it?  That will fix the linking engine (it's trying to link to the pages in the main namespace instead of the appropriate namespace, breaking and re-adding the link forces the parser to reevaluate) --[[User:Briess|Briess]] 19:41, 10 March 2010 (UTC)&lt;br /&gt;
:It's in progress and about halfway done. For now, I'm only having it handle redirects that point to the 40d namespace - I'll handle the rest of them in a second pass. --[[User:Quietust|Quietust]] 20:55, 10 March 2010 (UTC)&lt;br /&gt;
::All done - the Broken Redirects count is now down to 79, all of which are '''real''' broken redirects. However, the double redirects page has now grown to 1666 entries, and fixing those won't be quite as easy - it might be feasible to have a script just follow the redirects manually until it finds a real page. --[[User:Quietust|Quietust]] 21:16, 10 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
:Please do so.  All of my script utilities and several attempts at dropping to the SQL layer have failed to move all the pages, so I've been manually moving the broken talk page to the correct page, then deleting the broken version. --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
::List of still broken pages: http://pastebin.com/raw.php?i=x8msEevZ --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
:::I'll try to add your bot to a bot usergroup.  There doesn't seem to be a way to disable redirect on login, though, from my cursory glance. --[[User:Briess|Briess]] 19:53, 8 March 2010 (UTC)&lt;br /&gt;
::::Wait, you play KoL? ++rep. --[[User:Briess|Briess]] 19:54, 8 March 2010 (UTC)&lt;br /&gt;
:::::YAY \o/ --[[User:Briess|Briess]] 21:59, 8 March 2010 (UTC)&lt;br /&gt;
::::::I'm sifting through the database now and cleaning out the cruft. --[[User:Briess|Briess]] 19:22, 10 March 2010 (UTC)&lt;br /&gt;
:::::::That's an artifact of the caching, the job cache is completely empty at the moment. --[[User:Briess|Briess]] 19:29, 10 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Q - help me out. [[40d Talk:Armor piece]] - where is that page now? And if it doesn't belong under the &amp;quot;new&amp;quot; page, then where? Archived under T:AP? I understand the premise of this migration, but not the mechanics. --[[User:Albedo|Albedo]] 21:49, 8 March 2010 (UTC)&lt;br /&gt;
:I moved it back to its &amp;quot;broken&amp;quot; title so it can be fixed by hand afterwards. --[[User:Quietust|Quietust]] 21:51, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks for teaching me something today :) --[[User:Speed112|Speed112]] 00:51, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Outpost Liasion ===&lt;br /&gt;
Does he require a room at some point or is the table pointless information?--[[User:Mrdudeguy|Mrdudeguy]] 18:31, 29 October 2010 (UTC)&lt;br /&gt;
:The table indicates what room he'd require if he ever ''did'' join your fortress. By your argument, the pages for the Captain, Diplomat, General, Lieutenant, and Champion should also be deleted because it's not possible to appoint them either. --[[User:Quietust|Quietust]] 19:24, 29 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DrNivens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=136706</id>
		<title>v0.31 Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fortification&amp;diff=136706"/>
		<updated>2011-02-21T03:28:38Z</updated>

		<summary type="html">&lt;p&gt;DrNivens: /* Projectiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exploration Tip==&lt;br /&gt;
Carving a fortifaction is a good was to savely explore underground caverns. If you know where the caverns are, maybe accidental digging into it and then sealing it again, then you can mine to a wall of the cavern (don't remove it) and then smoothing and carving a fortifaction. Voilá, savely exploring caverns. --[[User:Niggy|Niggy]] 10:55, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Projectiles==&lt;br /&gt;
Can fortifications only be shot through one-way? I have built a wall of them, but neither my dwarves nor the goblins shot through them. version 31.18&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone have an idea about how far up or down projectiles can be fired from behind fortifications?  I like to build them one level about the front of my fortress, and wanted to know if that is useful at all.&lt;br /&gt;
--[[User:Krillin6|Krillin6]] 21:45, 3 June 2010 (UTC)&lt;br /&gt;
:it is useful; in the old version(40d), i was told to build my fortifications 2-3 Z-levels up from ground level to stop goblin archers firing back through the fortifications from on the ground. as none of my archers died, it must have worked? IIRC, the goblin archers didnt even attempt to fire at my marksdwarves, which says they couldnt have hit them to me. but due to the bugs in v0.31, i've not quite managed to get crossbowmen into my military, so should have more information soon (starting a new fort with 0.31.08). also, i think i heard that the range of a crossbow bolt is about 20 spaces? and i think going down through a Z-level does count as 1 (although dont quote me on that..). so, if your fortifications are 2 Z-levels up, your marksdwarves will have a range of 17/18. hope that helped ^-^--[[User:DJ Devil|DJ Devil]] 16:36, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anyone know if things like fire breath count as projectiles that can pass through fortifications?&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
I carved a fortification into one of the walls of the magma sea, and the magma flowed through fine, but CREATURES could also move through it. The fortification is obviously made of fire-safe materials, and if I (k) it, it shows that it is still there.&lt;br /&gt;
:I've also had a creature (a forgotten beast) get through a fortification ((b)-(C)-(F)). &amp;quot;Fun&amp;quot; ensued when I tried to get it out of my water system. --[[Special:Contributions/81.226.38.190|81.226.38.190]] 14:18, 30 July 2010 (UTC)&lt;br /&gt;
:Goblins can &amp;quot;swim&amp;quot; through fortification if water level on it nonzero (or, may be, maximal). I have fun then try to drown many goblins in room where was door in fortress behind fortification. [[Special:Contributions/62.76.7.25|62.76.7.25]] 04:05, 5 August 2010 (UTC)&lt;br /&gt;
:I understand from the forums that fire snakes are vermin, and ignore walls. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:I've had the same problem. I built a fortification to filter what travels out of my magma pool. After digging his way into the magma pool, he ran away from the magma, through my fortification. I hope this doesn't mean I have to worry about fire imps and the such. Could Toady have changed the rules for fortifications in newer versions? --[[User:Peglegpenguin|Peglegpenguin]] 03:26, 26 August 2010 (UTC)&lt;br /&gt;
:As I understand it, creatures cannot purposefully move through fortifications, however flows can push them through with no difficulty.&lt;br /&gt;
::This turns out to have been a fallacy - a completely submerged fortification does '''not''' block the path of any creature. Interestingly, this was also true back in 40d. --[[User:Quietust|Quietust]] 20:29, 13 October 2010 (UTC)&lt;br /&gt;
:::Quietust, you say completely submerged. Did you mean that a partially submerged fortification does not let creatures through? I'd love to know what is enough to let creatures through for a secret project I'm working on. More so, I'd like to know if creatures can be carried through fortifications by flowing water. I could just test this myself, but I am lazy and hoping someone already did it. One more thing - does anyone know if fortifications work vertically - that is, do they accept water from above them or if suspended let water flow down them? Thanks in advance to anyone who helps me. --[[User:Peglegpenguin|Peglegpenguin]] 02:40, 31 January 2011 (UTC)&lt;br /&gt;
::::I only tested with a depth of 7/7, since that was the easiest to set up - I'd be curious to see what happens with lower water levels. As for vertical fortifications, a '''constructed''' fortification does not have a floor above it, so you can pour water into it from above, but all fortifications have floors ''beneath'' them. --[[User:Quietust|Quietust]] 02:53, 31 January 2011 (UTC)&lt;br /&gt;
:::::I made a video of me testing this. The dwarf got through at water level 3. I'll need to redo this (I tried it again with elephants, and it didn't work) but for now this is what I have: [http://www.mkv25.net/dfma/movie-2302-fortificationwatertest]. Sorry my movie-making skills suck - I kept moving the cursor near the end.--[[User:Peglegpenguin|Peglegpenguin]] 23:37, 31 January 2011 (UTC)&lt;br /&gt;
::::::I just did a test in Arena mode, and I was unable to pass through a fortification at depth 6/7 - once I filled it to 7/7, I was able to swim right through it. As I also commented on that video, it's possible that flowing water is what pushed your dwarf through - next time, don't add water to the tile in which the dwarf is actually standing. --[[User:Quietust|Quietust]] 19:41, 5 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Visibility==&lt;br /&gt;
It seems that fortifications block visibility of some things outside them - while archers may be able to target and shoot through them, if there is a waterfall on the other side of a fortification e.g., dwarves won't see it any more. [[User:FleshForge|FleshForge]] 21:29, 25 August 2010 (UTC)&lt;br /&gt;
:Dwarves have never been able to '''see''' waterfalls - they have to '''touch the mist''' in order to get a happy thought from it. --[[User:Quietust|Quietust]] 23:25, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== submerged fortification ==&lt;br /&gt;
&lt;br /&gt;
Seems to block creatures as of -.16. Marksdwarves fired on a flying/swimming hostile beast just two tiles away from an underwater fortification leading into the well area, it never made any attempt to go through it.[[User:Uzu Bash|Uzu Bash]] 17:12, 28 October 2010 (UTC)&lt;br /&gt;
:Just tested in the arena:&lt;br /&gt;
:'''Level 0'''&lt;br /&gt;
  ░░░░░░░░░░░  R - Ramp&lt;br /&gt;
  ░░░R≈X≈R░░░  X - Fortification&lt;br /&gt;
  ░░░░░░░░░░░  Level 0 is filled with water at level 7/7&lt;br /&gt;
:'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
  ░C+∙∙∙∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:Cave crocodile spots dwarf and traverses the obstacle like there is no fortification.--[[User:HYBRID BEING|HYBRID BEING]] 13:15, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Of course the fortification won't block the croc. He can climb out of the water onto the top of it, and back into the water. [[User:GhostDwemer|GhostDwemer]] 16:05, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Change level 1 to:&lt;br /&gt;
 ░░░░░░░░░░░  C - Cave crocodile&lt;br /&gt;
 ░C+∙∙░∙∙+☺░  ☺ - Dwarf&lt;br /&gt;
 ░░░░░░░░░░░&lt;br /&gt;
::: Then you will know for sure... [[Special:Contributions/173.14.75.181|173.14.75.181]] 16:52, 8 November 2010 (UTC)&lt;br /&gt;
:::: Would the croc really be able to climb onto the fortification? There is no floor over it. I checked that, too, though. Placed another fortification above the underwater one - croc swimmed through the submerged one. And i watched it step by step.&lt;br /&gt;
:::: BTW, i saw someone on forum suggesting placing fortification like this to stop monsters from being pushed through:&lt;br /&gt;
      ░░░&lt;br /&gt;
  ░░░░░X░░░░░&lt;br /&gt;
  ░░░R≈░≈R░░░ There is a wall above the submerged fortification, and another fortification above the pillar&lt;br /&gt;
  ░░░░░░░░░░░&lt;br /&gt;
:::: Fat chance, the croc still slaughtered the poor dwarf.--[[User:HYBRID BEING|HYBRID BEING]] 17:50, 8 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DrNivens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Zinc&amp;diff=136588</id>
		<title>v0.31:Zinc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Zinc&amp;diff=136588"/>
		<updated>2011-02-19T20:44:49Z</updated>

		<summary type="html">&lt;p&gt;DrNivens: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal&lt;br /&gt;
|name=Zinc&lt;br /&gt;
|color=7:3:0&lt;br /&gt;
|uses=&lt;br /&gt;
* Make {{L|nickel silver}} at {{L|smelter}}&lt;br /&gt;
* Make {{L|brass}} at {{L|smelter}}&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Sphalerite}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 2&lt;br /&gt;
}}{{av}}{{Quality|Fine|02:43, 25 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Zinc''' is an uncommon, low-value {{l|metal}} primarily useful in the creation of alloys - specifically, {{l|brass}} and {{l|nickel silver}}.&lt;br /&gt;
&lt;br /&gt;
'''Zinc''' is smelted (at a Smelter) from {{l|Sphalerite}}.&lt;br /&gt;
&lt;br /&gt;
Zinc may be combined with other metals at a smelter. The following is the only recipe involving zinc:&lt;br /&gt;
&lt;br /&gt;
    * Brass = Zinc + Copper &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>DrNivens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Zinc&amp;diff=136587</id>
		<title>v0.31:Zinc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Zinc&amp;diff=136587"/>
		<updated>2011-02-19T20:43:05Z</updated>

		<summary type="html">&lt;p&gt;DrNivens: added information similar to what is provided in the page for Copper.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal&lt;br /&gt;
|name=Zinc&lt;br /&gt;
|color=7:3:0&lt;br /&gt;
|uses=&lt;br /&gt;
* Make {{L|nickel silver}} at {{L|smelter}}&lt;br /&gt;
* Make {{L|brass}} at {{L|smelter}}&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Sphalerite}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 2&lt;br /&gt;
}}{{av}}{{Quality|Fine|02:43, 25 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Zinc''' is an uncommon, low-value {{l|metal}} primarily useful in the creation of alloys - specifically, {{l|brass}} and {{l|nickel silver}}.&lt;br /&gt;
&lt;br /&gt;
'''Zinc''' is smelted (at a Smelter) from {{l|Sphalerite}}.&lt;br /&gt;
&lt;br /&gt;
Zinc may be combined with other metals at a smelter. The following is a list of recipes involving zinc:&lt;br /&gt;
&lt;br /&gt;
    * Brass = Zinc + Copper &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>DrNivens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap_component&amp;diff=130298</id>
		<title>v0.31:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap_component&amp;diff=130298"/>
		<updated>2010-10-27T22:55:39Z</updated>

		<summary type="html">&lt;p&gt;DrNivens: /* Spiked ball */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:13, 13 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Any {{L|weapon}} in Fortress Mode can be placed into a {{L|Trap#Weapon Trap|weapon trap}}.  However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapons traps (and two also have additional uses).  As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures.  &lt;br /&gt;
In the order they appear on the various menus, they are the '''menacing spike''', the '''serrated disc''', the '''spiked ball''', the '''enormous corkscrew''', and the '''giant axe blade'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this true?&lt;br /&gt;
In Adventure Mode, these trap components can actually be wielded in combat; in Fortress Mode, their only meaningful use is in your mechanics' contraptions.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of {{L|metal}}s (by a {{L|weaponsmith}}) or {{L|glass}} (by a {{L|glassmaker}}), with appropriate damage. Three can also be made out of {{L|wood}} (by a {{L|carpenter}}), as noted below, which can be useful in getting some heavy weapons traps set up before you have a steady {{L|smelting}} operation going, or if you are short on metal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this true?&lt;br /&gt;
Trap weapons also provide the highest return of any weapon for {{L|melt}}ing, 50%, compared to 30-40% for conventional weapons, which is good to know for training {{L|weaponsmith}}s on maps with little metal.--&amp;gt;&lt;br /&gt;
Trap components are a separate sub-section of a {{L|forge}} menu, but are at the bottom of the general {{L|glass furnace}} or {{L|carpenter's workshop}} menus.&lt;br /&gt;
&lt;br /&gt;
==The 5 trap weapons==&lt;br /&gt;
===Menacing spike===&lt;br /&gt;
&lt;br /&gt;
The '''menacing spike''' can be mounted in both traditional {{L|Trap#Weapon_trap|weapon traps}} and {{L|Trap#Upright_Spear/Spike|upright spike traps}}, which act quite differently.  Its small contact size and high penetration depth makes it a decent choice against enemies with impale-able internal organs.&lt;br /&gt;
&lt;br /&gt;
Menacing spikes can also be made from {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Large, serrated disc===&lt;br /&gt;
'''Large, serrated discs''' deal large amounts of damage, and have a tendency to sever their victims' limbs. While amusing, this can create several {{L|hauling}} tasks for {{L|dwarves}} as they have to move each severed body part to a {{L|butcher's shop}} or {{L|stockpile|refuse pile}}. Large serrated discs attack three times, giving them a very high damage potential.&lt;br /&gt;
&lt;br /&gt;
===Spiked ball===&lt;br /&gt;
The '''spiked ball''' doesn't deal a blunt attack at all, but it does do three attacks with its spikes. Like the menacing spike, it has only a small contact area, but has a very low penetration depth compared to the menacing spike.&lt;br /&gt;
&lt;br /&gt;
Spiked balls can also be made from {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Enormous corkscrew===&lt;br /&gt;
&lt;br /&gt;
'''Enormous corkscrews''' can be used as components in {{L|Trap}}s as well as for {{L|screw pump}}s. As a result, the corkscrews from unneeded screw pumps can be used to make serviceable weapon traps.&lt;br /&gt;
&lt;br /&gt;
The enormous corkscrew performs a small contact area deeply penetrating attack, much like the menacing spike. It is currently unknown which of these two trap components is the strongest over all.&lt;br /&gt;
&lt;br /&gt;
Enormous corkscrews can also be made from 1 {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Giant axe blade===&lt;br /&gt;
&lt;br /&gt;
The '''giant axe blade''' is a very similar weapon to the large, serrated disc, but only strikes once, compared to the disc's three attacks. However, due to its larger size, its single attack is stronger than each of the large, serrated disc's. It is currently unknown which of these two trap components is the strongest over all.&lt;br /&gt;
&lt;br /&gt;
==Data &amp;amp; comparison==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Size !! Number of hits !! Contact Area !! Penetration Depth !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| Giant axe blade || 1600 || 1 || 100000 || 10000 || No&lt;br /&gt;
|-&lt;br /&gt;
| Enormous corkscrew&amp;amp;dagger; || 1600 || 1 || 100 || 10000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked ball || 1000 || 3 || 10 || 200 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Large, serrated disc || 1000 || 3 || 100000 || 10000 || No&lt;br /&gt;
|-&lt;br /&gt;
| Menacing spike&amp;amp;Dagger; || 1600 || 1 || 10 || 6000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''This trap component is a screw and can also be used in {{l|screw pump|screw pump}}s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component is a spike and can also be used in {{l|Trap#Upright_Spear/Spike|upright spike traps}}.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(This data has been compiled from raw/objects/item_trapcomp.txt)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:*{{l|Weapon}}&lt;br /&gt;
:*{{l|Trap}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>DrNivens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap_component&amp;diff=130297</id>
		<title>v0.31:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap_component&amp;diff=130297"/>
		<updated>2010-10-27T22:55:19Z</updated>

		<summary type="html">&lt;p&gt;DrNivens: /* Spiked ball */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:13, 13 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Any {{L|weapon}} in Fortress Mode can be placed into a {{L|Trap#Weapon Trap|weapon trap}}.  However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapons traps (and two also have additional uses).  As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures.  &lt;br /&gt;
In the order they appear on the various menus, they are the '''menacing spike''', the '''serrated disc''', the '''spiked ball''', the '''enormous corkscrew''', and the '''giant axe blade'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this true?&lt;br /&gt;
In Adventure Mode, these trap components can actually be wielded in combat; in Fortress Mode, their only meaningful use is in your mechanics' contraptions.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of {{L|metal}}s (by a {{L|weaponsmith}}) or {{L|glass}} (by a {{L|glassmaker}}), with appropriate damage. Three can also be made out of {{L|wood}} (by a {{L|carpenter}}), as noted below, which can be useful in getting some heavy weapons traps set up before you have a steady {{L|smelting}} operation going, or if you are short on metal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this true?&lt;br /&gt;
Trap weapons also provide the highest return of any weapon for {{L|melt}}ing, 50%, compared to 30-40% for conventional weapons, which is good to know for training {{L|weaponsmith}}s on maps with little metal.--&amp;gt;&lt;br /&gt;
Trap components are a separate sub-section of a {{L|forge}} menu, but are at the bottom of the general {{L|glass furnace}} or {{L|carpenter's workshop}} menus.&lt;br /&gt;
&lt;br /&gt;
==The 5 trap weapons==&lt;br /&gt;
===Menacing spike===&lt;br /&gt;
&lt;br /&gt;
The '''menacing spike''' can be mounted in both traditional {{L|Trap#Weapon_trap|weapon traps}} and {{L|Trap#Upright_Spear/Spike|upright spike traps}}, which act quite differently.  Its small contact size and high penetration depth makes it a decent choice against enemies with impale-able internal organs.&lt;br /&gt;
&lt;br /&gt;
Menacing spikes can also be made from {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Large, serrated disc===&lt;br /&gt;
'''Large, serrated discs''' deal large amounts of damage, and have a tendency to sever their victims' limbs. While amusing, this can create several {{L|hauling}} tasks for {{L|dwarves}} as they have to move each severed body part to a {{L|butcher's shop}} or {{L|stockpile|refuse pile}}. Large serrated discs attack three times, giving them a very high damage potential.&lt;br /&gt;
&lt;br /&gt;
===Spiked ball===&lt;br /&gt;
The '''spiked ball''' doesn't deal a blunt attack at all, but it does do three attacks with its spikes. Like the menacing spike, it has only a small contact area, but has a very low penetration depth compared to the .&lt;br /&gt;
&lt;br /&gt;
Spiked balls can also be made from {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Enormous corkscrew===&lt;br /&gt;
&lt;br /&gt;
'''Enormous corkscrews''' can be used as components in {{L|Trap}}s as well as for {{L|screw pump}}s. As a result, the corkscrews from unneeded screw pumps can be used to make serviceable weapon traps.&lt;br /&gt;
&lt;br /&gt;
The enormous corkscrew performs a small contact area deeply penetrating attack, much like the menacing spike. It is currently unknown which of these two trap components is the strongest over all.&lt;br /&gt;
&lt;br /&gt;
Enormous corkscrews can also be made from 1 {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Giant axe blade===&lt;br /&gt;
&lt;br /&gt;
The '''giant axe blade''' is a very similar weapon to the large, serrated disc, but only strikes once, compared to the disc's three attacks. However, due to its larger size, its single attack is stronger than each of the large, serrated disc's. It is currently unknown which of these two trap components is the strongest over all.&lt;br /&gt;
&lt;br /&gt;
==Data &amp;amp; comparison==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Size !! Number of hits !! Contact Area !! Penetration Depth !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| Giant axe blade || 1600 || 1 || 100000 || 10000 || No&lt;br /&gt;
|-&lt;br /&gt;
| Enormous corkscrew&amp;amp;dagger; || 1600 || 1 || 100 || 10000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked ball || 1000 || 3 || 10 || 200 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Large, serrated disc || 1000 || 3 || 100000 || 10000 || No&lt;br /&gt;
|-&lt;br /&gt;
| Menacing spike&amp;amp;Dagger; || 1600 || 1 || 10 || 6000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''This trap component is a screw and can also be used in {{l|screw pump|screw pump}}s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component is a spike and can also be used in {{l|Trap#Upright_Spear/Spike|upright spike traps}}.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(This data has been compiled from raw/objects/item_trapcomp.txt)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:*{{l|Weapon}}&lt;br /&gt;
:*{{l|Trap}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>DrNivens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap_component&amp;diff=130296</id>
		<title>v0.31:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap_component&amp;diff=130296"/>
		<updated>2010-10-27T22:53:46Z</updated>

		<summary type="html">&lt;p&gt;DrNivens: /* Spiked ball */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:13, 13 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Any {{L|weapon}} in Fortress Mode can be placed into a {{L|Trap#Weapon Trap|weapon trap}}.  However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapons traps (and two also have additional uses).  As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures.  &lt;br /&gt;
In the order they appear on the various menus, they are the '''menacing spike''', the '''serrated disc''', the '''spiked ball''', the '''enormous corkscrew''', and the '''giant axe blade'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this true?&lt;br /&gt;
In Adventure Mode, these trap components can actually be wielded in combat; in Fortress Mode, their only meaningful use is in your mechanics' contraptions.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of {{L|metal}}s (by a {{L|weaponsmith}}) or {{L|glass}} (by a {{L|glassmaker}}), with appropriate damage. Three can also be made out of {{L|wood}} (by a {{L|carpenter}}), as noted below, which can be useful in getting some heavy weapons traps set up before you have a steady {{L|smelting}} operation going, or if you are short on metal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this true?&lt;br /&gt;
Trap weapons also provide the highest return of any weapon for {{L|melt}}ing, 50%, compared to 30-40% for conventional weapons, which is good to know for training {{L|weaponsmith}}s on maps with little metal.--&amp;gt;&lt;br /&gt;
Trap components are a separate sub-section of a {{L|forge}} menu, but are at the bottom of the general {{L|glass furnace}} or {{L|carpenter's workshop}} menus.&lt;br /&gt;
&lt;br /&gt;
==The 5 trap weapons==&lt;br /&gt;
===Menacing spike===&lt;br /&gt;
&lt;br /&gt;
The '''menacing spike''' can be mounted in both traditional {{L|Trap#Weapon_trap|weapon traps}} and {{L|Trap#Upright_Spear/Spike|upright spike traps}}, which act quite differently.  Its small contact size and high penetration depth makes it a decent choice against enemies with impale-able internal organs.&lt;br /&gt;
&lt;br /&gt;
Menacing spikes can also be made from {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Large, serrated disc===&lt;br /&gt;
'''Large, serrated discs''' deal large amounts of damage, and have a tendency to sever their victims' limbs. While amusing, this can create several {{L|hauling}} tasks for {{L|dwarves}} as they have to move each severed body part to a {{L|butcher's shop}} or {{L|stockpile|refuse pile}}. Large serrated discs attack three times, giving them a very high damage potential.&lt;br /&gt;
&lt;br /&gt;
===Spiked ball===&lt;br /&gt;
The '''spiked ball''' doesn't deal a blunt attack at all, but it does do three attacks with its spikes. Like the menacing spike, it has only a small contact area, but also has a very low (should this be high?) penetration depth.&lt;br /&gt;
&lt;br /&gt;
Spiked balls can also be made from {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Enormous corkscrew===&lt;br /&gt;
&lt;br /&gt;
'''Enormous corkscrews''' can be used as components in {{L|Trap}}s as well as for {{L|screw pump}}s. As a result, the corkscrews from unneeded screw pumps can be used to make serviceable weapon traps.&lt;br /&gt;
&lt;br /&gt;
The enormous corkscrew performs a small contact area deeply penetrating attack, much like the menacing spike. It is currently unknown which of these two trap components is the strongest over all.&lt;br /&gt;
&lt;br /&gt;
Enormous corkscrews can also be made from 1 {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Giant axe blade===&lt;br /&gt;
&lt;br /&gt;
The '''giant axe blade''' is a very similar weapon to the large, serrated disc, but only strikes once, compared to the disc's three attacks. However, due to its larger size, its single attack is stronger than each of the large, serrated disc's. It is currently unknown which of these two trap components is the strongest over all.&lt;br /&gt;
&lt;br /&gt;
==Data &amp;amp; comparison==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Size !! Number of hits !! Contact Area !! Penetration Depth !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| Giant axe blade || 1600 || 1 || 100000 || 10000 || No&lt;br /&gt;
|-&lt;br /&gt;
| Enormous corkscrew&amp;amp;dagger; || 1600 || 1 || 100 || 10000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked ball || 1000 || 3 || 10 || 200 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Large, serrated disc || 1000 || 3 || 100000 || 10000 || No&lt;br /&gt;
|-&lt;br /&gt;
| Menacing spike&amp;amp;Dagger; || 1600 || 1 || 10 || 6000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''This trap component is a screw and can also be used in {{l|screw pump|screw pump}}s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component is a spike and can also be used in {{l|Trap#Upright_Spear/Spike|upright spike traps}}.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(This data has been compiled from raw/objects/item_trapcomp.txt)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:*{{l|Weapon}}&lt;br /&gt;
:*{{l|Trap}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>DrNivens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fluid_logic&amp;diff=61645</id>
		<title>40d:Fluid logic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fluid_logic&amp;diff=61645"/>
		<updated>2010-01-25T20:27:04Z</updated>

		<summary type="html">&lt;p&gt;DrNivens: /* Infinite Flow Gates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fluid logic is a form of [[computing]] which uses a fluid (generally [[water]]) controlled by various means, to trigger [[pressure plate]]s and hopefully accomplish some desirable result.&lt;br /&gt;
&lt;br /&gt;
==Infinite Flow Gates==&lt;br /&gt;
&amp;lt;!--[[Talk:Fluid_logic#Image_improvement]]--&amp;gt;&lt;br /&gt;
These logic gates are relatively simple and cheap to make, but require an infinite amount of water and infinite drainage to operate. You can build a circuit system to prevent the loss of water, but closing constructions like floodgates will always destroy water, so you'll always have to replace it somehow. The following examples use raising bridges and floodgates, as they have the same delay of 100 steps when reacting to on/off signals. The bridges work as inverted input as they block passage when receiving an on signal while floodgates open in that case. The channel in the gates stands for the drainage.&lt;br /&gt;
&lt;br /&gt;
There are two versions of these gates here.&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;position:relative; float:none;&amp;quot;&amp;gt;&lt;br /&gt;
'''(N)AND'''&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-spacing:0; border-style:solid; border-width:thin; border-color:#000000;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-spacing:0; padding:0; margin:0; vertical-align:middle;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#00A|≈|#DDD}}&lt;br /&gt;
|{{RTL|#A00|X|#444}}&lt;br /&gt;
|{{RTL|#0A0|X|#444}}&lt;br /&gt;
|{{RTL|#00A|^|#DDD}}&lt;br /&gt;
|{{RTL|#222|·|#BBB}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
An AND gate is simply created by putting two floodgates ''in a row'', each one connected to one of the input triggers: {{Raw Tile|X|#A00|#444}}{{Raw Tile|X|#0A0|#444}}. When both floodgates recieve an on signal, they will open and let the water from the left side pass. The pressure plate behind the floodgates has to be constructed to react on 4-7 water.&lt;br /&gt;
* If you use two 1x1 raising bridges, you'll get a NAND opeation instead.&lt;br /&gt;
* The output can also be inverted by using a 0-3 pressure plate.&lt;br /&gt;
* You can add more floodgates to process more than two signals in the conjunction.&lt;br /&gt;
* You can use a 0-3 and a 4-7 pressure plate at the same time to get the result and it's inversion at the same time.&lt;br /&gt;
* You can use a single floodgate and a 0-3 pressure plate to get a NOT gate.&lt;br /&gt;
* You can use a single 1x1 raising bridges and a 4-7 pressure plate to get a NOT gate, too.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;position:relative; float:none;&amp;quot;&amp;gt;&lt;br /&gt;
'''(N)OR'''&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-spacing:0; border-style:solid; border-width:thin; border-color:#000000;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-spacing:0; padding:0; margin:0; vertical-align:middle;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#00A|≈|#DDD}}&lt;br /&gt;
|{{RTL|#A00|X|#444}}&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#00A|≈|#DDD}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#00A|^|#DDD}}&lt;br /&gt;
|{{RTL|#222|·|#BBB}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#00A|≈|#DDD}}&lt;br /&gt;
|{{RTL|#0A0|X|#444}}&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
An OR gate is simply created by putting two floodgates ''parallel'', each one connected to one of the input triggers: {{Raw Tile|X|#A00|#444}}{{Raw Tile|X|#0A0|#444}}. When one of the floodgates recieves an on signal, it will open and let the water from the left side pass. The pressure plate behind the floodgates has to be constructed to react on 4-7 water.&lt;br /&gt;
* If you use two 1x1 raising bridges, you'll get a NOR opeation instead.&lt;br /&gt;
* The output can also be inverted by using a 0-3 pressure plate.&lt;br /&gt;
* You can add more floodgates to process more than two signals in the conjunction.&lt;br /&gt;
* You can use a 0-3 and a 4-7 pressure plate at the same time to get the result and it's inversion at the same time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;position:relative; float:none;&amp;quot;&amp;gt;&lt;br /&gt;
'''(N)XOR/EQUAL'''&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-spacing:0; border-style:solid; border-width:thin; border-color:#000000;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-spacing:0; padding:0; margin:0; vertical-align:middle;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#00A|≈|#DDD}}&lt;br /&gt;
|{{RTL|#A00|X|#444}}&lt;br /&gt;
|{{RTL|#0A0|╬|#444}}&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#00A|≈|#DDD}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#00A|^|#DDD}}&lt;br /&gt;
|{{RTL|#222|·|#BBB}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#00A|≈|#DDD}}&lt;br /&gt;
|{{RTL|#0A0|X|#444}}&lt;br /&gt;
|{{RTL|#A00|╬|#444}}&lt;br /&gt;
|{{RTL|#DDD}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|{{RTL|#222}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
A XOR gate is created by putting 1x1 raising bridges and floodgates together. The red Bridge and floodgate {{Raw Tile|X|#A00|#444}}{{Raw Tile|╬|#A00|#444}} are linked to the same input and the green bridge and floodgate {{Raw Tile|X|#0A0|#444}}{{Raw Tile|╬|#0A0|#444}} are both linked to the other input. When one of the inputs sends an on signal, the bridge will raise/close and the appropriate door will be opened. Only when the floodgate and the bridge at one passage are open, what happenes when exactly one input singal is on, the water will flow to the right. The pressure plate behind the bridges has to be constructed to react on 4-7 water.&lt;br /&gt;
* If you exchange bridge and floodgate for one of the two inputs, you'll get a NXOR/EQUAL opeation instead.&lt;br /&gt;
* The output can also be inverted by using a 0-3 pressure plate.&lt;br /&gt;
* You can use a 0-3 and a 4-7 pressure plate at the same time to get the result and it's inversion at the same time&lt;br /&gt;
* Processing more input signals is possible but requires an exponentially growing amount of bridges, floodgates and therefore mechanism. It is easier to link the output to another XOR gate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As mentioned, you can just add more floodgates and bridges and even pressure plates to expand your gates to process more input signals and process more complex operations at once. You can combine floodgates and bridges as you need them. Putting them in a row will connect them as AND. Everytime you add a new prarallel passage with floodgates and bridges this will work as an OR for each other passage. The XOR gate for example is nothing else than combined logic: A XOR B = (A AND NOT B) OR (NOT A AND B).&lt;br /&gt;
But sometimes it is easier to use more but simpler gates.&lt;br /&gt;
&lt;br /&gt;
==Fluid Preserving Gates==&lt;br /&gt;
At the moment there doesn't exist a full concept of fluid preserving Fluid Logic Gates. Each concept working with floodgates or equivalent components in the gates will have to deal with the destruction of the fluid. A way to handle this can be the usage of [[Hatch cover|hatches]]. Also evaporation is a known problem.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Mechanical-Fluid Gates==&lt;br /&gt;
These gates aren`t [[Fluid Logic]]. The ''logic'' lies within the arrangement of the (mechanical) gears. You can find it here: [[Mechanical_logic]]. The Water is just used to convert the power into a trigger signal. (A general concept you need for [[Mechanical_logic]])&lt;br /&gt;
&lt;br /&gt;
[[File:Logic2.gif|thumb]]&lt;br /&gt;
The water sources in these diagrams are located 1 z-level below the pumps and gear assemblies.&lt;br /&gt;
&lt;br /&gt;
These gate designs have the advantage of destroying no water and requiring no drainage off the map, making them suitable for maps where infinite water and/or drainage may be a problem.  The only fluid lost will be to evaporation.  However, there are a number of disadvantages.  They require significantly more materials and time to make, they require [[power]], and a [[flood]] could have disasterous consequences, as it would cover all the plates at once.&lt;br /&gt;
&lt;br /&gt;
For the XOR-Gate it is assumed that the gear is powered by a windmill on a map with strong wind (40 power). If both gears are active the XOR-Gate would need more than 40 power and will stop working. If you use a different source of power - a waterwheel with axles or combined windmills 20 power each - you´ll have to add or remove some gears or axles to calibrate it.&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==CMOS Transmission Gate and Inverter Logic==&lt;br /&gt;
&amp;lt;!--[[File:Inverter.gif|thumb]]--&amp;gt;&lt;br /&gt;
Perhaps the closest to utilizing water as a stand-in for electricity, transmission gate logic can be accomplished by simply having an infinite water source in place of all +Vs, and infinite drainage for all grounds.  Simple floodgates behave as standard transmission gates, while bridges are inverted gates.  However, unlike the other forms of fluid logic, but like a real world electrical circuit, a dedicated inverter is required, which must be hooked up to +V and ground.&lt;br /&gt;
&lt;br /&gt;
==Advanced CMOS Gates==&lt;br /&gt;
This type of logic uses the same concept as real CMOS circuits do, which causes them to minimalize power (in this case, water) consumption. The idea is that water should only flow when there is a state change.&lt;br /&gt;
&lt;br /&gt;
===Basic Design===&lt;br /&gt;
Let's say we want to evaluate the logical expression ''f''. It can be a simple '''and''' or '''or''' gate, or anything more complicated. Follow the following scheme:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|╗}}&lt;br /&gt;
|{{RTF|A}}&lt;br /&gt;
|{{RTF|╔}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RT0|^|#808}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RTF|B}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RTF|#}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, {{Tile|A|#FFF|#000}} is a set of floodgates and/or drawbridges that let water flow exactly when ''f'' evaluates to true, {{Tile|B|#FFF|#000}} is the same except that it lets water flow when ''f'' evaluates to false, {{Tile|^|#808|#000}} is a pressure plate set to activate on water levels 4-7, and {{Tile|#|#FFF|#000}} is the drain.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
In the following examples, {{Tile|X|#000|#888}} is a floodgate, and {{Tile|╬|#FFF|#000}} is a drawbridge. Red ones are connected to input A, green ones to input B and blue ones to input C.&lt;br /&gt;
&lt;br /&gt;
====NOT====&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|╗}}&lt;br /&gt;
|{{RT|╬|#F00|#000}}&lt;br /&gt;
|{{RTF|╔}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RT0|^|#808}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RT|X|#FFF|#800}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RTF|#}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AND====&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|╗}}&lt;br /&gt;
|{{RT|X|#FFF|#800}}&lt;br /&gt;
|{{RTF|╔}}&lt;br /&gt;
|{{RTF|═}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RT|X|#FFF|#080}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RT0|^|#808}}&lt;br /&gt;
|{{RTF|╚}}&lt;br /&gt;
|{{RTF|╗}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RT|╬|#F00|#000}}&lt;br /&gt;
|{{RT|╬|#0F0|#000}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RTF|#}}&lt;br /&gt;
|{{RTF|#}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====OR====&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|╗}}&lt;br /&gt;
|{{RT|X|#FFF|#800}}&lt;br /&gt;
|{{RT|X|#FFF|#080}}&lt;br /&gt;
|{{RTF|╔}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RT0|^|#808}}&lt;br /&gt;
|{{RTF|╔}}&lt;br /&gt;
|{{RTF|╝}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RT|╬|#F00|#000}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RT|╬|#0F0|#000}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RTF|#}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====XOR====&lt;br /&gt;
This is not as straightforward as the previous ones. The ''true'' expression is the following: (A '''and not''' B) '''or''' ('''not''' A '''and''' B). The ''false'' expression: (A '''and''' B) '''or''' ('''not''' A '''and not''' B).&lt;br /&gt;
&lt;br /&gt;
So the gates look like the following:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|╗}}&lt;br /&gt;
|{{RT|X|#FFF|#800}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RT|X|#FFF|#080}}&lt;br /&gt;
|{{RTF|╔}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RT|╬|#0F0|#000}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RT|╬|#F00|#000}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RT0|^|#808}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RT|╬|#F00|#000}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RT|X|#FFF|#800}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RT|╬|#0F0|#000}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RT|X|#FFF|#080}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RTF|#}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|{{RTF|#}}&lt;br /&gt;
|{{RTF|║}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Advantages And Disadvantages===&lt;br /&gt;
The basic advantage of this design is that it uses much less water than infinite flow gates. A river is enough to supply even the more complex systems, maybe with an added reservoir to neutralise flow irregularities. Similarly, for the drain, it is enough to excavate a cavern where the water can evaporate.&lt;br /&gt;
&lt;br /&gt;
The disadvantage is that it requires much more resources and time to construct, especially more mechanisms. And more planning, since floodgates tend to block paths when constructed. &lt;br /&gt;
&lt;br /&gt;
===Faster Version===&lt;br /&gt;
The main factors that affect the speed of these gates are the delays of floodgates and bridges, and the switch-off delay of pressure plates. These cannot be eliminated.&lt;br /&gt;
&lt;br /&gt;
Another factor is the flowing speed of the water. It can be improved. First, the water should flow in from a reservoir a few z-levels higher then the gates themselves (the more the better). This way, water will flow in much faster. Next, replace the pressure plates with up stairs, and make a 2x1 room one z-level above. On on tile is a down stair, and on the other is the pressure plate. Now the water will also flow out faster, or at least the pressure plate will switch off sooner.&lt;br /&gt;
&lt;br /&gt;
This increases the water consumption a bit, but it still remains relatively low.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Computing]]&lt;/div&gt;</summary>
		<author><name>DrNivens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:DrNivens&amp;diff=61224</id>
		<title>User:DrNivens</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:DrNivens&amp;diff=61224"/>
		<updated>2010-01-20T00:54:18Z</updated>

		<summary type="html">&lt;p&gt;DrNivens: Created page with 'Hello. I'm DrNivens and I am a professor of mathematics education at East Tennessee State University. I enjoys games. I found out about DF from my younger brother. It reminded me…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello. I'm DrNivens and I am a professor of mathematics education at East Tennessee State University. I enjoys games. I found out about DF from my younger brother. It reminded me of a game called ''Moria'' that a friend of mine would play at lunch in high school back in 1991. He never let me play, so I've always had a part of me that wanted something that DF offers.&lt;br /&gt;
&lt;br /&gt;
I find that games make mathematics and science fun. DF excels in this respect. Playing ''BattleTech: Aerospace'' really helped teach me physics. Finally I have a game that has made learning geology fun.&lt;/div&gt;</summary>
		<author><name>DrNivens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=61080</id>
		<title>40d:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=61080"/>
		<updated>2010-01-17T19:49:37Z</updated>

		<summary type="html">&lt;p&gt;DrNivens: /* Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Water wheel|key=w&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Architecture]]&lt;br /&gt;
# [[Carpenter]]&lt;br /&gt;
|power=Needs 10 power. &amp;lt;br&amp;gt;Generates 100 power. &amp;lt;br&amp;gt;Net gain of 90 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water flow]]. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. &lt;br /&gt;
&lt;br /&gt;
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
The architecture and carpentry labor are needed for the construction.&lt;br /&gt;
&lt;br /&gt;
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).&lt;br /&gt;
&lt;br /&gt;
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. In order to function, a water wheel must attach to other ''pre-existing'' machine components only on either side of its center tile.&lt;br /&gt;
&lt;br /&gt;
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions.  &amp;lt;!-- it stopped working after a bit. smth is fishy. -&amp;gt; Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.&lt;br /&gt;
&lt;br /&gt;
==Brook==&lt;br /&gt;
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.&lt;br /&gt;
&lt;br /&gt;
== Channels ==&lt;br /&gt;
It is possible to power a water wheel in a channel if it is connected to a river or brook (read as: water that has flow. Further details needed.) A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.&lt;br /&gt;
&lt;br /&gt;
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|O&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #7FF; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|}&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Dual watermill design'''&lt;br /&gt;
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|}&lt;br /&gt;
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion ==&lt;br /&gt;
&lt;br /&gt;
Due to the low power draw of a [[screw pump]], a self-powering assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]] (violating basics principles of physics), and possibly a bug. To get it working, you must start the pump manually.&lt;br /&gt;
&lt;br /&gt;
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. &lt;br /&gt;
:'''Key:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''║ ═ ╠ ╝ ╚ ╔ ╗ ╣ ╩''' = '''Wall'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+ &amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt; = '''Water Wheel'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;  = '''Gear Assembly'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;═&amp;lt;/font&amp;gt;  = '''Axle E/W'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt; = '''Axle N/S'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt; = '''Pump from west'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt; = '''Channel'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt; = '''Closed Water Source Opening''' &lt;br /&gt;
&lt;br /&gt;
'''*REMEMBER TO BUILD THE HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #1 - Top Floor'''&lt;br /&gt;
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{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #1 - Bottom Floor'''&lt;br /&gt;
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&amp;lt;font color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt; = '''Pump from south'''&lt;br /&gt;
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[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>DrNivens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=61078</id>
		<title>40d:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=61078"/>
		<updated>2010-01-17T19:40:42Z</updated>

		<summary type="html">&lt;p&gt;DrNivens: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Water wheel|key=w&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Architecture]]&lt;br /&gt;
# [[Carpenter]]&lt;br /&gt;
|power=Needs 10 power. &amp;lt;br&amp;gt;Generates 100 power. &amp;lt;br&amp;gt;Net gain of 90 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water flow]]. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. &lt;br /&gt;
&lt;br /&gt;
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
The architecture and carpentry labor are needed for the construction.&lt;br /&gt;
&lt;br /&gt;
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).&lt;br /&gt;
&lt;br /&gt;
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. In order to function, a water wheel must attach to other pre-existing machine components only on either side of its center tile.&lt;br /&gt;
&lt;br /&gt;
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions.  &amp;lt;!-- it stopped working after a bit. smth is fishy. -&amp;gt; Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.&lt;br /&gt;
&lt;br /&gt;
==Brook==&lt;br /&gt;
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.&lt;br /&gt;
&lt;br /&gt;
== Channels ==&lt;br /&gt;
It is possible to power a water wheel in a channel if it is connected to a river or brook (read as: water that has flow. Further details needed.) A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.&lt;br /&gt;
&lt;br /&gt;
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
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|}&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Dual watermill design'''&lt;br /&gt;
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This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion ==&lt;br /&gt;
&lt;br /&gt;
Due to the low power draw of a [[screw pump]], a self-powering assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]] (violating basics principles of physics), and possibly a bug. To get it working, you must start the pump manually.&lt;br /&gt;
&lt;br /&gt;
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. &lt;br /&gt;
:'''Key:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''║ ═ ╠ ╝ ╚ ╔ ╗ ╣ ╩''' = '''Wall'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+ &amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt; = '''Water Wheel'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;  = '''Gear Assembly'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;═&amp;lt;/font&amp;gt;  = '''Axle E/W'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt; = '''Axle N/S'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt; = '''Pump from west'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt; = '''Channel'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt; = '''Closed Water Source Opening''' &lt;br /&gt;
&lt;br /&gt;
'''*REMEMBER TO BUILD THE HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #1 - Top Floor'''&lt;br /&gt;
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&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #1 - Bottom Floor'''&lt;br /&gt;
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&amp;lt;font color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt; = '''Pump from south'''&lt;br /&gt;
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[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>DrNivens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Machine_component&amp;diff=60790</id>
		<title>40d:Machine component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Machine_component&amp;diff=60790"/>
		<updated>2010-01-11T01:09:42Z</updated>

		<summary type="html">&lt;p&gt;DrNivens: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Machines''' are an advanced concept in Dwarf Fortress, but although they can be infinitely complex, no one part is very complicated.  There are several different types of '''machine components''', all available from the {{K|M}}achine Components screen in the {{K|b}}uild menu.  These components can be used to create custom-designed '''machinery''' of more or less complexity, depending on the situation and the player's design.  &lt;br /&gt;
&lt;br /&gt;
In the order listed in the machine components sub-menu, these are:&lt;br /&gt;
&lt;br /&gt;
:* [[screw pump]]&lt;br /&gt;
:* [[water wheel]]&lt;br /&gt;
:* [[windmill]]&lt;br /&gt;
:* [[gear assembly]]&lt;br /&gt;
:* [[axle|horizontal and vertical axle]]&lt;br /&gt;
&lt;br /&gt;
Another important component to most machines are [[lever]]s, but they are not, technically, &amp;quot;machine components&amp;quot;, nor are they needed for many &amp;quot;always on&amp;quot; machine designs.  (But a way to turn a machine off quickly, &amp;quot;just in case&amp;quot;, is often a good plan.)&lt;br /&gt;
&lt;br /&gt;
In order for the machines to operate, you must have a [[power]] source (either wind or [[water]]) of some kind.  Power can be transfered to machine parts which require it by a system of [[axle]]s and [[gear assembly|gear assemblies]].   &lt;br /&gt;
&lt;br /&gt;
Currently, machines are very limited in function; their most notable usage is for pumping [[water]] or [[magma]].  However, [[Toady One]] has hinted about using some machines for automatic [[Hauling]] in the (not-so-near) future. [http://www.bay12games.com/dwarves/dev_core_41-60.html Core56]&lt;br /&gt;
&lt;br /&gt;
Some complex [[trap design]]s incorporate machine components.  You do ''not'' need machinery of this complexity to operate retractable [[bridge]]s, [[drawbridge]]s, [[link]]ed [[door]]s, [[hatch]]es or [[floodgate]]s, or simple one-tile [[trap]]s, nor to manually operate [[pump]]s.&lt;br /&gt;
&lt;br /&gt;
==Nuts and bolts - the basics ==&lt;br /&gt;
=== Power generators ===&lt;br /&gt;
&lt;br /&gt;
[[Windmill]]s {{k|m}} and [[water wheel]]s {{k|w}} are the machine components that provide limited power.  Power generators can be chained together using axles or gear assemblies to combine their power along the same power conduit.  Additionally, water wheels can be combined by placing them adjacent to one another in parallel, thereby requiring no extra materials to perform the linkage.&lt;br /&gt;
&lt;br /&gt;
=== Uses for power ===&lt;br /&gt;
&lt;br /&gt;
Currently, the [[screw pump]] {{k|s}} is the only machine component that consumes power to achieve a purpose.  A [[millstone]] also requires power to operate, although it is classified as a [[workshop]] rather than a machine component.&lt;br /&gt;
&lt;br /&gt;
Screw pumps can also be operated using dwarf labor in place of mechanical power.  The millstone likewise has an unpowered alternative, the [[quern]].&lt;br /&gt;
&lt;br /&gt;
=== Power conduits ===&lt;br /&gt;
&lt;br /&gt;
A [[gear assembly]] {{k|g}} is used to link multiple machine components together.  Additionally, a gear assembly can be linked to [[lever]]s and pressure plates, which can then be used to disengage the gearbox from any linked items.  For example, screw pumps can be switched on and off in this way.&lt;br /&gt;
&lt;br /&gt;
[[Axle]]s are used to transport power over a distance.  A horizontal axle ( {{k|h}} ) transports power within a [[z-level]], while a vertical axle ( {{k|v}} ) transports power across z-levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Machine components have two basic states in which they can be built: &amp;quot;solid base&amp;quot; or &amp;quot;hanging&amp;quot;.  This state is visible when looking at the constructed machine with {{k|q}}.&lt;br /&gt;
&lt;br /&gt;
A machine with a &amp;quot;solid base&amp;quot; is just what it sounds like; the machine component has been built on solid ground, and so it has a solid base on which to rest.  A &amp;quot;hanging&amp;quot; component is not built on solid ground, but instead has been built beside or on top of an existing machine or component. Its only support comes from the adjacent component. This can be daisy-chained, so that it is possible to build machines which have only one component on solid ground, with the rest hanging out into empty space.&lt;br /&gt;
&lt;br /&gt;
Possible advantages to this include protection from destruction by invading enemies (If they can't get to the machine components, they can't destroy them).  However, it can be risky, as the rest of the parts will likely collapse if the component on solid ground is destroyed.&lt;br /&gt;
&lt;br /&gt;
Levers can be hooked up to a gear assembly in a power conduit (aka &amp;quot;power train&amp;quot;), causing any power transferred through that  to &amp;quot;disconnect&amp;quot; when the lever is pulled.  If a component is disconnected in this way, and is serving as the support for hanging machine components, those hanging components will automatically deconstruct into their basic components, as they will no longer have support.  As with any deconstructed building, they can be rebuilt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Machinery overview==&lt;br /&gt;
&lt;br /&gt;
''This is an overview of how the different machine parts work and work together, with some basics about each of them.  They all have more details - once you understand the basics, refer to the '''main articles''' for more complete discussions - these links will be listed in '''bold'''.''&lt;br /&gt;
&lt;br /&gt;
'''Machinery''' in Dwarf Fortress consists of more than just [[machine component]]s.  It's the systems of triggers (either [[lever]]s or [[pressure plate]]s) that control the [[windmill]]s and [[waterwheel]]s that provide power to the [[gear assemblies]] and [[axle]]s that transfer that power, and the [[pump]]s and [[millstone]]s that use that power; and let's toss in [[bridge]]s, because they move and will come into the discussion sooner or later.  No one part is very complicated, but combined they can be as complex as your warped little imagination can conceive. You can't do everything with DF machinery, but with creativity you can come close.  &lt;br /&gt;
&lt;br /&gt;
===Your friend, the mechanism===&lt;br /&gt;
The basic part is the [[mechanism]], the same thing that lets you build stonefall [[trap]]s - that can also become a [[lever]], a [[pressure plate]], or a [[gear assembly]] - as well as all the other various  simple one-tile traps.  Mechanisms are created using the [[mechanic]] labor in a [[mechanic's workshop]], and can only be made of [[stone]].  In version d40, mechanism &amp;quot;quality&amp;quot; makes no observed difference when creating DF machinery, so any mechanism will work as well as others*.  &lt;br /&gt;
&lt;br /&gt;
:''(* Except in [[magma]], which requires [[bauxite]] mechanisms - a separate discussion, but that's pretty much the sum of it.)''&lt;br /&gt;
&lt;br /&gt;
:Main Articles: '''[[mechanism]]''', [[trap]]&lt;br /&gt;
&lt;br /&gt;
===Triggers===&lt;br /&gt;
The simplest machine use of a mechanism is the trigger, usually as a lever.  Both levers and pressure plates are &amp;quot;triggers&amp;quot; - they trigger something else to happen.  That &amp;quot;something else&amp;quot; is determined by you when you &amp;quot;link&amp;quot; the two - the trigger and the object to be activated.&lt;br /&gt;
&lt;br /&gt;
=====Levers=====&lt;br /&gt;
A mechanism is placed as a lever using {{k|b}}uild {{k|T}}raps/Levers {{k|l}}ever, and then once that's been completed, you go into that &amp;quot;building's&amp;quot; menu ( {{k|q}} ) and link it to something else - this takes 2 more mechanisms, one at the object end (1st chosen), one at the lever end (2nd chosen), for a total of 3 mechanisms used: one lever plus a link at each end. Link the same lever to something else and you need 2 more mechanisms, etc etc.  No limit. One pull, they're all activated.&lt;br /&gt;
&lt;br /&gt;
:Main Article: '''[[Lever]]'''&lt;br /&gt;
&lt;br /&gt;
=====Pressure plates=====&lt;br /&gt;
A pressure plate works like a lever, but is based on either being stepped on, or fluid reaching a certain depth.  The triggering process (and problems) are the same, but you have some variables you can designate when placing the plate - whether friend/foe triggers it and what size they must be (min and max), or fluid depth (1/7, 2/7, 7/7), etc.&lt;br /&gt;
&lt;br /&gt;
A pressure plate is placed with {{k|b}}uild {{k|T}}raps/Levers {{k|p}}ressure plate, and is otherwise identical to the lever - one mechanism, two more to link it, etc.&lt;br /&gt;
&lt;br /&gt;
:Main Article: '''[[Pressure plate]]'''&lt;br /&gt;
&lt;br /&gt;
=====Connection and activation=====&lt;br /&gt;
If all you're doing is connecting a lever to an object, then a dwarf pulls the lever to activate that object. If a pressure plate, then it gets stepped on or the fluid reaches the designated depth - it's that simple.  &lt;br /&gt;
&lt;br /&gt;
Attached to a [[support]], the support crumbles (and brings down whatever it was supporting, ~IF~ that was in fact the last thing connected to it!)  Attach to a [[cage]], the cage releases the occupants.  These are both 1-use.  &lt;br /&gt;
&lt;br /&gt;
Connected to a barrier - a door, a hatch, a floodgate, or a bridge - it becomes the sole activation for those.  Dwarfs cannot open/close doors/hatches that are linked (and cannot open/close floodgates or bridges without one).  &lt;br /&gt;
&lt;br /&gt;
:Main Articles: '''[[door]]''', '''[[hatch]], [[floodgate]]'''&lt;br /&gt;
&lt;br /&gt;
====On/off, open/close====&lt;br /&gt;
Note that a trigger does not just &amp;quot;toggle&amp;quot; a barrier - it doesn't ''always'' work &amp;quot;throw and it's open, throw and it's closed&amp;quot;.  The lever has to be in the right &amp;quot;phase&amp;quot;, left or right, to open or close, and if the barrier is out of phase, nothing happens.  What this means to you is that you cannot link one door, open it, then link another and have them stay opposite each other, opened/closed - they will get back &amp;quot;in phase&amp;quot; almost right away, both open, then both closed.*  There's a complete list '''[[Trigger#On.2FOff_states|here]].'''&lt;br /&gt;
&lt;br /&gt;
:''(* But there are ways to achieve this - read main articles for full discussions.)''&lt;br /&gt;
&lt;br /&gt;
=====Activation lag time=====&lt;br /&gt;
Also note that a few types of barriers respond &amp;quot;immediately&amp;quot; while others are delayed - (again, see '''[[Trigger#On.2FOff_states|that same list]]''' for full details).  If delayed, and you open/close the trigger quickly, it will get out of phase, missing the second command while waiting for the first.  Also, if ''anything'' - a dwarf, creature or the smallest dropped object - is blocking a door, hatch or floodgate, it won't shut when ordered to, and, again, out of phase. Then the lever must be pulled twice, once to get it back in phase, and once to activate it the way you wanted.  Headache city.&lt;br /&gt;
&lt;br /&gt;
===Machine power===&lt;br /&gt;
You can run a '''[[pump]]''' manually (or use [[quern]]s instead of [[millstone]]s for [[milling]]), but there are 2 kinds of [[power]] systems that are used to run pumps and millstones: '''[[windmill]]s''' and '''[[waterwheel]]s'''.  Both are buildings - you build them just like a workshop.  There are some limits and considerations - build them wrong (without support) and they'll collapse.  &lt;br /&gt;
&lt;br /&gt;
====windmills====&lt;br /&gt;
A windmill provides 0, 20 or 40 power - it depends on the &amp;quot;wind&amp;quot; on your map, you either have it or you don't - it's constant across a map and time, and you don't know until you build your first windmill.  &amp;lt;q&amp;gt; shows you the power for that windmill on your map.  Power comes out the bottom, via a gear or axle. Or you can build it directly over the item to be powered - that works too (but there's no way to shut it off then - see below.)&lt;br /&gt;
&lt;br /&gt;
:Main Article: '''[[Windmill]]'''&lt;br /&gt;
&lt;br /&gt;
====waterwheels====&lt;br /&gt;
A waterwheel provides 100 power (but ww's consume 10, including the first one powered up, so call it 90/) if it has &amp;quot;flow&amp;quot; under it, but you can create artificial flow.  Line up several, and you have all the power you want.  Power comes out the side.&lt;br /&gt;
&lt;br /&gt;
(Note - too many waterwheels can kill your framerate.  Be careful about getting carried away.)&lt;br /&gt;
&lt;br /&gt;
:Main Articles: '''[[Water wheel]]''', '''[[Power]]'''&lt;br /&gt;
&lt;br /&gt;
====Power connection - gears &amp;amp; axles====&lt;br /&gt;
Connecting is easy, especially if you've ever played with tinkertoys.  If you build your pump or millstone adjacent to the source, touching side-by-side, they're automatically connected.  (Building &amp;quot;over&amp;quot; another, between floors, is tricky - see articles).  If there's distance (horizontal or vertical) between power source and destination, there are axles, and gear assemblies.  Axles are just logs - 1 log can get you up to 3 tiles in a straight line (though 3 logs can extend to 10 tiles) horizontally, or 1 single tile vertically, and can be connected directly to each other.  Placed Gear Assemblies (more mechanisms) allow you to change direction of the axle line, either horizontally or vertically.&lt;br /&gt;
&lt;br /&gt;
:Main Articles: '''[[axle]], [[gear assembly]]'''&lt;br /&gt;
&lt;br /&gt;
=====Power consumption=====&lt;br /&gt;
Pumps and mills consume 10 power each (as do waterwheels, powered or not).  Gear assemblies use 5 power/, and axles 1/tile.  So you can have a windmill that pumps 40 power, and 4 axles over, a gear, 3 axles up, another gear, and a pump and mill adjacent to that gear - that's 4+5+3+5+(10+10) = 38 - no problem.  If you wanted more power, you'd need another windmill or a waterwheel, and connect it in to the grid.&lt;br /&gt;
&lt;br /&gt;
Wheels, windmills, pumps, mills, axles and gears will all show the power they have and the power they need when viewed with {{k|q}}.  If no power, you've done something wrong.&lt;br /&gt;
&lt;br /&gt;
====Turning powered machinery on/off====&lt;br /&gt;
Now, you can also link a trigger to a gear assembly, to disengage that gear in the power train - this is how you turn on/off pumps that are attached to power, and how you create fluid traps that &amp;quot;turn on&amp;quot; automatically when their target is in the desired location. &lt;br /&gt;
&lt;br /&gt;
Notes: If powering pumps, build the gear and lever and link them '''first''', then throw the lever to disengage the gear before connecting the power - or you'll find your fluid of choice pumping merrily into your fortress until you find a way to shut off what you just built.)''&lt;br /&gt;
&lt;br /&gt;
Also, be aware that disengaging a gear that's directly under a windmill will cause it (the windmill) to collapse, and the same will happen if you disengage a gear assembly connected directly to a water wheel. A &amp;quot;disengaging&amp;quot; gear has to be located later in the power train.&lt;br /&gt;
&lt;br /&gt;
If building a gear assembly over a pump or millstone, that will work, but the floor between must be channeled ''first''.&lt;br /&gt;
&lt;br /&gt;
:Main Article: '''[[gear assembly]]'''&lt;br /&gt;
&lt;br /&gt;
There are also quirks to what are &amp;quot;adjacent&amp;quot; items - sometimes floors get in the way, sometimes they don't, depending on the building - read the wiki for those details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
None of these are that hard to build or connect, and doing it is the best way to learn. Plan a little, expect it not to be 100% optimal the first try, and you'll get it right the second time.&lt;br /&gt;
&lt;br /&gt;
==Building/connection limitations==&lt;br /&gt;
&lt;br /&gt;
'''Machinery''' (including [[axle]]s, [[gear assemblies]], and [[screw pump]]s) acts differently from other constructions.  It can be built in one of two states:&lt;br /&gt;
:* '''Stable Foundation''' - The machinery is built on top of a floor, either natural or constructed.&lt;br /&gt;
:* '''Hanging''' - The machinery is built attached to another piece of machinery, typically on top of a gear assembly (to transfer power further down or out horizontally) or a pump. No additional support is required (except for [[screw pump]]s, which have their own requirements for support - see below). The supporting machinery needs only to have been designated for the hanging machinery to be built - it doesn't have to be completed, but might need to be before the power-connection is complete (depending on your design). If the supporting machinery is canceled, disabled, or removed the hanging machinery will collapse to base materials.&lt;br /&gt;
*'''Windmills''' may only connect to machinery directly below their center tile.&lt;br /&gt;
:* Windmills built on floors can transfer power through them.&lt;br /&gt;
*'''Water wheels''' may only connect to machinery on either side of their center tile.&lt;br /&gt;
*'''Screw pumps''' may connect to machinery from any tile in any direction. (However, the walkable tile of the screw pump MUST have a floor under it, so it cannot connect directly below the walkable tile)&lt;br /&gt;
*'''Gear assemblies''' connect in all directions.&lt;br /&gt;
:* A gear assembly which has been disconnected by a lever does not support machinery.  No machinery can hang on top of it, and anything already hanging on it will fall apart.  In #2 (below), disconnecting the gear assembly would dismantle the windmill and prevent another from being built until it was reconnected.&lt;br /&gt;
*'''Horizontal axles''' connect to either end, or a gear assembly or machine.&lt;br /&gt;
*'''Vertical axles''' connect directly above and below, or a gear assembly or machine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unusual windmill behavior examples====&lt;br /&gt;
&lt;br /&gt;
In the diagram below, brown is the windmill and the floor it stands on, black is floor from another level, the star is a gear assembly:&lt;br /&gt;
&lt;br /&gt;
:* #1 will work fine - it's supported by a floor, and has a gear assembly beneath it.  Windmills transfer power ''through'' solid floor. &lt;br /&gt;
:* #2 works as long as dwarves can reach the building site - any tile adjacent to the windmill will do.  It's the same as 1), but is &amp;quot;hanging&amp;quot;, the windmill build on the gear assembly. (You cannot &amp;quot;disengage&amp;quot; this gear without causing the windmill to deconstruct.)&lt;br /&gt;
:* #3 can be built (provided the floor is supported somehow) but is pointless: the gear does not connect to the windmill, and the windmill will not provide power anyway.&lt;br /&gt;
:* #4 ''Would'' be valid if it were not a windmill.  To place a gear above a machine, the floor must be channeled out.&lt;br /&gt;
&lt;br /&gt;
::{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:* [[machine component]]&lt;br /&gt;
:* [[trigger]]&lt;br /&gt;
:* [[repeater]]&lt;br /&gt;
:* [[computing]]&lt;br /&gt;
:* [[trap design]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
[[Category:Machine components| ]]&lt;/div&gt;</summary>
		<author><name>DrNivens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=60789</id>
		<title>40d:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=60789"/>
		<updated>2010-01-11T01:06:27Z</updated>

		<summary type="html">&lt;p&gt;DrNivens: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Water wheel|key=w&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Architecture]]&lt;br /&gt;
# [[Carpenter]]&lt;br /&gt;
|power=Needs 10 power. &amp;lt;br&amp;gt;Generates 100 power. &amp;lt;br&amp;gt;Net gain of 90 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water flow]]. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. &lt;br /&gt;
&lt;br /&gt;
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
The architecture and carpentry labor are needed for the construction.&lt;br /&gt;
&lt;br /&gt;
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals). In order for the water wheel to function, it must be attached to an ''existing'' axle. This means that if you build a water wheel first, and then an axle, it will not generate power. &lt;br /&gt;
&lt;br /&gt;
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. A water wheel can attach to other machines only on either side of its center tile.&lt;br /&gt;
&lt;br /&gt;
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions.  &amp;lt;!-- it stopped working after a bit. smth is fishy. -&amp;gt; Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.&lt;br /&gt;
&lt;br /&gt;
==Brook==&lt;br /&gt;
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.&lt;br /&gt;
&lt;br /&gt;
== Channels ==&lt;br /&gt;
It is possible to power a water wheel in a channel if it is connected to a river or brook (read as: water that has flow. Further details needed.) A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.&lt;br /&gt;
&lt;br /&gt;
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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|}&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Dual watermill design'''&lt;br /&gt;
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|}&lt;br /&gt;
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion ==&lt;br /&gt;
&lt;br /&gt;
Due to the low power draw of a [[screw pump]], a self-powering assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]], and possibly a bug. To get it working, you must start the pump manually.&lt;br /&gt;
&lt;br /&gt;
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. &lt;br /&gt;
:'''Key:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''║ ═ ╠ ╝ ╚ ╔ ╗ ╣ ╩''' = '''Wall'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+ &amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt; = '''Water Wheel'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;  = '''Gear Assembly'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;═&amp;lt;/font&amp;gt;  = '''Axle E/W'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt; = '''Axle N/S'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt; = '''Pump from west'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt; = '''Channel'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt; = '''Closed Water Source Opening''' &lt;br /&gt;
&lt;br /&gt;
'''*REMEMBER TO BUILD THE HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #1 - Top Floor'''&lt;br /&gt;
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{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #1 - Bottom Floor'''&lt;br /&gt;
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{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #2'''&lt;br /&gt;
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|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|═&lt;br /&gt;
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|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt; = '''Pump from south'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>DrNivens</name></author>
	</entry>
</feed>