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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Draco18s</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Draco18s"/>
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	<updated>2026-04-05T13:04:42Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cutebold&amp;diff=154744</id>
		<title>Cutebold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cutebold&amp;diff=154744"/>
		<updated>2011-11-13T05:52:58Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Cutebold redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Kobold]]&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:FunComic.png&amp;diff=138572</id>
		<title>File talk:FunComic.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:FunComic.png&amp;diff=138572"/>
		<updated>2011-03-19T04:42:12Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Created page with 'This is the best.  Who ever drew this really captured the difference.--~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the best.  Who ever drew this really captured the difference.--[[User:Draco18s|Draco18s]] 04:42, 19 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=136949</id>
		<title>v0.31:Hive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=136949"/>
		<updated>2011-02-25T03:22:38Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Link to bumblebees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A hive is a building used to house {{L|honey bee}}s.  A {{L|tool|hive}} must first be created in a workshop before it can be {{k|b}}uilt.  Hives can be created at a craftsdwarf's workshop, kiln or metalsmith's forge using stone, wood, ceramics or metal.  Once a hive is created, it is {{k|b}}uilt using the {{k|alt}}+{{k|H}} hotkey.&lt;br /&gt;
&lt;br /&gt;
In order to house bees, a hive must be constructed on or adjacent to a tile that is {{L|Tile attributes|above ground}}.  A dwarf with the {{L|beekeeping}} labor enabled will place bees in any hive toggled to &amp;quot;install colony when ready,&amp;quot; so long as he or she has access to a preexisting colony of wild bees, or another hive that is ready to be split.  &lt;br /&gt;
&lt;br /&gt;
Once a hive contains bees, it will eventually become &amp;quot;ready to be split,&amp;quot; which will allow a beekeeper to populate an empty hive using bees from the original.  Doing this leaves the original hive populated, however it will be some time before it again becomes ready for splitting.  Bees cannot be brought with on embark, so starting the beekeeping industry requires at least one wild colony.  Dwarven hives appear to magically transform {{L|bumblebee}}s into honey bees, so a wild bumblebee colony will work if no honey bee colony exists on the map.&lt;br /&gt;
&lt;br /&gt;
Populated hives will produce a honeycomb and a royal jelly at some point in time after they become ready to be split.  If the hive is toggled to &amp;quot;gather any products,&amp;quot; a beekeeper will harvest the {{L|honeycomb}} and {{L|royal jelly}}, assuming he has access to a {{L|jug}} in which to put the royal jelly.  Doing this kills the bees (it is likely that an inexperienced beekeeper will receive a bee sting in the process, which currently seems to be inconsequential (Under wounds it shows nothing, under the Z-Status: Health menu it comes up as &amp;quot;Slight Pain&amp;quot;, it does not appear to produce a Bad Thought)), and the hive will be deconstructed and returned to a stockpile.  Royal jelly can be eaten or cooked, and the honeycomb is processed at a {{L|screw press}} workshop to yield {{L|wax}} and {{L|honey}}.&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Site_finder&amp;diff=136948</id>
		<title>v0.31:Site finder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Site_finder&amp;diff=136948"/>
		<updated>2011-02-25T02:51:03Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* Elevation */ Elevation is its height above sea level, and the size of cliffs doesn't matter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|06:08, 7 January 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
The '''site finder''' is a feature introduced in Dwarf Fortress 0.28.181.39d. It is a menu added to the embark screen that helps you searching for embark positions based on preferences. It can be invoked from the embark screen by pressing {{k|f}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2010_Site_finder.png||600px]]&lt;br /&gt;
&lt;br /&gt;
The highlighted feature can be switched by using {{k|&amp;amp;uarr;}} and {{k|&amp;amp;darr;}}, the setting can be selected using {{k|&amp;amp;larr;}} and {{k|&amp;amp;rarr;}} or the analogous keys on the keypad ({{k|8}} {{k|2}} and {{k|4}} {{k|6}}).&lt;br /&gt;
&lt;br /&gt;
A selection set to N/A will not influence the search, while a setting other than that does not guarantee a hit - it is quite possible that there is no 2x2 location with cave river, magma pool and chasm on your world map. The finder will then display a '''candidate''' that fits as many as possible of the selected settings in the desired size.&lt;br /&gt;
&lt;br /&gt;
The search will take into account the whole world map.&lt;br /&gt;
&lt;br /&gt;
More information on some of the settings can be found on the [[World generation|World Generation]] page.&lt;br /&gt;
&lt;br /&gt;
== X Dimension / Y Dimension ==&lt;br /&gt;
Range for either: 2 to 16&lt;br /&gt;
&lt;br /&gt;
This setting controls the initial size of the embark rectangle. The finder searches the world map for the selected features using a rectangle of the selected size. A larger rectangle will usually lead to a higher chance of finding all selected features due to the site being larger, but will impact game performance (the larger the rectangle, the lower the FPS).&lt;br /&gt;
&lt;br /&gt;
== Savagery ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
These settings mean the same as the '''Benign, Neutral, Savage''' settings on the [[Regions|Regions]] page.&lt;br /&gt;
&lt;br /&gt;
== Evil ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
These settings relate to the '''Good, Neutral, Evil''' designations on the [[Regions|Regions]] page.&lt;br /&gt;
&lt;br /&gt;
It also seems to be an average for the selected area: an area evenly divided between Good and Evil will show up on a search for &amp;quot;Medium&amp;quot;, while &amp;quot;Good&amp;quot; will usually turn up a predominantly good area.&lt;br /&gt;
&lt;br /&gt;
== Elevation ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
If this is set to low, the result will be mostly flat land. Medium and high search for hills/mountains respectively.&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
This corresponds{{verify}} approximately to Freezing/Cold, Temperate/Warm, Hot/Scorching (see [[Climate|Climate]]).&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
Selects the amount of rain/snow{{verify}} to expect (see [[Weather|Weather]]).&lt;br /&gt;
&lt;br /&gt;
== Drainage ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
This, along with other factors, determines the terrain type to look for. High drainage areas include glaciers and deserts.&lt;br /&gt;
&lt;br /&gt;
== Flux Stone ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have [[Flux|Flux]] stone.&lt;br /&gt;
&lt;br /&gt;
== Aquifer ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have an [[Aquifer|Aquifer]].&lt;br /&gt;
&lt;br /&gt;
== River ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a [[River|River]].&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Init.txt&amp;diff=131650</id>
		<title>v0.31:Init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Init.txt&amp;diff=131650"/>
		<updated>2010-11-15T18:08:54Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: En/Dis-abling of features is in d_init.txt now, not init.txt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
 ''This article needs advice on what to do with the different PRINT MODES''&lt;br /&gt;
&lt;br /&gt;
The '''init.txt''' file can be used to make many adjustments to the game presentation and feel, like changing {{L|Technical tricks#Screen_sizes|screen size}}, or enabling {{L|Tilesets}}.  Other options that would {{L|Technical tricks|improve framerate}} by deactivating features is now contained in {{L|D-init.txt}}.&lt;br /&gt;
&lt;br /&gt;
This file is located at Dwarf Fortress/data/init/init.txt.&lt;br /&gt;
&lt;br /&gt;
The contents of the '''init.txt''' file by default can be found {{L|Default init|here}}.&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Legends&amp;diff=121565</id>
		<title>v0.31:Legends</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Legends&amp;diff=121565"/>
		<updated>2010-07-15T18:13:21Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* The Age of... */ I always having trouble finding the list of ages, figured it would be nice to have a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|14:16, 9 June 2010 (UTC)}}&lt;br /&gt;
'''Legends''' mode is one of the three main methods of interacting with an already generated {{L|World generation|world}}. You cannot start Legends mode (or {{L|Dwarf fortress mode|Fortress}} or {{L|Adventurer mode|Adventurer}} mode) until you create a new world. &lt;br /&gt;
&lt;br /&gt;
Legends mode allows you to inspect the history of a world. Many players choose to design a world where the option '''Reveal all history''' is set to YES. However, if you set the option to NO, then the the vast majority of the world's history will be hidden from Legends mode, and only uncovered by brave adventurers. In fact, there are many ways for an adventurer to uncover the past. Talk to people in civilized sites and they will tell you of their families, surroundings and local histories. Past events can also be found by viewing {{L|coins}} or items with images, or by visiting an abandoned {{L|fortress}}es and viewing the {{L|engraving|engraved}} tiles within.&lt;br /&gt;
&lt;br /&gt;
You don't have to have an adventure or fortress game active in order to use legend mode. Some players simply enjoy Legends mode for the option of looking at the interactive historical map, or to read about the last time their favorite kingdom went to war, or for the ability to export lists of all the sites and governments active in the world.  &lt;br /&gt;
&lt;br /&gt;
=== Number of Events Undiscovered ===&lt;br /&gt;
A self-explanatory number indicating how many &amp;quot;legends&amp;quot; are still lost in the mists of time. If you chose to reveal all history during world generation, the number displayed should be 0. Otherwise, better get out there and adventure some more.&lt;br /&gt;
&lt;br /&gt;
=== Historical Figures ===&lt;br /&gt;
The number to the right indicates how many historical figures exist in this world's history. Historical figures include entries on {{L|megabeast}}s, {{L|forgotten beast}}s, {{L|demon}}s, gods, {{L|Dwarf|dwarves}}, {{L|human}}s, {{L|goblin}}s, {{L|kobold}}s, and named {{L|creature}}s.&lt;br /&gt;
&lt;br /&gt;
=== Sites ===&lt;br /&gt;
The number to the right indicates how many sites have existed throughout this world's history. Sites include things like towns, towers, fortresses, forest retreats, and {{L|cave}}s.&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
A list of the various regions of the world, along with the various historical events that occurred within those regions.&lt;br /&gt;
&lt;br /&gt;
=== Civilizations and Entities ===&lt;br /&gt;
The number to the right indicates how many civilizations, local governments, and religions have existed throughout this world's history. The histories of these various groups can be viewed as well, detailing events like when a site was founded, when a person was kidnapped, or when a road was completed.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
Structures are buildings found throughout the world. Fortress, towers, shops, taverns and more can all be found in this list.&lt;br /&gt;
&lt;br /&gt;
=== Historical Map ===&lt;br /&gt;
The historical map is a relatively new and very cool feature of Legends mode. From here you can view the territorial disputes between different civilizations and entities, including those who where destroyed before your starting year. If you are new to Dwarf Fortress, reading the map may be a little difficult, but play around with these buttons and you might get a better grasp of what you are seeing. Press {{k|Enter}} while looking at the map to change between the political and geographical view of the world. The geographic map is colored (blue seas, gray mountains, green forests etc.) while the political map's background is tan (think parchment) with colored fields corresponding to the territories of different civilizations. Civilizations can lay claim to the same area, causing the colored territory markers to overlap. You can also see how territories changes over time by moving 10 or 100 years forward and back through time. Pressing {{k|c}} while looking at the political map will show local government territories instead of civilizations, but that's generally a pretty messy scene.&lt;br /&gt;
&lt;br /&gt;
=== The Age of... ===&lt;br /&gt;
During world generation, the Ages are named for the greatest powers extant in the world. In v0.31, megabeasts are nearly immortal during world gen, so history rarely ever advances beyond the &amp;quot;Age of Myth&amp;quot;, although with a small enough world, or a modded game you can get names like &amp;quot;The Age of the Titan and Hydra&amp;quot;. In previous versions, Ages would commonly advance during world generation (e.g. Age of Legends, Age of Heroes, Age of Humans), this is now extremly rare. When you choose to look at the history of an Age, you will be given a list of all historical events in chronological order. Here you can read the battle reports from various wars, or the duels that took place between long dead champions, or the &amp;lt;s&amp;gt;burninations&amp;lt;/s&amp;gt; rampages of megabeasts amongst the peasants.  For a list of ages and their conditions, see [[40d:Calendar#Ages|this page]].&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:VengefulDonut&amp;diff=114287</id>
		<title>User talk:VengefulDonut</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:VengefulDonut&amp;diff=114287"/>
		<updated>2010-05-22T17:36:25Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* DF2010:Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since you should try to follow wiki standards, and you probably don't know ours yet, we've made a list of basic guidelines. Note that this is a template, not a customized message for you.&lt;br /&gt;
* To tell us who you are when you talk, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Don't put a question mark in the title of a page. Question marks mess things up, and your page will be moved to a different name.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. In general, put exactly one empty line between comments by different users but do not use blank lines inside of a comment.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.&lt;br /&gt;
* If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Putting things in the wrong sections is confusing. You can create a section!&lt;br /&gt;
* Generally, [[Dwarf_Fortress_Wiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] They're like a little constitution, except not boring! Really, read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Templates and RGB values ==&lt;br /&gt;
&lt;br /&gt;
Mediawiki hates me - it refuses to let {{tl|fgcolor}} (and {{tl|bgcolor}}) work correctly unless they're inserted in the middle of an HTML tag (and it '''must''' be an HTML tag - a style attribute in a wiki-markup table does NOT count). Excuse me while I go sit in a corner and whimper. --[[User:Quietust|Quietust]] 17:35, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: {{#tag:nowiki|{{fgcolor|4:6:0}}}} &amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
||  This seems to be working.&lt;br /&gt;
|} [[User:VengefulDonut|VengefulDonut]] 07:46, 1 May 2010 (UTC)&lt;br /&gt;
:Thanks. Of course, now a far more insidious problem has shown up - if the fgcolor and bgcolor templates are used more than 100 times in a particular page (a single {{tl|Raw Tile}} uses each once), all subsequent transclusions turn up empty. I can only assume it's doing too many regular expressions, but it can't be '''that''' many, given how simple the templates are... --[[User:Quietust|Quietust]] 20:07, 1 May 2010 (UTC)&lt;br /&gt;
::For now, I've switched the templates back to 128-case #switch statements, and the problem seems to have gone away. Still, it seems odd that #rmatch and #rreplace would just stop working after being used 100 times in a single page. --[[User:Quietust|Quietust]] 21:20, 1 May 2010 (UTC)&lt;br /&gt;
:::The regex functions extension has an option that determines what the limit per page is. If you need a larger number, you can ask Breiss to raise the limit. [[User:VengefulDonut|VengefulDonut]] 01:41, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template:Raw ==&lt;br /&gt;
&lt;br /&gt;
I've just adapted {{tl|Game Data}} to attempt to fetch creature raws from &amp;quot;raws&amp;quot; pages similar to the stone/gem templates (except using an extra pair of templates to transform the page name into a CREATURE id and the name of the file that contains the raws, though the former could probably be skipped by just matching against &amp;quot;[NAME:'''foo''':bar:baz]&amp;quot;) - it works, but {{tl|raw}} strips out all of the linebreaks and spaces between tokens. How hard would it be to make a version of {{tl|raw}} (or add a parameter) that doesn't do that? --[[User:Quietust|Quietust]] 18:11, 4 May 2010 (UTC)&lt;br /&gt;
:Never mind, figured it out myself and saved it as {{tl|raw2}}. Of course, now the trick will be to make it so {{tl|Game Data}} supports raw lookups for things other than creatures (possibly by simply giving it a &amp;quot;type&amp;quot; parameter - CREATURE, MATGLOSS, INORGANIC, PLANT, etc.)... --[[User:Quietust|Quietust]] 18:29, 4 May 2010 (UTC)&lt;br /&gt;
::It already has a type parameter Oo [[User:VengefulDonut|VengefulDonut]] 23:16, 4 May 2010 (UTC)&lt;br /&gt;
:::I was referring to {{tl|Game Data}} (which I've currently hardcoded to CREATURE because it doesn't take any parameters), not {{tl|Raw}}. I'll probably just split it into several different templates and have the various infobox templates include the appropriate one. --[[User:Quietust|Quietust]] 23:29, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== RAWs ==&lt;br /&gt;
&lt;br /&gt;
Is there any way we can categorize the RAW files?  Perhaps by having a &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;{{category|Raws}}&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; at the bottom?  Or would that break your system? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 14:39, 5 May 2010 (UTC)&lt;br /&gt;
:I am. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 14:41, 5 May 2010 (UTC)&lt;br /&gt;
::I'm a little OCD about that sort of stuff, and if you looked at the RC you probably saw my ongoing attempt to organize things, I saw those pages and just ignored them because I didn't want to break things :).  But if that can happen that'd be great. Thanks! [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 14:44, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stones, gems, and /raw ==&lt;br /&gt;
&lt;br /&gt;
In the process of creating all of the templates to handle the various /raw pages, I included the ones necessary for stones, gems, and metals. How much work would it be for you to change your stonelookup/layerlookup/gemlookup templates to read their data directly from the corresponding /raw page instead of fetching it directly from the corresponding inorganic.txt file? I haven't created said /raw pages yet, but it'd be trivial to do so. --[[User:Quietust|Quietust]] 04:42, 7 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It would not be a difficult change. [[User:VengefulDonut|VengefulDonut]] 05:58, 7 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
I don't get exactly what this is all about.  I guess you disapprove with how I handled the &amp;quot;quality&amp;quot; stuff.  But I think I did exactly what you said I should do, which is &amp;quot;disregard the lot and do what you think is correct&amp;quot;.  It seems in this case that you were &amp;quot;the lot&amp;quot;, but I assume even in those cases you'd still offer the same advice. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:13, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2010:Quality ==&lt;br /&gt;
I don't believe the revert was justified, as I went through all the content I copied, commented out stuff I was very sure was wrong, but had a possibility of being right, put {{verify}} tags on things that were likely correct, but had a possibility of being wrong (I think I put in four, admittedly one of which was on the value modifier for Masterwork items because it was higher than the known stated value (what little you left behind) for artifacts), and removed things that I was sure were no longer relevant.  I turned a blank page into an actual, decent, article.--[[Special:Contributions/74.103.148.193|74.103.148.193]] 23:18, 11 May 2010 (UTC)&lt;br /&gt;
:I guess the {{verify}} tag is pointless then.  Alright then I guess I'll just shut the fuck up and not bother helping out anymore, because clearly, I'm not wanted.--[[User:Draco18s|Draco18s]] 04:10, 22 May 2010 (UTC)&lt;br /&gt;
::&amp;quot;...a blank page was more beneficial to the end user...&amp;quot;  As an &amp;quot;end user&amp;quot; a blank page is ''never'' beneficial.  As an &amp;quot;end user&amp;quot; I would rather have duplicated, mostly correct, information than have to navigate an additional link.  I apologize for '''being bold''' and trying to help.--[[User:Draco18s|Draco18s]] 17:36, 22 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:VengefulDonut&amp;diff=113672</id>
		<title>User talk:VengefulDonut</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:VengefulDonut&amp;diff=113672"/>
		<updated>2010-05-22T04:10:21Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* DF2010:Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since you should try to follow wiki standards, and you probably don't know ours yet, we've made a list of basic guidelines. Note that this is a template, not a customized message for you.&lt;br /&gt;
* To tell us who you are when you talk, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Don't put a question mark in the title of a page. Question marks mess things up, and your page will be moved to a different name.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. In general, put exactly one empty line between comments by different users but do not use blank lines inside of a comment.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.&lt;br /&gt;
* If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Putting things in the wrong sections is confusing. You can create a section!&lt;br /&gt;
* Generally, [[Dwarf_Fortress_Wiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] They're like a little constitution, except not boring! Really, read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Templates and RGB values ==&lt;br /&gt;
&lt;br /&gt;
Mediawiki hates me - it refuses to let {{tl|fgcolor}} (and {{tl|bgcolor}}) work correctly unless they're inserted in the middle of an HTML tag (and it '''must''' be an HTML tag - a style attribute in a wiki-markup table does NOT count). Excuse me while I go sit in a corner and whimper. --[[User:Quietust|Quietust]] 17:35, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;color: {{#tag:nowiki|{{fgcolor|4:6:0}}}} &amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
||  This seems to be working.&lt;br /&gt;
|} [[User:VengefulDonut|VengefulDonut]] 07:46, 1 May 2010 (UTC)&lt;br /&gt;
:Thanks. Of course, now a far more insidious problem has shown up - if the fgcolor and bgcolor templates are used more than 100 times in a particular page (a single {{tl|Raw Tile}} uses each once), all subsequent transclusions turn up empty. I can only assume it's doing too many regular expressions, but it can't be '''that''' many, given how simple the templates are... --[[User:Quietust|Quietust]] 20:07, 1 May 2010 (UTC)&lt;br /&gt;
::For now, I've switched the templates back to 128-case #switch statements, and the problem seems to have gone away. Still, it seems odd that #rmatch and #rreplace would just stop working after being used 100 times in a single page. --[[User:Quietust|Quietust]] 21:20, 1 May 2010 (UTC)&lt;br /&gt;
:::The regex functions extension has an option that determines what the limit per page is. If you need a larger number, you can ask Breiss to raise the limit. [[User:VengefulDonut|VengefulDonut]] 01:41, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template:Raw ==&lt;br /&gt;
&lt;br /&gt;
I've just adapted {{tl|Game Data}} to attempt to fetch creature raws from &amp;quot;raws&amp;quot; pages similar to the stone/gem templates (except using an extra pair of templates to transform the page name into a CREATURE id and the name of the file that contains the raws, though the former could probably be skipped by just matching against &amp;quot;[NAME:'''foo''':bar:baz]&amp;quot;) - it works, but {{tl|raw}} strips out all of the linebreaks and spaces between tokens. How hard would it be to make a version of {{tl|raw}} (or add a parameter) that doesn't do that? --[[User:Quietust|Quietust]] 18:11, 4 May 2010 (UTC)&lt;br /&gt;
:Never mind, figured it out myself and saved it as {{tl|raw2}}. Of course, now the trick will be to make it so {{tl|Game Data}} supports raw lookups for things other than creatures (possibly by simply giving it a &amp;quot;type&amp;quot; parameter - CREATURE, MATGLOSS, INORGANIC, PLANT, etc.)... --[[User:Quietust|Quietust]] 18:29, 4 May 2010 (UTC)&lt;br /&gt;
::It already has a type parameter Oo [[User:VengefulDonut|VengefulDonut]] 23:16, 4 May 2010 (UTC)&lt;br /&gt;
:::I was referring to {{tl|Game Data}} (which I've currently hardcoded to CREATURE because it doesn't take any parameters), not {{tl|Raw}}. I'll probably just split it into several different templates and have the various infobox templates include the appropriate one. --[[User:Quietust|Quietust]] 23:29, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== RAWs ==&lt;br /&gt;
&lt;br /&gt;
Is there any way we can categorize the RAW files?  Perhaps by having a &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;{{category|Raws}}&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; at the bottom?  Or would that break your system? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 14:39, 5 May 2010 (UTC)&lt;br /&gt;
:I am. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 14:41, 5 May 2010 (UTC)&lt;br /&gt;
::I'm a little OCD about that sort of stuff, and if you looked at the RC you probably saw my ongoing attempt to organize things, I saw those pages and just ignored them because I didn't want to break things :).  But if that can happen that'd be great. Thanks! [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 14:44, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stones, gems, and /raw ==&lt;br /&gt;
&lt;br /&gt;
In the process of creating all of the templates to handle the various /raw pages, I included the ones necessary for stones, gems, and metals. How much work would it be for you to change your stonelookup/layerlookup/gemlookup templates to read their data directly from the corresponding /raw page instead of fetching it directly from the corresponding inorganic.txt file? I haven't created said /raw pages yet, but it'd be trivial to do so. --[[User:Quietust|Quietust]] 04:42, 7 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It would not be a difficult change. [[User:VengefulDonut|VengefulDonut]] 05:58, 7 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
I don't get exactly what this is all about.  I guess you disapprove with how I handled the &amp;quot;quality&amp;quot; stuff.  But I think I did exactly what you said I should do, which is &amp;quot;disregard the lot and do what you think is correct&amp;quot;.  It seems in this case that you were &amp;quot;the lot&amp;quot;, but I assume even in those cases you'd still offer the same advice. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:13, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2010:Quality ==&lt;br /&gt;
I don't believe the revert was justified, as I went through all the content I copied, commented out stuff I was very sure was wrong, but had a possibility of being right, put {{verify}} tags on things that were likely correct, but had a possibility of being wrong (I think I put in four, admittedly one of which was on the value modifier for Masterwork items because it was higher than the known stated value (what little you left behind) for artifacts), and removed things that I was sure were no longer relevant.  I turned a blank page into an actual, decent, article.--[[Special:Contributions/74.103.148.193|74.103.148.193]] 23:18, 11 May 2010 (UTC)&lt;br /&gt;
:I guess the {{verify}} tag is pointless then.  Alright then I guess I'll just shut the fuck up and not bother helping out anymore, because clearly, I'm not wanted.--[[User:Draco18s|Draco18s]] 04:10, 22 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Real_World_Information&amp;diff=108554</id>
		<title>Dwarf Fortress Wiki:Real World Information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Real_World_Information&amp;diff=108554"/>
		<updated>2010-05-11T23:28:27Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* Thoughts */ stupide leading space I did not type AND I wasn't auto-logged in.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page to discuss whether there is a place or not for real-world information in articles on this wiki.  It's been discussed in different locations such as [http://www.bay12forums.com/smf/index.php?topic=54970.msg1191175 a forum thread] and [[User_talk:Albedo#.22Real_World.22_Flavor_text_in_Stone_Pages|a user talk page]].  The goal is to have the discussion shift here to be more organized.&lt;br /&gt;
&lt;br /&gt;
== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
[[category:Wikiprojects]]&lt;br /&gt;
I am for the inclusion of Real World information, and never expect me to come back here and make any replies because there's no &amp;quot;I'm watching this thread&amp;quot; option.--[[User:Draco18s|Draco18s]] 23:28, 11 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bolts&amp;diff=107272</id>
		<title>v0.31:Bolts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bolts&amp;diff=107272"/>
		<updated>2010-05-07T17:38:28Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Created redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Crossbow]]&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Crossbow&amp;diff=107271</id>
		<title>40d:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Crossbow&amp;diff=107271"/>
		<updated>2010-05-07T17:37:46Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Updated links from article to {{L|article}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
''(This article also covers '''bolts''', '''arrows''' and '''quivers''' for completeness' sake.)''&lt;br /&gt;
&lt;br /&gt;
'''Crossbows''' are the only ranged {{L|weapon}} that {{L|dwarves}} can carry.  A dwarf will open fire at a range of about 20 tiles, but the bolts may travel further and hit something by accident.  Crossbows can fire at targets on higher or lower {{L|z-level}}s; doing so hurts the range slightly, even when firing from higher to lower levels.  There seems to be a &amp;quot;line of sight&amp;quot; rule, of about a 1:1 ratio (height difference to distance from edge of level) but the exact formula is not known.&lt;br /&gt;
&lt;br /&gt;
A {{L|Bolts|bolt}} does a fine job at {{L|piercing}} the internal organs of a {{L|creature}} while also doing some damage to outside parts. This is of limited use against creatures without organs, such as {{L|Magma man|magma men}} or {{L|undead}}, but excellent against creatures with more &amp;quot;normal&amp;quot; internal anatomy.  Occasionally a bolt will get stuck in a target; the only known use for this is that a {{L|wrestling}} dwarf may grab the bolt and twist it in the {{L|wound}}.&lt;br /&gt;
&lt;br /&gt;
==Crossbow usage==&lt;br /&gt;
Once you tell a dwarf to use a crossbow (either from the {{k|m}}ilitary/{{k|w}}eapons sub-menu, or by {{k|v}}iewing the dwarf and accessing the {{k|s}}oldiering sub-menu), he will pick it up if he has either the {{L|ambusher|hunting}} {{L|skill}} enabled or if he is in the {{L|military}}. He will then pick up a {{L|Quiver|quiver}} and {{L|Bolt|bolts}}, preferring {{L|metal}} bolts if available. A dwarf can carry one stack of bolts in his hands, and one in his quiver.&lt;br /&gt;
&lt;br /&gt;
When in range {{L|dwarves}} use crossbows to fire {{L|Bolt|bolts}}. If they are engaged in melee they will use the crossbow as a club, using their {{L|hammerdwarf}} skill.&lt;br /&gt;
&lt;br /&gt;
Dwarves often do not return to base and pick up more bolts if they run out if there are enemies nearby; instead, they will enter melee.&lt;br /&gt;
&lt;br /&gt;
==Construction and quality==&lt;br /&gt;
Crossbows can be constructed from {{L|wood}}, {{L|bone}} or {{L|metal}}. Wooden and bone crossbows are created at a {{L|bowyer's workshop}}; metal ones at a {{L|metalsmith's forge}} using the {{L|crossbow-making}} or {{L|weaponsmith|weaponsmithing}} skills, respectively.&lt;br /&gt;
&lt;br /&gt;
The {{L|quality}} of a crossbow is added to the {{L|marksdwarf}}/{{L|ambusher}} and {{L|hammerdwarf}} skills.  The {{L|material}} used in construction of a crossbow does not affect the damage done when firing, but does affect the damage done when it is used as a melee weapon.&lt;br /&gt;
&lt;br /&gt;
Using {{L|masterpiece}} ammunition will not result in a bad {{L|thought}} for the maker, whether or not it breaks, nor will trading it away.  However, losing even one masterpiece bolt out of an original stack of 25 will, if at 1/25 of the usual penalty ''(which is still sizable; see {{L|Item_quality#Masterpiece|Quality/Masterpiece}} for a full discussion)''. If a single masterwork bolt left outside is stolen, or if a wounded enemy escapes with a masterpiece bolt stuck in them, it's possible to cause a {{L|tantrum}}. For this reason it may be wise to, as policy, either forbid masterwork ammo until the maker has churned out several stacks of them, or just {{L|trade}} them away.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If you are ever so &amp;quot;fortunate&amp;quot; to have a weaponsmith create {{subst:subl|masterpiece}} ammo, be sure '''not''' to use it - {{subst:subl|trade}} it away at the first opportunity.  Broken masterpieces create bad thoughts, but traded don't, and bolts do tend to get broken.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related information==&lt;br /&gt;
===Off-Hand Items===&lt;br /&gt;
According to [http://www.bay12games.com/forum/index.php?topic=47004.msg940332#msg940332 this forum discussion], marksdwarves are able to wield their crossbows one-handed, and so can use another item in their second hand. If they use a {{L|buckler}}, they may carry it plus an extra set of bolts in the off hand; if they use a {{L|shield}}, they still suffer no penalty to the crossbow usage but cannot carry the extra set of bolts. &lt;br /&gt;
&lt;br /&gt;
===Bolt===&lt;br /&gt;
'''Bolts''' are used by crossbows and {{L|Weapon_trap#Weapon_Trap|crossbow traps}}. Making bolts from {{L|wood}} or {{L|metal}} gives a {{L|stack}} of 25 bolts, whilst making them from a stack of {{L|bone|bones}} gives a stack of {5 x number of bones}.&lt;br /&gt;
&lt;br /&gt;
Metal bolts are created at the {{L|metalsmith's forge}} and require the {{L|weaponsmith}} labor enabled.  Wood and bone bolts are created at the {{L|craftsdwarf's workshop}} and require {{L|woodcrafting}} and {{L|bone carving}} labors, respectively. Higher levels of {{L|skill}} will tend to produce higher {{L|quality}} bolts.  The {{L|material}} and quality{{verify}} of the bolts (not the crossbow) affects the amount of {{L|Weapon#Material damage modifiers|damage}} done.&lt;br /&gt;
&lt;br /&gt;
If you {{L|decorate}} a stack of bolts, the same decoration will be applied to every bolt in the stack simultaneously.  In older versions this allowed to generate stacks of huge value - value of decoration was multiplied by amount of bolts in the stack. This has been fixed now and decorated bolts are no longer that valuable.&lt;br /&gt;
&lt;br /&gt;
In {{L|adventure mode}}, bolts can also be thrown for about the same results as firing them, except that it uses the {{L|thrower}} skill and doesn't destroy the bolts if you happen to miss.&lt;br /&gt;
&lt;br /&gt;
===Quiver===&lt;br /&gt;
A '''Quiver''' is an item used to store {{L|bolt}}s or {{L|arrow}}s. It is worn on the body, like a {{L|backpack}}.&lt;br /&gt;
&lt;br /&gt;
Quivers are made of {{L|leather}} at a {{L|leatherworks}}. Dwarves equipped with a crossbow will automatically wear quivers if they are available, and carry a stack of bolts in it. This allows a dwarf to carry one extra stack of bolts, typically {{L|bone}} or {{L|wood}} training bolts in the hand, and {{L|metal}} ones in the quiver. &lt;br /&gt;
&lt;br /&gt;
Invaders, merchants, and migrants often have {{L|silk}} and {{L|cloth}} quivers, even though you can't make them yourself. &lt;br /&gt;
&lt;br /&gt;
In adventure mode, a quiver can hold any number of arrows and bolts.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Marksdwarf}}&lt;br /&gt;
*{{L|Ambusher}}&lt;br /&gt;
*{{L|Archery target}}&lt;br /&gt;
*{{L|Bowyer}}&lt;br /&gt;
*{{L|Crossbow-making}}&lt;br /&gt;
*{{L|Bow}}&lt;br /&gt;
*{{L|Equipment and encumbrance}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Weapons}}{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quality&amp;diff=107269</id>
		<title>v0.31:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quality&amp;diff=107269"/>
		<updated>2010-05-07T17:32:10Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Added information based on 40d's page.  90% of this information should be correct.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
All items in the game have a {{L|item value|base value}}, which is multiplied by what {{L|material value|material}} the item is made of and by the item's '''quality'''.  {{L|Decoration}}s (such as bone, gems, and studding) further increase the value.&lt;br /&gt;
&lt;br /&gt;
{{L|Room}}s also have a &amp;quot;quality grade&amp;quot; which determines their {{L|Room#Specific_room_quality_grades|value}} in the eyes of those owning/using the room, which is the sum of the objects placed within their designated area plus the {{L|material}}s that surround it plus improvements (such as {{L|engraving}}) to those materials.  See {{L|room}} for a more complete discussion of these values&amp;lt;!--, and {{L|How do I increase the value of a room}} for a complete list of options--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items ({{L|furniture}}, {{L|armor}}, {{L|bolts}}, etc.) &amp;amp;ndash; but not intermediate materials ({{L|bar}}s, {{L|block}}s, etc. except {{L|cloth}}, which does have quality levels) &amp;amp;ndash; are bracketed by characters that show the quality of their craftsdwarfship. Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc). Prepared foods have quality levels. Alcohol has a hidden quality rating that controls the amount of happiness a dwarf gets from drinking it. It is not yet known whether the damage or destruction of masterful alcohol can cause tantrums.&lt;br /&gt;
&lt;br /&gt;
''Some values likely need verification''&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || style=&amp;quot;text-align: center;&amp;quot; | '''&amp;amp;nbsp;Damage / To-Hit /&amp;lt;br&amp;gt;Armor Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.2&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.4&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.6&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.8&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp;{{verify}} || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ''Unique name'' || Artifact || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;10&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3.0&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Masterpiece====&lt;br /&gt;
A '''masterpiece''' is more than the highest normal quality and value - it is an artistic expression that is of great importance to the dwarf who created it.&lt;br /&gt;
&lt;br /&gt;
When a masterful quality item is created, the game will announce, &amp;quot;&amp;lt;dwarf&amp;gt; has created a masterpiece!&amp;quot;  The loss, destruction or theft of such a masterpiece will cause the dwarf that created it a ''very'' unhappy thought. {{L|Trading}} a masterpiece item to merchants is always safe. Masterpiece meals can be eaten safely, although allowing the food to rot will provoke the same response as theft or destruction. Using masterpiece bolts will not cause a tantrum, even if the bolts break - however, ''losing'' a bolt, even one left on the battlefield, will. So if a kobold or wild animal steals a used masterpiece bolt which was lying around, or misses its target and falls into the {{L|chasm}} or is melted by &amp;quot;the impertinent {{L|magma}}&amp;quot;, this also counts as defacement, and the maker's mood will decrease (but not as much as might be - see below). &lt;br /&gt;
&lt;br /&gt;
The magnitude of the unhappy thought is equal to 1000 divided by the number of masterworks the dwarf has created.{{verify}}  So an engraver with hundreds of masterwork images on the walls of the fortress or a bonecarver with several dozen masterpiece bone bolts will be merely irked by the destruction of one of their many masterworks, while a dwarf who has only made a single masterwork item would be deeply and significantly affected.&lt;br /&gt;
&lt;br /&gt;
Since {{L|legendary}} dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; {{L|tantrum}}ing legendary dwarves can be very difficult to subdue.&lt;br /&gt;
&lt;br /&gt;
====Artifacts====&lt;br /&gt;
{{L|Artifact}} items have a unique name instead of bracketing symbols and are worth 120x base value. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen.&amp;lt;!-- ''I believe this is no longer relevant:''  According to inspections of the memory values, it seems that artifacts have the same quality value as masterpiece items.  It is unclear if this is true for weapons/armor or not - opinions differ as to whether artifact weapons and armor have a 2.0 multiplier or something higher; nothing has been found in the game code to support such, but observation suggests otherwise.{{verify}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skill and quality levels ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I have no reason to suspect that this information has changed, though the material preference boost may have --&amp;gt;&lt;br /&gt;
Tradesdwarves of higher {{L|skill}} levels will ''tend'' to produce items of higher quality.  Looking at the table below, we see that &amp;quot;Dabbling&amp;quot; dwarves never (without an applicable {{L|preference}}) produce anything above a basic &amp;quot;no quality&amp;quot; item, Proficient dwarves (the highest possible skill level at {{L|embark}}) always produce at least some quality and usually +Finely Crafted items+, while {{L|legendary}} dwarves usually (65% of the time) produce ≡Exceptional items≡, and the best legendary dwarves produce nothing ''less'' than ≡Exceptional≡ and produce ☼Masterful items☼ approximately 27% of the time.&lt;br /&gt;
&lt;br /&gt;
Preferences for particular materials and/or objects make a considerable difference in the odds of producing better quality items.  Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and overlapping preferences seem to be cumulative (such as for both {{L|silver}} + {{L|axe}}s, or {{L|wood|birch}} + {{L|bed}}s, etc.).{{verify}}&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Lvl !! Skill of dwarf !! No quality !! -Well-crafted- !! +Finely-crafted+ !! *Superior quality* !! ≡Exceptional≡ !! &amp;lt;nowiki&amp;gt;☼&amp;lt;/nowiki&amp;gt;Masterful☼ !! Average&amp;lt;br /&amp;gt;{{L|Value}} Multiplier !! Jump in&amp;lt;br /&amp;gt;Average Value&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Dabbling|| 100.0%      || || || || || ||1.000||&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Novice|| 63.0% || 31.4%        || 5.2% || 0.38%    || 0.01%    || 0.000089%    ||1.430||0.430&lt;br /&gt;
|-&lt;br /&gt;
| 2 || No|| 36.4%     || 44.1%        || 16.7%        || 2.6% || 0.16%    || 0.0028%    ||1.860||0.430&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Competent|| 18.3%      || 43.8%        || 29.4%        || 7.7% || 0.79%    || 0.022%    ||2.291||0.431&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Skilled|| 6.7% || 35.6%        || 39.4%        || 15.8%        || 2.4% || 0.091%    ||2.725||0.434&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ''Proficient''*|| || 23.3%  || 44.4%        || 26.4%        || 5.6% || 0.28%    ||3.167||0.441&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Talented|| || 15.5%    || 41.5%        || 33.3%        || 9.2% || 0.58%    ||3.415||0.248&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Adept|| || 9.4%        || 36.3%        || 39.2%        || 14.0%        || 1.1% ||3.674||0.259&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Expert|| || 5.0%       || 29.7%        || 43.5%        || 20.0%        || 1.8% ||3.949||0.275&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Professional|| || 1.9% || 22.2%        || 45.8%        || 27.2%        || 2.9% ||4.245||0.296&lt;br /&gt;
|-&lt;br /&gt;
|10 || Accomplished|| || || 14.4%     || 45.6%        || 35.6%        || 4.4% ||4.567||0.322&lt;br /&gt;
|-&lt;br /&gt;
|11 || Great|| || || 10.2%    || 42.4%        || 41.4%        || 5.9% ||4.785||0.218&lt;br /&gt;
|-&lt;br /&gt;
|12 || Master|| || || 6.7%    || 38.2%        || 47.4%        || 7.7% ||5.021||0.236&lt;br /&gt;
|-&lt;br /&gt;
|13 || High Master|| || || 3.9%      || 33.0%        || 53.3%        || 9.8% ||5.276||0.255&lt;br /&gt;
|-&lt;br /&gt;
|14 || Grand Master|| || || 1.6%     || 26.9%        || 59.2%        || 12.2%        ||5.552||0.276&lt;br /&gt;
|-&lt;br /&gt;
|15 || Legendary|| || || || 20.0%     || 65.0%        || 15.0%        ||5.850||0.298&lt;br /&gt;
|-&lt;br /&gt;
|16 || Legendary+1|| || || || 15.7%   || 67.2%        || 17.1%        ||6.037||0.187&lt;br /&gt;
|-&lt;br /&gt;
|17 || Legendary+2|| || || || 11.6%   || 69.1%        || 19.3%        ||6.233||0.195&lt;br /&gt;
|-&lt;br /&gt;
|18 || Legendary+3|| || || || 7.6%    || 70.8%        || 21.6%        ||6.436||0.203&lt;br /&gt;
|-&lt;br /&gt;
|19 || Legendary+4|| || || || 3.7%    || 72.2%        || 24.1%        ||6.647||0.211&lt;br /&gt;
|-&lt;br /&gt;
|20 || Legendary+5|| || || || || 73.3%        || 26.7%        ||6.867||0.219&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:''(* Proficient is the highest level a dwarf can have at embark.)''&lt;br /&gt;
&lt;br /&gt;
::''(The above table is based on the formula discovered by [[User:0x517A5D|0x517A5D]])''&lt;br /&gt;
&lt;br /&gt;
===The math behind the curtain===&lt;br /&gt;
The in-game calculations to determine final quality of a product work like this: first, a skill level is computed, directly related to the dabbling through legendary+5 indicators and preferences of the particular crafter.  &amp;quot;No skill&amp;quot; or dabbling is 0, proficient is 5, legendary is 15, etc.  Skill levels are capped at 20 (so Legendary +5 don't appear to produce Masterpieces more often in their preferences).&lt;br /&gt;
&lt;br /&gt;
Item quality is set to 0.&lt;br /&gt;
&lt;br /&gt;
Then dice are rolled. Each roll is independent; all rolls are made even if a previous roll fails.&lt;br /&gt;
&lt;br /&gt;
* If d5 &amp;lt; skill level, quality of final product is bumped.&lt;br /&gt;
* If d10 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d15 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d20 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d25 &amp;lt; skill level and d3 == 1, quality is bumped.&lt;br /&gt;
This gives the 6 quality levels (0 to 5).&lt;br /&gt;
&lt;br /&gt;
According to inspections of the memory values, it seems that artifacts have a quality of 5.&lt;br /&gt;
&lt;br /&gt;
==Effects of Quality==&lt;br /&gt;
&lt;br /&gt;
Most obviously, quality influences the {{L|value|monetary worth}} of an object, for purposes of {{L|trade|trading}} and determining price (the latter once {{L|economy}} starts). Destruction of a {{L|masterwork}} will also cause relevant unhappiness. However, for some items, quality may also influence other things.&lt;br /&gt;
&lt;br /&gt;
Note that this is not a complete list.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
&lt;br /&gt;
Higher quality {{L|prepared meals}} give dwarfs who consume them more {{L|thought|happiness}}.&lt;br /&gt;
&lt;br /&gt;
===Furniture===&lt;br /&gt;
&lt;br /&gt;
Because {{L|room quality}} is based on total value of the furniture in a room, high-quality furniture will result in high quality rooms, which provide more satisfaction for the occupants.&lt;br /&gt;
&lt;br /&gt;
==Changes to artifact weapons==&lt;br /&gt;
Toady just gave us a quote on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in DF2010:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Value*10.&lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has *3 roll modifier instead of the masterwork's *2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier.&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah.  We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Quality]]&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=106738</id>
		<title>v0.31:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=106738"/>
		<updated>2010-05-07T14:48:30Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Added category and quality tags.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Over time dwarves will have different thoughts. In the latest version of DF, the rate at which a dwarf gains certain thoughts is controlled by personality modifiers. Thoughts have effects on the dwarf's happiness. &lt;br /&gt;
&lt;br /&gt;
The change in [[DF2010:status icon|status]] that triggers bad thoughts about thirst, hunger, and fatigue can also slow the speed at which a dwarf works and moves.&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's thoughts, press {{key|k}}, move the cursor to the dwarf, and press {{key|enter}} twice.&lt;br /&gt;
Now you will see a page describing the dwarf's feelings and thoughts, physical description, and a set of phrases describing personality traits.&lt;br /&gt;
&lt;br /&gt;
==Happy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (good quality) [[DF2010:bedroom|bedroom]] recently&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (good quality) [[DF2010:dining room|dining room]] lately&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Admired a (good quality) (object) lately&lt;br /&gt;
|Was near &amp;lt;sub&amp;gt;(how near?)&amp;lt;/sub&amp;gt; a constructed piece of furniture and noticed it &amp;lt;sub&amp;gt;(what are the chances of noticing an object?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a spouse lately&lt;br /&gt;
|&amp;lt;sub&amp;gt;(when do dwarfs talk with each other?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a friend lately&lt;br /&gt;
|&amp;lt;sub&amp;gt;(when do dwarfs talk with each other?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Made a friend recently&lt;br /&gt;
|&amp;lt;sub&amp;gt;(how do dwarfs make friends?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Satisfied at work lately&lt;br /&gt;
|???&lt;br /&gt;
|-&lt;br /&gt;
|Took someone to bed recently&lt;br /&gt;
|Moved an unconscious (usually injured) dwarf to a bed.&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed throwing something recently&lt;br /&gt;
|Threw an item during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed smashing a building recently&lt;br /&gt;
|Destroyed a building or piece of furniture during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed starting a fist fight recently&lt;br /&gt;
|Attacked another dwarf during a [[tantrum]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unhappy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Dummy|Has complained of (hunger|thirst) lately&lt;br /&gt;
|Got hungry/thirsty and didn't reach food immediately &amp;lt;sub&amp;gt;(how long?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Has been starved recently&lt;br /&gt;
|Got hungry and didn't reach food for a long &amp;lt;sub&amp;gt;(how long?)&amp;lt;/sub&amp;gt; time&lt;br /&gt;
|-&lt;br /&gt;
|Has complained of the nasty water lately&lt;br /&gt;
|Got thirsty and had to drink from open water because no alcohol or at least a well was available&lt;br /&gt;
|-&lt;br /&gt;
|Has been tired lately&lt;br /&gt;
|Became sleepy but wasn't able to sleep because a task had to be completed&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of chairs lately&lt;br /&gt;
|Was eating and couldn't find an unoccupied [[chair]]&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of dining tables lately&lt;br /&gt;
|Was eating and couldn't find an unused [[table]] next to the chair it sat on while eating&lt;br /&gt;
|-&lt;br /&gt;
|Slept uneasily due to noise lately&lt;br /&gt;
|Was sleeping in the zone of influence of a [[noise]] source&lt;br /&gt;
|-&lt;br /&gt;
|Slept without a proper room recently&lt;br /&gt;
|Was sleeping and couldn't find a bed designated as a [[bedroom]] not assigned to someone else&lt;br /&gt;
|-&lt;br /&gt;
|Slept in the mud recently&lt;br /&gt;
|Could not find any bed for sleeping&lt;br /&gt;
|-&lt;br /&gt;
|Was caught in the rain recently&lt;br /&gt;
|Went outside while it was [[weather|raining]]&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated by the sun lately&lt;br /&gt;
|Is suffering from [[cave adaption]] and went outside&lt;br /&gt;
|-&lt;br /&gt;
|Has a miscarriage recently&lt;br /&gt;
|???&lt;br /&gt;
|-&lt;br /&gt;
|Has witnessed death&lt;br /&gt;
|??? &amp;lt;sub&amp;gt;(present while another dwarf died? Seen the body of a dead dwarf?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Lost a friend to tragedy recently&lt;br /&gt;
|A dwarf with relationship status &amp;quot;Friend&amp;quot; died&lt;br /&gt;
|-&lt;br /&gt;
|Forced to endure the decay of a friend&lt;br /&gt;
|The body of a dead friend wasn't buried in a [[coffin]] fast enough &amp;lt;sub&amp;gt;(how fast do bodies need to be buried?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Negative Thought Modifiers==&lt;br /&gt;
* &amp;quot;is quick to tire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Positive Thought Modifiers==&lt;br /&gt;
&lt;br /&gt;
==Effects of Thoughts==&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bloated_tuber&amp;diff=106737</id>
		<title>v0.31:Bloated tuber</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bloated_tuber&amp;diff=106737"/>
		<updated>2010-05-07T14:38:08Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: fixed plant gathering link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Shrub|color=6:0:0|character=Φ|name=Bloated tuber|edible=Yes|cookable=Yes|alcohol={{L|Tuber beer}}|spring=1|summer=1|autumn=1|winter=1|habitat=Wetland (Dry)|uses=&lt;br /&gt;
* {{L|Food}}&lt;br /&gt;
* {{L|Alcohol}}}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Bloated tubers''' can only be collected by {{L|plant gathering}} or trading as they have no {{L|seed}}s. They can be eaten raw or brewed into {{L|tuber beer}}.&lt;br /&gt;
*Plant value: 2&lt;br /&gt;
*Drink value: 2&lt;br /&gt;
*Seasons: All&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:BaronW&amp;diff=100588</id>
		<title>User talk:BaronW</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:BaronW&amp;diff=100588"/>
		<updated>2010-04-28T17:55:27Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: ...sign the comment...sign the comment...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is without doubt the most mind-blowing DF construction I have ever witnessed, good sir. Bravao! [[User:Kelu|Kelu]] 08:28, 4 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I completely agree, amazing. --[[User:Khelek|Khelek]] 20:07, 5 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I would love to see a video of it in process. Very nice construction :) ~~&lt;br /&gt;
&lt;br /&gt;
Mind blown. [[Special:Contributions/99.135.72.137|99.135.72.137]] 18:09, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Most epic megaproject ever attempted or ever completed.  My [http://tf2wiki.net/wiki/Towering_pillar_of_hats stack of hats] off to you.--[[User:Draco18s|Draco18s]] 17:55, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How are you planning to input decimal? [[User:Immibis|Immibis]] 02:58, 9 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dude, this needs an upload to the map repository and videos of it working. Awesome. Beats megaprojects hands down. I'm bowing right now!&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:51, 17 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The decimal display is the most amazing part.  Nice. --[[User:Squirrelloid|Squirrelloid]] 14:48, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== youre amazing ==&lt;br /&gt;
&lt;br /&gt;
youre godamn amazing&lt;br /&gt;
&lt;br /&gt;
== Schematics ==&lt;br /&gt;
&lt;br /&gt;
Due to the nature of the invisibility of DF's mechanics, I can't tell what's hooked up to what in here...  Can you help me understand how this all works?--[[User:Aescula|Aescula]] 09:42, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For subtraction... it becomes much easier if you pick the right way to represent a negative number. If you have the largest bit of a number represent the sign, you can then add as normal and exploit the rollover. So to subtract B from A you just need to flip B's sign bit and add. [[User:VengefulDonut|VengefulDonut]] 03:40, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::You can use 2 bits complement binary representation for substraction (and general computation) you'd only go from 499 to -500 for input digits but it really simplifies adding/substraction (basically both are the same only the sign of the second number would have to be changed (this would allow for substracting negative numbers (thus adding them). And this is also how microprocessors in real computers (not computers made inside games ran on computers) work :P [http://en.wikipedia.org/wiki/Two%27s_complement 2's complement wikipedia]&lt;br /&gt;
&lt;br /&gt;
== Awesome ==&lt;br /&gt;
&lt;br /&gt;
It's only a matter of time now until you can run dwarf fortress in dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
--ah the ultimate goal. BaronW&lt;br /&gt;
&lt;br /&gt;
* Conway's Game of Life is Turing-complete. No, seriously; someone built [http://rendell-attic.org/gol/tm.htm a Turing machine in Conway's Game of Life].&lt;br /&gt;
&lt;br /&gt;
== You Win ==&lt;br /&gt;
&lt;br /&gt;
I think you just won all of Dwarf Fortress forever. Parthon. --[[Special:Contributions/203.59.88.183|203.59.88.183]] 19:56, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm not worthy! --[[User:Kami|Kami]] 11:41, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Eh, negative schmegative. ==&lt;br /&gt;
&lt;br /&gt;
Just use [http://en.wikipedia.org/wiki/Two%27s_complement two's complement] representations. Easy as pi! Calculating pi, that is. Hmm. Off to build a pi-calculator in DF-land....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Another Comment on the Calculator ==&lt;br /&gt;
&lt;br /&gt;
Wow. That is seriously epic.-[[User:Studoku|Studoku]] 19:59, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet Another Comment ==&lt;br /&gt;
&lt;br /&gt;
Oh my Armok, this is-&lt;br /&gt;
&lt;br /&gt;
Haspen has been struck down by the awesomeness&lt;br /&gt;
x1001&lt;br /&gt;
&lt;br /&gt;
I feel unworthy downloading and testing it myself. Bravo, sir!&lt;br /&gt;
--[[User:Haspen|Haspen]] 20:33, 18 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:BaronW&amp;diff=100587</id>
		<title>User talk:BaronW</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:BaronW&amp;diff=100587"/>
		<updated>2010-04-28T17:54:54Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is without doubt the most mind-blowing DF construction I have ever witnessed, good sir. Bravao! [[User:Kelu|Kelu]] 08:28, 4 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I completely agree, amazing. --[[User:Khelek|Khelek]] 20:07, 5 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I would love to see a video of it in process. Very nice construction :) ~~&lt;br /&gt;
&lt;br /&gt;
Mind blown. [[Special:Contributions/99.135.72.137|99.135.72.137]] 18:09, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Most epic megaproject ever attempted or ever completed.  My [http://tf2wiki.net/wiki/Towering_pillar_of_hats stack of hats] off to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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How are you planning to input decimal? [[User:Immibis|Immibis]] 02:58, 9 February 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
Dude, this needs an upload to the map repository and videos of it working. Awesome. Beats megaprojects hands down. I'm bowing right now!&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:51, 17 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The decimal display is the most amazing part.  Nice. --[[User:Squirrelloid|Squirrelloid]] 14:48, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== youre amazing ==&lt;br /&gt;
&lt;br /&gt;
youre godamn amazing&lt;br /&gt;
&lt;br /&gt;
== Schematics ==&lt;br /&gt;
&lt;br /&gt;
Due to the nature of the invisibility of DF's mechanics, I can't tell what's hooked up to what in here...  Can you help me understand how this all works?--[[User:Aescula|Aescula]] 09:42, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For subtraction... it becomes much easier if you pick the right way to represent a negative number. If you have the largest bit of a number represent the sign, you can then add as normal and exploit the rollover. So to subtract B from A you just need to flip B's sign bit and add. [[User:VengefulDonut|VengefulDonut]] 03:40, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::You can use 2 bits complement binary representation for substraction (and general computation) you'd only go from 499 to -500 for input digits but it really simplifies adding/substraction (basically both are the same only the sign of the second number would have to be changed (this would allow for substracting negative numbers (thus adding them). And this is also how microprocessors in real computers (not computers made inside games ran on computers) work :P [http://en.wikipedia.org/wiki/Two%27s_complement 2's complement wikipedia]&lt;br /&gt;
&lt;br /&gt;
== Awesome ==&lt;br /&gt;
&lt;br /&gt;
It's only a matter of time now until you can run dwarf fortress in dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
--ah the ultimate goal. BaronW&lt;br /&gt;
&lt;br /&gt;
* Conway's Game of Life is Turing-complete. No, seriously; someone built [http://rendell-attic.org/gol/tm.htm a Turing machine in Conway's Game of Life].&lt;br /&gt;
&lt;br /&gt;
== You Win ==&lt;br /&gt;
&lt;br /&gt;
I think you just won all of Dwarf Fortress forever. Parthon. --[[Special:Contributions/203.59.88.183|203.59.88.183]] 19:56, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm not worthy! --[[User:Kami|Kami]] 11:41, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Eh, negative schmegative. ==&lt;br /&gt;
&lt;br /&gt;
Just use [http://en.wikipedia.org/wiki/Two%27s_complement two's complement] representations. Easy as pi! Calculating pi, that is. Hmm. Off to build a pi-calculator in DF-land....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Another Comment on the Calculator ==&lt;br /&gt;
&lt;br /&gt;
Wow. That is seriously epic.-[[User:Studoku|Studoku]] 19:59, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet Another Comment ==&lt;br /&gt;
&lt;br /&gt;
Oh my Armok, this is-&lt;br /&gt;
&lt;br /&gt;
Haspen has been struck down by the awesomeness&lt;br /&gt;
x1001&lt;br /&gt;
&lt;br /&gt;
I feel unworthy downloading and testing it myself. Bravo, sir!&lt;br /&gt;
--[[User:Haspen|Haspen]] 20:33, 18 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Draco18s&amp;diff=100441</id>
		<title>User talk:Draco18s</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Draco18s&amp;diff=100441"/>
		<updated>2010-04-28T02:49:39Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=100253</id>
		<title>User talk:0x517A5D</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=100253"/>
		<updated>2010-04-27T18:20:17Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* Reveal2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Stone Sense v0.31.01 ==&lt;br /&gt;
&lt;br /&gt;
Hey, is there any hope that stone sense will be updated for the new version? I really loved the program when I played the previous version and I'm having difficulties adjusting to planning my fortress out without it. I guess the code has changed quite a bit, but it should be still possible right? [[User:Xehon|Xehon]] 13:04, 6 April 2010 (UTC)&lt;br /&gt;
:There is indeed hope.  I do plan to update it.  Until then, here is a [http://www.bay12games.com/forum/index.php?topic=52886.msg1141527#msg1141527 forum post] that will get it mostly working, though there are a few odd things.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:56, 8 April 2010 (UTC)&lt;br /&gt;
::Thanks, you're the best --[[User:Xehon|Xehon]] 04:55, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reveal2 ==&lt;br /&gt;
&lt;br /&gt;
Feedback for the Vista-compatible version of Reveal goes here, please.&lt;br /&gt;
&lt;br /&gt;
Running Reveal 2, using windows 7 RC, DF ver.40d11 with mayday. &lt;br /&gt;
Gives the error: Windows cannot access the specified device, path, or file. You may not have the appropriate permissions to access the item.&lt;br /&gt;
I have made myself the owner of all the files, and have tried running as admin. Any ideas?&lt;br /&gt;
&lt;br /&gt;
:Not really.  That error message's text is not in either reveal2.exe or in the binary modules.  The error message may come from the binary modules anyway &amp;amp;mdash; I don't have [[User:Rick|Rick's]] source code so I can't tell for sure.  But I suspect that this error is coming from Windows; it is failing to run reveal2.exe at all.  I can reproduce the error message (in XP) by restricting the permissions on reveal2.exe to deny my own user account access to it.  I think check the permissions on the files &amp;amp;mdash; just because you're the owner doesn't mean you necessarily have permission to access the files.&lt;br /&gt;
&lt;br /&gt;
Have seen no game-corrupting issues having saved and loaded a Revealed map so far (other than not having magma buildings).--[[User:Draco18s|Draco18s]] 02:58, 23 April 2010 (UTC)&lt;br /&gt;
:Good to know.  Myself, I've not dared to try saving or playing a Revealed map.  I save and reload the map in DF, run Reveal2, look around in DF, and kill the DF process via ctrl-alt-delete.  Then restart DF, of course.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:50, 23 April 2010 (UTC)&lt;br /&gt;
::I'd thought I'd made a backup of the unrevealed map (copied wrong save), so I could go back ''if necessary'' but alas, I'm stuck with it.  Unfortunately...I have no magma buildings.  I tried looking through the Reveal code to see if I could invert the process (e.g. make a Hide utility) but I can't find the critical line.--[[User:Draco18s|Draco18s]] 02:38, 24 April 2010 (UTC)&lt;br /&gt;
:::Regretfully, I don't have the source code for the actual module that does the map alterations.  That was written by [[User:Rick|Rick/Gibbed]] who didn't make it open-source, and he seems to have disappeared.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Dtil can hide tiles, but Dtil hasn't been updated for the new release yet.  I may get around to playing with the Dtil config files to try to get something working, but I can't promise anything.  Sorry.  At least there's lots of coal these days.  (Presuming you have a sedimentary layer.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:53, 25 April 2010 (UTC)&lt;br /&gt;
::::I wish.  I'm up in the mountains.  No sand, no coal, 1 tile worth of trees (which, oddly, I haven't completely deforested).--[[User:Draco18s|Draco18s]] 21:12, 25 April 2010 (UTC)&lt;br /&gt;
:::::I think I found what you want.  The [[DF2010:Utilities#DFHack]] listing says [http://github.com/peterix/dfhack/downloads DFHack]s reveal module can hide tiles as well.  I'll copy this note to your talk page to ensure you see it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:02, 26 April 2010 (UTC)&lt;br /&gt;
::::::Found that more recently.  Already had DFHack, but didn't notice its reveal tool or that it could re-hide until after I'd abandoned and started a new fort.  Thanks though. :)--[[User:Draco18s|Draco18s]] 18:20, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
Old, old, old, so I am removing it from view but I want to keep it because I am egotistical.  Please don't delete.  0x517A5D&lt;br /&gt;
== Seekret Projekt ==&lt;br /&gt;
&lt;br /&gt;
Wow, just tried it out and it works great in 33g. It's amazing the way it reveals the locations of all major features on every map square. I've only briefly checked it out, but I picked a 5x5 area which your tool revealed to have 2 magma vents, an underground water pool, adamantine, and part of a chasm. After embarking and running reveal.exe I confirmed that all features shown by your tool matched the features available and the correct locations. Your tool will make looking for good starting locations at least 5000x easier, considering you can see every single feature location when selecting where to embark. No need to embark and run reveal to find where the major features (especially adamantine) are. Truly great work. --[[User:Janus|Janus]] 21:53, 22 December 2007 (EST)&lt;br /&gt;
:Great!  Good to hear.  I am particularly interested in any feature that reveal turns up but was not shown by this tool.  Also if you see a question mark in the local map view, please report that.  (If at all possible, with world-seed and a screenshot showing the X cursors.)&amp;lt;br/&amp;gt;Off on a tangent, what should I call it?  FeatureFinder?  feature-finder, with a dash?  Regional Prospector?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:15, 22 December 2007 (EST)&lt;br /&gt;
::I've scanned around a fair bit on a couple of my current world maps and didn't come across any question mark squares. I have noted that caves don't show up. I don't know whether you could locate them in memory the same way as the map features though, since they're probably generated and allocated differently. I can provide a seed and location with a kobold cave if you need it.&amp;lt;br/&amp;gt;As for the name, FeatureFinder is concise, but the name &amp;quot;Regional Prospector&amp;quot; gives a better general idea of what it does. I like that one, particularly the &amp;quot;prospector&amp;quot; part. --[[User:Janus|Janus]] 23:02, 22 December 2007 (EST)&lt;br /&gt;
:::I didn't even think of caves.  Yes, I'd like the seed and location.  I can't promise anything though.  I think caves are not a per-tile thing.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:08, 22 December 2007 (EST)&lt;br /&gt;
::::Understandable. Here it is, the world seed is 7810 as posted in the description: [[:Image:Local_Kobold_Cave.png]] --[[User:Janus|Janus]] 00:47, 23 December 2007 (EST)&lt;br /&gt;
:::::I don't think I can do caves.  It's gotta be stored somewhere, but it's not in the place that this tool looks.  I will keep an eye out.&lt;br /&gt;
:::::Not a total loss, though, because I found a bug from looking at this map: the tool is not displaying underground rivers.  Easy fix, but I'm not going to do a new beta version just to fix that one.&lt;br /&gt;
:::::I also saw some interesting behavior from DF's map sizing.  If you choose a 2x2 with that volcano at top left, you get a 2x2.  But if you choose a 3x3 with volcano at top left, you get a 5x5 with volcano at middle left.  It looks like either the chasm or the cave triggers this, even though the chasm is entirely out of the 3x3 selection, and the cave appears to be built so that it is out of the selection as well.  I need to play with this some more.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:53, 23 December 2007 (EST)&lt;br /&gt;
:::Just wanted to chime in and say I vote for Regional Prospector.--[[User:N9103|N9103]] 16:05, 23 December 2007 (EST)&lt;br /&gt;
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I'm impressed. I didn't even realise the features were in memory before you embarked into areas. This baby finds chasms, lakes, adamantine, and the smaller magma lakes that never showed up on the map. Finding good start locations has never been easier. Before I was having to find squares with good minerals and then just embark on the entire map and reveal it all to see if it had good features, with this you can just look at a glance. The only things I see missing are the caves and cave rivers, which you two already noticed. No errors so far, I'll report any if I find any. Thanks for a great tool. Also, I think FeatureFinder is a fitting name. - [[User:Paul|Paul]] 12:55, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I may have found a bug. Your utility shows a magma pool right next to a goblin tower, but upon reveal, it doesn't appear to exist. The seed is 3590640052 and the location is [http://img170.imageshack.us/img170/2849/misleadingmagmaia0.png here]. I have to say, though, that overall this is a fantastic utility- the most useful external program for this game since reveal. Heck, it's probably better than reveal in the long run. Thank you for finally allowing me to satisfy my OCD. --[[User:Eiba|Eiba]] 14:06, 24 December 2007 (EST)&lt;br /&gt;
:Yes, I get the same behavior.  I didn't actually check with a debugger, but I checked with my test version, and it's definately flagged by the game for being a magma pool.&lt;br /&gt;
::[[Image:0x517A5D_Eiba%27s_bug_report_location.png]]&lt;br /&gt;
:I actually suspect that this is correct (if unexpected) behavior: the game's local-map generator is preventing features from being generated under or too close to civilization areas.  It might be worth exploring other towns with a feature next to them.  Anyway, I don't think I can do anything about this... it's just one of those things, y'know?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;And good luck with that OCD; this utility made mine worse.  (I just &amp;lt;i&amp;gt;know&amp;lt;/i&amp;gt; that if I keep looking, I'll find a 4x4 limestone magma water chasm pits trees haunted location.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:27, 24 December 2007 (EST)&lt;br /&gt;
:::So I was looking all over for the discussion of this thing - and I just got to hand it to you - you just saved countless hours of my life looking for the perfect starting location. Holy shit this is awesome. I could practically open-mouth kiss you. *cough&lt;br /&gt;
:::I can verify cavelakes and whatnot are revealed :) Anyhow, thanks - and I'm surprised that there aren't too many raving posts on the forums about this. (I'll also give you a heads up if I find that legendary adamantine/magma/trees/chasm/flux/sand epic location in a terrifying 5x5 or less) --[[User:KaelGotRice|KaelGotRice]] 00:43, 26 December 2007 (EST)&lt;br /&gt;
::::You should post about this tool in the forums! [[User:Bartavelle|Bartavelle]] 06:17, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Great frickin' utility.  If I find that haunted superdense 4x4 I'll let you know, I've been looking for it too.  (Terrifying's even better, as it is evil + savage.)&lt;br /&gt;
::Small request: add a &amp;quot;map legend&amp;quot; to the Utilities page or include one in the zip.  I've never seen those numbers displayed in the above screenshot, just #s and ~s.&lt;br /&gt;
::I saw one map where a red single ~ next to a long set of #s didn't turn up magma at any depth, so what you say about the local-map generator probably applies to features other than civilizations.--[[User:Maximus|Maximus]] 19:49, 26 December 2007 (EST)&lt;br /&gt;
:::A map key is a good idea.  I'll package one with the next release, and I'll throw up a quick one one on the utilities page as well.&lt;br /&gt;
:::The numbers in the screenshot are from my initial alpha test version, which I never released.  Do you think that I should put them in the normal tool, as an alternate display mode?  I thought they wouldn't be useful.&lt;br /&gt;
:::Was there any feature where the magma should have been?  Could it have drained out into the chasm?  If you still have the seed and location, I'll look at it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:02, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Seed 92001, generated under .33e, I think.  [[:Image:92001_busy.png]]  It didn't drain into the chasm; there's no &amp;quot;empty space&amp;quot; anywhere in the column indicated by RP.  This is a really nice location btw; two chasms, surface and underground river and lake, steel, sand, pits, and my favorite, skeletal elephants.  There's over 200 hostiles on the map right at the outset.  However, the pits/cave river and magma/elephants are not near each other, requiring a starting location at least 7x10.&lt;br /&gt;
::::I don't think having RP display numbers is necessary.  I assume they indicate depth -- I'd rather know nothing about the actual placement of things as long as I know the grid contains the features I want.&lt;br /&gt;
::::Say, maybe you could create an automated map-searcher where you tick off what features you want and the searcher identifies starting locations containing them without telling you exactly where each feature is...--[[User:Maximus|Maximus]] 22:44, 26 December 2007 (EST)&lt;br /&gt;
:::::The numbers are the internal feature flag value.  2, for instance, is cave pool.  I have been pondering such a map searcher.  It would require extremely intimate knowledge of the internal map representation, which is presently beyond me.  Regional Prospector does its magic by hooking into the drawing of each map cell, so it doesn't have to traverse the data structures itself.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:59, 26 December 2007 (EST)&lt;br /&gt;
::::::If you're just hooking into the drawing of a map cell, couldn't you also add a call to something that would keep track of where, for instance, magma vents are? Something like that would make Ziusudra's magma search utility a lot faster; instead of waiting a quarter second and looking through the screen, such a search utility would scan across the map as fast as the game can update.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 00:16, 31 December 2007 (EST)&lt;br /&gt;
:::::::Maybe... Hmm.  Maybe.  I could make a list with little problem.  The hard part would be getting the info out.  I immediately envision a co-process, probably a custom debugger, that collects the information from code tweaks in DF.  And either that program, or an AHK script, would feed input to DF to traverse the map.  Hmm.  Really, this sounds like a project that's a couple orders of magnitude harder than RP was.  With RP, I just inject a few lines of carefully written assembly code.  Debuggers are hard.  Interesting idea, though.  Also, nice m-dash.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:24, 31 December 2007 (EST)&lt;br /&gt;
::::::::I only copy from the best :) But anyway, as long as you're injecting assembly code, couldn't you extend it to open a file and write out the interesting features it finds? This probably wouldn't work if you're limited to a certain amount of injected code; I have to say that I have absolutely no idea whether or not this would work as I've never done anything with x86 assembly, nor have I ever messed around with injecting code into memory.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 23:03, 31 December 2007 (EST)&lt;br /&gt;
:::::::::I theoretically could dump data to a file.  The limit on how much code can be injected is so high that it will never actually be hit in real-world use.  However, I would have to (&amp;lt;b&amp;gt;a&amp;lt;/b&amp;gt;) do all of the file operations myself using relocatable assembly code (which is even harder to write than normal assembly language), and (&amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;) track down the operating system call addresses &amp;lt;i&amp;gt;from scratch&amp;lt;/i&amp;gt;, the way viruses do.  (Have to do that because they can be at different addresses in different processes, so I can't just find them in the patcher process and copy them across.)  I estimate 1000-2000 lines of assembly, all carefully coded to not disrupt &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; itself.  Using a custom-built debugger might actually be easier.  I am, frankly, not eager to do such a project for little &amp;lt;u&amp;gt;personal&amp;lt;/u&amp;gt; gain.  &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; suits my needs and tastes quite well.  Now, if you can find someone else willing to do the gruntwork, I can give info such as good patch locations, and critique their techniques.  Though I probably am not willing to debug crashes &amp;amp;mdash; and crashes &amp;lt;u&amp;gt;will&amp;lt;/u&amp;gt; happen, and they can be weird and mysterious.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::::::::::Why don't you let the patcher do the grunt work to find the system function addresses, all you'd have to do is read in the entire EXE image from the DF processes. The relocatable assembly is still definitely going to be a pain. I'd look into doing it myself, but I've already got my plate full just trying to make DFUF useful.&amp;lt;br/&amp;gt;-- [[User:Jifodus|Jifodus]] 15:09, 1 January 2008 (EST)&lt;br /&gt;
:::::::::::That's a interesting thought.  Since the target is a single known executable, which almost certainly already imports the system calls I would need, I could indeed suck them out of the image.  So that counters point &amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;.  I'll give it some thought.  However if I do take on this project, I am actually leaning toward the custom debugger route.  I could use C that way.  And I'd learn more skills and techniques, I'm sure.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:49, 1 January 2008 (EST)&lt;br /&gt;
Maybe it's only me, and I'm doing something extremely stupid, but I can't get it to apply the patch. When I run the .exe it says that it can't find the files that it needs to patch, and suggests that they perhaps already are patched, which, of course, they aren't. I'm probably doing something stupid, aren't I? I suspected that I had possibly put it in the wrong place or something, so I ended up running it from a whole bunch of different DF folders. Alas, there wasn't any sort of readme to help us simple people. Help would be appreciated though, it sounds like a fantastic utility. I'm tired of looking for underground pools with the random chance method. I'm using .33g--[[User:Yabbadabba|Yabbadabba]] 00:55, 1 January 2008 (EST)&lt;br /&gt;
:Okay, lets cover the misconception first: it doesn't patch files.  It grabs the running copy of &amp;lt;b&amp;gt;Dwarf Fortress&amp;lt;/b&amp;gt; by the &amp;lt;strike&amp;gt;balls&amp;lt;/strike&amp;gt; throat, and patches its memory.  But if &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; isn't running, you will get a different error message.  So it was running.  So... try this: quit out of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;, then start it back up.  When &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; is at the initial title screen, run the &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; utility.  Only once.  It should not give an error message.  In fact, it should give no feedback at all.  Then go back to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; and choose the &amp;lt;i&amp;gt;Start Playing&amp;lt;/i&amp;gt; menu choice.  When you're looking at the &amp;lt;i&amp;gt;Choose a Fortress Location&amp;lt;/i&amp;gt; screen, you should automatically be looking at a region which has mountains.  At this point, you should notice extra symbols on the local map view on the left of the screen.  Report back if this doesn't work, and we can do some diagnostics.  I do agree, there should be a readme to explain stuff, as well as give a map key of the new symbols.  Soon.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::Hey, thanks for the help man. Worked like a charm. I guess I just ran it before it got to the main menu last time. Or maybe I opened it twice. Either way, cheers.--[[User:Yabbadabba|Yabbadabba]] 03:21, 1 January 2008 (EST)&lt;br /&gt;
I gotta say, this is an awesome utility, I was thinking, exactly, wouldn't it be cool if someone would make a program that would fool the main DF exec into rendering &amp;quot;hidden&amp;quot; features? And a couple months later, you make it. I don't exactly know how it works, but is there a way to do the same thing to the &amp;quot;region&amp;quot; map? (the one in the middle) like, for example show the tiles that have any magma with a red background. [[User:Sergius|Sergius]] 23:13, 4 January 2008 (EST)&lt;br /&gt;
:Maybe.  I have given this a little thought, but haven't done any of the necessary analysis of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;.  The maps are rendered at different times, and by different routines, and I haven't explored what data is easily available to the Region renderer.  I may look at this, or I may try to jump all the way to a &amp;quot;Map Info Dumper&amp;quot; or &amp;quot;Good Region Finder&amp;quot; as discussed above.  Currently I'm devoting my efforts to art defacement tantrums.  I am able to shut them off beforehand, but I can't yet counter the effect after the fact.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:51, 5 January 2008 (EST)&lt;br /&gt;
::I just came here to request this feature as well. Red backgrounds for lava tiles in the region map is _exactly_ what I need!&lt;br /&gt;
:::I'd love to.  I really would.  But it's &amp;lt;i&amp;gt;seriously&amp;lt;/i&amp;gt; hard.  In my investigations, I have learned that the localmap view is generated dynamically.  That makes sense &amp;amp;mdash; it would be wasteful to have 257*257 localmaps in memory all at once, when only one is needed at a time.  But the consequence is that the magma flag that I am looking for is not available for any regionmap tile except the currently selected one.  There has to be some flag somewhere, but I haven't found it yet, and I may not be able to.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:24, 12 January 2008 (EST)&lt;br /&gt;
:::Made some progress I think.  Haven't found the flag but have found the area where it must be.  So maybe I can do this.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:53, 12 January 2008 (EST)&lt;br /&gt;
::::I believe that magma is centered around some sort of invisible map feature, as all the magma I've found is in clusters. Volcanoes are obvious of course, but I've found many clusters that aren't near volcanoes. By clusters, I mean 9+ local areas with one or two pockets of magma, usually all touching, with the occasional pocket that's not touching the cluster. Anytime I'm searching, if I find one pocket, there are bound to be a handful of others in the immediate vicinity. Hope this helps in finding the token or flag that marks the clusters. --[[User:N9103|Edward]] 00:18, 13 January 2008 (EST)&lt;br /&gt;
:::This is proving to be &amp;lt;u&amp;gt;very&amp;lt;/u&amp;gt; hard.  I've already invested maybe 100 times the effort that the original &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; features took me.  I've gone down two or three long routes that lead to dead ends.  Now I think I have found the list of map features &amp;amp;mdash; the same ones that show up in the region folders.  If I can walk those looking for matching world x and y coordinates, and figure out where the magma flag is set in them, then it should work.  If magma is even a feature, which I am not totally sure of yet.&amp;lt;br&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:05, 14 January 2008 (EST)&lt;br /&gt;
::::I'm wondering if you couldn't create a utility that automatically traverses every single local square and updates the regional map if it finds something...--[[User:Maximus|Maximus]] 02:24, 15 January 2008 (EST)&lt;br /&gt;
:::::Possibly.  What for?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:06, 15 January 2008 (EST)&lt;br /&gt;
::::::I was suggesting that as a kludge if you couldn't find the magma data you were looking for (if there's magma on the local map, update the regional map), but apparently you have finally found it.--[[User:Maximus|Maximus]] 15:03, 15 January 2008 (EST)&lt;br /&gt;
Just wanted to say once again, damn fine job on the Regional Prospector. I've just posted a couple of locations found using it [[Pregenerated_worlds#Smata_Sagus.2C_The_Realms_Of_Dawn|over here]]. --[[User:Janus|Janus]] 21:55, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd just like to say great job on your Seekrit Projekt. It does not have to be updated for .38a. [[User:Mephisto|Mephisto]] 21:06, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Regional Prospector version 2 ===&lt;br /&gt;
&lt;br /&gt;
There is now a beta test version that highlights regional map squares containing magma in dark red.  Thank you to Sergius and Polpoint for the idea.  Hop on over to my main page.  Leave feedback below.  This project baked my brain; I am now off to bed.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:09, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Incompatible with 38a. ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed to find memory locations to patch.&lt;br /&gt;
Please report this at&lt;br /&gt;
http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 It is expected to work with future releases of Dwarf Fortress, as long as the embark code doesn't change too much.&lt;br /&gt;
&lt;br /&gt;
Hehe, not too surprising considering the version jump, that Toady could have made some major changes to embarkation. --[[User:N9103|Edward]] 09:35, 5 February 2008 (EST)&lt;br /&gt;
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The embark screen still looks the same to me, exept that Seekret Projekt doesn't work anymore ofcourse.&lt;br /&gt;
&lt;br /&gt;
:Worked fine for me, at least, when the world is generated in 38a--[[User:Dorten|Dorten]] 00:30, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Correction, and clarification for those confused: the original Regional Prospector release (listed on the utilities page) works in 38a. However, the newer improved beta2 and beta3 releases (on his user page) do not work in 38a. So, you can at least get the core functionality in 38a by using the non-beta release. --[[User:Janus|Janus]] 04:55, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Okay, thanks for the report.  I've not been working on it recently, but I will get back to it soon.  Without checking, I imagine the problem is the new functionality in the beta.  I hooked several more places in the &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; code &amp;amp;mdash; if those hook points changed, then they can't be hooked. &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:32, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, im trying beta3 on 38c, and getting the error message. But the original version still works fine. (Oh and magma enabler fails too now) -[[User:Ctrlfrk|Ctrlfrk]] 21:01, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Glad the old one still works.  It's the new functionality that is the sticky point.  Unfortunately I have not felt up to recreational programming for a couple of months now, much less the effort of disasssembling &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; executables.  I am starting to feel better, so expect beta4 soon, perhaps this weekend.  That's not a promise though.&amp;lt;br/&amp;gt;I'll look at magma soon as well, thanks for the report.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:11, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::A Note that the original version is still compatable (38c). Also, how's life treating you? Hopefully it's treating you well! Also hope that you'll be headed back towards working on an improved versionless version sooner than later. Best wishes in any case! --[[User:N9103|Edward]] 06:37, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Link to original version? Tried various places but all of them error out on me. --[[User:Gorfob|Gorfob]] 02:15, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Same here. I grabbed the one off the utilities page, and it does not work for me. --[[User:Deekin|Deekin]]&lt;br /&gt;
&lt;br /&gt;
===Regional prospector broken with 39b===&lt;br /&gt;
The regional prospector (from the utilities page) isn't working with 39b either - DebugView shows that it's failing to find d1 and d2. I spent a little time trying to find them myself, without any luck (but I don't expect to try any more in the future - as far as I could tell they either simply don't exist anymore, or have been completely rewritten and are unfindable (by me, that is, since I have no idea what they do or how they were found in the first place), or I don't know enough about it to find them). --[[User:SL|SL]] 02:17, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Confirming incompatibility with 39b ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed to find locations to patch; perhaps they're already patched?&amp;quot;&lt;br /&gt;
Usual message if process is already running, but nothing displayed on the embark maps.&lt;br /&gt;
&lt;br /&gt;
--[[User:SquidDNA|SquidDNA]] 12:36, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===And Mmeurk has retrofitted it for 39a and 39b===&lt;br /&gt;
:It turns out that Mmeurk has managed to retrofit it for 39a and 39b, and made a thread in the DF modding forum with the download for the updated version: http://www.bay12games.com/forum/index.php?topic=20643.0--[[User:SL|SL]] 17:29, 16 July 2008 (EDT)&lt;br /&gt;
::I understand that .39e and subsequent don't need the utility, can anyone confirm this?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:43, 12 August 2008 (EDT)&lt;br /&gt;
:::.39d and + have a site finder that can spot locations with specific features, but your tool is much more powerful. Many types of sites can still only be found with RP. If it could be made to work with a config file containing relevant memory locations (or able to take advantage of rick's memory xml included with tweak) I think that would be a permanent solution. [[User:VengefulDonut|VengefulDonut]] 00:09, 13 August 2008 (EDT)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enable magman buildings==&lt;br /&gt;
Due to Vista being a pile of shit with DF I run my maps revealed because of the large speed up this gives on Vista (at least on my machine) Tneable magman buildings does not work with .38c --[[User:Gorfob|Gorfob]] 02:21, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
On running magma enabling utility I get the error &amp;quot;Failed to locate patch point for magma forge&amp;quot;. Running version 39e of DF. Cant find any reference to this error on the wiki or forum. --[[User:Justin Kace|Justin Kace]] 21:24, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have had the same issue as you Justin.  Hopefully we can get a fix for this soon.  --[[User:Rock Mongler|Rock Mongler]] 19:43, September 4 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I get: ''Couldn't open dwarf fortress: FindWindow(Dwarf Fortress) failed. Is the game running?'' regardless of whether the game is running. (Version 40d6) The fortress is a reclaimed human settlement, and was not ever 'revealed'. --[[User:Zatnik|Zatnik]] 08:41, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm not surprised that it's no longer working.  I haven't even looked at the source code in over a year.  The Tweak utility can do the job and a whole lot more.  (But Tweak is not yet updated for the 40d* series either.)&lt;br /&gt;
:Zatnik, You could try loading your fort in an older version such as .40d, using Tweak, then switching back to .40d6 or another recent version.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 13:33, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Stone Sense ==&lt;br /&gt;
&lt;br /&gt;
(Beta feedback goes here, please.)&lt;br /&gt;
&lt;br /&gt;
I'm not even sure to be honest what 'Stone Sense' is. I can't seem to find any info or mentions of it anywhere but here. If you explain what SS is I would love to beta it --[[User:Vandelay|Vandelay]] 19:48, 14 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Okay.  The DF2010 version of my [http://dffd.wimbli.com/file.php?id=2066 Stone Sense utility] (which is not the [http://dffd.wimbli.com/file.php?id=1487 Stonesense visualizer]) is discussed in this forum thread: [http://www.bay12forums.com/smf/index.php?topic=52886.0].  The older version is discussed here: [http://www.bay12forums.com/smf/index.php?topic=24429.0].  And here's the section of my user page devoted to it: [[User:0x517A5D#Stone_Sense]]&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:02, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Barrel-free food piles? ==&lt;br /&gt;
&lt;br /&gt;
:&amp;gt;Also set food piles to 0 barrels, except the seedpile should allow 1. This means you need more space devoted to food piles, but you can see at a glance how much food you have. (Note: supposedly you will lose more food to vermin this way.)&lt;br /&gt;
&lt;br /&gt;
You could just press Z for fortress status.&lt;br /&gt;
&lt;br /&gt;
[[User:Gairabad|Gairabad]] 20:51, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:No.  The Z status screen groups prepared meals together with food which needs processing to become edible, under the Other category.&lt;br /&gt;
:The Z,Stocks list does split out prepared meals, but that is not something I am used to doing.  I will stick with what works for me.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:43, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Alright.  By the way, there are a lot of good ideas on your userpage.  [[User:Gairabad|Gairabad]] 23:53, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== latest build ==&lt;br /&gt;
I noticed that in your latest build you had 4 picks, but no miner skill. Do you use untrained miners, and train them on sand? or do you skip training and just deal with the wait? I'm just wondering.--[[User:Destor|Destor]] 17:23, 9 December 2008 (EST)&lt;br /&gt;
:The slow mining doesn't bother me much.  I can get my things safely underground quickly enough.  (On a glacier map it might be different; I've never tried.)&lt;br /&gt;
:I normally dig a channel around the edge of the map, for protection.  I'm not doing that in my current game, but it does train a miner well.  Later on, I do train my real miners on soil. &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:36, 11 December 2008 (EST)&lt;br /&gt;
::I loved the idea of not bothing to have dedicated miners at the start. I'm going to attempt to try this. Honestly, the first batch of migrants can have dedicated three or so miners to go legendary but it's better at the start to have more useful skills. The idea of tossing out wood-cutting is also not bad since it gets trained so fast. I'll be trying this out :) --[[User:Vandelay|Vandelay]] 19:50, 14 April 2009 (UTC)&lt;br /&gt;
Read your talk page shortly after getting started and found it highly inspirational :thumbsup:  Also many thanks for the utils &amp;amp;&amp;amp; continued involvement. --[[User:Freeze|Freeze]] 04:01, 23 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Siege checklist ==&lt;br /&gt;
&lt;br /&gt;
Just dropping you a note to say I found this really useful - I was going to write my own, but now I don't have to! :D [[User:FangXianfu|FangXianfu]] 13:26, 12 May 2009 (UTC)&lt;br /&gt;
:Oh, good.  I wondered if anybody looked at that.  Glad it's useful.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:47, 13 May 2009 (UTC)&lt;br /&gt;
::Can I swipe that for the [[siege]] page?--[[User:Albedo|Albedo]] 00:32, 6 June 2009 (UTC)&lt;br /&gt;
:::It's fine by me, but I'm not sure it actually should be on the siege page.  Or at least flag it as, maybe, ''Suggested Best Practices'' or some such.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:28, 8 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable skills &amp;amp; etc. updated ==&lt;br /&gt;
&lt;br /&gt;
Some time later... [[Strange mood]].  Made a lot of tweaks, new tables, and re-ordered the overall presentation.  Major rewrites are under the &amp;quot;eligibility&amp;quot; and &amp;quot;chance&amp;quot; subsections, w/ some under &amp;quot;workshops&amp;quot;, and misc all over.  (Comparing &amp;quot;history&amp;quot; is almost useless due to re-ordering.)--[[User:Albedo|Albedo]] 12:46, 28 May 2009 (UTC)&lt;br /&gt;
:Thanks, looks good.  I see an issue I'll correct WRT &amp;quot;20 dwarves&amp;quot;.  Some of this is new to me, as I've not looked hard at the preconditions for entering a mood.  Should this be protected with a spoiler tag the way [[thought|thoughts]] are?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:04, 28 May 2009 (UTC)&lt;br /&gt;
::Added a spoiler warning, half way thru, after some/most of the basics.  But somehow I (we?) lost the weighting of &amp;quot;Miner&amp;quot; - any idea? [[Strange_mood#Chance]] --[[User:Albedo|Albedo]] 08:33, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact quality ==&lt;br /&gt;
&lt;br /&gt;
What version was that inspection (the one that yielded 5x quality multiplier for artifacts) concerning item quality? I asked on #Bay12Games, but they gave me conflicting answers as to what the quality of an artifact really is.&lt;br /&gt;
:I don't think I was the person who figured that out.  I don't remember doing it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:19, 10 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=99313</id>
		<title>User talk:0x517A5D</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=99313"/>
		<updated>2010-04-25T21:12:19Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* Reveal2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Stone Sense v0.31.01 ==&lt;br /&gt;
&lt;br /&gt;
Hey, is there any hope that stone sense will be updated for the new version? I really loved the program when I played the previous version and I'm having difficulties adjusting to planning my fortress out without it. I guess the code has changed quite a bit, but it should be still possible right? [[User:Xehon|Xehon]] 13:04, 6 April 2010 (UTC)&lt;br /&gt;
:There is indeed hope.  I do plan to update it.  Until then, here is a [http://www.bay12games.com/forum/index.php?topic=52886.msg1141527#msg1141527 forum post] that will get it mostly working, though there are a few odd things.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:56, 8 April 2010 (UTC)&lt;br /&gt;
::Thanks, you're the best --[[User:Xehon|Xehon]] 04:55, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reveal2 ==&lt;br /&gt;
&lt;br /&gt;
Feedback for the Vista-compatible version of Reveal goes here, please.&lt;br /&gt;
&lt;br /&gt;
Running Reveal 2, using windows 7 RC, DF ver.40d11 with mayday. &lt;br /&gt;
Gives the error: Windows cannot access the specified device, path, or file. You may not have the appropriate permissions to access the item.&lt;br /&gt;
I have made myself the owner of all the files, and have tried running as admin. Any ideas?&lt;br /&gt;
&lt;br /&gt;
:Not really.  That error message's text is not in either reveal2.exe or in the binary modules.  The error message may come from the binary modules anyway &amp;amp;mdash; I don't have [[User:Rick|Rick's]] source code so I can't tell for sure.  But I suspect that this error is coming from Windows; it is failing to run reveal2.exe at all.  I can reproduce the error message (in XP) by restricting the permissions on reveal2.exe to deny my own user account access to it.  I think check the permissions on the files &amp;amp;mdash; just because you're the owner doesn't mean you necessarily have permission to access the files.&lt;br /&gt;
&lt;br /&gt;
Have seen no game-corrupting issues having saved and loaded a Revealed map so far (other than not having magma buildings).--[[User:Draco18s|Draco18s]] 02:58, 23 April 2010 (UTC)&lt;br /&gt;
:Good to know.  Myself, I've not dared to try saving or playing a Revealed map.  I save and reload the map in DF, run Reveal2, look around in DF, and kill the DF process via ctrl-alt-delete.  Then restart DF, of course.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:50, 23 April 2010 (UTC)&lt;br /&gt;
::I'd thought I'd made a backup of the unrevealed map (copied wrong save), so I could go back ''if necessary'' but alas, I'm stuck with it.  Unfortunately...I have no magma buildings.  I tried looking through the Reveal code to see if I could invert the process (e.g. make a Hide utility) but I can't find the critical line.--[[User:Draco18s|Draco18s]] 02:38, 24 April 2010 (UTC)&lt;br /&gt;
:::Regretfully, I don't have the source code for the actual module that does the map alterations.  That was written by [[User:Rick|Rick/Gibbed]] who didn't make it open-source, and he seems to have disappeared.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Dtil can hide tiles, but Dtil hasn't been updated for the new release yet.  I may get around to playing with the Dtil config files to try to get something working, but I can't promise anything.  Sorry.  At least there's lots of coal these days.  (Presuming you have a sedimentary layer.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:53, 25 April 2010 (UTC)&lt;br /&gt;
::::I wish.  I'm up in the mountains.  No sand, no coal, 1 tile worth of trees (which, oddly, I haven't completely deforested).--[[User:Draco18s|Draco18s]] 21:12, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
-----------------------------------------------------------&lt;br /&gt;
Old, old, old, so I am removing it from view but I want to keep it because I am egotistical.  Please don't delete.  0x517A5D&lt;br /&gt;
== Seekret Projekt ==&lt;br /&gt;
&lt;br /&gt;
Wow, just tried it out and it works great in 33g. It's amazing the way it reveals the locations of all major features on every map square. I've only briefly checked it out, but I picked a 5x5 area which your tool revealed to have 2 magma vents, an underground water pool, adamantine, and part of a chasm. After embarking and running reveal.exe I confirmed that all features shown by your tool matched the features available and the correct locations. Your tool will make looking for good starting locations at least 5000x easier, considering you can see every single feature location when selecting where to embark. No need to embark and run reveal to find where the major features (especially adamantine) are. Truly great work. --[[User:Janus|Janus]] 21:53, 22 December 2007 (EST)&lt;br /&gt;
:Great!  Good to hear.  I am particularly interested in any feature that reveal turns up but was not shown by this tool.  Also if you see a question mark in the local map view, please report that.  (If at all possible, with world-seed and a screenshot showing the X cursors.)&amp;lt;br/&amp;gt;Off on a tangent, what should I call it?  FeatureFinder?  feature-finder, with a dash?  Regional Prospector?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:15, 22 December 2007 (EST)&lt;br /&gt;
::I've scanned around a fair bit on a couple of my current world maps and didn't come across any question mark squares. I have noted that caves don't show up. I don't know whether you could locate them in memory the same way as the map features though, since they're probably generated and allocated differently. I can provide a seed and location with a kobold cave if you need it.&amp;lt;br/&amp;gt;As for the name, FeatureFinder is concise, but the name &amp;quot;Regional Prospector&amp;quot; gives a better general idea of what it does. I like that one, particularly the &amp;quot;prospector&amp;quot; part. --[[User:Janus|Janus]] 23:02, 22 December 2007 (EST)&lt;br /&gt;
:::I didn't even think of caves.  Yes, I'd like the seed and location.  I can't promise anything though.  I think caves are not a per-tile thing.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:08, 22 December 2007 (EST)&lt;br /&gt;
::::Understandable. Here it is, the world seed is 7810 as posted in the description: [[:Image:Local_Kobold_Cave.png]] --[[User:Janus|Janus]] 00:47, 23 December 2007 (EST)&lt;br /&gt;
:::::I don't think I can do caves.  It's gotta be stored somewhere, but it's not in the place that this tool looks.  I will keep an eye out.&lt;br /&gt;
:::::Not a total loss, though, because I found a bug from looking at this map: the tool is not displaying underground rivers.  Easy fix, but I'm not going to do a new beta version just to fix that one.&lt;br /&gt;
:::::I also saw some interesting behavior from DF's map sizing.  If you choose a 2x2 with that volcano at top left, you get a 2x2.  But if you choose a 3x3 with volcano at top left, you get a 5x5 with volcano at middle left.  It looks like either the chasm or the cave triggers this, even though the chasm is entirely out of the 3x3 selection, and the cave appears to be built so that it is out of the selection as well.  I need to play with this some more.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:53, 23 December 2007 (EST)&lt;br /&gt;
:::Just wanted to chime in and say I vote for Regional Prospector.--[[User:N9103|N9103]] 16:05, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm impressed. I didn't even realise the features were in memory before you embarked into areas. This baby finds chasms, lakes, adamantine, and the smaller magma lakes that never showed up on the map. Finding good start locations has never been easier. Before I was having to find squares with good minerals and then just embark on the entire map and reveal it all to see if it had good features, with this you can just look at a glance. The only things I see missing are the caves and cave rivers, which you two already noticed. No errors so far, I'll report any if I find any. Thanks for a great tool. Also, I think FeatureFinder is a fitting name. - [[User:Paul|Paul]] 12:55, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I may have found a bug. Your utility shows a magma pool right next to a goblin tower, but upon reveal, it doesn't appear to exist. The seed is 3590640052 and the location is [http://img170.imageshack.us/img170/2849/misleadingmagmaia0.png here]. I have to say, though, that overall this is a fantastic utility- the most useful external program for this game since reveal. Heck, it's probably better than reveal in the long run. Thank you for finally allowing me to satisfy my OCD. --[[User:Eiba|Eiba]] 14:06, 24 December 2007 (EST)&lt;br /&gt;
:Yes, I get the same behavior.  I didn't actually check with a debugger, but I checked with my test version, and it's definately flagged by the game for being a magma pool.&lt;br /&gt;
::[[Image:0x517A5D_Eiba%27s_bug_report_location.png]]&lt;br /&gt;
:I actually suspect that this is correct (if unexpected) behavior: the game's local-map generator is preventing features from being generated under or too close to civilization areas.  It might be worth exploring other towns with a feature next to them.  Anyway, I don't think I can do anything about this... it's just one of those things, y'know?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;And good luck with that OCD; this utility made mine worse.  (I just &amp;lt;i&amp;gt;know&amp;lt;/i&amp;gt; that if I keep looking, I'll find a 4x4 limestone magma water chasm pits trees haunted location.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:27, 24 December 2007 (EST)&lt;br /&gt;
:::So I was looking all over for the discussion of this thing - and I just got to hand it to you - you just saved countless hours of my life looking for the perfect starting location. Holy shit this is awesome. I could practically open-mouth kiss you. *cough&lt;br /&gt;
:::I can verify cavelakes and whatnot are revealed :) Anyhow, thanks - and I'm surprised that there aren't too many raving posts on the forums about this. (I'll also give you a heads up if I find that legendary adamantine/magma/trees/chasm/flux/sand epic location in a terrifying 5x5 or less) --[[User:KaelGotRice|KaelGotRice]] 00:43, 26 December 2007 (EST)&lt;br /&gt;
::::You should post about this tool in the forums! [[User:Bartavelle|Bartavelle]] 06:17, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Great frickin' utility.  If I find that haunted superdense 4x4 I'll let you know, I've been looking for it too.  (Terrifying's even better, as it is evil + savage.)&lt;br /&gt;
::Small request: add a &amp;quot;map legend&amp;quot; to the Utilities page or include one in the zip.  I've never seen those numbers displayed in the above screenshot, just #s and ~s.&lt;br /&gt;
::I saw one map where a red single ~ next to a long set of #s didn't turn up magma at any depth, so what you say about the local-map generator probably applies to features other than civilizations.--[[User:Maximus|Maximus]] 19:49, 26 December 2007 (EST)&lt;br /&gt;
:::A map key is a good idea.  I'll package one with the next release, and I'll throw up a quick one one on the utilities page as well.&lt;br /&gt;
:::The numbers in the screenshot are from my initial alpha test version, which I never released.  Do you think that I should put them in the normal tool, as an alternate display mode?  I thought they wouldn't be useful.&lt;br /&gt;
:::Was there any feature where the magma should have been?  Could it have drained out into the chasm?  If you still have the seed and location, I'll look at it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:02, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Seed 92001, generated under .33e, I think.  [[:Image:92001_busy.png]]  It didn't drain into the chasm; there's no &amp;quot;empty space&amp;quot; anywhere in the column indicated by RP.  This is a really nice location btw; two chasms, surface and underground river and lake, steel, sand, pits, and my favorite, skeletal elephants.  There's over 200 hostiles on the map right at the outset.  However, the pits/cave river and magma/elephants are not near each other, requiring a starting location at least 7x10.&lt;br /&gt;
::::I don't think having RP display numbers is necessary.  I assume they indicate depth -- I'd rather know nothing about the actual placement of things as long as I know the grid contains the features I want.&lt;br /&gt;
::::Say, maybe you could create an automated map-searcher where you tick off what features you want and the searcher identifies starting locations containing them without telling you exactly where each feature is...--[[User:Maximus|Maximus]] 22:44, 26 December 2007 (EST)&lt;br /&gt;
:::::The numbers are the internal feature flag value.  2, for instance, is cave pool.  I have been pondering such a map searcher.  It would require extremely intimate knowledge of the internal map representation, which is presently beyond me.  Regional Prospector does its magic by hooking into the drawing of each map cell, so it doesn't have to traverse the data structures itself.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:59, 26 December 2007 (EST)&lt;br /&gt;
::::::If you're just hooking into the drawing of a map cell, couldn't you also add a call to something that would keep track of where, for instance, magma vents are? Something like that would make Ziusudra's magma search utility a lot faster; instead of waiting a quarter second and looking through the screen, such a search utility would scan across the map as fast as the game can update.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 00:16, 31 December 2007 (EST)&lt;br /&gt;
:::::::Maybe... Hmm.  Maybe.  I could make a list with little problem.  The hard part would be getting the info out.  I immediately envision a co-process, probably a custom debugger, that collects the information from code tweaks in DF.  And either that program, or an AHK script, would feed input to DF to traverse the map.  Hmm.  Really, this sounds like a project that's a couple orders of magnitude harder than RP was.  With RP, I just inject a few lines of carefully written assembly code.  Debuggers are hard.  Interesting idea, though.  Also, nice m-dash.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:24, 31 December 2007 (EST)&lt;br /&gt;
::::::::I only copy from the best :) But anyway, as long as you're injecting assembly code, couldn't you extend it to open a file and write out the interesting features it finds? This probably wouldn't work if you're limited to a certain amount of injected code; I have to say that I have absolutely no idea whether or not this would work as I've never done anything with x86 assembly, nor have I ever messed around with injecting code into memory.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 23:03, 31 December 2007 (EST)&lt;br /&gt;
:::::::::I theoretically could dump data to a file.  The limit on how much code can be injected is so high that it will never actually be hit in real-world use.  However, I would have to (&amp;lt;b&amp;gt;a&amp;lt;/b&amp;gt;) do all of the file operations myself using relocatable assembly code (which is even harder to write than normal assembly language), and (&amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;) track down the operating system call addresses &amp;lt;i&amp;gt;from scratch&amp;lt;/i&amp;gt;, the way viruses do.  (Have to do that because they can be at different addresses in different processes, so I can't just find them in the patcher process and copy them across.)  I estimate 1000-2000 lines of assembly, all carefully coded to not disrupt &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; itself.  Using a custom-built debugger might actually be easier.  I am, frankly, not eager to do such a project for little &amp;lt;u&amp;gt;personal&amp;lt;/u&amp;gt; gain.  &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; suits my needs and tastes quite well.  Now, if you can find someone else willing to do the gruntwork, I can give info such as good patch locations, and critique their techniques.  Though I probably am not willing to debug crashes &amp;amp;mdash; and crashes &amp;lt;u&amp;gt;will&amp;lt;/u&amp;gt; happen, and they can be weird and mysterious.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::::::::::Why don't you let the patcher do the grunt work to find the system function addresses, all you'd have to do is read in the entire EXE image from the DF processes. The relocatable assembly is still definitely going to be a pain. I'd look into doing it myself, but I've already got my plate full just trying to make DFUF useful.&amp;lt;br/&amp;gt;-- [[User:Jifodus|Jifodus]] 15:09, 1 January 2008 (EST)&lt;br /&gt;
:::::::::::That's a interesting thought.  Since the target is a single known executable, which almost certainly already imports the system calls I would need, I could indeed suck them out of the image.  So that counters point &amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;.  I'll give it some thought.  However if I do take on this project, I am actually leaning toward the custom debugger route.  I could use C that way.  And I'd learn more skills and techniques, I'm sure.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:49, 1 January 2008 (EST)&lt;br /&gt;
Maybe it's only me, and I'm doing something extremely stupid, but I can't get it to apply the patch. When I run the .exe it says that it can't find the files that it needs to patch, and suggests that they perhaps already are patched, which, of course, they aren't. I'm probably doing something stupid, aren't I? I suspected that I had possibly put it in the wrong place or something, so I ended up running it from a whole bunch of different DF folders. Alas, there wasn't any sort of readme to help us simple people. Help would be appreciated though, it sounds like a fantastic utility. I'm tired of looking for underground pools with the random chance method. I'm using .33g--[[User:Yabbadabba|Yabbadabba]] 00:55, 1 January 2008 (EST)&lt;br /&gt;
:Okay, lets cover the misconception first: it doesn't patch files.  It grabs the running copy of &amp;lt;b&amp;gt;Dwarf Fortress&amp;lt;/b&amp;gt; by the &amp;lt;strike&amp;gt;balls&amp;lt;/strike&amp;gt; throat, and patches its memory.  But if &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; isn't running, you will get a different error message.  So it was running.  So... try this: quit out of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;, then start it back up.  When &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; is at the initial title screen, run the &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; utility.  Only once.  It should not give an error message.  In fact, it should give no feedback at all.  Then go back to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; and choose the &amp;lt;i&amp;gt;Start Playing&amp;lt;/i&amp;gt; menu choice.  When you're looking at the &amp;lt;i&amp;gt;Choose a Fortress Location&amp;lt;/i&amp;gt; screen, you should automatically be looking at a region which has mountains.  At this point, you should notice extra symbols on the local map view on the left of the screen.  Report back if this doesn't work, and we can do some diagnostics.  I do agree, there should be a readme to explain stuff, as well as give a map key of the new symbols.  Soon.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::Hey, thanks for the help man. Worked like a charm. I guess I just ran it before it got to the main menu last time. Or maybe I opened it twice. Either way, cheers.--[[User:Yabbadabba|Yabbadabba]] 03:21, 1 January 2008 (EST)&lt;br /&gt;
I gotta say, this is an awesome utility, I was thinking, exactly, wouldn't it be cool if someone would make a program that would fool the main DF exec into rendering &amp;quot;hidden&amp;quot; features? And a couple months later, you make it. I don't exactly know how it works, but is there a way to do the same thing to the &amp;quot;region&amp;quot; map? (the one in the middle) like, for example show the tiles that have any magma with a red background. [[User:Sergius|Sergius]] 23:13, 4 January 2008 (EST)&lt;br /&gt;
:Maybe.  I have given this a little thought, but haven't done any of the necessary analysis of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;.  The maps are rendered at different times, and by different routines, and I haven't explored what data is easily available to the Region renderer.  I may look at this, or I may try to jump all the way to a &amp;quot;Map Info Dumper&amp;quot; or &amp;quot;Good Region Finder&amp;quot; as discussed above.  Currently I'm devoting my efforts to art defacement tantrums.  I am able to shut them off beforehand, but I can't yet counter the effect after the fact.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:51, 5 January 2008 (EST)&lt;br /&gt;
::I just came here to request this feature as well. Red backgrounds for lava tiles in the region map is _exactly_ what I need!&lt;br /&gt;
:::I'd love to.  I really would.  But it's &amp;lt;i&amp;gt;seriously&amp;lt;/i&amp;gt; hard.  In my investigations, I have learned that the localmap view is generated dynamically.  That makes sense &amp;amp;mdash; it would be wasteful to have 257*257 localmaps in memory all at once, when only one is needed at a time.  But the consequence is that the magma flag that I am looking for is not available for any regionmap tile except the currently selected one.  There has to be some flag somewhere, but I haven't found it yet, and I may not be able to.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:24, 12 January 2008 (EST)&lt;br /&gt;
:::Made some progress I think.  Haven't found the flag but have found the area where it must be.  So maybe I can do this.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:53, 12 January 2008 (EST)&lt;br /&gt;
::::I believe that magma is centered around some sort of invisible map feature, as all the magma I've found is in clusters. Volcanoes are obvious of course, but I've found many clusters that aren't near volcanoes. By clusters, I mean 9+ local areas with one or two pockets of magma, usually all touching, with the occasional pocket that's not touching the cluster. Anytime I'm searching, if I find one pocket, there are bound to be a handful of others in the immediate vicinity. Hope this helps in finding the token or flag that marks the clusters. --[[User:N9103|Edward]] 00:18, 13 January 2008 (EST)&lt;br /&gt;
:::This is proving to be &amp;lt;u&amp;gt;very&amp;lt;/u&amp;gt; hard.  I've already invested maybe 100 times the effort that the original &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; features took me.  I've gone down two or three long routes that lead to dead ends.  Now I think I have found the list of map features &amp;amp;mdash; the same ones that show up in the region folders.  If I can walk those looking for matching world x and y coordinates, and figure out where the magma flag is set in them, then it should work.  If magma is even a feature, which I am not totally sure of yet.&amp;lt;br&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:05, 14 January 2008 (EST)&lt;br /&gt;
::::I'm wondering if you couldn't create a utility that automatically traverses every single local square and updates the regional map if it finds something...--[[User:Maximus|Maximus]] 02:24, 15 January 2008 (EST)&lt;br /&gt;
:::::Possibly.  What for?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:06, 15 January 2008 (EST)&lt;br /&gt;
::::::I was suggesting that as a kludge if you couldn't find the magma data you were looking for (if there's magma on the local map, update the regional map), but apparently you have finally found it.--[[User:Maximus|Maximus]] 15:03, 15 January 2008 (EST)&lt;br /&gt;
Just wanted to say once again, damn fine job on the Regional Prospector. I've just posted a couple of locations found using it [[Pregenerated_worlds#Smata_Sagus.2C_The_Realms_Of_Dawn|over here]]. --[[User:Janus|Janus]] 21:55, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd just like to say great job on your Seekrit Projekt. It does not have to be updated for .38a. [[User:Mephisto|Mephisto]] 21:06, 5 February 2008 (EST)&lt;br /&gt;
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=== Regional Prospector version 2 ===&lt;br /&gt;
&lt;br /&gt;
There is now a beta test version that highlights regional map squares containing magma in dark red.  Thank you to Sergius and Polpoint for the idea.  Hop on over to my main page.  Leave feedback below.  This project baked my brain; I am now off to bed.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:09, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Incompatible with 38a. ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed to find memory locations to patch.&lt;br /&gt;
Please report this at&lt;br /&gt;
http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 It is expected to work with future releases of Dwarf Fortress, as long as the embark code doesn't change too much.&lt;br /&gt;
&lt;br /&gt;
Hehe, not too surprising considering the version jump, that Toady could have made some major changes to embarkation. --[[User:N9103|Edward]] 09:35, 5 February 2008 (EST)&lt;br /&gt;
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The embark screen still looks the same to me, exept that Seekret Projekt doesn't work anymore ofcourse.&lt;br /&gt;
&lt;br /&gt;
:Worked fine for me, at least, when the world is generated in 38a--[[User:Dorten|Dorten]] 00:30, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Correction, and clarification for those confused: the original Regional Prospector release (listed on the utilities page) works in 38a. However, the newer improved beta2 and beta3 releases (on his user page) do not work in 38a. So, you can at least get the core functionality in 38a by using the non-beta release. --[[User:Janus|Janus]] 04:55, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Okay, thanks for the report.  I've not been working on it recently, but I will get back to it soon.  Without checking, I imagine the problem is the new functionality in the beta.  I hooked several more places in the &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; code &amp;amp;mdash; if those hook points changed, then they can't be hooked. &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:32, 7 February 2008 (EST)&lt;br /&gt;
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::Yeah, im trying beta3 on 38c, and getting the error message. But the original version still works fine. (Oh and magma enabler fails too now) -[[User:Ctrlfrk|Ctrlfrk]] 21:01, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Glad the old one still works.  It's the new functionality that is the sticky point.  Unfortunately I have not felt up to recreational programming for a couple of months now, much less the effort of disasssembling &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; executables.  I am starting to feel better, so expect beta4 soon, perhaps this weekend.  That's not a promise though.&amp;lt;br/&amp;gt;I'll look at magma soon as well, thanks for the report.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:11, 5 March 2008 (EST)&lt;br /&gt;
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:::A Note that the original version is still compatable (38c). Also, how's life treating you? Hopefully it's treating you well! Also hope that you'll be headed back towards working on an improved versionless version sooner than later. Best wishes in any case! --[[User:N9103|Edward]] 06:37, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Link to original version? Tried various places but all of them error out on me. --[[User:Gorfob|Gorfob]] 02:15, 15 July 2008 (EDT)&lt;br /&gt;
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:::: Same here. I grabbed the one off the utilities page, and it does not work for me. --[[User:Deekin|Deekin]]&lt;br /&gt;
&lt;br /&gt;
===Regional prospector broken with 39b===&lt;br /&gt;
The regional prospector (from the utilities page) isn't working with 39b either - DebugView shows that it's failing to find d1 and d2. I spent a little time trying to find them myself, without any luck (but I don't expect to try any more in the future - as far as I could tell they either simply don't exist anymore, or have been completely rewritten and are unfindable (by me, that is, since I have no idea what they do or how they were found in the first place), or I don't know enough about it to find them). --[[User:SL|SL]] 02:17, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Confirming incompatibility with 39b ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed to find locations to patch; perhaps they're already patched?&amp;quot;&lt;br /&gt;
Usual message if process is already running, but nothing displayed on the embark maps.&lt;br /&gt;
&lt;br /&gt;
--[[User:SquidDNA|SquidDNA]] 12:36, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===And Mmeurk has retrofitted it for 39a and 39b===&lt;br /&gt;
:It turns out that Mmeurk has managed to retrofit it for 39a and 39b, and made a thread in the DF modding forum with the download for the updated version: http://www.bay12games.com/forum/index.php?topic=20643.0--[[User:SL|SL]] 17:29, 16 July 2008 (EDT)&lt;br /&gt;
::I understand that .39e and subsequent don't need the utility, can anyone confirm this?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:43, 12 August 2008 (EDT)&lt;br /&gt;
:::.39d and + have a site finder that can spot locations with specific features, but your tool is much more powerful. Many types of sites can still only be found with RP. If it could be made to work with a config file containing relevant memory locations (or able to take advantage of rick's memory xml included with tweak) I think that would be a permanent solution. [[User:VengefulDonut|VengefulDonut]] 00:09, 13 August 2008 (EDT)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enable magman buildings==&lt;br /&gt;
Due to Vista being a pile of shit with DF I run my maps revealed because of the large speed up this gives on Vista (at least on my machine) Tneable magman buildings does not work with .38c --[[User:Gorfob|Gorfob]] 02:21, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
On running magma enabling utility I get the error &amp;quot;Failed to locate patch point for magma forge&amp;quot;. Running version 39e of DF. Cant find any reference to this error on the wiki or forum. --[[User:Justin Kace|Justin Kace]] 21:24, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have had the same issue as you Justin.  Hopefully we can get a fix for this soon.  --[[User:Rock Mongler|Rock Mongler]] 19:43, September 4 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I get: ''Couldn't open dwarf fortress: FindWindow(Dwarf Fortress) failed. Is the game running?'' regardless of whether the game is running. (Version 40d6) The fortress is a reclaimed human settlement, and was not ever 'revealed'. --[[User:Zatnik|Zatnik]] 08:41, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm not surprised that it's no longer working.  I haven't even looked at the source code in over a year.  The Tweak utility can do the job and a whole lot more.  (But Tweak is not yet updated for the 40d* series either.)&lt;br /&gt;
:Zatnik, You could try loading your fort in an older version such as .40d, using Tweak, then switching back to .40d6 or another recent version.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 13:33, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Stone Sense ==&lt;br /&gt;
&lt;br /&gt;
(Beta feedback goes here, please.)&lt;br /&gt;
&lt;br /&gt;
I'm not even sure to be honest what 'Stone Sense' is. I can't seem to find any info or mentions of it anywhere but here. If you explain what SS is I would love to beta it --[[User:Vandelay|Vandelay]] 19:48, 14 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Okay.  The DF2010 version of my [http://dffd.wimbli.com/file.php?id=2066 Stone Sense utility] (which is not the [http://dffd.wimbli.com/file.php?id=1487 Stonesense visualizer]) is discussed in this forum thread: [http://www.bay12forums.com/smf/index.php?topic=52886.0].  The older version is discussed here: [http://www.bay12forums.com/smf/index.php?topic=24429.0].  And here's the section of my user page devoted to it: [[User:0x517A5D#Stone_Sense]]&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:02, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Barrel-free food piles? ==&lt;br /&gt;
&lt;br /&gt;
:&amp;gt;Also set food piles to 0 barrels, except the seedpile should allow 1. This means you need more space devoted to food piles, but you can see at a glance how much food you have. (Note: supposedly you will lose more food to vermin this way.)&lt;br /&gt;
&lt;br /&gt;
You could just press Z for fortress status.&lt;br /&gt;
&lt;br /&gt;
[[User:Gairabad|Gairabad]] 20:51, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:No.  The Z status screen groups prepared meals together with food which needs processing to become edible, under the Other category.&lt;br /&gt;
:The Z,Stocks list does split out prepared meals, but that is not something I am used to doing.  I will stick with what works for me.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:43, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Alright.  By the way, there are a lot of good ideas on your userpage.  [[User:Gairabad|Gairabad]] 23:53, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== latest build ==&lt;br /&gt;
I noticed that in your latest build you had 4 picks, but no miner skill. Do you use untrained miners, and train them on sand? or do you skip training and just deal with the wait? I'm just wondering.--[[User:Destor|Destor]] 17:23, 9 December 2008 (EST)&lt;br /&gt;
:The slow mining doesn't bother me much.  I can get my things safely underground quickly enough.  (On a glacier map it might be different; I've never tried.)&lt;br /&gt;
:I normally dig a channel around the edge of the map, for protection.  I'm not doing that in my current game, but it does train a miner well.  Later on, I do train my real miners on soil. &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:36, 11 December 2008 (EST)&lt;br /&gt;
::I loved the idea of not bothing to have dedicated miners at the start. I'm going to attempt to try this. Honestly, the first batch of migrants can have dedicated three or so miners to go legendary but it's better at the start to have more useful skills. The idea of tossing out wood-cutting is also not bad since it gets trained so fast. I'll be trying this out :) --[[User:Vandelay|Vandelay]] 19:50, 14 April 2009 (UTC)&lt;br /&gt;
Read your talk page shortly after getting started and found it highly inspirational :thumbsup:  Also many thanks for the utils &amp;amp;&amp;amp; continued involvement. --[[User:Freeze|Freeze]] 04:01, 23 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Siege checklist ==&lt;br /&gt;
&lt;br /&gt;
Just dropping you a note to say I found this really useful - I was going to write my own, but now I don't have to! :D [[User:FangXianfu|FangXianfu]] 13:26, 12 May 2009 (UTC)&lt;br /&gt;
:Oh, good.  I wondered if anybody looked at that.  Glad it's useful.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:47, 13 May 2009 (UTC)&lt;br /&gt;
::Can I swipe that for the [[siege]] page?--[[User:Albedo|Albedo]] 00:32, 6 June 2009 (UTC)&lt;br /&gt;
:::It's fine by me, but I'm not sure it actually should be on the siege page.  Or at least flag it as, maybe, ''Suggested Best Practices'' or some such.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:28, 8 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable skills &amp;amp; etc. updated ==&lt;br /&gt;
&lt;br /&gt;
Some time later... [[Strange mood]].  Made a lot of tweaks, new tables, and re-ordered the overall presentation.  Major rewrites are under the &amp;quot;eligibility&amp;quot; and &amp;quot;chance&amp;quot; subsections, w/ some under &amp;quot;workshops&amp;quot;, and misc all over.  (Comparing &amp;quot;history&amp;quot; is almost useless due to re-ordering.)--[[User:Albedo|Albedo]] 12:46, 28 May 2009 (UTC)&lt;br /&gt;
:Thanks, looks good.  I see an issue I'll correct WRT &amp;quot;20 dwarves&amp;quot;.  Some of this is new to me, as I've not looked hard at the preconditions for entering a mood.  Should this be protected with a spoiler tag the way [[thought|thoughts]] are?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:04, 28 May 2009 (UTC)&lt;br /&gt;
::Added a spoiler warning, half way thru, after some/most of the basics.  But somehow I (we?) lost the weighting of &amp;quot;Miner&amp;quot; - any idea? [[Strange_mood#Chance]] --[[User:Albedo|Albedo]] 08:33, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact quality ==&lt;br /&gt;
&lt;br /&gt;
What version was that inspection (the one that yielded 5x quality multiplier for artifacts) concerning item quality? I asked on #Bay12Games, but they gave me conflicting answers as to what the quality of an artifact really is.&lt;br /&gt;
:I don't think I was the person who figured that out.  I don't remember doing it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:19, 10 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&amp;diff=98401</id>
		<title>v0.31:Magma sea</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&amp;diff=98401"/>
		<updated>2010-04-24T06:51:40Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Cave ins note&lt;/p&gt;
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&lt;div&gt;{{av}}&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
The '''Magma sea''' is a large, multi-level 'sea' of [[magma]] that expands across the entire world. These can typically be found by around Z level -120 (though this seems to vary wildly (minimum -5 maximum -450 z level){{verify}}. The '''magma sea''' is always found below the last [[Cavern|Cavern]] level. &lt;br /&gt;
&lt;br /&gt;
It is not uncommon to find multiple z-levels of pillars of {{L|Raw adamantine}} in the magma sea (in fact, it's almost guaranteed in a 2x2 embark square).&lt;br /&gt;
&lt;br /&gt;
In addition, around and under the magma sea is {{L|semi-molten rock}}. Which is impassible. There is {{l|Curious_structure|a catch}} however; {{l|Hidden_Fun_Stuff|two}}, actually.&lt;br /&gt;
&lt;br /&gt;
Any natural rock walls collapsed onto the magma sea (I believe onto the semi-molten rock, to be precise) vanishes, as if it fell out of the bottom of the map.  Gone.  Forever.  Only thing that's left is some dust and magma mist.&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=98309</id>
		<title>User talk:0x517A5D</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=98309"/>
		<updated>2010-04-24T02:38:00Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* Reveal2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Stone Sense v0.31.01 ==&lt;br /&gt;
&lt;br /&gt;
Hey, is there any hope that stone sense will be updated for the new version? I really loved the program when I played the previous version and I'm having difficulties adjusting to planning my fortress out without it. I guess the code has changed quite a bit, but it should be still possible right? [[User:Xehon|Xehon]] 13:04, 6 April 2010 (UTC)&lt;br /&gt;
:There is indeed hope.  I do plan to update it.  Until then, here is a [http://www.bay12games.com/forum/index.php?topic=52886.msg1141527#msg1141527 forum post] that will get it mostly working, though there are a few odd things.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:56, 8 April 2010 (UTC)&lt;br /&gt;
::Thanks, you're the best --[[User:Xehon|Xehon]] 04:55, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reveal2 ==&lt;br /&gt;
&lt;br /&gt;
Feedback for the Vista-compatible version of Reveal goes here, please.&lt;br /&gt;
&lt;br /&gt;
Running Reveal 2, using windows 7 RC, DF ver.40d11 with mayday. &lt;br /&gt;
Gives the error: Windows cannot access the specified device, path, or file. You may not have the appropriate permissions to access the item.&lt;br /&gt;
I have made myself the owner of all the files, and have tried running as admin. Any ideas?&lt;br /&gt;
&lt;br /&gt;
:Not really.  That error message's text is not in either reveal2.exe or in the binary modules.  The error message may come from the binary modules anyway &amp;amp;mdash; I don't have [[User:Rick|Rick's]] source code so I can't tell for sure.  But I suspect that this error is coming from Windows; it is failing to run reveal2.exe at all.  I can reproduce the error message (in XP) by restricting the permissions on reveal2.exe to deny my own user account access to it.  I think check the permissions on the files &amp;amp;mdash; just because you're the owner doesn't mean you necessarily have permission to access the files.&lt;br /&gt;
&lt;br /&gt;
Have seen no game-corrupting issues having saved and loaded a Revealed map so far (other than not having magma buildings).--[[User:Draco18s|Draco18s]] 02:58, 23 April 2010 (UTC)&lt;br /&gt;
:Good to know.  Myself, I've not dared to try saving or playing a Revealed map.  I save and reload the map in DF, run Reveal2, look around in DF, and kill the DF process via ctrl-alt-delete.  Then restart DF, of course.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:50, 23 April 2010 (UTC)&lt;br /&gt;
::I'd thought I'd made a backup of the unrevealed map (copied wrong save), so I could go back ''if necessary'' but alas, I'm stuck with it.  Unfortunately...I have no magma buildings.  I tried looking through the Reveal code to see if I could invert the process (e.g. make a Hide utility) but I can't find the critical line.--[[User:Draco18s|Draco18s]] 02:38, 24 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Old, old, old, so I am removing it but I want to keep it because I am egotistical.&lt;br /&gt;
== Seekret Projekt ==&lt;br /&gt;
&lt;br /&gt;
Wow, just tried it out and it works great in 33g. It's amazing the way it reveals the locations of all major features on every map square. I've only briefly checked it out, but I picked a 5x5 area which your tool revealed to have 2 magma vents, an underground water pool, adamantine, and part of a chasm. After embarking and running reveal.exe I confirmed that all features shown by your tool matched the features available and the correct locations. Your tool will make looking for good starting locations at least 5000x easier, considering you can see every single feature location when selecting where to embark. No need to embark and run reveal to find where the major features (especially adamantine) are. Truly great work. --[[User:Janus|Janus]] 21:53, 22 December 2007 (EST)&lt;br /&gt;
:Great!  Good to hear.  I am particularly interested in any feature that reveal turns up but was not shown by this tool.  Also if you see a question mark in the local map view, please report that.  (If at all possible, with world-seed and a screenshot showing the X cursors.)&amp;lt;br/&amp;gt;Off on a tangent, what should I call it?  FeatureFinder?  feature-finder, with a dash?  Regional Prospector?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:15, 22 December 2007 (EST)&lt;br /&gt;
::I've scanned around a fair bit on a couple of my current world maps and didn't come across any question mark squares. I have noted that caves don't show up. I don't know whether you could locate them in memory the same way as the map features though, since they're probably generated and allocated differently. I can provide a seed and location with a kobold cave if you need it.&amp;lt;br/&amp;gt;As for the name, FeatureFinder is concise, but the name &amp;quot;Regional Prospector&amp;quot; gives a better general idea of what it does. I like that one, particularly the &amp;quot;prospector&amp;quot; part. --[[User:Janus|Janus]] 23:02, 22 December 2007 (EST)&lt;br /&gt;
:::I didn't even think of caves.  Yes, I'd like the seed and location.  I can't promise anything though.  I think caves are not a per-tile thing.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:08, 22 December 2007 (EST)&lt;br /&gt;
::::Understandable. Here it is, the world seed is 7810 as posted in the description: [[:Image:Local_Kobold_Cave.png]] --[[User:Janus|Janus]] 00:47, 23 December 2007 (EST)&lt;br /&gt;
:::::I don't think I can do caves.  It's gotta be stored somewhere, but it's not in the place that this tool looks.  I will keep an eye out.&lt;br /&gt;
:::::Not a total loss, though, because I found a bug from looking at this map: the tool is not displaying underground rivers.  Easy fix, but I'm not going to do a new beta version just to fix that one.&lt;br /&gt;
:::::I also saw some interesting behavior from DF's map sizing.  If you choose a 2x2 with that volcano at top left, you get a 2x2.  But if you choose a 3x3 with volcano at top left, you get a 5x5 with volcano at middle left.  It looks like either the chasm or the cave triggers this, even though the chasm is entirely out of the 3x3 selection, and the cave appears to be built so that it is out of the selection as well.  I need to play with this some more.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:53, 23 December 2007 (EST)&lt;br /&gt;
:::Just wanted to chime in and say I vote for Regional Prospector.--[[User:N9103|N9103]] 16:05, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm impressed. I didn't even realise the features were in memory before you embarked into areas. This baby finds chasms, lakes, adamantine, and the smaller magma lakes that never showed up on the map. Finding good start locations has never been easier. Before I was having to find squares with good minerals and then just embark on the entire map and reveal it all to see if it had good features, with this you can just look at a glance. The only things I see missing are the caves and cave rivers, which you two already noticed. No errors so far, I'll report any if I find any. Thanks for a great tool. Also, I think FeatureFinder is a fitting name. - [[User:Paul|Paul]] 12:55, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I may have found a bug. Your utility shows a magma pool right next to a goblin tower, but upon reveal, it doesn't appear to exist. The seed is 3590640052 and the location is [http://img170.imageshack.us/img170/2849/misleadingmagmaia0.png here]. I have to say, though, that overall this is a fantastic utility- the most useful external program for this game since reveal. Heck, it's probably better than reveal in the long run. Thank you for finally allowing me to satisfy my OCD. --[[User:Eiba|Eiba]] 14:06, 24 December 2007 (EST)&lt;br /&gt;
:Yes, I get the same behavior.  I didn't actually check with a debugger, but I checked with my test version, and it's definately flagged by the game for being a magma pool.&lt;br /&gt;
::[[Image:0x517A5D_Eiba%27s_bug_report_location.png]]&lt;br /&gt;
:I actually suspect that this is correct (if unexpected) behavior: the game's local-map generator is preventing features from being generated under or too close to civilization areas.  It might be worth exploring other towns with a feature next to them.  Anyway, I don't think I can do anything about this... it's just one of those things, y'know?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;And good luck with that OCD; this utility made mine worse.  (I just &amp;lt;i&amp;gt;know&amp;lt;/i&amp;gt; that if I keep looking, I'll find a 4x4 limestone magma water chasm pits trees haunted location.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:27, 24 December 2007 (EST)&lt;br /&gt;
:::So I was looking all over for the discussion of this thing - and I just got to hand it to you - you just saved countless hours of my life looking for the perfect starting location. Holy shit this is awesome. I could practically open-mouth kiss you. *cough&lt;br /&gt;
:::I can verify cavelakes and whatnot are revealed :) Anyhow, thanks - and I'm surprised that there aren't too many raving posts on the forums about this. (I'll also give you a heads up if I find that legendary adamantine/magma/trees/chasm/flux/sand epic location in a terrifying 5x5 or less) --[[User:KaelGotRice|KaelGotRice]] 00:43, 26 December 2007 (EST)&lt;br /&gt;
::::You should post about this tool in the forums! [[User:Bartavelle|Bartavelle]] 06:17, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Great frickin' utility.  If I find that haunted superdense 4x4 I'll let you know, I've been looking for it too.  (Terrifying's even better, as it is evil + savage.)&lt;br /&gt;
::Small request: add a &amp;quot;map legend&amp;quot; to the Utilities page or include one in the zip.  I've never seen those numbers displayed in the above screenshot, just #s and ~s.&lt;br /&gt;
::I saw one map where a red single ~ next to a long set of #s didn't turn up magma at any depth, so what you say about the local-map generator probably applies to features other than civilizations.--[[User:Maximus|Maximus]] 19:49, 26 December 2007 (EST)&lt;br /&gt;
:::A map key is a good idea.  I'll package one with the next release, and I'll throw up a quick one one on the utilities page as well.&lt;br /&gt;
:::The numbers in the screenshot are from my initial alpha test version, which I never released.  Do you think that I should put them in the normal tool, as an alternate display mode?  I thought they wouldn't be useful.&lt;br /&gt;
:::Was there any feature where the magma should have been?  Could it have drained out into the chasm?  If you still have the seed and location, I'll look at it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:02, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Seed 92001, generated under .33e, I think.  [[:Image:92001_busy.png]]  It didn't drain into the chasm; there's no &amp;quot;empty space&amp;quot; anywhere in the column indicated by RP.  This is a really nice location btw; two chasms, surface and underground river and lake, steel, sand, pits, and my favorite, skeletal elephants.  There's over 200 hostiles on the map right at the outset.  However, the pits/cave river and magma/elephants are not near each other, requiring a starting location at least 7x10.&lt;br /&gt;
::::I don't think having RP display numbers is necessary.  I assume they indicate depth -- I'd rather know nothing about the actual placement of things as long as I know the grid contains the features I want.&lt;br /&gt;
::::Say, maybe you could create an automated map-searcher where you tick off what features you want and the searcher identifies starting locations containing them without telling you exactly where each feature is...--[[User:Maximus|Maximus]] 22:44, 26 December 2007 (EST)&lt;br /&gt;
:::::The numbers are the internal feature flag value.  2, for instance, is cave pool.  I have been pondering such a map searcher.  It would require extremely intimate knowledge of the internal map representation, which is presently beyond me.  Regional Prospector does its magic by hooking into the drawing of each map cell, so it doesn't have to traverse the data structures itself.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:59, 26 December 2007 (EST)&lt;br /&gt;
::::::If you're just hooking into the drawing of a map cell, couldn't you also add a call to something that would keep track of where, for instance, magma vents are? Something like that would make Ziusudra's magma search utility a lot faster; instead of waiting a quarter second and looking through the screen, such a search utility would scan across the map as fast as the game can update.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 00:16, 31 December 2007 (EST)&lt;br /&gt;
:::::::Maybe... Hmm.  Maybe.  I could make a list with little problem.  The hard part would be getting the info out.  I immediately envision a co-process, probably a custom debugger, that collects the information from code tweaks in DF.  And either that program, or an AHK script, would feed input to DF to traverse the map.  Hmm.  Really, this sounds like a project that's a couple orders of magnitude harder than RP was.  With RP, I just inject a few lines of carefully written assembly code.  Debuggers are hard.  Interesting idea, though.  Also, nice m-dash.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:24, 31 December 2007 (EST)&lt;br /&gt;
::::::::I only copy from the best :) But anyway, as long as you're injecting assembly code, couldn't you extend it to open a file and write out the interesting features it finds? This probably wouldn't work if you're limited to a certain amount of injected code; I have to say that I have absolutely no idea whether or not this would work as I've never done anything with x86 assembly, nor have I ever messed around with injecting code into memory.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 23:03, 31 December 2007 (EST)&lt;br /&gt;
:::::::::I theoretically could dump data to a file.  The limit on how much code can be injected is so high that it will never actually be hit in real-world use.  However, I would have to (&amp;lt;b&amp;gt;a&amp;lt;/b&amp;gt;) do all of the file operations myself using relocatable assembly code (which is even harder to write than normal assembly language), and (&amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;) track down the operating system call addresses &amp;lt;i&amp;gt;from scratch&amp;lt;/i&amp;gt;, the way viruses do.  (Have to do that because they can be at different addresses in different processes, so I can't just find them in the patcher process and copy them across.)  I estimate 1000-2000 lines of assembly, all carefully coded to not disrupt &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; itself.  Using a custom-built debugger might actually be easier.  I am, frankly, not eager to do such a project for little &amp;lt;u&amp;gt;personal&amp;lt;/u&amp;gt; gain.  &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; suits my needs and tastes quite well.  Now, if you can find someone else willing to do the gruntwork, I can give info such as good patch locations, and critique their techniques.  Though I probably am not willing to debug crashes &amp;amp;mdash; and crashes &amp;lt;u&amp;gt;will&amp;lt;/u&amp;gt; happen, and they can be weird and mysterious.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::::::::::Why don't you let the patcher do the grunt work to find the system function addresses, all you'd have to do is read in the entire EXE image from the DF processes. The relocatable assembly is still definitely going to be a pain. I'd look into doing it myself, but I've already got my plate full just trying to make DFUF useful.&amp;lt;br/&amp;gt;-- [[User:Jifodus|Jifodus]] 15:09, 1 January 2008 (EST)&lt;br /&gt;
:::::::::::That's a interesting thought.  Since the target is a single known executable, which almost certainly already imports the system calls I would need, I could indeed suck them out of the image.  So that counters point &amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;.  I'll give it some thought.  However if I do take on this project, I am actually leaning toward the custom debugger route.  I could use C that way.  And I'd learn more skills and techniques, I'm sure.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:49, 1 January 2008 (EST)&lt;br /&gt;
Maybe it's only me, and I'm doing something extremely stupid, but I can't get it to apply the patch. When I run the .exe it says that it can't find the files that it needs to patch, and suggests that they perhaps already are patched, which, of course, they aren't. I'm probably doing something stupid, aren't I? I suspected that I had possibly put it in the wrong place or something, so I ended up running it from a whole bunch of different DF folders. Alas, there wasn't any sort of readme to help us simple people. Help would be appreciated though, it sounds like a fantastic utility. I'm tired of looking for underground pools with the random chance method. I'm using .33g--[[User:Yabbadabba|Yabbadabba]] 00:55, 1 January 2008 (EST)&lt;br /&gt;
:Okay, lets cover the misconception first: it doesn't patch files.  It grabs the running copy of &amp;lt;b&amp;gt;Dwarf Fortress&amp;lt;/b&amp;gt; by the &amp;lt;strike&amp;gt;balls&amp;lt;/strike&amp;gt; throat, and patches its memory.  But if &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; isn't running, you will get a different error message.  So it was running.  So... try this: quit out of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;, then start it back up.  When &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; is at the initial title screen, run the &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; utility.  Only once.  It should not give an error message.  In fact, it should give no feedback at all.  Then go back to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; and choose the &amp;lt;i&amp;gt;Start Playing&amp;lt;/i&amp;gt; menu choice.  When you're looking at the &amp;lt;i&amp;gt;Choose a Fortress Location&amp;lt;/i&amp;gt; screen, you should automatically be looking at a region which has mountains.  At this point, you should notice extra symbols on the local map view on the left of the screen.  Report back if this doesn't work, and we can do some diagnostics.  I do agree, there should be a readme to explain stuff, as well as give a map key of the new symbols.  Soon.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::Hey, thanks for the help man. Worked like a charm. I guess I just ran it before it got to the main menu last time. Or maybe I opened it twice. Either way, cheers.--[[User:Yabbadabba|Yabbadabba]] 03:21, 1 January 2008 (EST)&lt;br /&gt;
I gotta say, this is an awesome utility, I was thinking, exactly, wouldn't it be cool if someone would make a program that would fool the main DF exec into rendering &amp;quot;hidden&amp;quot; features? And a couple months later, you make it. I don't exactly know how it works, but is there a way to do the same thing to the &amp;quot;region&amp;quot; map? (the one in the middle) like, for example show the tiles that have any magma with a red background. [[User:Sergius|Sergius]] 23:13, 4 January 2008 (EST)&lt;br /&gt;
:Maybe.  I have given this a little thought, but haven't done any of the necessary analysis of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;.  The maps are rendered at different times, and by different routines, and I haven't explored what data is easily available to the Region renderer.  I may look at this, or I may try to jump all the way to a &amp;quot;Map Info Dumper&amp;quot; or &amp;quot;Good Region Finder&amp;quot; as discussed above.  Currently I'm devoting my efforts to art defacement tantrums.  I am able to shut them off beforehand, but I can't yet counter the effect after the fact.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:51, 5 January 2008 (EST)&lt;br /&gt;
::I just came here to request this feature as well. Red backgrounds for lava tiles in the region map is _exactly_ what I need!&lt;br /&gt;
:::I'd love to.  I really would.  But it's &amp;lt;i&amp;gt;seriously&amp;lt;/i&amp;gt; hard.  In my investigations, I have learned that the localmap view is generated dynamically.  That makes sense &amp;amp;mdash; it would be wasteful to have 257*257 localmaps in memory all at once, when only one is needed at a time.  But the consequence is that the magma flag that I am looking for is not available for any regionmap tile except the currently selected one.  There has to be some flag somewhere, but I haven't found it yet, and I may not be able to.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:24, 12 January 2008 (EST)&lt;br /&gt;
:::Made some progress I think.  Haven't found the flag but have found the area where it must be.  So maybe I can do this.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:53, 12 January 2008 (EST)&lt;br /&gt;
::::I believe that magma is centered around some sort of invisible map feature, as all the magma I've found is in clusters. Volcanoes are obvious of course, but I've found many clusters that aren't near volcanoes. By clusters, I mean 9+ local areas with one or two pockets of magma, usually all touching, with the occasional pocket that's not touching the cluster. Anytime I'm searching, if I find one pocket, there are bound to be a handful of others in the immediate vicinity. Hope this helps in finding the token or flag that marks the clusters. --[[User:N9103|Edward]] 00:18, 13 January 2008 (EST)&lt;br /&gt;
:::This is proving to be &amp;lt;u&amp;gt;very&amp;lt;/u&amp;gt; hard.  I've already invested maybe 100 times the effort that the original &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; features took me.  I've gone down two or three long routes that lead to dead ends.  Now I think I have found the list of map features &amp;amp;mdash; the same ones that show up in the region folders.  If I can walk those looking for matching world x and y coordinates, and figure out where the magma flag is set in them, then it should work.  If magma is even a feature, which I am not totally sure of yet.&amp;lt;br&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:05, 14 January 2008 (EST)&lt;br /&gt;
::::I'm wondering if you couldn't create a utility that automatically traverses every single local square and updates the regional map if it finds something...--[[User:Maximus|Maximus]] 02:24, 15 January 2008 (EST)&lt;br /&gt;
:::::Possibly.  What for?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:06, 15 January 2008 (EST)&lt;br /&gt;
::::::I was suggesting that as a kludge if you couldn't find the magma data you were looking for (if there's magma on the local map, update the regional map), but apparently you have finally found it.--[[User:Maximus|Maximus]] 15:03, 15 January 2008 (EST)&lt;br /&gt;
Just wanted to say once again, damn fine job on the Regional Prospector. I've just posted a couple of locations found using it [[Pregenerated_worlds#Smata_Sagus.2C_The_Realms_Of_Dawn|over here]]. --[[User:Janus|Janus]] 21:55, 6 January 2008 (EST)&lt;br /&gt;
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I'd just like to say great job on your Seekrit Projekt. It does not have to be updated for .38a. [[User:Mephisto|Mephisto]] 21:06, 5 February 2008 (EST)&lt;br /&gt;
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=== Regional Prospector version 2 ===&lt;br /&gt;
&lt;br /&gt;
There is now a beta test version that highlights regional map squares containing magma in dark red.  Thank you to Sergius and Polpoint for the idea.  Hop on over to my main page.  Leave feedback below.  This project baked my brain; I am now off to bed.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:09, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Incompatible with 38a. ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed to find memory locations to patch.&lt;br /&gt;
Please report this at&lt;br /&gt;
http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 It is expected to work with future releases of Dwarf Fortress, as long as the embark code doesn't change too much.&lt;br /&gt;
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Hehe, not too surprising considering the version jump, that Toady could have made some major changes to embarkation. --[[User:N9103|Edward]] 09:35, 5 February 2008 (EST)&lt;br /&gt;
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The embark screen still looks the same to me, exept that Seekret Projekt doesn't work anymore ofcourse.&lt;br /&gt;
&lt;br /&gt;
:Worked fine for me, at least, when the world is generated in 38a--[[User:Dorten|Dorten]] 00:30, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Correction, and clarification for those confused: the original Regional Prospector release (listed on the utilities page) works in 38a. However, the newer improved beta2 and beta3 releases (on his user page) do not work in 38a. So, you can at least get the core functionality in 38a by using the non-beta release. --[[User:Janus|Janus]] 04:55, 6 February 2008 (EST)&lt;br /&gt;
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:Okay, thanks for the report.  I've not been working on it recently, but I will get back to it soon.  Without checking, I imagine the problem is the new functionality in the beta.  I hooked several more places in the &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; code &amp;amp;mdash; if those hook points changed, then they can't be hooked. &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:32, 7 February 2008 (EST)&lt;br /&gt;
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::Yeah, im trying beta3 on 38c, and getting the error message. But the original version still works fine. (Oh and magma enabler fails too now) -[[User:Ctrlfrk|Ctrlfrk]] 21:01, 4 March 2008 (EST)&lt;br /&gt;
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::Glad the old one still works.  It's the new functionality that is the sticky point.  Unfortunately I have not felt up to recreational programming for a couple of months now, much less the effort of disasssembling &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; executables.  I am starting to feel better, so expect beta4 soon, perhaps this weekend.  That's not a promise though.&amp;lt;br/&amp;gt;I'll look at magma soon as well, thanks for the report.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:11, 5 March 2008 (EST)&lt;br /&gt;
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:::A Note that the original version is still compatable (38c). Also, how's life treating you? Hopefully it's treating you well! Also hope that you'll be headed back towards working on an improved versionless version sooner than later. Best wishes in any case! --[[User:N9103|Edward]] 06:37, 28 April 2008 (EDT)&lt;br /&gt;
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:::: Link to original version? Tried various places but all of them error out on me. --[[User:Gorfob|Gorfob]] 02:15, 15 July 2008 (EDT)&lt;br /&gt;
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:::: Same here. I grabbed the one off the utilities page, and it does not work for me. --[[User:Deekin|Deekin]]&lt;br /&gt;
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===Regional prospector broken with 39b===&lt;br /&gt;
The regional prospector (from the utilities page) isn't working with 39b either - DebugView shows that it's failing to find d1 and d2. I spent a little time trying to find them myself, without any luck (but I don't expect to try any more in the future - as far as I could tell they either simply don't exist anymore, or have been completely rewritten and are unfindable (by me, that is, since I have no idea what they do or how they were found in the first place), or I don't know enough about it to find them). --[[User:SL|SL]] 02:17, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Confirming incompatibility with 39b ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed to find locations to patch; perhaps they're already patched?&amp;quot;&lt;br /&gt;
Usual message if process is already running, but nothing displayed on the embark maps.&lt;br /&gt;
&lt;br /&gt;
--[[User:SquidDNA|SquidDNA]] 12:36, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===And Mmeurk has retrofitted it for 39a and 39b===&lt;br /&gt;
:It turns out that Mmeurk has managed to retrofit it for 39a and 39b, and made a thread in the DF modding forum with the download for the updated version: http://www.bay12games.com/forum/index.php?topic=20643.0--[[User:SL|SL]] 17:29, 16 July 2008 (EDT)&lt;br /&gt;
::I understand that .39e and subsequent don't need the utility, can anyone confirm this?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:43, 12 August 2008 (EDT)&lt;br /&gt;
:::.39d and + have a site finder that can spot locations with specific features, but your tool is much more powerful. Many types of sites can still only be found with RP. If it could be made to work with a config file containing relevant memory locations (or able to take advantage of rick's memory xml included with tweak) I think that would be a permanent solution. [[User:VengefulDonut|VengefulDonut]] 00:09, 13 August 2008 (EDT)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enable magman buildings==&lt;br /&gt;
Due to Vista being a pile of shit with DF I run my maps revealed because of the large speed up this gives on Vista (at least on my machine) Tneable magman buildings does not work with .38c --[[User:Gorfob|Gorfob]] 02:21, 18 March 2008 (EDT)&lt;br /&gt;
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On running magma enabling utility I get the error &amp;quot;Failed to locate patch point for magma forge&amp;quot;. Running version 39e of DF. Cant find any reference to this error on the wiki or forum. --[[User:Justin Kace|Justin Kace]] 21:24, 8 August 2008 (EDT)&lt;br /&gt;
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I have had the same issue as you Justin.  Hopefully we can get a fix for this soon.  --[[User:Rock Mongler|Rock Mongler]] 19:43, September 4 2008 (EDT)&lt;br /&gt;
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I get: ''Couldn't open dwarf fortress: FindWindow(Dwarf Fortress) failed. Is the game running?'' regardless of whether the game is running. (Version 40d6) The fortress is a reclaimed human settlement, and was not ever 'revealed'. --[[User:Zatnik|Zatnik]] 08:41, 7 January 2009 (EST)&lt;br /&gt;
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:I'm not surprised that it's no longer working.  I haven't even looked at the source code in over a year.  The Tweak utility can do the job and a whole lot more.  (But Tweak is not yet updated for the 40d* series either.)&lt;br /&gt;
:Zatnik, You could try loading your fort in an older version such as .40d, using Tweak, then switching back to .40d6 or another recent version.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 13:33, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Stone Sense ==&lt;br /&gt;
&lt;br /&gt;
(Beta feedback goes here, please.)&lt;br /&gt;
&lt;br /&gt;
I'm not even sure to be honest what 'Stone Sense' is. I can't seem to find any info or mentions of it anywhere but here. If you explain what SS is I would love to beta it --[[User:Vandelay|Vandelay]] 19:48, 14 April 2009 (UTC)&lt;br /&gt;
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:Okay.  The DF2010 version of my [http://dffd.wimbli.com/file.php?id=2066 Stone Sense utility] (which is not the [http://dffd.wimbli.com/file.php?id=1487 Stonesense visualizer]) is discussed in this forum thread: [http://www.bay12forums.com/smf/index.php?topic=52886.0].  The older version is discussed here: [http://www.bay12forums.com/smf/index.php?topic=24429.0].  And here's the section of my user page devoted to it: [[User:0x517A5D#Stone_Sense]]&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:02, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Barrel-free food piles? ==&lt;br /&gt;
&lt;br /&gt;
:&amp;gt;Also set food piles to 0 barrels, except the seedpile should allow 1. This means you need more space devoted to food piles, but you can see at a glance how much food you have. (Note: supposedly you will lose more food to vermin this way.)&lt;br /&gt;
&lt;br /&gt;
You could just press Z for fortress status.&lt;br /&gt;
&lt;br /&gt;
[[User:Gairabad|Gairabad]] 20:51, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:No.  The Z status screen groups prepared meals together with food which needs processing to become edible, under the Other category.&lt;br /&gt;
:The Z,Stocks list does split out prepared meals, but that is not something I am used to doing.  I will stick with what works for me.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:43, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Alright.  By the way, there are a lot of good ideas on your userpage.  [[User:Gairabad|Gairabad]] 23:53, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== latest build ==&lt;br /&gt;
I noticed that in your latest build you had 4 picks, but no miner skill. Do you use untrained miners, and train them on sand? or do you skip training and just deal with the wait? I'm just wondering.--[[User:Destor|Destor]] 17:23, 9 December 2008 (EST)&lt;br /&gt;
:The slow mining doesn't bother me much.  I can get my things safely underground quickly enough.  (On a glacier map it might be different; I've never tried.)&lt;br /&gt;
:I normally dig a channel around the edge of the map, for protection.  I'm not doing that in my current game, but it does train a miner well.  Later on, I do train my real miners on soil. &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:36, 11 December 2008 (EST)&lt;br /&gt;
::I loved the idea of not bothing to have dedicated miners at the start. I'm going to attempt to try this. Honestly, the first batch of migrants can have dedicated three or so miners to go legendary but it's better at the start to have more useful skills. The idea of tossing out wood-cutting is also not bad since it gets trained so fast. I'll be trying this out :) --[[User:Vandelay|Vandelay]] 19:50, 14 April 2009 (UTC)&lt;br /&gt;
Read your talk page shortly after getting started and found it highly inspirational :thumbsup:  Also many thanks for the utils &amp;amp;&amp;amp; continued involvement. --[[User:Freeze|Freeze]] 04:01, 23 March 2009 (UTC)&lt;br /&gt;
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== Siege checklist ==&lt;br /&gt;
&lt;br /&gt;
Just dropping you a note to say I found this really useful - I was going to write my own, but now I don't have to! :D [[User:FangXianfu|FangXianfu]] 13:26, 12 May 2009 (UTC)&lt;br /&gt;
:Oh, good.  I wondered if anybody looked at that.  Glad it's useful.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:47, 13 May 2009 (UTC)&lt;br /&gt;
::Can I swipe that for the [[siege]] page?--[[User:Albedo|Albedo]] 00:32, 6 June 2009 (UTC)&lt;br /&gt;
:::It's fine by me, but I'm not sure it actually should be on the siege page.  Or at least flag it as, maybe, ''Suggested Best Practices'' or some such.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:28, 8 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable skills &amp;amp; etc. updated ==&lt;br /&gt;
&lt;br /&gt;
Some time later... [[Strange mood]].  Made a lot of tweaks, new tables, and re-ordered the overall presentation.  Major rewrites are under the &amp;quot;eligibility&amp;quot; and &amp;quot;chance&amp;quot; subsections, w/ some under &amp;quot;workshops&amp;quot;, and misc all over.  (Comparing &amp;quot;history&amp;quot; is almost useless due to re-ordering.)--[[User:Albedo|Albedo]] 12:46, 28 May 2009 (UTC)&lt;br /&gt;
:Thanks, looks good.  I see an issue I'll correct WRT &amp;quot;20 dwarves&amp;quot;.  Some of this is new to me, as I've not looked hard at the preconditions for entering a mood.  Should this be protected with a spoiler tag the way [[thought|thoughts]] are?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:04, 28 May 2009 (UTC)&lt;br /&gt;
::Added a spoiler warning, half way thru, after some/most of the basics.  But somehow I (we?) lost the weighting of &amp;quot;Miner&amp;quot; - any idea? [[Strange_mood#Chance]] --[[User:Albedo|Albedo]] 08:33, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact quality ==&lt;br /&gt;
&lt;br /&gt;
What version was that inspection (the one that yielded 5x quality multiplier for artifacts) concerning item quality? I asked on #Bay12Games, but they gave me conflicting answers as to what the quality of an artifact really is.&lt;br /&gt;
:I don't think I was the person who figured that out.  I don't remember doing it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:19, 10 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Squad&amp;diff=98160</id>
		<title>v0.31:Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Squad&amp;diff=98160"/>
		<updated>2010-04-23T19:56:28Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* Equipping Soldiers */ Additional info from mantis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are a fundamental part of your fortress' '''{{l|military}}''' - they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
For a simple, ''very'' basic, unarmed/unarmoured &amp;quot;How to attack a creature&amp;quot;, see {{L|attack}}.&lt;br /&gt;
&lt;br /&gt;
=Creating a Militia=&lt;br /&gt;
&lt;br /&gt;
While far more confusing than before, the new military system makes up for its initial impenetrability with a huge increase in versatility. Squads can be assigned, reordered and restructured at will, and each soldier can be set to equip a highly-specified uniform along with the rest of their squad or stand out and equip something unique.&lt;br /&gt;
&lt;br /&gt;
==Forming Squads==&lt;br /&gt;
&lt;br /&gt;
Before you can do anything with your military you will want to go into the '''noble''' screen ({{k|n}}) and designate a '''{{l|militia commander}}'''. Subsequent squad leaders can also be designated through the nobles screen; once you designate a militia commander it will open up a slot for a '''{{l|Militia Captain|militia captain}}''', and once you designate one of those it opens another captain slot, etc. These roles are all functionally equivalent. &lt;br /&gt;
* If the expedition leader is assigned to the militia commander or captain position from the nobles screen he will probably remove himself from the role a few seconds later. This may be a bug. {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
Alternatively the Militia commander position is the same as the squad 1 unit 1 position. You can simply create your first squad and assign a dwarf to the role directly. This tactic is useful if you are suffering from a blank nobles screen because of the dead expedition leader bug.{{version|0.31.03}}. It is not possible to assign the '''{{l|Leader|expedition leader}}''' to the position in this way, nor can you assign him to be the captain of any squad. You can however assign him to positions 2 through 10 making him an ordinary soldier.&lt;br /&gt;
&lt;br /&gt;
When you have designated a commander/captain, going to the military screen will show that dwarf under the &amp;quot;Squads/Leaders&amp;quot; heading and you'll notice an option to create a new squad. You can also create a new squad before you designate your militia commander; the first dwarf you choose will automatically be thrust into the position. Creating the squad moves the the display of the dwarf from the 'available' heading to the squad heading. You can then fill out the squad with any dwarf in the fort. It appears that no more than ten dwarves can be assigned to any one squad&amp;lt;!--CONFIRM?--&amp;gt;. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the rightmost pane.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the military screen, press {{k|n}} to open the '''uniforms''' tab. Each listing under the 'Uniforms' header is essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad, much like a template. You can create new uniforms if you want and add or remove items from any uniform set by navigating this menu. Uniform templates are only created in this tab, not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the military screen, press {{k|e}} to open the '''equipment''' tab. The default sub-tab, '{{k|V}}iew/Customize will be open. In this screen you can select individual dwarves and apply individual pieces of equipment to them, from {{k|A}}rmor, {{k|L}}eggings, {{k|H}}elms, {{k|G}}loves, {{k|B}}oots, {{k|S}}hields, and {{k|W}}eapons, as well as {{k|M}}aterial and {{k|C}}olor depending on the piece of equipment highlighted.&amp;lt;!--WHAT DOES 'r' FOR 'over clothing' DO? AND 'partial matches'?--&amp;gt; To select a specific piece of equipment (such as an artifact), select 'specific _____' under that equipment type (eg. 'specific armor' in the Armor field); for your convenience, highest-quality equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
To apply your preset uniform templates, press {{k|U}} in the equipment tab to open the Assign Uniforms sub-tab and move the selector to the Position Uniform header. Pressing {{k|enter}} will apply the selected uniform to the individual dwarf of your choosing, and {{k|shift}}+{{k|enter}} will apply the selected uniform to the entire squad.&lt;br /&gt;
&lt;br /&gt;
For ranged soldiers, open the '''ammunition''' ({{k|f}}) tab and assign them something from there. If you don't care what they use, you still need to give them ammo - just pick 'bolts' and it will default to any bolts they can find. &lt;br /&gt;
&lt;br /&gt;
If you're still experiencing trouble try following [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535#c3823 these steps] posted to Mantis.  If that doesn't work, post additional detail to that bug report if you are able.&lt;br /&gt;
&lt;br /&gt;
===Arsenal Dwarf===&lt;br /&gt;
&lt;br /&gt;
In the early stages of your fort your dwarves will equip themselves, but once enough migrants (13, making your population 20+ dwarves) have arrived your fortress will require an '''{{l|Arsenal_dwarf|Arsenal Dwarf}}''' (designated in the nobles screen) to manage your armory. The Arsenal Dwarf serves the role of quartermaster; without him your dwarves will be unable to change their equipment. Once you have a dwarf selected, make sure to give him an office - like a {{l|manager}}, an Arsenal Dwarf will need to sign off on equipment changes before they can be made.&lt;br /&gt;
&lt;br /&gt;
Note that if you don't have an option for and Arsenal Dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get migrants, and assign an Arsenal Dwarf when you need one.&lt;br /&gt;
*There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled; this is a bug. The position will randomly appear later.{{version|0.31.02}}&lt;br /&gt;
*If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. This is a bug.{{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
=Direct Commands=&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is a lot more difficult than it once was; gone are the days of stationing a squad near the enemy and hoping for the best. You can now give '''direct orders''' to '''attack''' one or more specific targets or to '''move''' to a specific location at will through the {{k|s}}quads menu.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands. This article will focus on the '''active''' commands you can issue your squads.&lt;br /&gt;
&lt;br /&gt;
A squad that is following an ''active'' command is free to go wherever it is ordered to go unhindered by any '''{{l|burrow}}''' restrictions.&lt;br /&gt;
&lt;br /&gt;
For more information on '''passive commands''', see '''{{l|Scheduling}}'''.&lt;br /&gt;
&lt;br /&gt;
==Selecting Squads/Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the new military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted.&lt;br /&gt;
&lt;br /&gt;
In the {{k|s}}quad menu, you can press either {{k|a}}/{{k|b}}/{{k|c}}/etc to select the squad that will execute an order, or hold {{k|shift}} to select multiple at once. You may press {{k|p}} if you want to toggle between having an individual dwarf or the squad perform the order.&lt;br /&gt;
&lt;br /&gt;
There are two types of active orders that can be given to your dwarves:&lt;br /&gt;
&lt;br /&gt;
===Move Order===&lt;br /&gt;
&lt;br /&gt;
A '''move order''' is issued by pressing {{k|m}}, choosing an area, and pressing {{k|enter}} after you have selected a squad. Soldiers on a move order will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. This replaces the previous version's 'Station Squad' command and can be used to control squads in a similar manner as in 40d.&lt;br /&gt;
&lt;br /&gt;
===Attack Order===&lt;br /&gt;
&lt;br /&gt;
The '''attack order''', or '''kill command''', allows your military to focus their attack on one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze addled minds that they are to kill your target or be killed in the attempt. It may very well be your last command to your dwarves if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which dwarves will execute the kill order, press {{k|k}} to 'Attack'. Now you have several options: you can move the cursor to what you want to attack and press {{k|enter}}, press {{k|l}}ist and select what you want to attack from a list, or {{k|r}}ectangle to select an area of things you want dead. Upon pressing {{k|enter}} your dwarves will happily run off to execute the order by executing the target. This order will remain after the intended victim is killed, leaving your squad standing over the corpse of their slain enemy waiting for new orders.&lt;br /&gt;
&lt;br /&gt;
Currently dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
===Cancelling Orders===&lt;br /&gt;
&lt;br /&gt;
Pressing the {{k|o}} key in the {{k|s}}quad screen will '''cancel''' the selected dwarves' active orders, sending them back to their civilian or pre-scheduled military lives. It appears that this does not always work properly; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
&lt;br /&gt;
=Order Scheduling=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Scheduling}}''&lt;br /&gt;
&lt;br /&gt;
Squads can also be assigned order schedules which are '''passive''' commands that can be set for each month of the year which they will automatically perform whenever they are not busy with any active commands you are issuing. From the squad menu you can toggle through any order schedules you have defined quite quickly by pressing {{k|t}}. This will set the order schedule for the entire squad even if you only have a single dwarf selected. &lt;br /&gt;
&lt;br /&gt;
To edit an existing order schedule or create a new one you need to visit the military-schedule screen. This can be done directly from the squad menu by pressing {{k|s}} or alternatively you can back out of the squad menu and use {{k|m}},{{k|s}} to get to the schedule page from the military screen. The details of setting up an order schedule are described on the {{l|schedule}} page.&lt;br /&gt;
&lt;br /&gt;
=Reported Squad-Related Bugs=&lt;br /&gt;
{{version|0.31.02}}&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* In military, accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash. -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
* If your Expedition Leader/Mayor is killed, all unassigned noble positions vanish.&lt;br /&gt;
* Soldiers who have been killed are not removed from their squads. You can see how many dead soldiers you currently have by &lt;br /&gt;
comparing the number of dwarves in your squad(s) against the number found at the top of the military screen.&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* The list of dwarves available to join a squad includes dwarves that are already in a squad.&lt;br /&gt;
* Soldiers who have completed a kill task do not cancel their kill task. This may be intentional.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=98081</id>
		<title>Dwarf Fortress Wiki talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=98081"/>
		<updated>2010-04-23T17:29:46Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:who rates those articles?&lt;br /&gt;
::I have been.  If I shouldn't be, someone say so now.  Also, should ~100% of content articles be rated? --[[User:StrongAxe|StrongAxe]] 18:42, 15 April 2010 (UTC)&lt;br /&gt;
:::As there isn't much of a vandalism thing going on here, I think it should be the original author of the article who rates it, with some admin verification following--[[User:Smd|Smd]] 15:25, 17 April 2010 (UTC)&lt;br /&gt;
::::Anyone and everyone should be rating the articles.  Don't agree with an article rating?  leave a note why on the talk page and re-rate the page in question. --[[User:Briess|Briess]] 01:35, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Anybody can rate an article, it's a wiki and we're ''supposed to'' all work together. Just try to correct or update anything that needs changing. If you spot vandalism, go to the '''history''' tab next to the discussion/edit tabs and revert the page to a pre-vandal version. [[Special:Contributions/97.90.193.201|97.90.193.201]] 17:57, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There was a discussion [http://www.bay12forums.com/smf/index.php?topic=54970.msg1183319#msg1183319 on the forums] involving changing the quality levels to Fine, Exceptional, and Masterwork.  Yes/no?--[[User:Draco18s|Draco18s]] 17:29, 23 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Real_World_Information&amp;diff=98076</id>
		<title>Dwarf Fortress Wiki:Real World Information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Real_World_Information&amp;diff=98076"/>
		<updated>2010-04-23T17:26:07Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Added forum thread link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page to discuss whether there is a place or not for real-world information in articles on this wiki.  It's been discussed in different locations such as [http://www.bay12forums.com/smf/index.php?topic=54970.msg1191175 a forum thread] and [[User_talk:Albedo#.22Real_World.22_Flavor_text_in_Stone_Pages|a user talk page]].  The goal is to have the discussion shift here to be more organized.&lt;br /&gt;
&lt;br /&gt;
== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
[[category:Wikiprojects]]&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=97621</id>
		<title>User talk:0x517A5D</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=97621"/>
		<updated>2010-04-23T02:58:12Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* Reveal2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Stone Sense v0.31.01 ==&lt;br /&gt;
&lt;br /&gt;
Hey, is there any hope that stone sense will be updated for the new version? I really loved the program when I played the previous version and I'm having difficulties adjusting to planning my fortress out without it. I guess the code has changed quite a bit, but it should be still possible right? [[User:Xehon|Xehon]] 13:04, 6 April 2010 (UTC)&lt;br /&gt;
:There is indeed hope.  I do plan to update it.  Until then, here is a [http://www.bay12games.com/forum/index.php?topic=52886.msg1141527#msg1141527 forum post] that will get it mostly working, though there are a few odd things.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:56, 8 April 2010 (UTC)&lt;br /&gt;
::Thanks, you're the best --[[User:Xehon|Xehon]] 04:55, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reveal2 ==&lt;br /&gt;
&lt;br /&gt;
Feedback for the Vista-compatible version of Reveal goes here, please.&lt;br /&gt;
&lt;br /&gt;
Running Reveal 2, using windows 7 RC, DF ver.40d11 with mayday. &lt;br /&gt;
Gives the error: Windows cannot access the specified device, path, or file. You may not have the appropriate permissions to access the item.&lt;br /&gt;
I have made myself the owner of all the files, and have tried running as admin. Any ideas?&lt;br /&gt;
&lt;br /&gt;
:Not really.  That error message's text is not in either reveal2.exe or in the binary modules.  The error message may come from the binary modules anyway &amp;amp;mdash; I don't have [[User:Rick|Rick's]] source code so I can't tell for sure.  But I suspect that this error is coming from Windows; it is failing to run reveal2.exe at all.  I can reproduce the error message (in XP) by restricting the permissions on reveal2.exe to deny my own user account access to it.  I think check the permissions on the files &amp;amp;mdash; just because you're the owner doesn't mean you necessarily have permission to access the files.&lt;br /&gt;
&lt;br /&gt;
Have seen no game-corrupting issues having saved and loaded a Revealed map so far (other than not having magma buildings).--[[User:Draco18s|Draco18s]] 02:58, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seekret Projekt ==&lt;br /&gt;
&lt;br /&gt;
Wow, just tried it out and it works great in 33g. It's amazing the way it reveals the locations of all major features on every map square. I've only briefly checked it out, but I picked a 5x5 area which your tool revealed to have 2 magma vents, an underground water pool, adamantine, and part of a chasm. After embarking and running reveal.exe I confirmed that all features shown by your tool matched the features available and the correct locations. Your tool will make looking for good starting locations at least 5000x easier, considering you can see every single feature location when selecting where to embark. No need to embark and run reveal to find where the major features (especially adamantine) are. Truly great work. --[[User:Janus|Janus]] 21:53, 22 December 2007 (EST)&lt;br /&gt;
:Great!  Good to hear.  I am particularly interested in any feature that reveal turns up but was not shown by this tool.  Also if you see a question mark in the local map view, please report that.  (If at all possible, with world-seed and a screenshot showing the X cursors.)&amp;lt;br/&amp;gt;Off on a tangent, what should I call it?  FeatureFinder?  feature-finder, with a dash?  Regional Prospector?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:15, 22 December 2007 (EST)&lt;br /&gt;
::I've scanned around a fair bit on a couple of my current world maps and didn't come across any question mark squares. I have noted that caves don't show up. I don't know whether you could locate them in memory the same way as the map features though, since they're probably generated and allocated differently. I can provide a seed and location with a kobold cave if you need it.&amp;lt;br/&amp;gt;As for the name, FeatureFinder is concise, but the name &amp;quot;Regional Prospector&amp;quot; gives a better general idea of what it does. I like that one, particularly the &amp;quot;prospector&amp;quot; part. --[[User:Janus|Janus]] 23:02, 22 December 2007 (EST)&lt;br /&gt;
:::I didn't even think of caves.  Yes, I'd like the seed and location.  I can't promise anything though.  I think caves are not a per-tile thing.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:08, 22 December 2007 (EST)&lt;br /&gt;
::::Understandable. Here it is, the world seed is 7810 as posted in the description: [[:Image:Local_Kobold_Cave.png]] --[[User:Janus|Janus]] 00:47, 23 December 2007 (EST)&lt;br /&gt;
:::::I don't think I can do caves.  It's gotta be stored somewhere, but it's not in the place that this tool looks.  I will keep an eye out.&lt;br /&gt;
:::::Not a total loss, though, because I found a bug from looking at this map: the tool is not displaying underground rivers.  Easy fix, but I'm not going to do a new beta version just to fix that one.&lt;br /&gt;
:::::I also saw some interesting behavior from DF's map sizing.  If you choose a 2x2 with that volcano at top left, you get a 2x2.  But if you choose a 3x3 with volcano at top left, you get a 5x5 with volcano at middle left.  It looks like either the chasm or the cave triggers this, even though the chasm is entirely out of the 3x3 selection, and the cave appears to be built so that it is out of the selection as well.  I need to play with this some more.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:53, 23 December 2007 (EST)&lt;br /&gt;
:::Just wanted to chime in and say I vote for Regional Prospector.--[[User:N9103|N9103]] 16:05, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm impressed. I didn't even realise the features were in memory before you embarked into areas. This baby finds chasms, lakes, adamantine, and the smaller magma lakes that never showed up on the map. Finding good start locations has never been easier. Before I was having to find squares with good minerals and then just embark on the entire map and reveal it all to see if it had good features, with this you can just look at a glance. The only things I see missing are the caves and cave rivers, which you two already noticed. No errors so far, I'll report any if I find any. Thanks for a great tool. Also, I think FeatureFinder is a fitting name. - [[User:Paul|Paul]] 12:55, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I may have found a bug. Your utility shows a magma pool right next to a goblin tower, but upon reveal, it doesn't appear to exist. The seed is 3590640052 and the location is [http://img170.imageshack.us/img170/2849/misleadingmagmaia0.png here]. I have to say, though, that overall this is a fantastic utility- the most useful external program for this game since reveal. Heck, it's probably better than reveal in the long run. Thank you for finally allowing me to satisfy my OCD. --[[User:Eiba|Eiba]] 14:06, 24 December 2007 (EST)&lt;br /&gt;
:Yes, I get the same behavior.  I didn't actually check with a debugger, but I checked with my test version, and it's definately flagged by the game for being a magma pool.&lt;br /&gt;
::[[Image:0x517A5D_Eiba%27s_bug_report_location.png]]&lt;br /&gt;
:I actually suspect that this is correct (if unexpected) behavior: the game's local-map generator is preventing features from being generated under or too close to civilization areas.  It might be worth exploring other towns with a feature next to them.  Anyway, I don't think I can do anything about this... it's just one of those things, y'know?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;And good luck with that OCD; this utility made mine worse.  (I just &amp;lt;i&amp;gt;know&amp;lt;/i&amp;gt; that if I keep looking, I'll find a 4x4 limestone magma water chasm pits trees haunted location.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:27, 24 December 2007 (EST)&lt;br /&gt;
:::So I was looking all over for the discussion of this thing - and I just got to hand it to you - you just saved countless hours of my life looking for the perfect starting location. Holy shit this is awesome. I could practically open-mouth kiss you. *cough&lt;br /&gt;
:::I can verify cavelakes and whatnot are revealed :) Anyhow, thanks - and I'm surprised that there aren't too many raving posts on the forums about this. (I'll also give you a heads up if I find that legendary adamantine/magma/trees/chasm/flux/sand epic location in a terrifying 5x5 or less) --[[User:KaelGotRice|KaelGotRice]] 00:43, 26 December 2007 (EST)&lt;br /&gt;
::::You should post about this tool in the forums! [[User:Bartavelle|Bartavelle]] 06:17, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Great frickin' utility.  If I find that haunted superdense 4x4 I'll let you know, I've been looking for it too.  (Terrifying's even better, as it is evil + savage.)&lt;br /&gt;
::Small request: add a &amp;quot;map legend&amp;quot; to the Utilities page or include one in the zip.  I've never seen those numbers displayed in the above screenshot, just #s and ~s.&lt;br /&gt;
::I saw one map where a red single ~ next to a long set of #s didn't turn up magma at any depth, so what you say about the local-map generator probably applies to features other than civilizations.--[[User:Maximus|Maximus]] 19:49, 26 December 2007 (EST)&lt;br /&gt;
:::A map key is a good idea.  I'll package one with the next release, and I'll throw up a quick one one on the utilities page as well.&lt;br /&gt;
:::The numbers in the screenshot are from my initial alpha test version, which I never released.  Do you think that I should put them in the normal tool, as an alternate display mode?  I thought they wouldn't be useful.&lt;br /&gt;
:::Was there any feature where the magma should have been?  Could it have drained out into the chasm?  If you still have the seed and location, I'll look at it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:02, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Seed 92001, generated under .33e, I think.  [[:Image:92001_busy.png]]  It didn't drain into the chasm; there's no &amp;quot;empty space&amp;quot; anywhere in the column indicated by RP.  This is a really nice location btw; two chasms, surface and underground river and lake, steel, sand, pits, and my favorite, skeletal elephants.  There's over 200 hostiles on the map right at the outset.  However, the pits/cave river and magma/elephants are not near each other, requiring a starting location at least 7x10.&lt;br /&gt;
::::I don't think having RP display numbers is necessary.  I assume they indicate depth -- I'd rather know nothing about the actual placement of things as long as I know the grid contains the features I want.&lt;br /&gt;
::::Say, maybe you could create an automated map-searcher where you tick off what features you want and the searcher identifies starting locations containing them without telling you exactly where each feature is...--[[User:Maximus|Maximus]] 22:44, 26 December 2007 (EST)&lt;br /&gt;
:::::The numbers are the internal feature flag value.  2, for instance, is cave pool.  I have been pondering such a map searcher.  It would require extremely intimate knowledge of the internal map representation, which is presently beyond me.  Regional Prospector does its magic by hooking into the drawing of each map cell, so it doesn't have to traverse the data structures itself.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:59, 26 December 2007 (EST)&lt;br /&gt;
::::::If you're just hooking into the drawing of a map cell, couldn't you also add a call to something that would keep track of where, for instance, magma vents are? Something like that would make Ziusudra's magma search utility a lot faster; instead of waiting a quarter second and looking through the screen, such a search utility would scan across the map as fast as the game can update.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 00:16, 31 December 2007 (EST)&lt;br /&gt;
:::::::Maybe... Hmm.  Maybe.  I could make a list with little problem.  The hard part would be getting the info out.  I immediately envision a co-process, probably a custom debugger, that collects the information from code tweaks in DF.  And either that program, or an AHK script, would feed input to DF to traverse the map.  Hmm.  Really, this sounds like a project that's a couple orders of magnitude harder than RP was.  With RP, I just inject a few lines of carefully written assembly code.  Debuggers are hard.  Interesting idea, though.  Also, nice m-dash.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:24, 31 December 2007 (EST)&lt;br /&gt;
::::::::I only copy from the best :) But anyway, as long as you're injecting assembly code, couldn't you extend it to open a file and write out the interesting features it finds? This probably wouldn't work if you're limited to a certain amount of injected code; I have to say that I have absolutely no idea whether or not this would work as I've never done anything with x86 assembly, nor have I ever messed around with injecting code into memory.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 23:03, 31 December 2007 (EST)&lt;br /&gt;
:::::::::I theoretically could dump data to a file.  The limit on how much code can be injected is so high that it will never actually be hit in real-world use.  However, I would have to (&amp;lt;b&amp;gt;a&amp;lt;/b&amp;gt;) do all of the file operations myself using relocatable assembly code (which is even harder to write than normal assembly language), and (&amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;) track down the operating system call addresses &amp;lt;i&amp;gt;from scratch&amp;lt;/i&amp;gt;, the way viruses do.  (Have to do that because they can be at different addresses in different processes, so I can't just find them in the patcher process and copy them across.)  I estimate 1000-2000 lines of assembly, all carefully coded to not disrupt &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; itself.  Using a custom-built debugger might actually be easier.  I am, frankly, not eager to do such a project for little &amp;lt;u&amp;gt;personal&amp;lt;/u&amp;gt; gain.  &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; suits my needs and tastes quite well.  Now, if you can find someone else willing to do the gruntwork, I can give info such as good patch locations, and critique their techniques.  Though I probably am not willing to debug crashes &amp;amp;mdash; and crashes &amp;lt;u&amp;gt;will&amp;lt;/u&amp;gt; happen, and they can be weird and mysterious.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::::::::::Why don't you let the patcher do the grunt work to find the system function addresses, all you'd have to do is read in the entire EXE image from the DF processes. The relocatable assembly is still definitely going to be a pain. I'd look into doing it myself, but I've already got my plate full just trying to make DFUF useful.&amp;lt;br/&amp;gt;-- [[User:Jifodus|Jifodus]] 15:09, 1 January 2008 (EST)&lt;br /&gt;
:::::::::::That's a interesting thought.  Since the target is a single known executable, which almost certainly already imports the system calls I would need, I could indeed suck them out of the image.  So that counters point &amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;.  I'll give it some thought.  However if I do take on this project, I am actually leaning toward the custom debugger route.  I could use C that way.  And I'd learn more skills and techniques, I'm sure.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:49, 1 January 2008 (EST)&lt;br /&gt;
Maybe it's only me, and I'm doing something extremely stupid, but I can't get it to apply the patch. When I run the .exe it says that it can't find the files that it needs to patch, and suggests that they perhaps already are patched, which, of course, they aren't. I'm probably doing something stupid, aren't I? I suspected that I had possibly put it in the wrong place or something, so I ended up running it from a whole bunch of different DF folders. Alas, there wasn't any sort of readme to help us simple people. Help would be appreciated though, it sounds like a fantastic utility. I'm tired of looking for underground pools with the random chance method. I'm using .33g--[[User:Yabbadabba|Yabbadabba]] 00:55, 1 January 2008 (EST)&lt;br /&gt;
:Okay, lets cover the misconception first: it doesn't patch files.  It grabs the running copy of &amp;lt;b&amp;gt;Dwarf Fortress&amp;lt;/b&amp;gt; by the &amp;lt;strike&amp;gt;balls&amp;lt;/strike&amp;gt; throat, and patches its memory.  But if &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; isn't running, you will get a different error message.  So it was running.  So... try this: quit out of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;, then start it back up.  When &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; is at the initial title screen, run the &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; utility.  Only once.  It should not give an error message.  In fact, it should give no feedback at all.  Then go back to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; and choose the &amp;lt;i&amp;gt;Start Playing&amp;lt;/i&amp;gt; menu choice.  When you're looking at the &amp;lt;i&amp;gt;Choose a Fortress Location&amp;lt;/i&amp;gt; screen, you should automatically be looking at a region which has mountains.  At this point, you should notice extra symbols on the local map view on the left of the screen.  Report back if this doesn't work, and we can do some diagnostics.  I do agree, there should be a readme to explain stuff, as well as give a map key of the new symbols.  Soon.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::Hey, thanks for the help man. Worked like a charm. I guess I just ran it before it got to the main menu last time. Or maybe I opened it twice. Either way, cheers.--[[User:Yabbadabba|Yabbadabba]] 03:21, 1 January 2008 (EST)&lt;br /&gt;
I gotta say, this is an awesome utility, I was thinking, exactly, wouldn't it be cool if someone would make a program that would fool the main DF exec into rendering &amp;quot;hidden&amp;quot; features? And a couple months later, you make it. I don't exactly know how it works, but is there a way to do the same thing to the &amp;quot;region&amp;quot; map? (the one in the middle) like, for example show the tiles that have any magma with a red background. [[User:Sergius|Sergius]] 23:13, 4 January 2008 (EST)&lt;br /&gt;
:Maybe.  I have given this a little thought, but haven't done any of the necessary analysis of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;.  The maps are rendered at different times, and by different routines, and I haven't explored what data is easily available to the Region renderer.  I may look at this, or I may try to jump all the way to a &amp;quot;Map Info Dumper&amp;quot; or &amp;quot;Good Region Finder&amp;quot; as discussed above.  Currently I'm devoting my efforts to art defacement tantrums.  I am able to shut them off beforehand, but I can't yet counter the effect after the fact.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:51, 5 January 2008 (EST)&lt;br /&gt;
::I just came here to request this feature as well. Red backgrounds for lava tiles in the region map is _exactly_ what I need!&lt;br /&gt;
:::I'd love to.  I really would.  But it's &amp;lt;i&amp;gt;seriously&amp;lt;/i&amp;gt; hard.  In my investigations, I have learned that the localmap view is generated dynamically.  That makes sense &amp;amp;mdash; it would be wasteful to have 257*257 localmaps in memory all at once, when only one is needed at a time.  But the consequence is that the magma flag that I am looking for is not available for any regionmap tile except the currently selected one.  There has to be some flag somewhere, but I haven't found it yet, and I may not be able to.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:24, 12 January 2008 (EST)&lt;br /&gt;
:::Made some progress I think.  Haven't found the flag but have found the area where it must be.  So maybe I can do this.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:53, 12 January 2008 (EST)&lt;br /&gt;
::::I believe that magma is centered around some sort of invisible map feature, as all the magma I've found is in clusters. Volcanoes are obvious of course, but I've found many clusters that aren't near volcanoes. By clusters, I mean 9+ local areas with one or two pockets of magma, usually all touching, with the occasional pocket that's not touching the cluster. Anytime I'm searching, if I find one pocket, there are bound to be a handful of others in the immediate vicinity. Hope this helps in finding the token or flag that marks the clusters. --[[User:N9103|Edward]] 00:18, 13 January 2008 (EST)&lt;br /&gt;
:::This is proving to be &amp;lt;u&amp;gt;very&amp;lt;/u&amp;gt; hard.  I've already invested maybe 100 times the effort that the original &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; features took me.  I've gone down two or three long routes that lead to dead ends.  Now I think I have found the list of map features &amp;amp;mdash; the same ones that show up in the region folders.  If I can walk those looking for matching world x and y coordinates, and figure out where the magma flag is set in them, then it should work.  If magma is even a feature, which I am not totally sure of yet.&amp;lt;br&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:05, 14 January 2008 (EST)&lt;br /&gt;
::::I'm wondering if you couldn't create a utility that automatically traverses every single local square and updates the regional map if it finds something...--[[User:Maximus|Maximus]] 02:24, 15 January 2008 (EST)&lt;br /&gt;
:::::Possibly.  What for?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:06, 15 January 2008 (EST)&lt;br /&gt;
::::::I was suggesting that as a kludge if you couldn't find the magma data you were looking for (if there's magma on the local map, update the regional map), but apparently you have finally found it.--[[User:Maximus|Maximus]] 15:03, 15 January 2008 (EST)&lt;br /&gt;
Just wanted to say once again, damn fine job on the Regional Prospector. I've just posted a couple of locations found using it [[Pregenerated_worlds#Smata_Sagus.2C_The_Realms_Of_Dawn|over here]]. --[[User:Janus|Janus]] 21:55, 6 January 2008 (EST)&lt;br /&gt;
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I'd just like to say great job on your Seekrit Projekt. It does not have to be updated for .38a. [[User:Mephisto|Mephisto]] 21:06, 5 February 2008 (EST)&lt;br /&gt;
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=== Regional Prospector version 2 ===&lt;br /&gt;
&lt;br /&gt;
There is now a beta test version that highlights regional map squares containing magma in dark red.  Thank you to Sergius and Polpoint for the idea.  Hop on over to my main page.  Leave feedback below.  This project baked my brain; I am now off to bed.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:09, 15 January 2008 (EST)&lt;br /&gt;
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=== Incompatible with 38a. ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed to find memory locations to patch.&lt;br /&gt;
Please report this at&lt;br /&gt;
http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 It is expected to work with future releases of Dwarf Fortress, as long as the embark code doesn't change too much.&lt;br /&gt;
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Hehe, not too surprising considering the version jump, that Toady could have made some major changes to embarkation. --[[User:N9103|Edward]] 09:35, 5 February 2008 (EST)&lt;br /&gt;
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The embark screen still looks the same to me, exept that Seekret Projekt doesn't work anymore ofcourse.&lt;br /&gt;
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:Worked fine for me, at least, when the world is generated in 38a--[[User:Dorten|Dorten]] 00:30, 6 February 2008 (EST)&lt;br /&gt;
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Correction, and clarification for those confused: the original Regional Prospector release (listed on the utilities page) works in 38a. However, the newer improved beta2 and beta3 releases (on his user page) do not work in 38a. So, you can at least get the core functionality in 38a by using the non-beta release. --[[User:Janus|Janus]] 04:55, 6 February 2008 (EST)&lt;br /&gt;
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:Okay, thanks for the report.  I've not been working on it recently, but I will get back to it soon.  Without checking, I imagine the problem is the new functionality in the beta.  I hooked several more places in the &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; code &amp;amp;mdash; if those hook points changed, then they can't be hooked. &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:32, 7 February 2008 (EST)&lt;br /&gt;
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::Yeah, im trying beta3 on 38c, and getting the error message. But the original version still works fine. (Oh and magma enabler fails too now) -[[User:Ctrlfrk|Ctrlfrk]] 21:01, 4 March 2008 (EST)&lt;br /&gt;
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::Glad the old one still works.  It's the new functionality that is the sticky point.  Unfortunately I have not felt up to recreational programming for a couple of months now, much less the effort of disasssembling &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; executables.  I am starting to feel better, so expect beta4 soon, perhaps this weekend.  That's not a promise though.&amp;lt;br/&amp;gt;I'll look at magma soon as well, thanks for the report.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:11, 5 March 2008 (EST)&lt;br /&gt;
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:::A Note that the original version is still compatable (38c). Also, how's life treating you? Hopefully it's treating you well! Also hope that you'll be headed back towards working on an improved versionless version sooner than later. Best wishes in any case! --[[User:N9103|Edward]] 06:37, 28 April 2008 (EDT)&lt;br /&gt;
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:::: Link to original version? Tried various places but all of them error out on me. --[[User:Gorfob|Gorfob]] 02:15, 15 July 2008 (EDT)&lt;br /&gt;
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:::: Same here. I grabbed the one off the utilities page, and it does not work for me. --[[User:Deekin|Deekin]]&lt;br /&gt;
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===Regional prospector broken with 39b===&lt;br /&gt;
The regional prospector (from the utilities page) isn't working with 39b either - DebugView shows that it's failing to find d1 and d2. I spent a little time trying to find them myself, without any luck (but I don't expect to try any more in the future - as far as I could tell they either simply don't exist anymore, or have been completely rewritten and are unfindable (by me, that is, since I have no idea what they do or how they were found in the first place), or I don't know enough about it to find them). --[[User:SL|SL]] 02:17, 16 July 2008 (EDT)&lt;br /&gt;
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=== Confirming incompatibility with 39b ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed to find locations to patch; perhaps they're already patched?&amp;quot;&lt;br /&gt;
Usual message if process is already running, but nothing displayed on the embark maps.&lt;br /&gt;
&lt;br /&gt;
--[[User:SquidDNA|SquidDNA]] 12:36, 16 July 2008 (EDT)&lt;br /&gt;
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===And Mmeurk has retrofitted it for 39a and 39b===&lt;br /&gt;
:It turns out that Mmeurk has managed to retrofit it for 39a and 39b, and made a thread in the DF modding forum with the download for the updated version: http://www.bay12games.com/forum/index.php?topic=20643.0--[[User:SL|SL]] 17:29, 16 July 2008 (EDT)&lt;br /&gt;
::I understand that .39e and subsequent don't need the utility, can anyone confirm this?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:43, 12 August 2008 (EDT)&lt;br /&gt;
:::.39d and + have a site finder that can spot locations with specific features, but your tool is much more powerful. Many types of sites can still only be found with RP. If it could be made to work with a config file containing relevant memory locations (or able to take advantage of rick's memory xml included with tweak) I think that would be a permanent solution. [[User:VengefulDonut|VengefulDonut]] 00:09, 13 August 2008 (EDT)&lt;br /&gt;
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==Enable magman buildings==&lt;br /&gt;
Due to Vista being a pile of shit with DF I run my maps revealed because of the large speed up this gives on Vista (at least on my machine) Tneable magman buildings does not work with .38c --[[User:Gorfob|Gorfob]] 02:21, 18 March 2008 (EDT)&lt;br /&gt;
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On running magma enabling utility I get the error &amp;quot;Failed to locate patch point for magma forge&amp;quot;. Running version 39e of DF. Cant find any reference to this error on the wiki or forum. --[[User:Justin Kace|Justin Kace]] 21:24, 8 August 2008 (EDT)&lt;br /&gt;
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I have had the same issue as you Justin.  Hopefully we can get a fix for this soon.  --[[User:Rock Mongler|Rock Mongler]] 19:43, September 4 2008 (EDT)&lt;br /&gt;
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I get: ''Couldn't open dwarf fortress: FindWindow(Dwarf Fortress) failed. Is the game running?'' regardless of whether the game is running. (Version 40d6) The fortress is a reclaimed human settlement, and was not ever 'revealed'. --[[User:Zatnik|Zatnik]] 08:41, 7 January 2009 (EST)&lt;br /&gt;
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:I'm not surprised that it's no longer working.  I haven't even looked at the source code in over a year.  The Tweak utility can do the job and a whole lot more.  (But Tweak is not yet updated for the 40d* series either.)&lt;br /&gt;
:Zatnik, You could try loading your fort in an older version such as .40d, using Tweak, then switching back to .40d6 or another recent version.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 13:33, 8 January 2009 (EST)&lt;br /&gt;
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== Stone Sense ==&lt;br /&gt;
&lt;br /&gt;
(Beta feedback goes here, please.)&lt;br /&gt;
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I'm not even sure to be honest what 'Stone Sense' is. I can't seem to find any info or mentions of it anywhere but here. If you explain what SS is I would love to beta it --[[User:Vandelay|Vandelay]] 19:48, 14 April 2009 (UTC)&lt;br /&gt;
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== Barrel-free food piles? ==&lt;br /&gt;
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:&amp;gt;Also set food piles to 0 barrels, except the seedpile should allow 1. This means you need more space devoted to food piles, but you can see at a glance how much food you have. (Note: supposedly you will lose more food to vermin this way.)&lt;br /&gt;
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You could just press Z for fortress status.&lt;br /&gt;
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[[User:Gairabad|Gairabad]] 20:51, 7 December 2008 (EST)&lt;br /&gt;
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:No.  The Z status screen groups prepared meals together with food which needs processing to become edible, under the Other category.&lt;br /&gt;
:The Z,Stocks list does split out prepared meals, but that is not something I am used to doing.  I will stick with what works for me.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:43, 8 December 2008 (EST)&lt;br /&gt;
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::Alright.  By the way, there are a lot of good ideas on your userpage.  [[User:Gairabad|Gairabad]] 23:53, 8 December 2008 (EST)&lt;br /&gt;
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== latest build ==&lt;br /&gt;
I noticed that in your latest build you had 4 picks, but no miner skill. Do you use untrained miners, and train them on sand? or do you skip training and just deal with the wait? I'm just wondering.--[[User:Destor|Destor]] 17:23, 9 December 2008 (EST)&lt;br /&gt;
:The slow mining doesn't bother me much.  I can get my things safely underground quickly enough.  (On a glacier map it might be different; I've never tried.)&lt;br /&gt;
:I normally dig a channel around the edge of the map, for protection.  I'm not doing that in my current game, but it does train a miner well.  Later on, I do train my real miners on soil. &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:36, 11 December 2008 (EST)&lt;br /&gt;
::I loved the idea of not bothing to have dedicated miners at the start. I'm going to attempt to try this. Honestly, the first batch of migrants can have dedicated three or so miners to go legendary but it's better at the start to have more useful skills. The idea of tossing out wood-cutting is also not bad since it gets trained so fast. I'll be trying this out :) --[[User:Vandelay|Vandelay]] 19:50, 14 April 2009 (UTC)&lt;br /&gt;
Read your talk page shortly after getting started and found it highly inspirational :thumbsup:  Also many thanks for the utils &amp;amp;&amp;amp; continued involvement. --[[User:Freeze|Freeze]] 04:01, 23 March 2009 (UTC)&lt;br /&gt;
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== Siege checklist ==&lt;br /&gt;
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Just dropping you a note to say I found this really useful - I was going to write my own, but now I don't have to! :D [[User:FangXianfu|FangXianfu]] 13:26, 12 May 2009 (UTC)&lt;br /&gt;
:Oh, good.  I wondered if anybody looked at that.  Glad it's useful.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:47, 13 May 2009 (UTC)&lt;br /&gt;
::Can I swipe that for the [[siege]] page?--[[User:Albedo|Albedo]] 00:32, 6 June 2009 (UTC)&lt;br /&gt;
:::It's fine by me, but I'm not sure it actually should be on the siege page.  Or at least flag it as, maybe, ''Suggested Best Practices'' or some such.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:28, 8 June 2009 (UTC)&lt;br /&gt;
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== Moodable skills &amp;amp; etc. updated ==&lt;br /&gt;
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Some time later... [[Strange mood]].  Made a lot of tweaks, new tables, and re-ordered the overall presentation.  Major rewrites are under the &amp;quot;eligibility&amp;quot; and &amp;quot;chance&amp;quot; subsections, w/ some under &amp;quot;workshops&amp;quot;, and misc all over.  (Comparing &amp;quot;history&amp;quot; is almost useless due to re-ordering.)--[[User:Albedo|Albedo]] 12:46, 28 May 2009 (UTC)&lt;br /&gt;
:Thanks, looks good.  I see an issue I'll correct WRT &amp;quot;20 dwarves&amp;quot;.  Some of this is new to me, as I've not looked hard at the preconditions for entering a mood.  Should this be protected with a spoiler tag the way [[thought|thoughts]] are?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:04, 28 May 2009 (UTC)&lt;br /&gt;
::Added a spoiler warning, half way thru, after some/most of the basics.  But somehow I (we?) lost the weighting of &amp;quot;Miner&amp;quot; - any idea? [[Strange_mood#Chance]] --[[User:Albedo|Albedo]] 08:33, 23 June 2009 (UTC)&lt;br /&gt;
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== Artifact quality ==&lt;br /&gt;
&lt;br /&gt;
What version was that inspection (the one that yielded 5x quality multiplier for artifacts) concerning item quality? I asked on #Bay12Games, but they gave me conflicting answers as to what the quality of an artifact really is.&lt;br /&gt;
:I don't think I was the person who figured that out.  I don't remember doing it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:19, 10 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=97569</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=97569"/>
		<updated>2010-04-22T23:27:00Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Blarg, copy paste and == vs. ===&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
 Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== [http://dffd.wimbli.com/file.php?id=645 Reveal] ==&lt;br /&gt;
&lt;br /&gt;
Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&lt;br /&gt;
There are two versions of Reveal, one for Vista and newer, one for XP and older.&lt;br /&gt;
&lt;br /&gt;
The new version of Reveal.exe (Reveal2) is in public beta, you can find it here [http://dffd.wimbli.com/file.php?id=1044 Reveal2].  Please report problems in [[User_talk:0x517A5D|0x517A5D's Talk page]].&lt;br /&gt;
&lt;br /&gt;
Pasting the following code into reveal2.ini makes it work for the newest (DF2010) version of Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;; DF2010 31.02&lt;br /&gt;
[4BBDF378]&lt;br /&gt;
map_data=0x016ad718&lt;br /&gt;
map_x_count=0x016ad738&lt;br /&gt;
map_y_count=0x016ad73c&lt;br /&gt;
map_z_count=0x016ad740&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[4BB45F99] can be substituted in for 31.01.&lt;br /&gt;
&lt;br /&gt;
For 31.03, the following works:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; .31.03&lt;br /&gt;
[4BC3C470]&lt;br /&gt;
dwarf_fortress=0x00A5ED94&lt;br /&gt;
map_data=0x016AE760&lt;br /&gt;
map_x_count=0x016AE780&lt;br /&gt;
map_y_count=0x016AE784&lt;br /&gt;
map_z_count=0x016AE788&lt;br /&gt;
map_data_designation_offset=0x29C&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, do '''not''' save your game, it can mess up many things including civilizations (Giant Toad and Cave Crocodile civilizations, you will also embark with those if it should occur.)&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=39229 Dwarf Therapist]==&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
As of version 0.5.0 (released 04/10/10), stable support for labours and social skills has been added for DF versions 0.31.01 and 0.31.02.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unofficial support for 0.31.03 can be added by making a .ini file in the &amp;quot;\DwarfTherapist-0.5.0\etc\memory_layouts\windows&amp;quot; folder called &amp;quot;v0.31.03&amp;quot;.  The contents should be copy-pasted from [http://dethware.org/v0.31.03.ini here].  Then add &amp;quot;0x4bc3c470 = v0.31.03&amp;quot; to game_data.ini under &amp;quot;#windows&amp;quot; in the &amp;quot;\etc\&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm]==&lt;br /&gt;
&lt;br /&gt;
Dfterm is a tool to run dwarf fortress via terminals remotely. multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm]].&lt;br /&gt;
&lt;br /&gt;
== [http://www.bay12games.com/forum/index.php?topic=41916.0 DFHack] ==&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. The current (0.3.1.4) release only supports the new DF 0.31.01, 0.31.02 and 0.31.03 versions. It consists of some of the more useful DFHack tools.&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== DFhack tools for DF 2010 ===&lt;br /&gt;
==== dfcleanmap ====&lt;br /&gt;
Cleans all the bloodsmears that get scattered all over the map.&lt;br /&gt;
==== dfliquids ====&lt;br /&gt;
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.&lt;br /&gt;
&lt;br /&gt;
==== dfprospector ====&lt;br /&gt;
Lists all available minerals on the map and how much of them there is.&lt;br /&gt;
==== dfreveal ====&lt;br /&gt;
Reveals the whole map. Newly can also hide what it revealed. Use with caution, releases HFS! Same warnings as to the original Reveal tool apply.&lt;br /&gt;
==== dfvdig ====&lt;br /&gt;
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)&lt;br /&gt;
&lt;br /&gt;
== DF Map Compressor / DF Map Archive ==&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2113 Raw tile selector] ===&lt;br /&gt;
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
&lt;br /&gt;
Currently for windows xp only.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2178 Raw tile merger] ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=97568</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=97568"/>
		<updated>2010-04-22T23:26:12Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Having used the DF Map Compressor to upload a map to DFMA, I can assure that it still works.  Exported 164 layers (!) and compressed them successfully for viewing on DFMA.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
 Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ==&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== [http://dffd.wimbli.com/file.php?id=645 Reveal] ==&lt;br /&gt;
&lt;br /&gt;
Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&lt;br /&gt;
There are two versions of Reveal, one for Vista and newer, one for XP and older.&lt;br /&gt;
&lt;br /&gt;
The new version of Reveal.exe (Reveal2) is in public beta, you can find it here [http://dffd.wimbli.com/file.php?id=1044 Reveal2].  Please report problems in [[User_talk:0x517A5D|0x517A5D's Talk page]].&lt;br /&gt;
&lt;br /&gt;
Pasting the following code into reveal2.ini makes it work for the newest (DF2010) version of Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;; DF2010 31.02&lt;br /&gt;
[4BBDF378]&lt;br /&gt;
map_data=0x016ad718&lt;br /&gt;
map_x_count=0x016ad738&lt;br /&gt;
map_y_count=0x016ad73c&lt;br /&gt;
map_z_count=0x016ad740&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[4BB45F99] can be substituted in for 31.01.&lt;br /&gt;
&lt;br /&gt;
For 31.03, the following works:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; .31.03&lt;br /&gt;
[4BC3C470]&lt;br /&gt;
dwarf_fortress=0x00A5ED94&lt;br /&gt;
map_data=0x016AE760&lt;br /&gt;
map_x_count=0x016AE780&lt;br /&gt;
map_y_count=0x016AE784&lt;br /&gt;
map_z_count=0x016AE788&lt;br /&gt;
map_data_designation_offset=0x29C&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, do '''not''' save your game, it can mess up many things including civilizations (Giant Toad and Cave Crocodile civilizations, you will also embark with those if it should occur.)&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=39229 Dwarf Therapist]==&lt;br /&gt;
&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments (40d), statistics (such as attributes, personality traits and happiness), plus sort dwarves by various criteria (eg. profession, migration wave etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. &lt;br /&gt;
&lt;br /&gt;
As of version 0.5.0 (released 04/10/10), stable support for labours and social skills has been added for DF versions 0.31.01 and 0.31.02.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unofficial support for 0.31.03 can be added by making a .ini file in the &amp;quot;\DwarfTherapist-0.5.0\etc\memory_layouts\windows&amp;quot; folder called &amp;quot;v0.31.03&amp;quot;.  The contents should be copy-pasted from [http://dethware.org/v0.31.03.ini here].  Then add &amp;quot;0x4bc3c470 = v0.31.03&amp;quot; to game_data.ini under &amp;quot;#windows&amp;quot; in the &amp;quot;\etc\&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm]==&lt;br /&gt;
&lt;br /&gt;
Dfterm is a tool to run dwarf fortress via terminals remotely. multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm]].&lt;br /&gt;
&lt;br /&gt;
== [http://www.bay12games.com/forum/index.php?topic=41916.0 DFHack] ==&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. The current (0.3.1.4) release only supports the new DF 0.31.01, 0.31.02 and 0.31.03 versions. It consists of some of the more useful DFHack tools.&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== DFhack tools for DF 2010 ===&lt;br /&gt;
==== dfcleanmap ====&lt;br /&gt;
Cleans all the bloodsmears that get scattered all over the map.&lt;br /&gt;
==== dfliquids ====&lt;br /&gt;
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.&lt;br /&gt;
&lt;br /&gt;
==== dfprospector ====&lt;br /&gt;
Lists all available minerals on the map and how much of them there is.&lt;br /&gt;
==== dfreveal ====&lt;br /&gt;
Reveals the whole map. Newly can also hide what it revealed. Use with caution, releases HFS! Same warnings as to the original Reveal tool apply.&lt;br /&gt;
==== dfvdig ====&lt;br /&gt;
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2113 Raw tile selector] ===&lt;br /&gt;
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
&lt;br /&gt;
Currently for windows xp only.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2178 Raw tile merger] ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Albedo&amp;diff=96315</id>
		<title>User talk:Albedo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Albedo&amp;diff=96315"/>
		<updated>2010-04-20T18:30:26Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* &amp;quot;Real World&amp;quot; Flavor text in Stone Pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi. I was recently (in mid-March, '10) appointed to the '''[[Dwarf_Fortress_Wiki:Request_for_Adminship/Albedo|Admin]]''' staff on this site, mainly for my understanding of wiki style and how this DF wiki is put together, rather than any exceptional expertise/understanding of arcanities of wiki code.  If I left a message on your Talk page, it was probably as an Admin, unless it was clearly otherwise.  &lt;br /&gt;
&lt;br /&gt;
But feel free to post any questions/concerns/comments, and welcome to the wiki!&lt;br /&gt;
&lt;br /&gt;
If you don't know how to use these templates, check them out:&lt;br /&gt;
&lt;br /&gt;
*[[Template:DFNewVersion]] - should be added to '''every''' new new version page, for later automation.&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Template:NewVersionStub‎]] - marks a page as a new concept, one that needs fleshing out&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[template:av]] / [[Template:ArticleVersion]] - automatically links a new article to it's old counterpart&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[template:verify]] - notifies that a question/concern/challenge of a point in an article exists, as discussed on the talk page for that article (and automatically links to that page!)&lt;br /&gt;
&lt;br /&gt;
== Aluminum in copper ==&lt;br /&gt;
&lt;br /&gt;
I have definitely seen aluminum inside a copper vein.  It was freakin amazing.  Also found 3 magnetite flippin huge clusters, each as big as my fort, 3 lignite veins, 2 microcline (bleagh) big groups, gold and silver vein, 1 hematite vein.  It was great. More iron than I know what to do with.  But totally aluminum in copper. --[[User:Zchris13|Zchris13]] 12:26, 23 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stone articles ==&lt;br /&gt;
&lt;br /&gt;
The articles on the various types of [[stone]] are based entirely on data taken from the game raws. It's possible the raw data has changed since the article was written, but observation alone is not good enough when we have that kind of inside info. If you see some sort of weird anomaly (like veins of aluminum), then Toady would most likely appreciate a bug report about that. [[User:VengefulDonut|VengefulDonut]] 06:28, 25 April 2009 (UTC)&lt;br /&gt;
:not veins of aluminum.  Aluminum adjacent to veins.  I have seen it in hematite, and copper. --[[User:Zchris13|Zchris13]] 00:05, 14 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Could someone point me to where the discussions are on how the articles should be set up? Sorry. I just... I'm being impulsive and driven and stuff and I want to know so I can /do/ stuff, and... you know, stuff. With stuff in it. I'm clearer after sleep, I promise. (Don't believe me, I'm always ambiguous, though rarely by intent.) --[[User:Teres Draconis|jaz]] 08:11, 21 May 2009 (UTC)&lt;br /&gt;
::NM. Found it. Duh... Trust me, sleep ''is'' my friend.  - [[User:Teres Draconis|jaz]]&lt;br /&gt;
&lt;br /&gt;
== (response) ==&lt;br /&gt;
&lt;br /&gt;
But ''is'' it an anomaly?  I'm not sure how to read the RAW's at that level. --[[User:Albedo|Albedo]] 07:16, 25 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Both are IGNEOUS_EXTRUSIVE, so, depending upon how the raws are acted upon, there are several ways this could happen...&lt;br /&gt;
:::1) The layer tiles are replaced first with veins(copper), and then small clusters (aluminum). Veins sometimes leave pockets of the layer stone incased, when the vein splits and then reconnects. I've seen it a few times, but I wouldn't call it common. The small cluster that would have been aluminum if the copper weren't there covers part or all of the area within the pocket. The rest of area of the small cluster is ignored, since the aluminum raws do not mention copper. (The way platinum mentions magnetite, for example).&lt;br /&gt;
:::2) The layer tiles are replaced first with the small clusters (aluminum) and then the veins (copper)... the copper vein just happens to meander around the pre-existing aluminum.&lt;br /&gt;
:::3) It does several iterations of whatever order it does, making both options 1 and 2 possible, potentially simultaniously (though not in the same tile, obviously).&lt;br /&gt;
:::4) Something completely different I have no clue about. I could make some stabs at things that could have caused that result, but they would all be both difficult and clunky, both in the design and in the implimentation.&lt;br /&gt;
:::5) It glitched. It's a computer. It happens all the time.&lt;br /&gt;
::Was that ''completely'' useless, or just mostly so?  - [[User:Teres Draconis|jaz]] 20:23, 22 May 2009 (UTC) (Poking around at modding is helping me learn to read RAW)&lt;br /&gt;
&lt;br /&gt;
==Trader==&lt;br /&gt;
&lt;br /&gt;
If the Appraiser skill is the highest skill you have, isn't the profession &amp;quot;trader&amp;quot;?  I know I've seen the trader profession before. Below is what I think the skill/professions are.&lt;br /&gt;
&lt;br /&gt;
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Appraiser -&amp;gt; Trader&amp;lt;br /&amp;gt;&lt;br /&gt;
Building designer -&amp;gt; Architect&amp;lt;br /&amp;gt;&lt;br /&gt;
Organizer -&amp;gt; Administrator&amp;lt;br /&amp;gt;&lt;br /&gt;
Record keeper -&amp;gt;Clerk&amp;lt;br /&amp;gt;&lt;br /&gt;
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I ''think'' that you are correct in that the overall skill (when you have two or more skills close in skill level) is also adminstrator.  --[[User:Kwieland|Kwieland]] 20:59, 8 May 2009 (UTC)&lt;br /&gt;
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Just read your log - I notice you build walls around the pipe.  Have you considered a channel around the pit?  Same effect, but you don't have to carry stone.--[[User:Kwieland|Kwieland]] 21:17, 8 May 2009 (UTC)&lt;br /&gt;
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:Fixed Trader - my bad.  Read the Skill discussion page - that group of skills is not at all clear.&lt;br /&gt;
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:I don't intend to go near the imps - the wall will create an AG enclosure above my dining hall/kitchen area, for AG crops, statue garden, private water and fishing area, etc etc. (More extensive answers in Kwieland's talk page) --[[User:Albedo|Albedo]] 01:15, 9 May 2009 (UTC)&lt;br /&gt;
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== fuel ==&lt;br /&gt;
While it is true that I moved the page to &amp;quot;Refined coal&amp;quot;, the page I moved it from was &amp;quot;Refined Coal&amp;quot;. The naming convention you were asking about is to only capitalize the first letter, since wiki links are case sensitive on all letters except the first. I think the original name of the article was &amp;quot;Refined Coal&amp;quot;.&lt;br /&gt;
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As for the origin of the term, it appears in the cancellation message if you assign a fuel-requiring task when you have no fuel. If this message no longer shows up, I have no qualms about retiring the term. However, if it still does then &amp;quot;refined coal&amp;quot; is a more suitable name than &amp;quot;fuel&amp;quot; since only &amp;quot;refined coal&amp;quot; appears in-game. [[User:VengefulDonut|VengefulDonut]] 06:45, 11 May 2009 (UTC)&lt;br /&gt;
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:I agree that the confusion needs to be cleared up, but I don't think separating [[fuel]] and [[refined coal]] into separate articles will help since they are just words for the same thing. I think that the best solution would be a short disambiguation at the top of the [[refined coal]] page. As long as all the terms redirect to that page anyone interested in any of them will end up seeing it. As for the title, we should definitely prefer an in-game term over a forum-supplied term. Everyone who uses the wiki plays the game, but not everyone uses the forum.&lt;br /&gt;
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:The article as-is contains all the information pertaining to the naming issue, but if you think it's confusing, the page organization may be to blame. Perhaps information pertaining to names and categories could be consolidated at the top. [[User:VengefulDonut|VengefulDonut]] 15:27, 11 May 2009 (UTC)&lt;br /&gt;
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::There is no such thing as &amp;quot;fuel coal&amp;quot;. The terms are &amp;quot;refined coal&amp;quot; and &amp;quot;coal fuel&amp;quot;. [[User:VengefulDonut|VengefulDonut]] 13:27, 19 May 2009 (UTC)&lt;br /&gt;
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:::I know, I know! And I find I can't shake that term! (esp when tired).  Not sure where used it this time, but it's like Pres. Bush saying &amp;quot;nucular arsenal&amp;quot;. Arrrggghhhh!!!! --[[User:Albedo|Albedo]] 22:52, 19 May 2009 (UTC)&lt;br /&gt;
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== Olivine ==&lt;br /&gt;
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See [[Talk:Olivine]] [[User:VengefulDonut|VengefulDonut]] 07:12, 11 May 2009 (UTC)&lt;br /&gt;
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==That revealed vein comment of Zchris13==&lt;br /&gt;
I totally understand why you undid that, but it was sort of funny.  And I can accomplish that without using a third party utility.  I can create down stairs on the level above, which reveals the tile. --[[User:Zchris13|Zchris13]] 23:57, 13 May 2009 (UTC)&lt;br /&gt;
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== armorsmith page - re quality of artifact armor ==&lt;br /&gt;
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In my head, I thought artifact armour &amp;amp; weapons were better than masterwork too, but that's not what the [[Item quality]] page says:&lt;br /&gt;
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:☼Item Name☼ 	 Masterful 	 ×12  	 ×2.0 &lt;br /&gt;
:Unique name 	Artifact    	×120  	×2.0  &lt;br /&gt;
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And we should assume that's accurate, neh?--[[User:Albedo|Albedo]] 23:39, 15 May 2009 (UTC)&lt;br /&gt;
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:nobody knows.  It is a mystery!!!! Ohhhh...&amp;lt;br /&amp;gt;I really don't know what to believe.  Toady has dropped contradicting hints, people report contradicting data, and nobody really knows what is going on.  I say we just put a maybe in there. --[[User:Zchris13|Zchris13]] 02:00, 16 May 2009 (UTC)&lt;br /&gt;
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== Sorting table on [[Metal]] page by color ==&lt;br /&gt;
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The issue is that the only plaintext in the color column is &amp;quot;*&amp;quot;, which is hard to sort by. If we want it to be sortable we need the plaintext of each entry to not be identical. A pretty way to pull this off isn't coming to mind, but that's the goal. Nice work on the table, by the way. [[User:VengefulDonut|VengefulDonut]] 13:22, 19 May 2009 (UTC)&lt;br /&gt;
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:Maybe the first letter of the color name, in the same color as the background. --[[User:Zchris13|Zchris13]] 17:15, 19 May 2009 (UTC)&lt;br /&gt;
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::Or change the tile entirely - the more I look at it, not sure what the whole &amp;quot;background color&amp;quot; achieves.  But as I understand it the use of the icon (the asterisk) representing the ore is the problem. May take some rethinking.--[[User:Albedo|Albedo]] 22:49, 19 May 2009 (UTC)&lt;br /&gt;
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:Every metal has a unique foreground color and a unique background color. On items like doors, you get to see both. This is actually why doors are included in the corners of the diagram on the assorted metal pages (eg: [[copper]]) [[User:VengefulDonut|VengefulDonut]] 23:17, 19 May 2009 (UTC)&lt;br /&gt;
::: &amp;lt;Nods&amp;gt; Got it.  Is there a way to &amp;quot;pipe&amp;quot; the icon in, and use some numerical representation to sort? Meh, you've probably thought of that.  Or piping the icon in??? Or using a subtly diff icon?  Sorting by color is, admittedly,  perhaps the least of our concerns with that table.  Maybe remove the &amp;quot;sortable&amp;quot; part from the template for now?--[[User:Albedo|Albedo]] 23:24, 19 May 2009 (UTC)&lt;br /&gt;
:What is it we are sorting here? --[[User:Zchris13|Zchris13]] 23:19, 19 May 2009 (UTC)&lt;br /&gt;
:: Metal page table (fixed in sub-title above)&lt;br /&gt;
HA! fixed. me r hte supra jeeeenius! Completely by accident, natch. Tried adding numbers in w/ the asterisks, to give the system something to sort. That worked w/ only 2 numbers, they ''all'' sorted.  So I backed out, and tried same w/ &amp;lt;small&amp;gt;small&amp;lt;/small&amp;gt; numbers for a better look. Then w/ only 1 small &amp;quot;A&amp;quot; for adamantine, no numbers - that worked too! Then, just for the helluvit, I tried making one asterisk small - and that worked too, w/ no visible difference in text.  All it needed was one difference, and they all get sorted, np. woot and a half.--[[User:Albedo|Albedo]] 01:32, 20 May 2009 (UTC)&lt;br /&gt;
:lol. Did you try it with no change at all? I bet that would have sorted, too. Why? Because the edit right before yours was a fix :P [[User:VengefulDonut|VengefulDonut]] 05:15, 20 May 2009 (UTC)&lt;br /&gt;
::... buzzkill! LOL! didn't even see an edit before mine. suuuuupra jeeeeenius!--[[User:Albedo|Albedo]] 08:02, 20 May 2009 (UTC)&lt;br /&gt;
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== User name vs preferred name/nickname ==&lt;br /&gt;
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Albedo, I don't know why you think that it's unacceptable for someone to use a different name to sign their posts.&amp;lt;br&amp;gt;&lt;br /&gt;
There's a built-in function for doing exactly that (once you figure out how to use it) in your preferences.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, while this isn't Wikipedia, you still shouldn't bite the newbies. -[[User:N9103|Edward]] 21:13, 21 May 2009 (UTC)&lt;br /&gt;
:I guess because I'm used to going to &amp;quot;User:Name&amp;quot; to find their page, and that doesn't work - why take one username when you intend to use an entirely diff nickname?  And I felt I was more muzzling than biting - over-enthusiasm is laudable, and ignorance is something that everyone has, but a bad combination together in public.--[[User:Albedo|Albedo]] 21:59, 21 May 2009 (UTC)&lt;br /&gt;
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::Personally, I joined with my usual semi-anonymous handle, as I wasn't sure I'd stick around, or that the wiki was going to be worth working on. Later decided that I was going to try to be a significant part of the community, and set my nickname/signature to my Real first name. That's probably something similar to most people who use non-User name signatures. It's also possible that what name people would normally choose won't work for signing up. ''In the end, clicking the signature of a user will take you there, regardless of what they put in it or why they don't use their user name.'' -[[User:N9103|Edward]] 23:41, 21 May 2009 (UTC)&lt;br /&gt;
:::Do tell.  And you do this &amp;quot;clicking&amp;quot; thing with that computer mouse thing???... Stating the obvious is... well, exactly what it is. --[[User:Albedo|Albedo]] 23:48, 21 May 2009 (UTC)&lt;br /&gt;
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::::lol... ok, you want blunt? Don't tell other people to do something a certain way that you prefer, simply because you don't want to use the system already in place. -[[User:N9103|Edward]]&lt;br /&gt;
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:::No, altho' blunt serves it's purpose.  However now you're simply repeating what you've already said, which again serves none. But it seems I must follow suit - if I want to go to your page but don't have your sig in front of me, I would normally type &amp;quot;User:Edward&amp;quot; in the search box and hit &amp;quot;go&amp;quot; - that doesn't work. Hence, problematic, and NO direct system is in place. Solution? Either Search, or create a redirect for you.  And your personal shift in names is not what TD did - which I thought would also be obvious.  Your concern is admirable - I think you are/were confused as to my exact position, which is &amp;quot;Why adopt a psuedonym ''the same day'' you create the User Account?&amp;quot;.--[[User:Albedo|Albedo]] 00:23, 22 May 2009 (UTC)&lt;br /&gt;
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:::::It annoys me too, Albedo.  But I really just think we should let it lie.  Can't really hurt anything, can it? Other than our brains, but whatever.--[[User:Zchris13|Zchris13]] 00:16, 22 May 2009 (UTC)&lt;br /&gt;
::::::&amp;lt;nods&amp;gt; --[[User:Albedo|Albedo]] 00:23, 22 May 2009 (UTC)&lt;br /&gt;
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:::... I didn't mean to get you all riled up. And thank you, [[User:N9103|Edward]], for asking him not to bite me, but I /did/ rather earn it... at least the ignorant + over-enthusiastic part. (I'm not saying I'm cured, yet, either.) Also, with warnings all over the place, if I can't handle a little criticism, I should just go home and cry, and not come back until I'm all grown up. Boo hoo. Ok, I'm done now.&lt;br /&gt;
::: Again, as to the me not signing with a link, it was a P.S. There was a (hand typed, oif) link directly above. Also, I was /really/ new and /really/ ignorant. I'm still fairly new (I've still got the &amp;quot;how to use the tildies to sign your name&amp;quot; guide at the top of my talks page so I don't forget), and I'll always be ignorant, but I'm fairly decent at figuring things out once five or six people have yelled at me about the same thing. Thanks, btw. I did need that. - [[User:Teres Draconis|jaz]] 20:12, 22 May 2009 (UTC)&lt;br /&gt;
::::I might recommend putting in a new-user default page that explains basic behind-the-wiki language, except for 2 things. A) It would not have helped me keep out of trouble, since I initially signed up due to poor impulse control and I /had/ to respond to... I don't even know what, anymore. And B) most (but not all) is fairly easy to pick up on the fly if you (bother to) look at how it was done by the other six people who responded before you... which is why I was typing my link out by hand at first... and some of them said &amp;quot;Teres Draconis&amp;quot; instead of &amp;quot;jaz&amp;quot; because I didn't understand the syntax ''at all''. When I say &amp;quot;I don't speak geek,&amp;quot; I'm not joking. But I think I'm learning to read this dialect fairly well. - [[User:Teres Draconis|jaz]]&lt;br /&gt;
:::::The WTML is fairly easy to understand, much easier than HTML.  There is a very helpful help section at [http://en.wikipedia.org/wiki/Help:Contents/Editing_Wikipedia The Big Wiki].  Note that their rules are different from ours, you don't need to follow their style guidelines.--[[User:Zchris13|Zchris13]] 17:17, 23 May 2009 (UTC)&lt;br /&gt;
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== Non-Dwarves guide to stone comment==&lt;br /&gt;
I guess you removed my comment on alunite to avoid confusion with the value stuff? I've had places where you can't go more than 20 tiles or so without &amp;quot;You have struck Alunite!&amp;quot;.--[[User:Smjjames|Smjjames]] 12:30, 22 May 2009 (UTC)&lt;br /&gt;
:(response) Np then as it's understandable to avoid confusion.&lt;br /&gt;
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== [[Armor sets]] ==&lt;br /&gt;
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You seem to be interested in changing these.  How do you like what I did?--[[User:Zchris13|Zchris13]] 01:44, 24 May 2009 (UTC)&lt;br /&gt;
&amp;lt;br /&amp;gt;[[User:VengefulDonut|VengefulDonut]] seems not to like it so much.  hmm...--[[User:Zchris13|Zchris13]] 03:48, 24 May 2009 (UTC)&lt;br /&gt;
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== glass = wood ==&lt;br /&gt;
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[[elf|Elves]] dislike green glass as well? [[User:VengefulDonut|VengefulDonut]] 00:16, 28 May 2009 (UTC)&lt;br /&gt;
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:Good point - now that you mention it, dunno. (I didn't make the original post, just expanded to explain the connection). I've got a Spring trading session coming up, and green/clear glass - I can triple check. Or, if you know the answer, of course feel free to edit the edit, np by me.--[[User:Albedo|Albedo]] 01:02, 28 May 2009 (UTC)&lt;br /&gt;
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::I have no clue on this one :P [[User:VengefulDonut|VengefulDonut]] 06:03, 30 May 2009 (UTC)&lt;br /&gt;
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:::Did you use charcoal as fuel when making the glass? (charcoal = dead tree) I've found that on the few fortresses I've had with /no/ source of coke, elves got /very/ picky about what they'd buy. If you used charcoal to smelt the ores, using coke to make finished products may &amp;quot;correct&amp;quot; this problem, but it's rather hard to tell, now. Of course, that doesn't help with glass, does it? That's a single fuel product.  - [[User:Teres Draconis|jaz]] 09:40, 19 June 2009 (UTC)&lt;br /&gt;
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== quotes ==&lt;br /&gt;
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You know, if you change a quote then it's not a quote any more. [[User:VengefulDonut|VengefulDonut]] 23:34, 29 May 2009 (UTC)&lt;br /&gt;
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:Also, fyi, quote page policy is that re-adding removed quotes requites a talk page discussion. [[User:VengefulDonut|VengefulDonut]] 23:36, 29 May 2009 (UTC)&lt;br /&gt;
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::You're right, but considering your given reasons for that mass deletion, I didn't bother with a vote for each one, I just reduced their size and replaced. Not all of them - a couple I didn't feel should have been there to begin with, length or no.--[[User:Albedo|Albedo]] 01:02, 30 May 2009 (UTC)&lt;br /&gt;
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:You didn't respond to the first issue, which is the bigger one imo. [[User:VengefulDonut|VengefulDonut]] 05:55, 30 May 2009 (UTC)&lt;br /&gt;
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::You can't change what someone else said just because they didnt say it the way you wanted them to. If the spelling bothers you so much, then feel free to tag it with [sic], but if you change the content at all then it's not a quote any more. [[User:VengefulDonut|VengefulDonut]] 07:49, 30 May 2009 (UTC)&lt;br /&gt;
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:::Sorry, but that is, in my personal opinion, absolutely absurd. But fine - you asked for it.--[[User:Albedo|Albedo]] 11:48, 30 May 2009 (UTC)&lt;br /&gt;
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::Arbitrary quote removal is completely supported by the current quote guidelines. You can find them on [[talk:Main Page/Quote]]. These are not guidelines that I made up on the spot or forced on anyone. They have been around for a while. This is not cause for ad-hominem attacks (actually, I can't think of any situation that ''is'') [[User:VengefulDonut|VengefulDonut]] 16:13, 30 May 2009 (UTC)&lt;br /&gt;
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== Various disagreements ==&lt;br /&gt;
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I just wanted to say that even though you and me are disagreeing quite a bit lately, I usually agree with most of your decisions. I think you're a good, rational editor. So please don't take things personally when an argument comes up. [[User:VengefulDonut|VengefulDonut]] 16:44, 30 May 2009 (UTC)&lt;br /&gt;
:Good rational editor.  Yup.--[[User:Zchris13|Zchris13]] 22:00, 30 May 2009 (UTC)&lt;br /&gt;
::And it all seems so polite. It's nice when people can disagree with courtesy and style.  - [[User:Teres Draconis|jaz]] 09:42, 19 June 2009 (UTC)&lt;br /&gt;
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== Defense Guide ==&lt;br /&gt;
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Hi, I'm a lurker, and know squat about wiki editing.  However, there is something that should go into one of the new pages - but I'm not sure which.  Mechanics (and others) have a nasty habit of wanting to clean, or reload traps during conflict.  Forbidding traps after they are built will keep, for example, DOdok McGoblinBait from deciding to reload a stone trap in the middle of a siege.  I got this info from [[User:0x517A5D]]'s Siege Checklist, which has some other defense info as well.  FWIW, I think you're doing a great job with this.  --[[User:Bob|Bob]] 01:29, 5 June 2009 (UTC)&lt;br /&gt;
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== &amp;lt;nowiki&amp;gt;[[link]]s vs [[links]]&amp;lt;/nowiki&amp;gt; ==&lt;br /&gt;
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You know why redirects were invented right?&lt;br /&gt;
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So editors like me can be lazy. (Alternatively you could hunt up all the plural redirects and nuke all of them, there are plenty.)&lt;br /&gt;
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Having said that, I made the change because I find &amp;lt;nowiki&amp;gt;[[masons]] easier on the eye in the edit window than [[mason]]s&amp;lt;/nowiki&amp;gt;, but it's an &amp;quot;individual preference&amp;quot; I guess.&lt;br /&gt;
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By the way: rhetorical questions in edit comments make you look like a smart arse, just like my first line makes me look like one. There is no &amp;quot;tone of voice&amp;quot; in an edit comment.&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 06:34, 13 June 2009 (UTC)&lt;br /&gt;
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:G'morning!  You're right. I was tired, and hadn't remembered you were an old hand at this. My comments were meant to be helpful, not condescending, but I can see how it could be read either way.   So many editors dive in without realizing what's going on, and since it's invisible in the final product... Meh, in the end, masons, masunz - whatever works. I guess for me, it's all about the &amp;quot;root word stem&amp;quot;, but as you say, that's just preference. For what it's worth, I agree with 99% of your edits that I've seen, and the other 1% are a coin toss by me. I guess this is one coin toss I kneejerked on.--[[User:Albedo|Albedo]] 13:55, 13 June 2009 (UTC)&lt;br /&gt;
::No harm, no foul... you say g'morning, I say g'night! All I know is I just survived an ambush for the first time without saying f#@k this and abandoning. Pop went from 65 to 50 though... :( (my recruits v their Master bowmen) Thank you surpentine passageway and stone-fall traps! Now what do I do with a half-dozen gobs? [[User:GarrieIrons|GarrieIrons]] 14:34, 13 June 2009 (UTC)&lt;br /&gt;
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== Screenshot Tilessets ==&lt;br /&gt;
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I'm sure you're aware of {{Rule|I}}.&amp;lt;br&amp;gt;&lt;br /&gt;
Mentioning it due to the SS's you put up on the Vein (and other) page(s). -[[User:N9103|Edward]] 00:28, 14 June 2009 (UTC)&lt;br /&gt;
:??? - I am aware of it, and I use the vanilla DF tileset - why do you mention it?--[[User:Albedo|Albedo]] 01:15, 14 June 2009 (UTC)&lt;br /&gt;
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::Ah, I see the issue, you're using the default graphical set. Hmm.. the rule is kinda ambiguous there. I just picked up on it from seeing the bearded dwarf, since I always stick to the pure ASCII, as does most of the wiki. Perhaps this means that a call for clarification should be made on Rule I? -[[User:N9103|Edward]] 03:34, 14 June 2009 (UTC)&lt;br /&gt;
:::Exactly, the &amp;quot;default graphical set&amp;quot; - and rule I says &amp;quot;''Images and screenshots should use the default tilesets for clarity''&amp;quot; - not sure what else it is that you were expecting, nor what &amp;quot;clarification&amp;quot; there needs to be made - default is defaul, neh?  The recent tiles I posted in mega projects ([[tower]]) were straight off this site - here [[Character table]].  Can you point to an example of what you were expecting? --[[User:Albedo|Albedo]] 05:08, 14 June 2009 (UTC)&lt;br /&gt;
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::::The graphical set and character set use somewhat different images for most of the tiles. Certain characters like the dwarves, and dwarfbuck, have noticeable differences between the graphical and character sets.  It's no big deal really, but it seems inconsistent to have some SS's with the graphical set and SS's and diagrams with the character set. (Not that it's your fault either, mind you. I agree that the rule was followed, but as I said, I think the rule might need to be changed.) -[[User:N9103|Edward]] 21:21, 14 June 2009 (UTC)&lt;br /&gt;
:::::Ah, I see - I remember that I tried using the default &amp;quot;tiles&amp;quot;, but my PC balked at the very idea.  It seems there are about 3 different &amp;quot;defaults&amp;quot; lying around - those two plus this wiki's ascii table - hrmmm.  While standardization is good, I'm not sure how we can expect a &amp;quot;vanilla user&amp;quot; to conform to both sets.  (How diff is it?) --[[User:Albedo|Albedo]] 22:38, 14 June 2009 (UTC)&lt;br /&gt;
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::::::Not sure how I could quantify the differences any further than I have already. You could look for yourself at the curses and graphical files in your directory for further comparison. The differences aren't really that big, and I agree that the average editor probably wouldn't know the difference, but then, you're no average editor, are you? ;)  I guess the most I'm realistically hoping for is that a handful of editors that are looking for something to do (perhaps Jaz would be a good recruit for this?) would re-capture the images that don't use whichever set is agreed upon to be the standard. I dunno, don't really have any ideas for this, outside of the idea that we need ideas :p -[[User:N9103|Edward]] 21:44, 15 June 2009 (UTC)&lt;br /&gt;
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== ??? ==&lt;br /&gt;
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If you know what's going on, then I must be missing something. I don't get the point of what you did at all. How is &amp;lt;nowiki&amp;gt;[[rope]] different from [[restraint|rope]]&amp;lt;/nowiki&amp;gt;? [[User:VengefulDonut|VengefulDonut]] 21:49, 15 June 2009 (UTC)&lt;br /&gt;
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== re: End of statement ==&lt;br /&gt;
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See [[talk:soap]]. [[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
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== Masonry ==&lt;br /&gt;
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I see in several articles you've mentioned that a building requires the masonry labor to construct. For a few of these, I'm suspicious because of how it is with screw pumps. There it depends on the building material, just as with walls and bridges. Rock, glass, and soap building materials will require masonry. Wood will require carpentry, and metal will require metalsmithing. I have only had this come up with bridges, screw pumps, and walls, but I expect this will hold in general. [[User:VengefulDonut|VengefulDonut]] 03:17, 19 June 2009 (UTC)&lt;br /&gt;
:Now that you mention it, you're right - I make those with stone blocks exclusively, and wanted to emphasize the 2-stage construction - just spaced on other labors for other materials. I'll track down what I can.--[[User:Albedo|Albedo]] 05:52, 19 June 2009 (UTC)&lt;br /&gt;
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== version tags ==&lt;br /&gt;
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You can use &amp;lt;nowiki&amp;gt;{{subst:current}}&amp;lt;/nowiki&amp;gt; to create a version tag on a page for the current version. When you use template:version in other cases, please try to use an actual version number (eg: 0.28.181.40d) since otherwise it will get stuck into [[:category:unknown version]] rather than the appropriate [[:category:version|version]] category. This will matter when game updates make us pick over the old stuff. Also, the game mechanics of 40d# versions are identical to 40d since the only changes are Baughn's OpenGL fixes. For this reason, it's safe to bundle those under 40d's umbrella. [[User:VengefulDonut|VengefulDonut]] 02:24, 22 June 2009 (UTC)&lt;br /&gt;
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== RE: Garnierite ==&lt;br /&gt;
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I'm an absolute twit; It *was* in gabbro, i forgot that gabbro looks exactly like obsidian. *doh*. [[User:Riffraffselbow|Riffraffselbow]] 01:24, 1 August 2009 (UTC)&lt;br /&gt;
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== Burrows ==&lt;br /&gt;
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Toady did put in burrows, but the version Toady is working on is different from Baughn's OpenGL project. The d# releases are made by Baughn. When we have another version from Toady (with different game code) it will have a different [[version]] number. [[User:VengefulDonut|VengefulDonut]] 18:31, 5 August 2009 (UTC)&lt;br /&gt;
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The &amp;quot;open gaming&amp;quot; was an just incredibly weird thing to see in the article. An &amp;quot;open gaming&amp;quot; update doesn't even parse right. It wasn't an intended as an insult; rather an exclamation at the strangeness of the thing. [[User:VengefulDonut|VengefulDonut]] 21:23, 19 August 2009 (UTC)&lt;br /&gt;
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Oh, and the other arrangement wasn't consistent with the formatting of the article. I didn't think altering it would be a problem since the same information is available a paragraph away. It's aesthetic nitpicking. [[User:VengefulDonut|VengefulDonut]] 21:28, 19 August 2009 (UTC)&lt;br /&gt;
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== 2 minutes ==&lt;br /&gt;
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That would mean your framerate would not be 100 FPS. [[User:Shardok|Shardok]] 10:00, 20 August 2009 (UTC)&lt;br /&gt;
:More confidence? It's obvious. That's *all* that needed said. And frankly, I don't care whether people with faster computers see the game as more of a game or not. All I was doing was explaining *why* it takes you 2 minutes as opposed to 2 seconds for you (which was already explained *in* the article after my revision. [[User:Shardok|Shardok]] 10:39, 20 August 2009 (UTC)&lt;br /&gt;
::Except that you'd be deleting a talk discussion between multiple people. Even just deleting your parts would ruin the discussion, and whether or not it was or wasn't valid at this time doesn't mean it couldn't be a valid discussion for people later on, maybe someone using the Dig Deeper mod will have the same question and won't be certain if it's the mod or by default, then by seeing the talk there they'll see that it's the mod that does it. Or someone could have the same weird problem as you and might be able to give better explanation for why. [[User:Shardok|Shardok]] 19:27, 20 August 2009 (UTC)&lt;br /&gt;
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== actually ==&lt;br /&gt;
would be nobles'. :) But this wording is better anyway. --[[User:Koltom|Koltom]] 23:51, 2 September 2009 (UTC)&lt;br /&gt;
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Quietust explained the purpose of the restricted areas in the article. They are purely to demonstrate that the dwarves had no route except that one. [[User:VengefulDonut|VengefulDonut]] 23:59, 4 September 2009 (UTC)&lt;br /&gt;
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== RE: Ice Wolf ==&lt;br /&gt;
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:''(you can &amp;quot;verify&amp;quot; yourself by looking at the file. 100% the same as &amp;quot;wolf&amp;quot; except biome and activity cycle)''&lt;br /&gt;
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My &amp;quot;{{verify}}&amp;quot; was aimed toward the statement of them being &amp;quot;unnatural&amp;quot; creatures, not identical to regular wolves. Sorry for the confusion, though. --[[User:Bronzebeard|Bronzebeard]] 20:23, 13 September 2009 (UTC)&lt;br /&gt;
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== Contact Info ==&lt;br /&gt;
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Yes, I will make my email address available as soon as I get a few more things worked out with the server. [[User:Briess|Briess]] 18:54, 16 September 2009 (UTC)&lt;br /&gt;
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== IP Numbers / Sig ==&lt;br /&gt;
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Is it possible you were logged out at the time?  I enabled anonymous edits for at least a trial period earlier today. If that's not it, let me know and I'll dig deeper.--[[User:Briess|Briess]] 06:47, 27 September 2009 (UTC)&lt;br /&gt;
:Wikipedia.com does not have any edit restriction time; instead, they have a brief period of time before a user is auto-confirmed.  IP issues may seem odd, but a user is not going to have his IP address dynamically reallocated while using the wiki (as that would cause an internet disconnection at the minimum), responding on the talk page is the same for as a user, and restricting edits based on an arbitrary account scheme is not exactly something that is welcoming.  Instead, (and this is from my experience on wikipedia); you'll find that many times the users that continue on and perform substantial positive edits start out as an ip, and eventually register a username; also, the way the current captcha is set up encourages registration (skip the annoying captcha instead of filling one out every single edit, yay!).  I understand where your concerns are coming from, but some people like to be anonymous contributors.  We shouldn't begrudge them that; and if ip vandalism ever becomes an issue, it's trivial for an sysop to block an IP, range of IPs, or I can very quickly disable edits from unregistered users. At the very least, I want to see what kind of anonymous contributions we will get here for about a month before I go and disable anonymous edits again. --[[User:Briess|Briess]] 06:40, 28 September 2009 (UTC)&lt;br /&gt;
::Yeesh, you just want to make me work, huh? announcements all over the place!  Yeah, I'll point out the stuff somewhere, but preferably when I'm less sleepy and slightly more awake. :) Also, my brain is not sufficiently on right now to answer your question in any fashion that would make sense, so I'll do that once I've had my caffeine for the day.--[[User:Briess|Briess]] 09:22, 28 September 2009 (UTC)&lt;br /&gt;
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== Eagles ==&lt;br /&gt;
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&amp;quot;[http://en.wikipedia.org/wiki/Giant_Eagle In the real world], Giant Eagles are flying supermarkets that are nearly as strong as elephants.&amp;quot;  I laughed for a good couple of minutes.--[[User:Briess|Briess]] 21:57, 6 October 2009 (UTC)&lt;br /&gt;
:Er, oops, meant to see if you thought perhaps we should change it :V --[[User:Briess|Briess]] 22:02, 6 October 2009 (UTC)&lt;br /&gt;
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== Pages for Deletion ==&lt;br /&gt;
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I went through the pages for deletion category, and the majority of them I instead redirected to the appropriate article, or rolled back to a version with a redirect to an article. --[[User:Briess|Briess]] 17:09, 20 October 2009 (UTC)&lt;br /&gt;
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:I prefer to err on the side of caution when it comes to deleting pages - although administrators (sysops) can review the full revision history of a deleted page, it becomes inaccessible to any others who would attempt to access those resources.  Also, the search engine capability is notoriously weak on the mediawiki engine; until such a time that either this wiki is upgraded to a version with improved spelling detection and / or the search system is replaced, I would prefer to err on allowing the redirect of spelling errors to the intended page; the redirect pages consume very few resources server-wise (1 redirect action is completely followed to the target page in as few as 180 lines of code, versus displaying a page which is a cost hit of 10s of thousands of processing events).  I can completely understand your concern on keeping the site 'clean,' but until we have a feature for the wiki (and this is something I'm working on!) allowing for tagged 'stable' or 'excellent' revisions, I highly doubt any measure of cleanliness truly matters to anyone except for us wiki-connoisseurs.  Also, if the inclusion of such a spelling travesty as &amp;quot;bizmuth bronze&amp;quot; allows some poor, um -- well, moron to access the material they needed, perhaps we can consider that a success?&lt;br /&gt;
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:Also, I don't want to claim here that any such policy is set in stone; instead, it's just something I felt would be an appropriate reaction.  If you disagree, I propose we &amp;gt;&amp;gt;EDIT WAR!!!&amp;lt;&amp;lt; over these pages.  Er, I really meant if you still disagree, I'm more than willing to continue discussing what the appropriate course of action should be over any editorial policies we may have on this wiki. --[[User:Briess|Briess]] 23:42, 20 October 2009 (UTC)&lt;br /&gt;
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:: Is that a threat or a promise? ;) --[[User:Briess|Briess]] 00:51, 21 October 2009 (UTC)&lt;br /&gt;
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== Graphics gone missing ==&lt;br /&gt;
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I thought I had recovered all the missing graphics, but I guess I was wrong.  Let me know if another rears its ugly [404] head. --[[User:Briess|Briess]] 16:32, 29 October 2009 (UTC)&lt;br /&gt;
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== Exploratory mining ==&lt;br /&gt;
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I'm a bit confused as to what you mean by labor vs. net effect.  Ordinarily, I would expect labor to refer to the number of mining jobs necessary to dig out a particular area, whereas net effect would be the number of tiles dug out.  However, the comment you made would seem to imply the opposite.  What exactly do you mean by labor?  --[[User:LaVacaMorada|LaVacaMorada]] 01:17, 1 November 2009 (UTC)&lt;br /&gt;
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== Economic Stone: Bauxite? ==&lt;br /&gt;
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Excellent edit.  I like the way you did it better than I, and your point is well-seen.  Just figured I'd pop by to give a thumbs up since I would assume editor's changes aren't well-received as a general rule (though it seems most people here run contrary to that tenet).  Anyway, good work! [[User:Erdtirdmans|Erd T. Mans]] (the guy who inserted Bauxite where it didn't belong!)&lt;br /&gt;
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== NO0B! ==&lt;br /&gt;
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If you have questions, you can ask here or you can email me at locriani in the something is gmail address.  Behind the scenes code is... [[fun]], and the best place to learn that is at the mediawiki wiki, or, for the new engine, the [[http://www.wagn.org wagn]] wiki pages.  Wagn is rather interesting, but will take a bit to get used to.  Yeah, I want to kind of get a few of the templates and features in on Wagn before we start really stuffing new version information into the wiki (and create an account, so I can grant you admin on that as well), so that's what I'm playing with at the moment.  Honestly, even with the link in the front page, about 1/10 people will look at it, 1/1000 will register an account, and nobody will actually edit it, so I think we're safe for the new version pages. :) --[[User:Briess|Briess]] 17:09, 27 February 2010 (UTC)&lt;br /&gt;
:Your account password is now the name of the 5th [[Special:UnwatchedPages]] on the list, all lowercase.  Please change it :) --[[User:Briess|Briess]]&lt;br /&gt;
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== [[Dwarf Fortress Wiki:Versions]] ==&lt;br /&gt;
Based on your comments and input on the administration requests pages I thought you might be interested in this kind of discussion.  Please bring in your comments on this page and on it's talk page and let everyone know what you think.  Thanks! [[User:Mason11987|Mason11987]] 20:46, 28 February 2010 (UTC)&lt;br /&gt;
:Could you drop by and comment on &amp;quot;consensus&amp;quot; again? [http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki_talk:Versions#Consensus.3F] [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:31, 8 March 2010 (UTC)&lt;br /&gt;
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== Current events ==&lt;br /&gt;
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I'd like you to take a look here [http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Current_events].  Thanks [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 15:01, 4 March 2010 (UTC)&lt;br /&gt;
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== Disabling Edit Rights ==&lt;br /&gt;
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If you click on hide patrolled entries, all of my edits will be hidden. --[[User:Briess|Briess]] 21:12, 8 March 2010 (UTC)&lt;br /&gt;
:Addendum - since QuietBot is marked as a bot, its edits are also hidden by default. --[[User:Briess|Briess]] 21:13, 8 March 2010 (UTC)&lt;br /&gt;
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==Title of pages in tab==&lt;br /&gt;
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It seems with the &amp;quot;40d&amp;quot; migration, most pages just show 40d in the tab at the top of the article (like where the discussion, edit, etc tabs are) .  Can that be changed to show the article title instead?  I looked at [[experience]] and [[appraiser]] and they both had it so I assume it is universal.  If you can check that appraiser question, I'd appreciate it too ;) --[[User:Kwieland|Kwieland]] 00:01, 12 March 2010 (UTC)&lt;br /&gt;
:Actually, all of the 'normal' articles show &amp;quot;Page&amp;quot; in that tab, not the article title, since that tab is used to indicate the '''namespace''' in which the page resides. --[[User:Quietust|Quietust]] 01:39, 12 March 2010 (UTC)&lt;br /&gt;
::I don't understand.  What is a normal article?  One for the &amp;quot;future&amp;quot; DF?--[[User:Kwieland|Kwieland]] 05:41, 12 March 2010 (UTC)&lt;br /&gt;
:::The title of the pages have never been in the tab.  I don't understand it except from observation - if you open any page from before the &amp;quot;new format&amp;quot; (for instance, and go back to the page itself (rather than any redirect to a d40 page), for instance [[hammer]], you'll see the word &amp;quot;page&amp;quot; where you'd expect the Article Title to be. I ''suspect'' that's a sort of &amp;quot;domain&amp;quot;, an organizational option for wiki.  Default is &amp;quot;page&amp;quot;, but &amp;quot;those who know wiki code (better than I)&amp;quot; have set up a different one, &amp;quot;40d&amp;quot;, to distinguish those articles from the previous, or what until now have been &amp;quot;normal&amp;quot; (ie, undistinguished/default) ones. This umbrella category for articles is called a &amp;quot;namespace&amp;quot;. The current Admin paradigm is that for every future version release, there will be a new namespace - so there will be a (ver = DF2010) namespace very soon, and then some years in the future a (ver = 201?) namespace, etc., etc., to keep the articles from muddying each other, and to allow any legacy versions to keep their documentation intact.  (It's been said before, but it bears repeating - Users should remember that &amp;quot;DF2010&amp;quot; will '''not'' be the official [[version]] name, that's just a &amp;quot;working title&amp;quot; users have adopted to refer to the imminent(?) release... and personally I'd find it darkly hilarious and not overly surprising if it weren't released until 2011.) --[[User:Albedo|Albedo]] 13:03, 12 March 2010 (UTC)&lt;br /&gt;
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== Your RfA isn't a mod ==&lt;br /&gt;
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But I can't remove &amp;lt;nowiki&amp;gt;{{mod}}&amp;lt;/nowiki&amp;gt; from it because it's locked. Could you do it? [[User:VengefulDonut|VengefulDonut]] 15:42, 12 March 2010 (UTC)&lt;br /&gt;
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== modding guide ==&lt;br /&gt;
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The article is about how to make mods, not about particular mods. Also, I didn't RA because I haven't thought of anything I need it for. If I find a use for it, I'll ask for it (: [[User:VengefulDonut|VengefulDonut]] 16:00, 15 March 2010 (UTC)&lt;br /&gt;
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Your template includes articles in [[:category:mods]]. The modding guide is already in [[:category:modding]]. [[User:VengefulDonut|VengefulDonut]] 00:24, 16 March 2010 (UTC)&lt;br /&gt;
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== Re: [[Template: ArticleVersion]] ==&lt;br /&gt;
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No. It was to a template page. A template that uses lots of parser functions -- it's only reasonable to test on the pages it actually exists on. &lt;br /&gt;
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Do you use IRC or gtalk? I'd be happy to explain some of the more complex wiki stuff to you, a few places I've gotten the feeling that you just haven't had a chance to learn about them yet. Let me know. :) [[User:Emi|Emi]] 00:16, 18 March 2010 (UTC)&lt;br /&gt;
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== Re: Premature Arenalation ==&lt;br /&gt;
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Fair enough, that was one of my earlier edits before we sort of worked out how we wanted to do this change.  No need to inform me of any changes you make to something I did though.  If you think you could improve what I did (even if it's by undoing it) go for it and if I think I disagree I'll bring it up to you.  '''Short: Cool, agreed.''' [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 02:48, 21 March 2010 (UTC)&lt;br /&gt;
:I had actually originally intended to take the [[DF2010]] article and split it into a bunch of articles so people can read about each of the new features in a full article that would later develop into the details when they were available after release.  It seems we aren't going that way, and that's cool.  But Arena was the first and only one I split off. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:06, 22 March 2010 (UTC)&lt;br /&gt;
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== re: cv ==&lt;br /&gt;
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I'm not sure I completely understand your question, so if my response doesn't answer your question, let me know. The only redirects that are being changed to CV: are ones from mainspace articles to 40d currently. I'm sure some situation exists, in which a mainspace article should redirect to the 40d namespace, but the number is very small. We're not using CV for redirects anywhere but in the mainspace. If you see them somewhere other than the mainspace (and main talk space) they are incorrectly there. [[User:Emi|Emi]] 00:07, 22 March 2010 (UTC)&lt;br /&gt;
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== Double Redirects (40d:Gold Bars) ==&lt;br /&gt;
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Don't delete these double redirects. They are /very/ important in the wiki's proper functioning. All mainspace pages that are on a topic that is version specific are supposed to redirect to cv:foo, so page gold goes to cv:gold, not cv:metal. This is important, because if it redirects to cv:metal, we've lost the version independence that we're trying to create. So a redirect chain like Gold bars -&amp;gt; 40d:Gold bars -&amp;gt; 40d:metal is correct, don't change it. [[User:Emi|Emi]] 01:38, 27 March 2010 (UTC)&lt;br /&gt;
:There's a very good reason for it's existence. Gold bars -&amp;gt; Metal was a pre-existing redirect, before the whole 40d: thing. I agree that it's maybe a silly redirect, however, right now I am making sure these redirects all work properly, which means the redirect chain I said. If you want to get rid of the redirect, delete the entire chain, and then go and check to make sure you haven't broken a poorly made link somewhere. All you did was delete one part, creating both broken links and broken redirects.&lt;br /&gt;
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:As for moving everything to 40d: -- that wasn't me, but they did it the right way. It's much easier to automatically move everything and then go back and change the ones that aren't version specific than to go through and move every one manually. [[User:Emi|Emi]] 02:59, 27 March 2010 (UTC)&lt;br /&gt;
::Also, do you happen to have msn or gtalk? I think we have the same end goal, just differing methodology, and talking over one of those methods is much easier than this. [[User:Emi|Emi]] 03:02, 27 March 2010 (UTC)&lt;br /&gt;
:::Discretion only slows down serializable tasks like the one I was doing. It's much easier to follow the same pattern over and over and then go back and do all the stuff necessary to remove a silly redirect. [[User:Emi|Emi]] 03:09, 27 March 2010 (UTC)&lt;br /&gt;
::::Also, because there's no real reason not to have most of these redirects, it's silly to bother checking each one before fixing them. If the admins at this wiki are of the &amp;quot;I'm an admin, so my word is law&amp;quot; attitude, I'm not sure this is a place I want to be. [[User:Emi|Emi]] 03:18, 27 March 2010 (UTC)&lt;br /&gt;
:::::The reason I mentioned that was because your original message gave the feeling. If you had read my actual message, it was regarding the fact that you only broke a double redirect. Had you just deleted the entire chain, I wouldn't have had a problem. Also, I didn't notice that you had deleted it until after I had recreated it. Anyways, I ask again if you use either of those other communication methods, as I think this is more a misunderstanding than anything, and it's much easier to work these things out in real time. [[User:Emi|Emi]] 03:28, 27 March 2010 (UTC)&lt;br /&gt;
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== Colored Notice Box ==&lt;br /&gt;
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See: [[Template talk: Colored Notice Box]]. I thought I'd point you to that, as you are one of the most active people here. Let me know what you think. [[User:Emi|Emi]] 05:26, 30 March 2010 (UTC)&lt;br /&gt;
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== Regarding Treants and Wizards ==&lt;br /&gt;
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I know this may be a reeeeally late answer, but you mentioned wizards have no raw file? I'm pretty sure wizards are included in creature_standard, along with treants. The reason they don't appear in game at but can show up in engravings is because they have no defined biome, thus they don't spawn anywhere. Regarding ogres and trolls, for all hack 'n slash purposes, they're the same thing, apart from having different biomes, prefstring, bonecarn, different number of fingers/toes, etc.&lt;br /&gt;
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Comments on the rarity of certain creatures are based on their frequency and biomes. Creatures that spawn only in certain biomes and have lower frequency (like stranglers) are naturally considered more rare. [[User:Dakk|Dakk]] 20:57, 31 March 2010 (UTC)&lt;br /&gt;
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== Fix this page template ==&lt;br /&gt;
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All I can find is the fix this image template.  Hrm. --[[User:Briess|Briess]] 18:11, 1 April 2010 (UTC)&lt;br /&gt;
:Cheers.  Of course, we can always make one :) --[[User:Briess|Briess]] 20:08, 1 April 2010 (UTC)&lt;br /&gt;
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== And so it begins... ==&lt;br /&gt;
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Haha, yeah.  We hit more than 15x the normal pageviews per day yesterday.&lt;br /&gt;
I'm still waiting on ToadyOne for an &amp;quot;official&amp;quot; / blessed nickname for the version series we are on. --[[User:Briess|Briess]] 18:18, 2 April 2010 (UTC)&lt;br /&gt;
:I just wanted to let you know that you make me laugh (re: over eager editors).  Thanks for handling that. :) --[[User:Briess|Briess]] 19:49, 2 April 2010 (UTC)&lt;br /&gt;
===Site Announcements===&lt;br /&gt;
Is this better now? You have to explicitly close it on each page.  --[[User:Briess|Briess]] 21:20, 2 April 2010 (UTC)&lt;br /&gt;
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== EmiBot Notice ==&lt;br /&gt;
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EmiBot is going to be breaking some links in the 40d article namespace right now, I figured that'd be a better place to start with these edits, since people are mostly going to be interested in 0.31.01 right now. Later EmiBot will go through and tag all the pages that now have red links with {{tl|red link}} so that they're all added to a nice category where they can be fixed by hand, because unfortunately the reason that some links will break is something that EmiBot can't fix. Anyways I was wondering if you might add to [[MediaWiki:Sitenotice]] that the red links are expected behavior, so people don't start freaking out about them. [[User:Emi|Emi]] 19:50, 2 April 2010 (UTC)&lt;br /&gt;
:EmiBot has standing orders to check all df2010 pages for {{tl|av}}, so you might remove that part of the notice, because that site notice is a little long. Also, I'd remove all of the new editors stuff but the don't copy/paste part, because they're the most important things currently. [[User:Emi|Emi]] 20:03, 2 April 2010 (UTC)&lt;br /&gt;
::Also, the links won't be fixed automagically, they'll be tagged for manual fixing, since they can't be automatically fixed. [[User:Emi|Emi]] 20:04, 2 April 2010 (UTC)&lt;br /&gt;
:::Could you at least remove the Admin Announcements, New Editors, and thanks the admin, lines? They are fairly superfluous I think. Or maybe change the new editors group of stuff (except for the copy/paste line, because that's extremely important) to a read this type link. The smaller we can make the site notice, the better, because it'll be confusing to non-editors I think. [[User:Emi|Emi]] 20:11, 2 April 2010 (UTC)&lt;br /&gt;
::::I agree, remove those three lines but somewhere add a link to some sort of place where people can ask questions/comments about what's up there. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 20:28, 2 April 2010 (UTC)&lt;br /&gt;
:::::Is this better? (note, I'm still afkish)--[[User:Briess|Briess]] 20:34, 2 April 2010 (UTC)&lt;br /&gt;
::::::Even though I already mentioned it in IRC, yes, much better. [[User:Emi|Emi]] 20:36, 2 April 2010 (UTC)&lt;br /&gt;
:Meh, I have to disagree. Site Messages are not for those who are conscientious enough to go and read them, they are &amp;quot;HEY- YOU!&amp;quot;, in-your-face, &amp;quot;Ha - TRY to avoid reading this!&amp;quot; type announcements - which is ''exactly'' what we need for these first chaotic days. The main reason those lines seem so out of place is b/c we haven't used that notice much before, and the more they look out of place the better the message is communicated.  Plus, as is, only people who check will ever see any changes, and many won't check to begin with. &lt;br /&gt;
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:I strongly suggest we go back to how it was, or some combo.  Visually, a dozen lines is not much more than a half-dozen, and that information seems to be exactly the sort that our new (overenthusiastic and ignorant) editors need to know. (And the first and last lines clearly demarcate it as something outside of the current article). &lt;br /&gt;
&lt;br /&gt;
:I don't know code, but I know style, presentation and communication - and this won't reach a fraction of whom it otherwise would, and less than that of the new editors that we need to reach. The current link is soft and nice and ignorable - an announcement needs to be ugly and jarring because then it's working, and it won't need to be so for long.--[[User:Albedo|Albedo]] 21:01, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Oh sorry, I could've sworn I had said hourly, though actually I just have a continuous loop going, so it should get pages within say, 5-10 minutes of them being made without a {{tl|av}} tag. Also, could you remove the &amp;quot;collapsed&amp;quot; portion -- oh I see that's already been done actually, I had an idea involving that and custom .css scripts. Could you also add id=&amp;quot;siteannounce&amp;quot; before class=etc...? This will allow the default to be open, and allow users to add to their personal .css page to have it be collapsed. [[User:Emi|Emi]] 21:15, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
(Think someone beat me to it - let me know if not. Collapsible version (default = open) is good by me - solves both concerns nicely.)--[[User:Albedo|Albedo]] 21:21, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Version Issue: Lists, Templates, etc... ==&lt;br /&gt;
Pages with procedurally generated content, such as the rock layer pages (eg, [[40d:Basalt]]), in addition to regular links also have links applied by template.  Some of these, such as the { {Rocks} } navigation tool at the bottom, seem to respect version number.  But the sidebar Igneous rock layer list template doesn't, and I can't figure out how the &amp;quot;uses&amp;quot; links are even being generated.  Do we have some policy on how this should be fixed?  Do we need to make a 40d Igneous rock layer template?  How does the Rocks navigation template know how to respect version number?&lt;br /&gt;
&lt;br /&gt;
Or, more succinctly, arg!&lt;br /&gt;
&lt;br /&gt;
(Note that the rock layers don't seem to have gotten tagged with {av} at all, nor did their links get updated to 40d ones, so there's a lot of manual work besides the obvious to bring them up to snuff.)&lt;br /&gt;
&lt;br /&gt;
Edit: While I'm thinking about it, do we have a plan for categories?  Because names that start with 40d are going to come before DF2010, and otherwise just be a nuissance.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 13:57, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ok, so i figured out how to fix templates.  There's still stuff I can't figure out how to fix (where is it generating those 'uses' links from???)&lt;br /&gt;
:Also, the category problem is a *big* problem - we need a policy and it needs to get implemented sooner rather than later.&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 16:06, 4 April 2010 (UTC)&lt;br /&gt;
::Was about to add this on Briess' page when I saw Squirrelloid note it here. I totally agree. Not being able to sort by alphabet is bad enough (everything's listed under 4 or D) without the user confusion. --[[User:Retro|Retro]] 02:25, 7 April 2010 (UTC)&lt;br /&gt;
:::It seems like many of the categories are applied to pages through the use of templates. Would it work to modify the category tags in the templates (and the tags manually embedded) to something like &amp;lt;nowiki&amp;gt;[[category:{{NAMESPACE}}:blah]]&amp;lt;/nowiki&amp;gt;? It seems like this would effectively split the categories for the two namespaces on the majority of pages, but there may be something that I'm overlooking. Also, Squirrelloid, there is not a lot of consistency in the templates right now, some of the links are built in to the template itself and some are added by the user when the template is invoked in the page. I've been trying go go through and make all of the built-in links dynamic on all of the templates that make sense. The only problem I can foresee is that it will break these templates for users that have them on their user pages, but it seems a small price to pay for the re-usability it imparts. --[[User:Soy|Soy]] 03:06, 7 April 2010 (UTC)&lt;br /&gt;
::::Bwahahaha, random discussion on an admins talk page that he's not chosen to be involved in! (yet...)&lt;br /&gt;
::::Anyway, yeah, i've been using the { {L| notation for templates because it works and lets us keep one template (the alternative is to have one template per namespace - uggh).  But the stone 'uses' section is neither generated by page content or by template content that *I* can determine, at least, i did look around to find them in both places and couldn't.  Its possible the template calls another template or something crazy like that - I didn't even look! --[[User:Squirrelloid|Squirrelloid]] 19:41, 7 April 2010 (UTC)&lt;br /&gt;
:No comment until now. I think those templates just need to be updated, and/or (urgh), as suggested, distinguished between versions: [[:Template:Stone layer]]--[[User:Albedo|Albedo]] 19:46, 7 April 2010 (UTC)&lt;br /&gt;
::The big deal from above is *categories*.  We should really have distinct categories between the namespaces because someone clicking a category link probably wants pages for the namespace he's in. ... I suppose the second remaining issue is if anyone knows how the 'uses' links are being generated, but that's a lot more minor and doesn't involve and structural editing (i hope!) --[[User:Squirrelloid|Squirrelloid]] 19:49, 7 April 2010 (UTC)&lt;br /&gt;
:Quick question: what exactly within [[:Template:Stone layer]] is not working properly? Can you give me an example so that I can see what the issue might be? Thanks! --[[User:Soy|Soy]] 20:11, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Re: So read it... ==&lt;br /&gt;
Well sorry if I annoyed you. My bad with the plural form, good to know. But I did take a look on the 40d page and copied some parts, but -and I may quote- &amp;quot;Please do NOT copy/paste old articles into new namespace unless you screen them for accuracy.&amp;quot;&lt;br /&gt;
So I only transfered those parts where I were 100% sure were valid.&lt;br /&gt;
I'm no raw-digger, so I just thought I start the article for others to fill in. If you got a problem with that...&lt;br /&gt;
--[[User:Spectre|Spectre]] 16:26, 4 April 2010 (UTC)&lt;br /&gt;
Well, I tried to express what I meant there, but it eludes my efforts to put it in words (Does that make sense? I dont think it does). Anyway accept my applogies for any offense taken. I'm simply tring to give my share towards the renewing of the wiki, since it allways was a great help to me in the previous version.&lt;br /&gt;
--[[User:Spectre|Spectre]] 17:44, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Example - some fish ==&lt;br /&gt;
&lt;br /&gt;
Regarding this [http://df.magmawiki.com/index.php?title=Example_-_some_fish&amp;amp;diff=84241&amp;amp;oldid=73877 edit], wouldn't placing the page in the DF: namespace make more sense than 40d? As it is a stylistic example/test and not game info? [[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;]] 17:13, 5 April 2010 (UTC)&lt;br /&gt;
:Meh - it was a style discussion during 40d, using 40d material. Either way, pretty much marginalized now - didn't belong in 2010, that's for sure.--[[User:Albedo|Albedo]] 17:17, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Plant Table==&lt;br /&gt;
&lt;br /&gt;
I was intending it to be a general plant table because they share an object in the raws. I made a new table because much of the information on the Crop page didn't apply to all plants. And yes, for practice. Still, if you want me to make it a crop-only page, I'll do that. --[[User:Eagle0600|Eagle0600]] 05:16, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request for deletion ==&lt;br /&gt;
&lt;br /&gt;
Sorry to start a new section for this, but I'm afraid that I'm not completely educated on proper etiquette for Talk pages. That being said, would you mind taking care of deleting the [[40d:forest]] and [[40d:tundra]] pages so that I can migrate the existing pages into the proper namespace? It would be much appreciated. --[[User:Soy|Soy]] 18:10, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re:[[DF2010:Activity zone‎|DF2010:Activity zone]] ==&lt;br /&gt;
Well, maybe i'm not clearly understanding the idea of migrating to DF2010... but now revision 85744 seems to be almost identical to mine(85077). The difference is that i made links with &amp;lt;nowiki&amp;gt;{{L|page|text}}&amp;lt;/nowiki&amp;gt; while he used &amp;lt;nowiki&amp;gt;[[DF2010:page|text]]&amp;lt;/nowiki&amp;gt;. -- [[User:Peregarrett|Peregarrett]] 06:53, 7 April 2010&lt;br /&gt;
&lt;br /&gt;
== re: nm ==&lt;br /&gt;
&lt;br /&gt;
There's also the mediawiki technical reasons, so even if it had been CMD, I probably still would have argued for Cmd with a redirect from CMD. [[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;]] 02:36, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Revised AV Template ==&lt;br /&gt;
&lt;br /&gt;
Just curious what you think about the work Briess and I did on it? Any suggestions? [[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;]] 00:15, 9 April 2010 (UTC)&lt;br /&gt;
:Indeed, I'd love to get your thoughts on this. --[[User:Briess|Briess]] 00:29, 9 April 2010 (UTC)&lt;br /&gt;
::it looks meh, a bit bare, and the green stings slightly (compared with the bluish color of the old one), but that's just me. --[[User:Tarran|Tarran]] 00:39, 9 April 2010 (UTC)&lt;br /&gt;
:::I think it should &amp;lt;BLINK&amp;gt;blink!&amp;lt;/BLINK&amp;gt; [[Special:Contributions/207.114.92.10|207.114.92.10]] 01:30, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments ==&lt;br /&gt;
&lt;br /&gt;
Hi, would you care to comment on [[DF2010_Talk:Known_bugs_and_issues#Req_for_Comments_-_.27Buggy.27_template|this section]] before I go any further with it? Thanks. [[User:Garanis|Garanis]] 12:42, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Real World&amp;quot; Flavor text in Stone Pages ==&lt;br /&gt;
&lt;br /&gt;
Regarding the real life facts that were provided by Justyn for the stones, I feel that the Wiki should be a repository of game-pertinent information. Just because it can be found at another Wiki doesn't mean it isn't pertinent, and just because it is real doesn't mean it isn't pertinent. A understanding of the stone can help in game a lot more than a blank page. I could understand if you were talking about pages full of the information, but most of the reverts I have seen you do are short paragraphs, which don't seem to be harmful at all. Having the information also provides a starting place for new contributions that are more game-important (such as notes that unlike in real life, mineral x isn't found in y kind of stone, which is VERY important to some people.) Remember that Toady bases a lot of the physical properties of Dwarf Fortress with real life. It has some fantasy elements, and the rule of cool is prominent, but real life is a good baseline for information when information is sparse on the subject. Examine, for example, the subject of Olivine. His &amp;quot;Real World&amp;quot; information mentioned that Serpentine could be found in it. While that same information can be found by going backwards, it no longer (in its incarnation of 4/20/2010 @12:00 AM MST ) mentions it in the Olivine page. There is a reason that serpentine is found in Olivine though, which can make somewhat of a difference to some people (myself one of them.) ~Kogan Loloklam&lt;br /&gt;
: I think as long as the real world information is appropriately set apart from the rest of the article, and it doesn't contribute excessively to the page (The chemical composition of blah blah blah is CO4 something which makes it appropriate for desalinating slugs) should be ok.  This is just my opinion. --[[User:Briess|Briess]] 06:50, 20 April 2010 (UTC)&lt;br /&gt;
: I would also like to add my vote to the fact some real world flavour is useful. If it contradicted the game world I would agree with you but we all know how closely the DF geology follows Earth's. On top of that some of these pages are now blank, and they may as well have some content. --[[User:Shades|Shades]] 08:31, 20 April 2010 (UTC)&lt;br /&gt;
: The real-world info has my vote as well. --[[User:Toksyuryel|Toksyuryel]] 18:23, 20 April 2010 (UTC)&lt;br /&gt;
: I would certainly like to see these 2 to 5 lines of information, rather than a blank page.--[[User:Draco18s|Draco18s]] 18:30, 20 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=90037</id>
		<title>v0.31:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=90037"/>
		<updated>2010-04-12T00:08:43Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* Garbage Dump */ missed an {{L|link}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
To editors:&lt;br /&gt;
This page has recently been copy/pasted twice from the old version, and blanked by the Admin twice because of lack of screening for accuracy.  &lt;br /&gt;
&lt;br /&gt;
If you want to tackle this page, it's easy - just take it one section at a time, check every {{k|k}}eystroke, make sure every zone works '''as described''' (either the previous description or your own new, accurate, updated version!), lose anything that is not confirmed ''(possibly &amp;lt;nowiki&amp;gt;&amp;lt;!--hide it--&amp;gt;&amp;lt;/nowiki&amp;gt; and comment/discuss on the Talk page, or use a {{verify}} link if you're &amp;quot;pretty sure&amp;quot; it's mostly accurate but have some small doubt or question)'', and it should all be good.  &lt;br /&gt;
&lt;br /&gt;
This means some degree of TESTING - that is to be assumed on all new pages if we want to get it right (and we do!).  Fire up a small (2x2) &amp;quot;test&amp;quot; game in a calm biome, keep it safe and use it to check any concept to see how it works compared to the old description.  ''(That's how the new {{L|fuel}} article was checked, which did show some subtle changes - but it's accurate now, which is what we want for a wiki.)''&lt;br /&gt;
&lt;br /&gt;
Use the '''&amp;lt;nowiki&amp;gt;{{L|link}}&amp;lt;/nowiki&amp;gt;''' format for links - those will be updated once the official &amp;quot;new version&amp;quot; number gets implemented. Any '''&amp;lt;nowiki&amp;gt;[[DF2010:link]]&amp;lt;/nowiki&amp;gt;''' will go [[red]] when that happens.&lt;br /&gt;
:::''thanks, the Admin''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which dwarves are instructed to perform specific tasks, such as fishing, dumping objects, or collecting water. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for cetain others (dumping), they can also be used to help keep dwarves out of danger.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any revealed tile, including in open space or over a river or on top of a building or stockpile. They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases (hospital, pit/pond) additional orders can then be set from the same menu.&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Note that the wagon you arrive with constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as [[40d:refuse|refuse]] stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal corpses or bones, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have {{L|refuse hauling}} {{L|labor}} enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a {{L|cliff}} or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or {{L|pit}}), not onto an {{L|open space}}. &lt;br /&gt;
Items dumped into a {{L|chasm}} or {{L|magma}} (provided they are not {{L|magma safe}}) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim {{L|designation}} to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, the seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=90035</id>
		<title>v0.31:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=90035"/>
		<updated>2010-04-12T00:07:59Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Added details about the garbage dump.  All info is correct as far as I am aware (little change from 0.28).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
To editors:&lt;br /&gt;
This page has recently been copy/pasted twice from the old version, and blanked by the Admin twice because of lack of screening for accuracy.  &lt;br /&gt;
&lt;br /&gt;
If you want to tackle this page, it's easy - just take it one section at a time, check every {{k|k}}eystroke, make sure every zone works '''as described''' (either the previous description or your own new, accurate, updated version!), lose anything that is not confirmed ''(possibly &amp;lt;nowiki&amp;gt;&amp;lt;!--hide it--&amp;gt;&amp;lt;/nowiki&amp;gt; and comment/discuss on the Talk page, or use a {{verify}} link if you're &amp;quot;pretty sure&amp;quot; it's mostly accurate but have some small doubt or question)'', and it should all be good.  &lt;br /&gt;
&lt;br /&gt;
This means some degree of TESTING - that is to be assumed on all new pages if we want to get it right (and we do!).  Fire up a small (2x2) &amp;quot;test&amp;quot; game in a calm biome, keep it safe and use it to check any concept to see how it works compared to the old description.  ''(That's how the new {{L|fuel}} article was checked, which did show some subtle changes - but it's accurate now, which is what we want for a wiki.)''&lt;br /&gt;
&lt;br /&gt;
Use the '''&amp;lt;nowiki&amp;gt;{{L|link}}&amp;lt;/nowiki&amp;gt;''' format for links - those will be updated once the official &amp;quot;new version&amp;quot; number gets implemented. Any '''&amp;lt;nowiki&amp;gt;[[DF2010:link]]&amp;lt;/nowiki&amp;gt;''' will go [[red]] when that happens.&lt;br /&gt;
:::''thanks, the Admin''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which dwarves are instructed to perform specific tasks, such as fishing, dumping objects, or collecting water. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for cetain others (dumping), they can also be used to help keep dwarves out of danger.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any revealed tile, including in open space or over a river or on top of a building or stockpile. They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases (hospital, pit/pond) additional orders can then be set from the same menu.&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Note that the wagon you arrive with constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as [[40d:refuse|refuse]] stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal corpses or bones, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have {{L|refuse hauling}} {{L|labor}} enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a {{cliff}} or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or {{L|pit}}), not onto an {{L|open space}}. &lt;br /&gt;
Items dumped into a {{L|chasm}} or {{L|magma}} (provided they are not {{L|magma safe}}) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim {{L|designation}} to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, the seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=89345</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=89345"/>
		<updated>2010-04-11T01:24:13Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* Labors */ It's &amp;quot;adamantine&amp;quot; not &amp;quot;adamantium.&amp;quot;  Get your adamant metals correct.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
::They don't, while a few dwarfs have nothing but butchery enabled.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.{{verify}}&lt;br /&gt;
:Unconfirmed, though people on [[DF2010 Talk:Embark]] say that this is false. [[User:Garanis|Garanis]] 23:30, 9 April 2010 (UTC)&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, You cannot quit once you press &amp;quot;Dwarf forteress&amp;quot; until you've actually embarked. [[Guest]] 8 April 2010&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop.&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
*Cancelling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantne plate armor takes only a single waifer to make and is worth considerably less than an adamantine battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request. &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
**This can mean bones OR shells, possibly more.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
*not so much a bug as a quibble. Prepared monarch butterfly brains were being sold by a local human caravan to me. Does this strike anyone else as... a tad unfulfilling?&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:I've had this happen aswell. --[[User:DUMBELLS|dUMBELLS]] 22:13, 8 April 2010 (UTC)&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
*blood that never seems to dry. I have a small spattering of blood from combat that happened in my first year that has turned the entrance of my fortress into a nearly constantly spreading wave of blood (high traffic area, keeps getting smeared). Also, killed a giant scorpion in year 2, as of year 4 I got unlazy and told my dwarves to dump it down my trash shoot leading 155z levels down into a lava pit. Even after 2 years of not being touched, I found scorpion ichor on the walls of my trash shoot.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading. (Resolved as of 0.31.02)&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
:I've also noticed mayors not getting demoted. My new mayor wanted his bedroom and such, but when I went to reassign the rooms I noticed that the old mayor was still referred to as a mayor in the room assignment screen.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;br /&gt;
:I've been renaming saves at will, both manual saves ({{k|Exc}}, &amp;quot;Save&amp;quot;) and auto-seasonal saves -  never a problem. Because the files are larger and the game more &amp;quot;cumbersome&amp;quot;, the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will &amp;quot;recreate&amp;quot; the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
:+1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 21:23, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==forging Breastplate &amp;amp; Chainmail==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &lt;br /&gt;
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the &amp;quot;needs 3 bars&amp;quot; message. Same with greaves, except it said &amp;quot;needs 2 bars&amp;quot;. It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)&lt;br /&gt;
: Can confirm this happens with metal bins as well, needing only one bar but mentioning 3 when you don't have any.  It's possible that this does *not* happen for metal barrels.  Possibly connected to some jobs being titled &amp;quot;forge&amp;quot; and some &amp;quot;construct&amp;quot;? -- Narmio&lt;br /&gt;
:Just an interesting note on mechanics I noticed because of this bug. It bases the value of an item off the number of bars in it, so my adamantium breast plates are worth less than an adamantium axe (multipliers involved I'm sure) for any level of crafting. -Foarl&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Traders stay a long time. So long that an elven caravan didn't move and another human caravan already came before they had a chance to do anything like LEAVE (stupid hippies with their vast number of useless items on warthogs, seems to slow them down a lot). Never saw this in the first version.&amp;lt;/s&amp;gt; -foarl&lt;br /&gt;
: Turns out the elves are just bugged. The human caravan came and went but the elves are still just sitting there a full season later. I'm contemplating killing them with my military to see how the adamantium platemail holds up with the new combat system.&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=89341</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=89341"/>
		<updated>2010-04-11T01:22:26Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* Labors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
::They don't, while a few dwarfs have nothing but butchery enabled.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.{{verify}}&lt;br /&gt;
:Unconfirmed, though people on [[DF2010 Talk:Embark]] say that this is false. [[User:Garanis|Garanis]] 23:30, 9 April 2010 (UTC)&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, You cannot quit once you press &amp;quot;Dwarf forteress&amp;quot; until you've actually embarked. [[Guest]] 8 April 2010&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop.&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
*Cancelling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantium plate armor takes only a single waifer to make and is worth considerably less than an adamantium battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request. &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
**This can mean bones OR shells, possibly more.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
*not so much a bug as a quibble. Prepared monarch butterfly brains were being sold by a local human caravan to me. Does this strike anyone else as... a tad unfulfilling?&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:I've had this happen aswell. --[[User:DUMBELLS|dUMBELLS]] 22:13, 8 April 2010 (UTC)&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
*blood that never seems to dry. I have a small spattering of blood from combat that happened in my first year that has turned the entrance of my fortress into a nearly constantly spreading wave of blood (high traffic area, keeps getting smeared). Also, killed a giant scorpion in year 2, as of year 4 I got unlazy and told my dwarves to dump it down my trash shoot leading 155z levels down into a lava pit. Even after 2 years of not being touched, I found scorpion ichor on the walls of my trash shoot.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading. (Resolved as of 0.31.02)&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
:I've also noticed mayors not getting demoted. My new mayor wanted his bedroom and such, but when I went to reassign the rooms I noticed that the old mayor was still referred to as a mayor in the room assignment screen.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;br /&gt;
:I've been renaming saves at will, both manual saves ({{k|Exc}}, &amp;quot;Save&amp;quot;) and auto-seasonal saves -  never a problem. Because the files are larger and the game more &amp;quot;cumbersome&amp;quot;, the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will &amp;quot;recreate&amp;quot; the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
:+1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 21:23, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==forging Breastplate &amp;amp; Chainmail==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &lt;br /&gt;
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the &amp;quot;needs 3 bars&amp;quot; message. Same with greaves, except it said &amp;quot;needs 2 bars&amp;quot;. It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)&lt;br /&gt;
: Can confirm this happens with metal bins as well, needing only one bar but mentioning 3 when you don't have any.  It's possible that this does *not* happen for metal barrels.  Possibly connected to some jobs being titled &amp;quot;forge&amp;quot; and some &amp;quot;construct&amp;quot;? -- Narmio&lt;br /&gt;
:Just an interesting note on mechanics I noticed because of this bug. It bases the value of an item off the number of bars in it, so my adamantium breast plates are worth less than an adamantium axe (multipliers involved I'm sure) for any level of crafting. -Foarl&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Traders stay a long time. So long that an elven caravan didn't move and another human caravan already came before they had a chance to do anything like LEAVE (stupid hippies with their vast number of useless items on warthogs, seems to slow them down a lot). Never saw this in the first version.&amp;lt;/s&amp;gt; -foarl&lt;br /&gt;
: Turns out the elves are just bugged. The human caravan came and went but the elves are still just sitting there a full season later. I'm contemplating killing them with my military to see how the adamantium platemail holds up with the new combat system.&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Version_number&amp;diff=88715</id>
		<title>40d:Version number</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Version_number&amp;diff=88715"/>
		<updated>2010-04-10T04:04:58Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: This page needs to be updated badly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
The '''version number''' identifies each [[Dwarf Fortress]] release. [[Toady|Tarn Adams]] assigns it when he publishes a release. Version numbers are composed of four numbers and a letter. Each component has its own meaning:&lt;br /&gt;
&lt;br /&gt;
# The first number is how many hundreds of core components have been completed.&lt;br /&gt;
# The second number is the total number of [http://www.bay12games.com/dwarves/dev_core_1-20.html core] components completed.&lt;br /&gt;
# The third number is the total number of [http://www.bay12games.com/dwarves/dev_req_1-50.html required] components completed.&lt;br /&gt;
# The fourth number is the total number of [http://www.bay12games.com/dwarves/dev_bloat_1-50.html bloat] components completed. &lt;br /&gt;
# The adjacent letter is increased by one alphabetically for each bug-fix release of a version.&lt;br /&gt;
# The number after the letter refers to openGL optimizations. These reflect no changes to the gameplay; only to top-level interface and improved performance on newer video cards.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
{| style='width: 35em; margin: 1em auto; border-spacing: 0; text-align: center'&lt;br /&gt;
|-&lt;br /&gt;
| colspan='4' |&lt;br /&gt;
| colspan='2' width='1%' style='font-size: 200%; padding: 0.2em; border-bottom: 3px solid #999; background: #eeeeee' | 0&lt;br /&gt;
| colspan='2' width='1%' style='font-size: 200%; padding: 0' | .&lt;br /&gt;
| colspan='2' width='1%' style='font-size: 200%; padding: 0.2em; border-bottom: 3px solid #9df; background: #eef5ff' | 28&lt;br /&gt;
| colspan='2' width='1%' style='font-size: 200%; padding: 0' | .&lt;br /&gt;
| colspan='2' width='1%' style='font-size: 200%; padding: 0.2em; border-bottom: 3px solid #db8; background: #fff5ee' | 181&lt;br /&gt;
| colspan='2' width='1%' style='font-size: 200%; padding: 0' | .&lt;br /&gt;
| colspan='2' width='1%' style='font-size: 200%; padding: 0.2em; border-bottom: 3px solid #bd8; background: #f5ffee' | 40&lt;br /&gt;
| colspan='3' width='1%' style='font-size: 200%; padding: 0.2em; border-bottom: 3px solid #999; background: #eeeeee' | d19&lt;br /&gt;
| colspan='4' |&lt;br /&gt;
|-&lt;br /&gt;
| style='height: 1em' |&lt;br /&gt;
| style='border-bottom: 1px solid #999' |&lt;br /&gt;
| style='width: 1em; border-bottom: 1px solid #999' |&lt;br /&gt;
| style='width: 15em' style='border-bottom: 1px solid #999' |&lt;br /&gt;
| width='1%' style='border-right: 1px solid #999; border-bottom: 1px solid #999' |&lt;br /&gt;
| width='1%' style='border-left: 1px solid #999' |&lt;br /&gt;
| width='1%' style='border-bottom: 1px solid #9df' |&lt;br /&gt;
| width='1%' style='border-bottom: 1px solid #9df' |&lt;br /&gt;
| width='1%' style='border-right: 1px solid #9df; border-bottom: 1px solid #9df' |&lt;br /&gt;
| width='1%' style='border-left: 1px solid #9df' |&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
| width='1%' style='border-right: 1px solid #db8' |&lt;br /&gt;
| width='1%' style='border-left: 1px solid #db8' |&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
| width='1%' style='border-right: 1px solid #bd8' |&lt;br /&gt;
| width='1%' style='border-left: 1px solid #bd8; border-bottom: 1px solid #bd8' |&lt;br /&gt;
| width='1%' style='border-bottom: 1px solid #bd8' |&lt;br /&gt;
| style='border-right: 1px solid #999' |&lt;br /&gt;
| width='1%' style='border-bottom: 1px solid #999; border-left: 1px solid #999' |&lt;br /&gt;
| style='width: 3em; border-bottom: 1px solid #999'|&lt;br /&gt;
| style='width: 3em; border-bottom: 1px solid #999' |&lt;br /&gt;
| style='border-bottom: 1px solid #999' |&lt;br /&gt;
| style='height: 1em' |&lt;br /&gt;
|-&lt;br /&gt;
| style='height: 1em; border-right: 1px solid #999' |&lt;br /&gt;
| style='border-left: 1px solid #999; border-top: 1px solid #999' |&lt;br /&gt;
| style='border-top: 1px solid #999' |&lt;br /&gt;
| style='border-top: 1px solid #999' |&lt;br /&gt;
| style='border-top: 1px solid #999' |&lt;br /&gt;
| style='border-right: 1px solid #9df' |&lt;br /&gt;
| style='border-left: 1px solid #9df; border-top: 1px solid #9df' |&lt;br /&gt;
| style='border-top: 1px solid #9df' |&lt;br /&gt;
| width='1%' style='border-top: 1px solid #9df' |&lt;br /&gt;
| width='1%' |&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
| width='1%' style='border-right: 1px solid #db8' |&lt;br /&gt;
| width='1%' style='border-left: 1px solid #db8' |&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
| width='1%' style='border-top: 1px solid #bd8' |&lt;br /&gt;
| width='1%' style='border-right: 1px solid #bd8; border-top: 1px solid #bd8' |&lt;br /&gt;
| width='1%' style='border-left: 1px solid #bd8' |&lt;br /&gt;
| width='1%' style='border-top: 1px solid #999' |&lt;br /&gt;
| style='border-top: 1px solid #999' |&lt;br /&gt;
| style='border-top: 1px solid #999' |&lt;br /&gt;
| style='border-right: 1px solid #999; border-top: 1px solid #999' |&lt;br /&gt;
| style='border-left: 1px solid #999' |&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0.25em; border: 2px solid #999; background: #eeeeee' | Fewer than 100 '''core''' components complete&lt;br /&gt;
| colspan='1' | &amp;lt;div style='width: 1.5em'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| colspan='5' style='padding: 0.25em; border: 2px solid #9df; background: #eef5ff' | 28 '''core''' components completed&lt;br /&gt;
| colspan='1' | &amp;lt;div style='width: 0.5em'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| colspan='8' style='padding: 0.25em; border: 2px solid #db8; background: #fff5ee' | 181 '''required''' components completed&lt;br /&gt;
| colspan='1' | &amp;lt;div style='width: 0.5em'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| colspan='4' style='padding: 0.25em; border: 2px solid #bd8; background: #f5ffee' | 40 '''bloat''' components completed&lt;br /&gt;
| colspan='1' | &amp;lt;div style='width: 1.5em'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| colspan='2' style='padding: 0.25em; border: 2px solid #999; background: #eeeeee' | A fourth '''bug-fix''' release. A 19th '''openGL update'''.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Latest version tag===&lt;br /&gt;
&lt;br /&gt;
The template to include the current version is &amp;lt;nowiki&amp;gt;{{v| }}&amp;lt;/nowiki&amp;gt;, with the current version hand-typed after the pipe (the | ).&lt;br /&gt;
&lt;br /&gt;
:Currently {{v|0.28.181.40d}}, this is:&lt;br /&gt;
::: &amp;lt;nowiki&amp;gt;{{v|0.28.181.40d}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternatively, &amp;lt;nowiki&amp;gt;{{subst:current}}&amp;lt;/nowiki&amp;gt; will produce the same output.&lt;br /&gt;
&lt;br /&gt;
== Version 1 ==&lt;br /&gt;
&lt;br /&gt;
{{Bay 12|Version 1 Development|http://bay12games.com/dwarves/dev_v1.html}}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is currently in an alpha development stage. There are still basic game features missing. The following goals need to be completed before alpha and beta are complete and version 1 will be released:&lt;br /&gt;
&lt;br /&gt;
* In [[fortress mode]], the fortress needs to be able to grow into a capital that can interact with the outside world in various ways, including trade, diplomacy and war.&lt;br /&gt;
* In [[adventure mode]], the adventurer needs to be able to interact with all elements added.&lt;br /&gt;
* The core and required components need to be implemented.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Development Arcs|Development arcs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game development]]&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Valley_herb&amp;diff=88713</id>
		<title>v0.31:Valley herb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Valley_herb&amp;diff=88713"/>
		<updated>2010-04-10T04:01:19Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Elves bring valley herbs for trade!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Shrub|color={{color|2|1}}|character=&amp;amp;#xFF;|name=Valley herb|cookable=Yes|spring=1|habitat=Temperate grassland (dry)|uses=&lt;br /&gt;
* {{L|Food|Food}}&lt;br /&gt;
|other_products=&lt;br /&gt;
* {{L|Golden salve}}&lt;br /&gt;
}}&lt;br /&gt;
'''The valley herb''' is somewhat hard to obtain, for it grows only in {{L|temperate}} {{L|grassland}}s, and only in {{L|spring|spring}}. It is edible when cooked, but its main use is in producing {{L|golden salve}}. It has no {{L|seeds}}. This plant can be collected by {{L|plant gathering}}. Unlike most other gathered plants, only a single valley herb will be gathered from a shrub.&lt;br /&gt;
New with the current version{{v|0.031.xx}}, the {{L|Elf|Elves}} will bring these ''in stacks of 5'' for trade and bring several stacks (assuming the Elven nation has access to the right biome).&lt;br /&gt;
&lt;br /&gt;
* Plant value: 10&lt;br /&gt;
* Extract value: 100&lt;br /&gt;
* Seasons: Spring&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Surface crops]]&lt;br /&gt;
[[Category:Seedless plants]]&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hatch_cover&amp;diff=87483</id>
		<title>v0.31:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hatch_cover&amp;diff=87483"/>
		<updated>2010-04-08T23:17:55Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Hatch covers act like {{L|door}}s, but between Z-levels instead of X/Y passageways.  They can be placed over stairs or open space, as long as they are supported.&lt;br /&gt;
&lt;br /&gt;
Like doors, they can be linked with mechanisms, locked, and kept tightly closed.&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hatch_cover&amp;diff=87480</id>
		<title>v0.31:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hatch_cover&amp;diff=87480"/>
		<updated>2010-04-08T23:17:28Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Added some text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Hatch covers act like {{L|doors}}, but between Z-levels instead of X/Y passageways.  They can be placed over stairs or open space, as long as they are supported.&lt;br /&gt;
&lt;br /&gt;
Like doors, they can be linked with mechanisms, locked, and kept tightly closed.&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Crutch&amp;diff=82007</id>
		<title>v0.31:Crutch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Crutch&amp;diff=82007"/>
		<updated>2010-04-04T04:28:07Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Basic description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crutches are used by dwarves to move around with broken or missing legs.  They're made at the Carpenter's Workshop.&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Splint&amp;diff=82006</id>
		<title>v0.31:Splint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Splint&amp;diff=82006"/>
		<updated>2010-04-04T04:27:22Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Basic description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Splints are used at the {{L|Hospital}} to bind broken limbs.  They can be made at the Carpenter's Workshop.&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fungiwood&amp;diff=77865</id>
		<title>v0.31:Fungiwood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fungiwood&amp;diff=77865"/>
		<updated>2010-04-02T01:14:57Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: New wood type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fungiwood is a new underground tree, likely related to the {{L|Towercap}}.&lt;br /&gt;
&lt;br /&gt;
Found in underground caverns.  Provides wood.&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:One-way&amp;diff=73461</id>
		<title>40d:One-way</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:One-way&amp;diff=73461"/>
		<updated>2010-03-18T20:29:40Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* Possible drawbacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Thanks and credit to VengefulDonut for this, at least for making it better known!&lt;br /&gt;
            http://mkv25.net/dfma/movie-1422-one-waypassageexample&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently{{version|0.28.181.40d}}, due to what seems to be a minor bug rather than a feature, it's not only possible but quite easy to create '''one-way gates''' with [[ramp]]s - and with those, one-way halls, [[stair]]s, and any other restricted [[path]] you can create from one controlled access point to another.&lt;br /&gt;
&lt;br /&gt;
The set-up has only a few requirements:&lt;br /&gt;
*1) A closed route, with no &amp;quot;normal&amp;quot; entrances or exits.&lt;br /&gt;
*2) ''(At least)'' 2 [[z-level]]s over 3 tiles in a line, enough for an up-ramp, a supporting wall-top, and a down-ramp on the other side, forming a one-way gate.&lt;br /&gt;
*3) Two such gates, one at each end of the enclosed route to ensure the restricted one-way traffic flow.&lt;br /&gt;
* (For newer players, make ''sure'' you understand how '''[[ramp]]s''' work in DF - they're ''not'' purely intuitive!)&lt;br /&gt;
&lt;br /&gt;
Lack of the first would allow any dwarf to wander in and go where they want from the &amp;quot;leak&amp;quot;.  Having only 1 gate at one end would, again, allow a counter-directional leak at the far end. &lt;br /&gt;
:'' (If the route has nothing to cause dwarves to seek a [[job]] or [[path]] there, such as a long empty hallway from one area to another, that last may not be a problem since they cannot exit the far end and so have no (good) reason to ever enter. You could still send military in if you had reason to, but tantruming dwarfs or other creatures could as well.  Your own tame animals could also wander as they please in such a setup, unless restricted by pet-locked [[door]]s or [[hatch]]es.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically, the trick is that when you build a ramp under a constructed floor ''(not a natural floor!)'', and then remove that floor, the game fails to recognize that as a ''down''-ramp but still sees it as an ''up''-ramp, and so only the &amp;quot;up&amp;quot; half of its path is recognized.  Since neither the game nor your dwarfs can see or find a down-path, they only have one way off the upper level - ''one way.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Step by step===&lt;br /&gt;
&lt;br /&gt;
This description will be completely constructed - the first two steps could be a natural up slope to a natural floor and wall below it, but the next two ''must'' be constructed.  Once you understand how it works, variations on design are certainly possible.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*1) Build a wall ({{k|b}}, {{k|C}}, {{k|w}}).  This can be 1 tile or many more than 1, but the gain in z-levels is necessary.&lt;br /&gt;
&lt;br /&gt;
   side view:  ___■___&amp;lt;br /&amp;gt;&lt;br /&gt;
    top view:     '''O'''   (single wall)&amp;lt;br /&amp;gt;&lt;br /&gt;
         z+1:     +   (single wall-top)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*2) Build a ramp next to the wall ({{k|b}}, {{k|C}}, {{k|r}}).  Choose the side that will be your &amp;quot;down-only&amp;quot; ramp as far as direction of traffic flow. (Note that this is a normal ramp in every respect, and can be used to access the top of the ramp as usual.)&lt;br /&gt;
&lt;br /&gt;
         &amp;lt;--'' traffic flow'' &amp;lt;--&amp;lt;br /&amp;gt;&lt;br /&gt;
   side view:  __/■___&amp;lt;br /&amp;gt;&lt;br /&gt;
    top view:    ▲'''O'''   (up slope &amp;amp; single wall)&amp;lt;br /&amp;gt;&lt;br /&gt;
         z+1:    ▼+   (down slope &amp;amp; single wall-top) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*3) Construct a floor ({{k|b}}, {{k|C}}, {{k|f}}) extending out over space ''directly above'' where your &amp;quot;up-only ramp&amp;quot; will be constructed in the next step.  &lt;br /&gt;
&lt;br /&gt;
         &amp;lt;-- ''traffic flow'' &amp;lt;--&amp;lt;br /&amp;gt;&lt;br /&gt;
                   _&lt;br /&gt;
   side view:  __/■___&amp;lt;br /&amp;gt;&lt;br /&gt;
    top view:    ▲'''O'''   (up slope &amp;amp; single wall)&amp;lt;br /&amp;gt;&lt;br /&gt;
         z+1:    ▼++  (down slope, single wall-top and constructed floor) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*4) Construct your &amp;quot;up-only ramp&amp;quot; under that floor (identical to step 2). (This ramp is actually the one part of the gate that defines the direction of traffic flow.)&lt;br /&gt;
&lt;br /&gt;
         &amp;lt;-- ''traffic flow'' &amp;lt;--&amp;lt;br /&amp;gt;&lt;br /&gt;
                   _&lt;br /&gt;
   side view:  __/■\__&amp;lt;br /&amp;gt;&lt;br /&gt;
    top view:    ▲'''O'''▲  (up slope, single wall, 2nd up slope)&amp;lt;br /&amp;gt;&lt;br /&gt;
         z+1:    ▼++  (down slope, single wall-top and constructed floor) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*5) Deconstruct the floor ({{k|d}}, {{k|n}}). (Your dwarves will use the first ramp to access the top of the wall and the floor normally.)&lt;br /&gt;
&lt;br /&gt;
         &amp;lt;-- ''traffic flow'' &amp;lt;--&amp;lt;br /&amp;gt; &lt;br /&gt;
                   ..&lt;br /&gt;
   side view:  __/■\__&amp;lt;br /&amp;gt;&lt;br /&gt;
    top view:    ▲'''O'''▲  (up slope, single wall, 2nd up slope)&amp;lt;br /&amp;gt;&lt;br /&gt;
         z+1:    ▼+   (down slope, single wall-top...and ''no'' down slope!) &lt;br /&gt;
&lt;br /&gt;
''Success!''&lt;br /&gt;
&lt;br /&gt;
A dwarf on the top of one wall can only see one way down - which should be away from the gate at the other end of the path.  A dwarf on top of that matching gate can only see one way down - toward the path leading to the first gate.  From one gate to the other, and never the other way.&lt;br /&gt;
&lt;br /&gt;
A second pair of gates could allow another one-way route (next to, above, below, or elsewhere) back to the starting point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's recommended you play with this just a bit first in a sandbox mode, to understand both the concept and how it works in practice.  By adding this &amp;quot;one-way entrance&amp;quot; before a set of stairs or normal ramps, you can create one-way traffic flows for any situation - excluding [[wagon|caravan wagons]]. The initial down-ramps do not have to be connected (or even present!) - it's the &amp;quot;not-a-down-ramp&amp;quot; that's the key, so using stairs in place of the fully-functional ramp would be fine.  So long as there is at least one in-gate and one out-gate, more complex configurations can be created, forming Y's, T's or X's, whatever traffic flow you need.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Video Example====&lt;br /&gt;
A veteran player has posted a video demonstration here:&lt;br /&gt;
[http://mkv25.net/dfma/movie-1422-one-waypassageexample One-way passage example]&lt;br /&gt;
&lt;br /&gt;
It is purely a demo: from an embark situation, he builds his walls and ramps (designating them at the same time) - if he did not build the 2nd, dwarves might wander in from the other side.  He then designates his constructed floors, and then his 2nd ramps.&lt;br /&gt;
&lt;br /&gt;
Once the ramps are built, he designates deconstruction of the two floors and channels out the sides, creating a restricted path between the two gates.  Once the floors are deconstructed, we can loo{{k|k}} at the space above where we know the 2nd ramps are: they read as &amp;quot;Empty Space&amp;quot; from this upper level, but dropping down to ground level, there they are: &amp;quot;Bauxite Block Upward Slope&amp;quot;!  Each wall now has two up, but only one &amp;quot;down&amp;quot; ramp, and a closed path between them.&lt;br /&gt;
&lt;br /&gt;
In order to illustrate that the path is indeed one-way and that the dwarves have no choice but to travel through it, a &amp;quot;Restricted&amp;quot; [[traffic]] zone is placed at one end. He then designates a [[Zone#Garbage_Dump|garbage dump]] ( {{k|i}}, ''designate area'', {{k|g}} ), remembers to turn on &amp;quot;Dwarves Gather Refuse From Outside&amp;quot; ( {{k|o}}, {{k|r}}, {{k|o}} ), and marks all items for dumping ( {{k|d}}, {{k|b}}, {{k|d}}, ''designate area'' ).&lt;br /&gt;
&lt;br /&gt;
And ''(after a tense moment as the [[dwarf|dwarves]] think about it)''... the show begins.*&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;''(* Complete with a couple headfakes by true dwarves who take the long way around, just because.)''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Possible drawbacks===&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that in order to optimize pathfinding in DF, the map is partitioned into connected sections. Dwarves with a destination in a different section than the one they are in will not even attempt to path there. Dwarves trying to reach an area in the same section they are in will assume that a path exists. It's not clear how this will treat one-way passage breaks.&lt;br /&gt;
&lt;br /&gt;
The video demonstrates that one-way passage breaks are considered connected (at least some of the time). This means if you are not careful building these, it could be dangerous for your processing speed. Dwarves repeatedly trying to path to an unreachable area could be a huge setback!&lt;br /&gt;
&lt;br /&gt;
Having used two of these in one fort (one going in each direction) and locking down one of them I did discover how Dwarf Fortress reacts:&lt;br /&gt;
&lt;br /&gt;
Quite calmly.  A dwarf needing to travel in the opposite direction ''will'' go &amp;quot;against the flow&amp;quot; after a minute of hesitation.  There was no apparent game slowdown due to pathing lag, but it did take the dwarf a minute to figure out that he could, indeed, travel the &amp;quot;wrong&amp;quot; way.  Possible reason why it doesn't cause lag is because there was a longer, valid path still available. --[[User:Draco18s|Draco18s]] 20:28, 18 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
See also: &lt;br /&gt;
:* [[tower|Mega-project]]&lt;br /&gt;
:* [[path]]&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:One-way&amp;diff=73460</id>
		<title>40d:One-way</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:One-way&amp;diff=73460"/>
		<updated>2010-03-18T20:28:19Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* Possible drawbacks */ Against the flow note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Thanks and credit to VengefulDonut for this, at least for making it better known!&lt;br /&gt;
            http://mkv25.net/dfma/movie-1422-one-waypassageexample&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently{{version|0.28.181.40d}}, due to what seems to be a minor bug rather than a feature, it's not only possible but quite easy to create '''one-way gates''' with [[ramp]]s - and with those, one-way halls, [[stair]]s, and any other restricted [[path]] you can create from one controlled access point to another.&lt;br /&gt;
&lt;br /&gt;
The set-up has only a few requirements:&lt;br /&gt;
*1) A closed route, with no &amp;quot;normal&amp;quot; entrances or exits.&lt;br /&gt;
*2) ''(At least)'' 2 [[z-level]]s over 3 tiles in a line, enough for an up-ramp, a supporting wall-top, and a down-ramp on the other side, forming a one-way gate.&lt;br /&gt;
*3) Two such gates, one at each end of the enclosed route to ensure the restricted one-way traffic flow.&lt;br /&gt;
* (For newer players, make ''sure'' you understand how '''[[ramp]]s''' work in DF - they're ''not'' purely intuitive!)&lt;br /&gt;
&lt;br /&gt;
Lack of the first would allow any dwarf to wander in and go where they want from the &amp;quot;leak&amp;quot;.  Having only 1 gate at one end would, again, allow a counter-directional leak at the far end. &lt;br /&gt;
:'' (If the route has nothing to cause dwarves to seek a [[job]] or [[path]] there, such as a long empty hallway from one area to another, that last may not be a problem since they cannot exit the far end and so have no (good) reason to ever enter. You could still send military in if you had reason to, but tantruming dwarfs or other creatures could as well.  Your own tame animals could also wander as they please in such a setup, unless restricted by pet-locked [[door]]s or [[hatch]]es.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basically, the trick is that when you build a ramp under a constructed floor ''(not a natural floor!)'', and then remove that floor, the game fails to recognize that as a ''down''-ramp but still sees it as an ''up''-ramp, and so only the &amp;quot;up&amp;quot; half of its path is recognized.  Since neither the game nor your dwarfs can see or find a down-path, they only have one way off the upper level - ''one way.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Step by step===&lt;br /&gt;
&lt;br /&gt;
This description will be completely constructed - the first two steps could be a natural up slope to a natural floor and wall below it, but the next two ''must'' be constructed.  Once you understand how it works, variations on design are certainly possible.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*1) Build a wall ({{k|b}}, {{k|C}}, {{k|w}}).  This can be 1 tile or many more than 1, but the gain in z-levels is necessary.&lt;br /&gt;
&lt;br /&gt;
   side view:  ___■___&amp;lt;br /&amp;gt;&lt;br /&gt;
    top view:     '''O'''   (single wall)&amp;lt;br /&amp;gt;&lt;br /&gt;
         z+1:     +   (single wall-top)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*2) Build a ramp next to the wall ({{k|b}}, {{k|C}}, {{k|r}}).  Choose the side that will be your &amp;quot;down-only&amp;quot; ramp as far as direction of traffic flow. (Note that this is a normal ramp in every respect, and can be used to access the top of the ramp as usual.)&lt;br /&gt;
&lt;br /&gt;
         &amp;lt;--'' traffic flow'' &amp;lt;--&amp;lt;br /&amp;gt;&lt;br /&gt;
   side view:  __/■___&amp;lt;br /&amp;gt;&lt;br /&gt;
    top view:    ▲'''O'''   (up slope &amp;amp; single wall)&amp;lt;br /&amp;gt;&lt;br /&gt;
         z+1:    ▼+   (down slope &amp;amp; single wall-top) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*3) Construct a floor ({{k|b}}, {{k|C}}, {{k|f}}) extending out over space ''directly above'' where your &amp;quot;up-only ramp&amp;quot; will be constructed in the next step.  &lt;br /&gt;
&lt;br /&gt;
         &amp;lt;-- ''traffic flow'' &amp;lt;--&amp;lt;br /&amp;gt;&lt;br /&gt;
                   _&lt;br /&gt;
   side view:  __/■___&amp;lt;br /&amp;gt;&lt;br /&gt;
    top view:    ▲'''O'''   (up slope &amp;amp; single wall)&amp;lt;br /&amp;gt;&lt;br /&gt;
         z+1:    ▼++  (down slope, single wall-top and constructed floor) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*4) Construct your &amp;quot;up-only ramp&amp;quot; under that floor (identical to step 2). (This ramp is actually the one part of the gate that defines the direction of traffic flow.)&lt;br /&gt;
&lt;br /&gt;
         &amp;lt;-- ''traffic flow'' &amp;lt;--&amp;lt;br /&amp;gt;&lt;br /&gt;
                   _&lt;br /&gt;
   side view:  __/■\__&amp;lt;br /&amp;gt;&lt;br /&gt;
    top view:    ▲'''O'''▲  (up slope, single wall, 2nd up slope)&amp;lt;br /&amp;gt;&lt;br /&gt;
         z+1:    ▼++  (down slope, single wall-top and constructed floor) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*5) Deconstruct the floor ({{k|d}}, {{k|n}}). (Your dwarves will use the first ramp to access the top of the wall and the floor normally.)&lt;br /&gt;
&lt;br /&gt;
         &amp;lt;-- ''traffic flow'' &amp;lt;--&amp;lt;br /&amp;gt; &lt;br /&gt;
                   ..&lt;br /&gt;
   side view:  __/■\__&amp;lt;br /&amp;gt;&lt;br /&gt;
    top view:    ▲'''O'''▲  (up slope, single wall, 2nd up slope)&amp;lt;br /&amp;gt;&lt;br /&gt;
         z+1:    ▼+   (down slope, single wall-top...and ''no'' down slope!) &lt;br /&gt;
&lt;br /&gt;
''Success!''&lt;br /&gt;
&lt;br /&gt;
A dwarf on the top of one wall can only see one way down - which should be away from the gate at the other end of the path.  A dwarf on top of that matching gate can only see one way down - toward the path leading to the first gate.  From one gate to the other, and never the other way.&lt;br /&gt;
&lt;br /&gt;
A second pair of gates could allow another one-way route (next to, above, below, or elsewhere) back to the starting point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's recommended you play with this just a bit first in a sandbox mode, to understand both the concept and how it works in practice.  By adding this &amp;quot;one-way entrance&amp;quot; before a set of stairs or normal ramps, you can create one-way traffic flows for any situation - excluding [[wagon|caravan wagons]]. The initial down-ramps do not have to be connected (or even present!) - it's the &amp;quot;not-a-down-ramp&amp;quot; that's the key, so using stairs in place of the fully-functional ramp would be fine.  So long as there is at least one in-gate and one out-gate, more complex configurations can be created, forming Y's, T's or X's, whatever traffic flow you need.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Video Example====&lt;br /&gt;
A veteran player has posted a video demonstration here:&lt;br /&gt;
[http://mkv25.net/dfma/movie-1422-one-waypassageexample One-way passage example]&lt;br /&gt;
&lt;br /&gt;
It is purely a demo: from an embark situation, he builds his walls and ramps (designating them at the same time) - if he did not build the 2nd, dwarves might wander in from the other side.  He then designates his constructed floors, and then his 2nd ramps.&lt;br /&gt;
&lt;br /&gt;
Once the ramps are built, he designates deconstruction of the two floors and channels out the sides, creating a restricted path between the two gates.  Once the floors are deconstructed, we can loo{{k|k}} at the space above where we know the 2nd ramps are: they read as &amp;quot;Empty Space&amp;quot; from this upper level, but dropping down to ground level, there they are: &amp;quot;Bauxite Block Upward Slope&amp;quot;!  Each wall now has two up, but only one &amp;quot;down&amp;quot; ramp, and a closed path between them.&lt;br /&gt;
&lt;br /&gt;
In order to illustrate that the path is indeed one-way and that the dwarves have no choice but to travel through it, a &amp;quot;Restricted&amp;quot; [[traffic]] zone is placed at one end. He then designates a [[Zone#Garbage_Dump|garbage dump]] ( {{k|i}}, ''designate area'', {{k|g}} ), remembers to turn on &amp;quot;Dwarves Gather Refuse From Outside&amp;quot; ( {{k|o}}, {{k|r}}, {{k|o}} ), and marks all items for dumping ( {{k|d}}, {{k|b}}, {{k|d}}, ''designate area'' ).&lt;br /&gt;
&lt;br /&gt;
And ''(after a tense moment as the [[dwarf|dwarves]] think about it)''... the show begins.*&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;''(* Complete with a couple headfakes by true dwarves who take the long way around, just because.)''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Possible drawbacks===&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that in order to optimize pathfinding in DF, the map is partitioned into connected sections. Dwarves with a destination in a different section than the one they are in will not even attempt to path there. Dwarves trying to reach an area in the same section they are in will assume that a path exists. It's not clear how this will treat one-way passage breaks.&lt;br /&gt;
&lt;br /&gt;
The video demonstrates that one-way passage breaks are considered connected (at least some of the time). This means if you are not careful building these, it could be dangerous for your processing speed. Dwarves repeatedly trying to path to an unreachable area could be a huge setback!&lt;br /&gt;
&lt;br /&gt;
Having used two of these in one fort (one going in each direction) and locking down one of them I did discover how Dwarf Fortress reacts:&lt;br /&gt;
&lt;br /&gt;
Quite calmly.  A dwarf needing to travel in the opposite direction ''will'' go &amp;quot;against the flow&amp;quot; after a minute of hesitation.  There was no apparent game slowdown due to pathing lag, but it did take the dwarf a minute to figure out that he could, indeed, travel the &amp;quot;wrong&amp;quot; way.--[[User:Draco18s|Draco18s]] 20:28, 18 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
See also: &lt;br /&gt;
:* [[tower|Mega-project]]&lt;br /&gt;
:* [[path]]&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=62983</id>
		<title>40d Talk:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=62983"/>
		<updated>2010-02-11T21:58:43Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* Crystal Glass Windows? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quantities Required==&lt;br /&gt;
Do some items require more sand than others? Or can you really make furniture from one bag each? --[[User:Strangething|Strangething]] 17:33, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:From my glass-tower fort days, I'm inclined to say 'yes'. Every glass item, from a gem to a floodgate, only requires one bag of sand. I certainly don't remember having any problems with running out of sand, once I started using the manager screen to order an equal amount of sand collection before each glass item order. Probably a good idea to test in the latest version though. --[[User:Raumkraut|Raumkraut]] 03:40, 22 July 2008 (EDT)&lt;br /&gt;
:Just tested in 0.28.181.39c: A raw green glass (gem) and a green glass floodgate both used a single bag of sand (plus a unit of fuel). --[[User:Raumkraut|Raumkraut]] 05:35, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Glass Traps==&lt;br /&gt;
With v 33b, I have successfully made trap components without difficulty, so I've deleted the reference to bars being required.  This raises the issue, however, of what damage rating the various sorts of glass get.  As far as I can tell, glass doesn't appear in the mat glosses, so I'm not sure how to determine what the actual value is.  Anyone have a suggestion? [[User:Doctorlucky|Doctorlucky]] 01:46, 22 November 2007 (EST)&lt;br /&gt;
:I can't answer your question of getting the data from the files, but apparently someone has confirmed glass as having 50% damage, so I removed your verify tag and pointed to my source. [[User:Runspotrun|Runspotrun]] 04:31, 22 November 2007 (EST)&lt;br /&gt;
:: It says in the article that GREEN glass has a 50% damage modifier... It's probably safe to assume the same of clear, what about crystal? [[User:Loyal|Loyal]] 17:04, 29 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
:&amp;quot;Raw glass is essentially a low-value gem, a frequent request of dwarves undergoing a strange mood. Given its abundance, raw green glass makes an excellent training material for practicing the gem cutting skill.&amp;quot;&lt;br /&gt;
::In 33g, I'm having trouble making raw glass show up for cutting in the Jeweler's Workshop. GreyMario on #bay12games @ WorldIRC.net suggests that raw glass is not able to be cut to train the gem cutting skill. If it is possible to cut raw glass, is there something special that needs to be done, or some reason why it wouldn't show up in the screen? If it isn't possible, the above line needs to be removed from Products. [[User:Rkyeun|Rkyeun]] 00:19, 26 February 2008 (EST)&lt;br /&gt;
:::I believe there currently is a bug where raw and cut clear and crystal glass does not shop up on the jeweler's workshop screen.  You can get around it with the manager.  [[User:Bouchart|Bouchart]] 00:30, 26 February 2008 (EST)&lt;br /&gt;
::::Confirmed (33g). The manager can queue glass cutting jobs, which are then processed normally. I will make a note of this in the article. [[User:Rkyeun|Rkyeun]] 00:37, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==The Raw Glass==&lt;br /&gt;
:I am having trouble making raw glass i think its some kind of bug but when they go get the sand then they will bring it to the furnace only to stop making it and it will go off my que even if its on repeat, they do how ever use the sand so can my swarfs fail at making raw glass. i have this problem   alot with my magma forges and furnaces [[User:Rock n rat|Rock n rat]&lt;br /&gt;
::Are you sure they didn't make raw glass and then run out of sand (Check your gem bins)?  If you've got Collect Sand and Make Raw Glass both on repeat, when they run out of sand they'll switch to gather sand and when they run out of bags they'll switch to make raw glass.  Occasionally they'll cancel one of them, but most of the time they'll just move the active job to the top. --[[User:Squirrelloid|Squirrelloid]] 19:26, 24 April 2008 (EDT)&lt;br /&gt;
:::And you do have fuel for the furnace, right? Also, other than green glass needs additional materials. --[[User:Karpatius|Karp]] 17:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glass furniture made by a Mason? ==&lt;br /&gt;
&lt;br /&gt;
According to [[gem]], it's possible to use glass (presumably they're talking about raw glass) as a stone for making tables and doors.  If this is the case, there's no real point in having a skilled glassmaker, as you could just make raw glass for your highly-skilled masons.  Thoughts?  [[User:Gairabad|Gairabad]] 22:15, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's not like you're going to run out of stone.  You can run out of gems, though, so if you want to train a gem cutter/setter, use raw glass.  Aside from that, glass is most useful for making the things you can't make out of stone: trap weapons, terrariums, tubes, windows, vials... I think that's it.  High-quality glass trap weapons (and terraria) are really quite good.  Pity Toady still doesn't let us make glass [http://en.wikipedia.org/wiki/Carboy demijohns].--[[User:Maximus|Maximus]] 23:16, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The only ores with value &amp;gt;3 are the iron ores, native silver, native gold, native platinum, native aluminum, and raw adamantine.  It seems unlikely that you'll have enough of those to build all your fortress's furniture, but you might have enough clear glass.  So clear glass furniture makes sense for a classy fortress.  [[User:Gairabad|Gairabad]] 00:58, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If you want classy furniture you can make it out of metal at a metalsmiths.  There's definately plenty of non-iron metal that you can waste for it. Clear glass is actually pretty low quality in comparison to most of the crap metal bars' (billon e.g.) value.  [[User:Greep|Greep]] 04:40, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I don't think raw glass is usable in a mason's workshop (although it has been a long while since I last tried it). To get tables and chairs of glass you need to make them directly at the furnace. [[User:VengefulDonut|VengefulDonut]] 09:25, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Clear glass is a pain to make.  Woodcutting, ashery, kiln, glass furnace, plus sand collection and hauling for everything.  In fact, it may be the single most complicated material to make in all of DF, short of crystal glass, which adds one more ingredient.  Clear glass is fancy, certainly, but best left to challenge builds.  And as far as I know, dwarves ignore item [[value]] -- a masterpiece basalt chair is a thing of beauty while a no-quality platinum table is ho-hum.  (Item value contributes to overall bedroom value, but expensive ones are off-limits to non-legendary dwarves.  Good food and drink is a much easier way to keep dwarves ecstatic.)--[[User:Maximus|Maximus]] 22:55, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hmmm...  You may be right about the quality thing.  Looking at the thoughts page, we have one thought following the template &amp;quot;admired {a/own} {quality} {building} lately&amp;quot; and another following the template &amp;quot;admired (own?) very fine/splendid/wonderful/completely sublime/tastefully arranged ___ lately&amp;quot;.  So my guess is that the first thought depends only on quality, while the second thought depends on value.  The second thought might only be for statues.  As for clear glass, please do not doubt my mastery of efficient fortress design and operation.  :-P  [[User:Gairabad|Gairabad]] 23:58, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You can't make furniture from raw glass in the way you describe. Masons only use stones made of stone for their tasks (stones made of green glass are invalid, stones made of clear diamond are valid). Raw glass is a rough gem made of glass (rough gems made of granite are invalid). [[User:Rkyeun|Rkyeun]] 08:51, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== raw glass cannot be cut by Jewelers to make glass gems ==&lt;br /&gt;
&lt;br /&gt;
According to this article, raw glass can be cut by a gem cutter just like other rough gems.&lt;br /&gt;
I have produced raw glass.  It has been placed in my gem stockpile (just like a rough or cut gem) but it does not appear in the workshop menu to be cut or encrusted.  I repeat:  raw glass does not appear as an option for cut or encrust.  What am I missing here?  Is this a bug in 40d?  What the heck else is raw glass good for?!--[[User:Jpwrunyan|Jpwrunyan]] 02:08, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:As I recall, raw _green_ glass shows up just fine, but clear glass does not for some reason.  Use the manager's screen to order clear glass to be cut. --[[User:Squirrelloid|Squirrelloid]] 05:10, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ah, thank you very much!  Indeed I have been making ''clear glass'' (I have never tried using the manager screen before either...)--[[User:Jpwrunyan|Jpwrunyan]] 08:13, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass is Magma-Proof? ==&lt;br /&gt;
I have some glass items that have been submerged in magma for an awful long time. Is glass somehow magma proof? Has anyone got molten glass or made glass buildings deconstruct under magma assault? --[[User:Rkyeun|Rkyeun]] 19:12, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The [[magma-safe materials]] page says that glass ''furniture'' won't melt when dumped in magma.  It seems like a good thing to add to this article. --[[User:LegacyCWAL|LegacyCWAL]] 13:13, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have noticed the same thing for dumped iron weapons: They get dumped in magma and they didn't melt. Also, I had a floodgate that wasn't magma safe, but it didn't melt either.  Is that a random chance thing or does it take time (it was only exposed for ~1 season)?--[[User:Kwieland|Kwieland]] 14:40, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Limestone?==&lt;br /&gt;
Why was a comparison to the value of limestone added?  I don't see the reason?--[[User:Mithra|Mithra]] 20:49, 22 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The cake is a lie==&lt;br /&gt;
&amp;quot;Behind a green glass door, there is cinnamon grossular and yellow spessartine, but no pink garnet or purple spinel.&amp;quot;  Is this an in-joke or something?  If so, I don't get it.  (I've played Portal.)  If it's not, then what is going on with this sentence?  I'd recommend either explaining it or taking it out. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Ookpik|Ookpik]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Read the article and was wondering what that line was referencing as well... Can anyone clarify? --[[User:Elvang|Elvang]] 05:58, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Check the history of a page next time. -[[User:N9103|Edward]] 22:05, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I did, only thing I learned was that it was added by [[User:Random832|Random832]]. --[[User:Elvang|Elvang]] 02:15, 10 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Are you guys saying you've never heard of [http://en.wikipedia.org/wiki/The_Green_Glass_Door The Green Glass Door]? [[User:DaPatman|DaPatman]] 23:39, 30 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Have now.  (Wish I hadn't, but still, thanks.)  I'd rather play [http://en.wikipedia.org/wiki/Botticelli_%28game%29 Botticelli].--[[User:Albedo|Albedo]] 01:15, 31 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Green glass as gems ==&lt;br /&gt;
i had a dwarf in a strange mood ignore my Raw Green glass, till i got some gems proper.. why was this (he did want uncut gems) [[User:Corhen|Corhen]] 04:50, 8 June 2009 (UTC)&lt;br /&gt;
:That's because when he wants glass, he'll ask for glass. This time he wanted gems. Glass is not a  gem, you know--[[User:Dorten|Dorten]] 10:35, 8 June 2009 (UTC)&lt;br /&gt;
::then the article will have to be changed, it is written to sound like he can use green glass as a gem[[User:Corhen|Corhen]] 00:28, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crystal Glass Windows? ==&lt;br /&gt;
I found some rock crystals in my current fort--which is bound for a magma pool death collapse--and decided to make some crystal glass windows to put on a small pyramid and the dwarf gathered ''rock crystals'' and pearlash with which to make the windows '''not''' the raw crystal glass that had already been produced.  Is this normal?--[[User:Draco18s|Draco18s]] 18:11, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Raw crystal glass is treated as a gem, not a building substance. --[[Special:Contributions/67.166.153.85|67.166.153.85]] 19:00, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Gems can be made into windows too, my point is they were NOT USING the raw crystal glass to make ''crystal glass windows''--[[User:Draco18s|Draco18s]] 21:58, 11 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=61413</id>
		<title>40d Talk:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=61413"/>
		<updated>2010-01-23T18:11:47Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quantities Required==&lt;br /&gt;
Do some items require more sand than others? Or can you really make furniture from one bag each? --[[User:Strangething|Strangething]] 17:33, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:From my glass-tower fort days, I'm inclined to say 'yes'. Every glass item, from a gem to a floodgate, only requires one bag of sand. I certainly don't remember having any problems with running out of sand, once I started using the manager screen to order an equal amount of sand collection before each glass item order. Probably a good idea to test in the latest version though. --[[User:Raumkraut|Raumkraut]] 03:40, 22 July 2008 (EDT)&lt;br /&gt;
:Just tested in 0.28.181.39c: A raw green glass (gem) and a green glass floodgate both used a single bag of sand (plus a unit of fuel). --[[User:Raumkraut|Raumkraut]] 05:35, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Glass Traps==&lt;br /&gt;
With v 33b, I have successfully made trap components without difficulty, so I've deleted the reference to bars being required.  This raises the issue, however, of what damage rating the various sorts of glass get.  As far as I can tell, glass doesn't appear in the mat glosses, so I'm not sure how to determine what the actual value is.  Anyone have a suggestion? [[User:Doctorlucky|Doctorlucky]] 01:46, 22 November 2007 (EST)&lt;br /&gt;
:I can't answer your question of getting the data from the files, but apparently someone has confirmed glass as having 50% damage, so I removed your verify tag and pointed to my source. [[User:Runspotrun|Runspotrun]] 04:31, 22 November 2007 (EST)&lt;br /&gt;
:: It says in the article that GREEN glass has a 50% damage modifier... It's probably safe to assume the same of clear, what about crystal? [[User:Loyal|Loyal]] 17:04, 29 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
:&amp;quot;Raw glass is essentially a low-value gem, a frequent request of dwarves undergoing a strange mood. Given its abundance, raw green glass makes an excellent training material for practicing the gem cutting skill.&amp;quot;&lt;br /&gt;
::In 33g, I'm having trouble making raw glass show up for cutting in the Jeweler's Workshop. GreyMario on #bay12games @ WorldIRC.net suggests that raw glass is not able to be cut to train the gem cutting skill. If it is possible to cut raw glass, is there something special that needs to be done, or some reason why it wouldn't show up in the screen? If it isn't possible, the above line needs to be removed from Products. [[User:Rkyeun|Rkyeun]] 00:19, 26 February 2008 (EST)&lt;br /&gt;
:::I believe there currently is a bug where raw and cut clear and crystal glass does not shop up on the jeweler's workshop screen.  You can get around it with the manager.  [[User:Bouchart|Bouchart]] 00:30, 26 February 2008 (EST)&lt;br /&gt;
::::Confirmed (33g). The manager can queue glass cutting jobs, which are then processed normally. I will make a note of this in the article. [[User:Rkyeun|Rkyeun]] 00:37, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==The Raw Glass==&lt;br /&gt;
:I am having trouble making raw glass i think its some kind of bug but when they go get the sand then they will bring it to the furnace only to stop making it and it will go off my que even if its on repeat, they do how ever use the sand so can my swarfs fail at making raw glass. i have this problem   alot with my magma forges and furnaces [[User:Rock n rat|Rock n rat]&lt;br /&gt;
::Are you sure they didn't make raw glass and then run out of sand (Check your gem bins)?  If you've got Collect Sand and Make Raw Glass both on repeat, when they run out of sand they'll switch to gather sand and when they run out of bags they'll switch to make raw glass.  Occasionally they'll cancel one of them, but most of the time they'll just move the active job to the top. --[[User:Squirrelloid|Squirrelloid]] 19:26, 24 April 2008 (EDT)&lt;br /&gt;
:::And you do have fuel for the furnace, right? Also, other than green glass needs additional materials. --[[User:Karpatius|Karp]] 17:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glass furniture made by a Mason? ==&lt;br /&gt;
&lt;br /&gt;
According to [[gem]], it's possible to use glass (presumably they're talking about raw glass) as a stone for making tables and doors.  If this is the case, there's no real point in having a skilled glassmaker, as you could just make raw glass for your highly-skilled masons.  Thoughts?  [[User:Gairabad|Gairabad]] 22:15, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's not like you're going to run out of stone.  You can run out of gems, though, so if you want to train a gem cutter/setter, use raw glass.  Aside from that, glass is most useful for making the things you can't make out of stone: trap weapons, terrariums, tubes, windows, vials... I think that's it.  High-quality glass trap weapons (and terraria) are really quite good.  Pity Toady still doesn't let us make glass [http://en.wikipedia.org/wiki/Carboy demijohns].--[[User:Maximus|Maximus]] 23:16, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The only ores with value &amp;gt;3 are the iron ores, native silver, native gold, native platinum, native aluminum, and raw adamantine.  It seems unlikely that you'll have enough of those to build all your fortress's furniture, but you might have enough clear glass.  So clear glass furniture makes sense for a classy fortress.  [[User:Gairabad|Gairabad]] 00:58, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If you want classy furniture you can make it out of metal at a metalsmiths.  There's definately plenty of non-iron metal that you can waste for it. Clear glass is actually pretty low quality in comparison to most of the crap metal bars' (billon e.g.) value.  [[User:Greep|Greep]] 04:40, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I don't think raw glass is usable in a mason's workshop (although it has been a long while since I last tried it). To get tables and chairs of glass you need to make them directly at the furnace. [[User:VengefulDonut|VengefulDonut]] 09:25, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Clear glass is a pain to make.  Woodcutting, ashery, kiln, glass furnace, plus sand collection and hauling for everything.  In fact, it may be the single most complicated material to make in all of DF, short of crystal glass, which adds one more ingredient.  Clear glass is fancy, certainly, but best left to challenge builds.  And as far as I know, dwarves ignore item [[value]] -- a masterpiece basalt chair is a thing of beauty while a no-quality platinum table is ho-hum.  (Item value contributes to overall bedroom value, but expensive ones are off-limits to non-legendary dwarves.  Good food and drink is a much easier way to keep dwarves ecstatic.)--[[User:Maximus|Maximus]] 22:55, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hmmm...  You may be right about the quality thing.  Looking at the thoughts page, we have one thought following the template &amp;quot;admired {a/own} {quality} {building} lately&amp;quot; and another following the template &amp;quot;admired (own?) very fine/splendid/wonderful/completely sublime/tastefully arranged ___ lately&amp;quot;.  So my guess is that the first thought depends only on quality, while the second thought depends on value.  The second thought might only be for statues.  As for clear glass, please do not doubt my mastery of efficient fortress design and operation.  :-P  [[User:Gairabad|Gairabad]] 23:58, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You can't make furniture from raw glass in the way you describe. Masons only use stones made of stone for their tasks (stones made of green glass are invalid, stones made of clear diamond are valid). Raw glass is a rough gem made of glass (rough gems made of granite are invalid). [[User:Rkyeun|Rkyeun]] 08:51, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== raw glass cannot be cut by Jewelers to make glass gems ==&lt;br /&gt;
&lt;br /&gt;
According to this article, raw glass can be cut by a gem cutter just like other rough gems.&lt;br /&gt;
I have produced raw glass.  It has been placed in my gem stockpile (just like a rough or cut gem) but it does not appear in the workshop menu to be cut or encrusted.  I repeat:  raw glass does not appear as an option for cut or encrust.  What am I missing here?  Is this a bug in 40d?  What the heck else is raw glass good for?!--[[User:Jpwrunyan|Jpwrunyan]] 02:08, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:As I recall, raw _green_ glass shows up just fine, but clear glass does not for some reason.  Use the manager's screen to order clear glass to be cut. --[[User:Squirrelloid|Squirrelloid]] 05:10, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ah, thank you very much!  Indeed I have been making ''clear glass'' (I have never tried using the manager screen before either...)--[[User:Jpwrunyan|Jpwrunyan]] 08:13, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass is Magma-Proof? ==&lt;br /&gt;
I have some glass items that have been submerged in magma for an awful long time. Is glass somehow magma proof? Has anyone got molten glass or made glass buildings deconstruct under magma assault? --[[User:Rkyeun|Rkyeun]] 19:12, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The [[magma-safe materials]] page says that glass ''furniture'' won't melt when dumped in magma.  It seems like a good thing to add to this article. --[[User:LegacyCWAL|LegacyCWAL]] 13:13, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have noticed the same thing for dumped iron weapons: They get dumped in magma and they didn't melt. Also, I had a floodgate that wasn't magma safe, but it didn't melt either.  Is that a random chance thing or does it take time (it was only exposed for ~1 season)?--[[User:Kwieland|Kwieland]] 14:40, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Limestone?==&lt;br /&gt;
Why was a comparison to the value of limestone added?  I don't see the reason?--[[User:Mithra|Mithra]] 20:49, 22 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The cake is a lie==&lt;br /&gt;
&amp;quot;Behind a green glass door, there is cinnamon grossular and yellow spessartine, but no pink garnet or purple spinel.&amp;quot;  Is this an in-joke or something?  If so, I don't get it.  (I've played Portal.)  If it's not, then what is going on with this sentence?  I'd recommend either explaining it or taking it out. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Ookpik|Ookpik]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Read the article and was wondering what that line was referencing as well... Can anyone clarify? --[[User:Elvang|Elvang]] 05:58, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Check the history of a page next time. -[[User:N9103|Edward]] 22:05, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I did, only thing I learned was that it was added by [[User:Random832|Random832]]. --[[User:Elvang|Elvang]] 02:15, 10 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Are you guys saying you've never heard of [http://en.wikipedia.org/wiki/The_Green_Glass_Door The Green Glass Door]? [[User:DaPatman|DaPatman]] 23:39, 30 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Have now.  (Wish I hadn't, but still, thanks.)  I'd rather play [http://en.wikipedia.org/wiki/Botticelli_%28game%29 Botticelli].--[[User:Albedo|Albedo]] 01:15, 31 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Green glass as gems ==&lt;br /&gt;
i had a dwarf in a strange mood ignore my Raw Green glass, till i got some gems proper.. why was this (he did want uncut gems) [[User:Corhen|Corhen]] 04:50, 8 June 2009 (UTC)&lt;br /&gt;
:That's because when he wants glass, he'll ask for glass. This time he wanted gems. Glass is not a  gem, you know--[[User:Dorten|Dorten]] 10:35, 8 June 2009 (UTC)&lt;br /&gt;
::then the article will have to be changed, it is written to sound like he can use green glass as a gem[[User:Corhen|Corhen]] 00:28, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crystal Glass Windows? ==&lt;br /&gt;
I found some rock crystals in my current fort--which is bound for a magma pool death collapse--and decided to make some crystal glass windows to put on a small pyramid and the dwarf gathered ''rock crystals'' and pearlash with which to make the windows '''not''' the raw crystal glass that had already been produced.  Is this normal?--[[User:Draco18s|Draco18s]] 18:11, 23 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=58960</id>
		<title>40d:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=58960"/>
		<updated>2009-12-01T13:50:51Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* Volcanic Death */ Wow, this really wasn't changed since the bug was fixed?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts; &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when you lose a [[fortress]], don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the appeal is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
If you lose, you can always [[reclaim fortress mode|reclaim fortress]] or go visit it in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to &amp;lt;s&amp;gt;die horribly&amp;lt;/s&amp;gt; test yourself, try either the [[Mega Constructions]], or the [[Challenges]] pages.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
&lt;br /&gt;
Various things can cause you to lose a fortress.&lt;br /&gt;
&lt;br /&gt;
=== Losing your miners ===&lt;br /&gt;
&lt;br /&gt;
If your [[miner]]s are killed in a [[cave-in|collapse]] and their equipment destroyed, chances are good that you will no longer be able to continue your efforts.  Consider abandoning your fortress.  Alternatively, you can try to keep your fortress running long enough to request additional [[pick]]s from your Outpost [[Liaison]], who will arrive with the next dwarven trade [[caravan]].  It will take another year before they will return.&amp;lt;br/&amp;gt;&lt;br /&gt;
Also consider the tedious but fun option of making [[buildings]] outside! If your [[woodcutter]]s with [[axe]]s are still available, then you can build structures of [[wood]]. This is not recommended for very new players though, as it is intensely resource-demanding and takes a lot of managing to get right. (Also not recommended if you don't understand the z-axis system yet.)&lt;br /&gt;
&lt;br /&gt;
=== Starvation ===&lt;br /&gt;
&lt;br /&gt;
A serious danger, generally in the more inhospitable [[climate]]s, is the loss of your [[dwarves]] due to starvation; if you are in the heart of a [[mountain]] with no [[soil]] to build on, it is possible you will not be able to establish [[farm]]s.  As dwarves begin to starve, they will become Hungry, then Starving.  This will cause them to become very angry.  When they die, their friends will become upset and will become even angrier, potentially causing the remainder of your fortress to break out in a terminal brawl.&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of [[food]].  Try [[butchering]] your [[animals]], [[plant gathering|gathering plants]], or resorting to [[hunting]] of local wildlife.&lt;br /&gt;
&lt;br /&gt;
===No water===&lt;br /&gt;
&lt;br /&gt;
This can be one of the biggest problems with a fortress that has no [[brook]], [[river]], or other source of fresh [[water]].  Any available standing water must be rapidly gathered from stagnant pools and stored into an indoor basin or water tower, with sufficient depth before it [[evaporate]]s.  If this fails, all of the water on the map can quickly evaporate and your dwarves will be left without any water.&lt;br /&gt;
&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be [[Brewing|brewed]] without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
In the current version{{version|0.28.181.40d}} rain will refill stagnant pools of water slowly.  In a hot [[climate]], this may evaporate almost immediately. What's more, if the map is in a dry [[climate]], such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold [[climate]]s.  Also, if weather has been turned off in the [[init.txt]] file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
===Flooding accidents===&lt;br /&gt;
&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can [[flow]] in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from [[Water#Sourced Water|sourced water]], abandon all of the levels the water can reach immediately&amp;amp;mdash;drafting dwarves into the [[military]] and stationing them onto the surface if need be.  You will never be able to recover those areas unless you can manage to [[pump]] out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes a fortress is flooded with [[magma]].  This is even more [[fun]], and even harder to recover from.  Most doors will stop magma, it doesn't rise as aggressively (via [[pressure]]) as water, and magma can be pumped out with the right equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
===Ambush===&lt;br /&gt;
The [[goblin]]s first come with about half a dozen soldiers, then a dozen. Then they come again with about two dozen. Since they arrive stealthy it may already be too late when you detect them. Soon enough your [[trap]]s are all sprung, and your dwarves are dead. If not, the [[siege]]s will start. Without some sort of [[Defense guide|defense]]s, such as a [[moat]] or [[trap]]s, a horde of goblins on your doorstep can be deadly. &lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* [[Defense guide]]&lt;br /&gt;
:* [[Defense design]]&lt;br /&gt;
:* [[Trap design]]&lt;br /&gt;
:* [[Military design]]&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
The [[goblin]]s may not be your only enemy; remember that time you accidentally pulled the [[lever]] and flung that poor [[elf]] trader into the sky? Well turns out they got pretty annoyed, prepare for an elven [[war]]! It may only take a simple accident (like killing a preachy hippy elf) to start a war you can't possibly win. War is especially difficult to overcome when your fort is taking its first steps, however, it is easy to prevent unless you really hate elves. The usual goblin skirmishes and sieges do not even count as war - a proper war will be signaled on the embark screen and will be denoted in-game on the {{k|c}}ivilization screen. (NOTE: You cannot be at war with your own race, so no epic dwarf showdowns.)&lt;br /&gt;
&lt;br /&gt;
===Wildlife===&lt;br /&gt;
&lt;br /&gt;
Goblins aren't the only creatures that want you dead. Be it [[unicorn|unicorns]], [[hippo|hippos]], [[undead]] [[elephant|elephants]] or a [[giant cave spider]], a sudden wildlife attack can quickly cripple or destroy an unprepared fortress.&lt;br /&gt;
&lt;br /&gt;
===Volcanic Death===&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|#00f|There is dispute over whether volcanoes actually erupt or if this behavior is the product of a bug where a [[bottomless pit]] and volcano are placed on top of each other.}}&lt;br /&gt;
&lt;br /&gt;
[[Volcano]]es (read: '''''not''''' [[magma]] vents, actual ''volcanoes'') can and will erupt unexpectedly.{{verify}} If you've got front doors to your fort, don't forget to lock them during an eruption... and make sure you've got some way to remove excess magma, too.&lt;br /&gt;
&lt;br /&gt;
Oh, that's right, you never installed any front doors. You were hoping that you could just dump the invaders into the volcano as they walked up to your front entrance, which is (conveniently) right on the edge of the lava. Whoops. Say goodbye to half your fort.&lt;br /&gt;
&lt;br /&gt;
It should be noted that ''this was &amp;lt;s&amp;gt;his sled&amp;lt;/s&amp;gt; a bug'' that had to do with 2 layers of magma being placed (in the air) above bottomless pits.&lt;br /&gt;
&lt;br /&gt;
This advice also applies if you're trying to pull a [[Boatmurdered]] (i.e. flood the world with magma) or if you just want to roast those sieges sitting at your front door.&lt;br /&gt;
&lt;br /&gt;
===General Unhappiness===&lt;br /&gt;
&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre [[dining room]], living room, and a generally inadequate fortress?&lt;br /&gt;
&lt;br /&gt;
If there is little in a fortress to give your dwarves happy [[thoughts]] and enough to give them unhappy [[thoughts]], then your dwarves will start to throw [[tantrum]]s, go melancholy, and destroy your [[civilization]]. Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall.&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
[[Siege]]s can be quite devastating to a fortress, but unlike most of the other ways of losing they are unlikely to occur early on, even if you do something stupid to piss off another civilization. Goblin sieges, for example, will only occur if you have 80 or more dwarves.&lt;br /&gt;
&lt;br /&gt;
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, siegers may stick around for a long time. Although a dwarven fortress can be made self-contained, with [[list of crops|crops]], [[metal]] and [[fuel]] readily available, underground [[tree farm|wood source]] and your own [[livestock]], a fortress may not sustain such a state indefinitely. For example, [[trade]] with the outside world has now been shut off, leaving you only what [[ore]]s are on your map for the production of mandate goods. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your [[Hammerer]] from killing or maiming your dwarves. [[Shell]], [[bone]] and [[leather]] commonly acquired by [[hunting]] and [[fishing]] need to be supplied by previously established livestock, an [[underground river]] and a sealed off channel from a murky pool or river. If these resources are no longer available to your workers, moody [[craftsdwarf|craftsdwarves]] will be driven into suicide or worse. Rotten [[vermin]] [[corpse]]s begin to heap in your food supply, forcing you to dump these into inside [[refuse|refuse pile]]s, generating [[miasma]]. One small miscalculation of your [[fuel]] reserves may leave you without [[coke]] to refine further coal, and without a supply of timber for your wood burning [[furnace]] this can end your vital [[weapon]]s and [[armor]] production for a future counterattack. Unless an [[well|interior watersupply]] was established your wounded will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, its important to remember your dwarves have nothing to do but throw funeral receptions, grief counseling sessions, and the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.&lt;br /&gt;
&lt;br /&gt;
In short, the attacking army can simply wait until your dwarves emo themselves to death.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:173.49.21.216&amp;diff=58103</id>
		<title>User:173.49.21.216</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:173.49.21.216&amp;diff=58103"/>
		<updated>2009-11-12T00:52:02Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Redirected page to User:Draco18s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:Draco18s]]&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Planepacked&amp;diff=58102</id>
		<title>Talk:Planepacked</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Planepacked&amp;diff=58102"/>
		<updated>2009-11-12T00:51:35Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: /* Explanation research migrated from main page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please don't delete it ==&lt;br /&gt;
I removed Karl's code that said &amp;quot;del|Artifact are randomly created, so it's not useful&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I think we should let this one go without deleting it. This is too epic, and I'm usually not one of the people who care about that. Boatmurdered has a stub on here, so I say we should leave this one go until the day someone sees the creation of an even more epic artifact. &lt;br /&gt;
&lt;br /&gt;
And in one sense it is useful. This is the standard by which all other artifacts shall be measured. --[[User:RustyMcloon|Rusty Mcloon]] 06:35, 6 April 2009 (UTC)&lt;br /&gt;
:It is the space and time warping, dimension twisting, utterly warped standard. So, totally normal for dwarves. --[[User:Zchris13|Zchris13]] 18:24, 21 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Seriously, this deserves it's own page.  Hell, if it were up to me, I'd give it several pages.  That's how epic it is. --[[User:Smartmo|Smartmo]] 15:28, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Seriously? Is a wiki for personal glory, or information? What &amp;quot;information&amp;quot; is this? That glitches can happen?  I'm not saying delete it, but don't pretend it somehow &amp;quot;deserves&amp;quot; a spot any more than any game log does.  Like boatmurdered.  If every &amp;quot;epic&amp;quot; fortress and artifact and episode and story and dwarf and battle had their own page... yeah.  It's unique, and somehow it demonstrates... something, I guess - but other than that it is kinda pointless.--[[User:Albedo|Albedo]] 12:56, 19 May 2009 (UTC)&lt;br /&gt;
::'personal glory'?  Whose person?  The article is about Planepacked anyway, not its originator despite your jadedness about the matter, and really, it could have happened to anyone.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I really don't understand the attitude that fun has no place in the wiki.  Obviously we don't have or want every &amp;quot;epic&amp;quot; artifact and it is not your kvetching that keeps them out, have a little sense of proportion.  This is not an academic paper!  This is a &amp;lt;em&amp;gt;wiki&amp;lt;/em&amp;gt; about a &amp;lt;em&amp;gt;video game&amp;lt;/em&amp;gt; for which we're sharing secrets and stories and enjoying the hell out of, and the game highlights you complain about are a good portion of what makes the wiki actually worth reading and the game worth playing to anyone who hasn't yet.  --[[User:Corona688|Corona688]] 13:40, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Honestly, this is a web site about Dwarf Fortress.  Whether it's useful or not, [[Boatmurdered]] '''does''' deserve it's own page.   And so does this.  It would be ridiculous and pointless to try and keep a wiki of Dwarf Fortress free of humor, and pages like this.  -[[User:Smartmo|Smartmo]] 16:29, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:How helpful a wiki is to people learning about the game depends very heavily on the ratio between useful game-related information and &amp;quot;other stuff&amp;quot;. As long as the &amp;quot;other stuff&amp;quot; doesn't have a very heavy presence then it isn't causing much harm. So while it's not that important to delete articles like this, it is important to make sure that useful articles only link to other useful articles. You can help by checking the '''what links here''' link and making sure that only similar articles link to things like this. This way we can forgive off-topic articles without turning into something like [http://encyclopediadramatica.com ED] or [http://uncyclopedia.wikia.com/ uncyclopedia]. [[User:VengefulDonut|VengefulDonut]] 16:51, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm in favor of preserving this article, under the usual &amp;quot;D for Dwarf&amp;quot; rules, as VD mentioned. It definitely does not belong outside of the &amp;quot;D for Dwarf&amp;quot; wikispace due to it being 100% bug related.&lt;br /&gt;
::On the other topic of ''Boatmurdered''.. I don't think that deserves it's own article beyond the small stub that it has now. It's only humor lies in how much fail went into it's planning and management. There's more than enough of that in any average user's game. ''Bm'' is only so well known because it was one of the first forts to be shared publicly with narration, in a large community. If you give it more than a brief mention, then there are atleast hundreds of other forts that would demand a page. -[[User:N9103|Edward]] 23:40, 19 May 2009 (UTC)&lt;br /&gt;
:::Such as [http://www.bay12games.com/forum/index.php?topic=19279.0 Nist Akath], and the resident Captain Ironblood.--[[User:Zchris13|Zchris13]] 00:11, 20 May 2009 (UTC)&lt;br /&gt;
::::Relax.  I never said BM didn't deserve it's own page.  I said it was basically a game log, not particularly (or intentionally) informative beyond that. But BM is both a landmark and ''The'' textbook example of several DF truths.  This is a relatively unknown example of the game going sideways - one User's install failed to activate a line of code that said &amp;quot;End&amp;quot; - film at 11.  Keep it or not, just don't overdo it if it stays.--[[User:Albedo|Albedo]] 00:29, 20 May 2009 (UTC)&lt;br /&gt;
:::::I was reading up on my dwarfistory lately.  Nist Akath, boatmurdered, all great stuff. Brilliant. [http://www.bay12games.com/forum/index.php?topic=25242.0 How I Learned to Stop Worrying and Love the Zombie Troll] is pretty good too. --[[User:Zchris13|Zchris13]] 00:54, 20 May 2009 (UTC)&lt;br /&gt;
:::::P.S.  Boatmurdered is actually what got me into DF anywho.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
http://bartabox.banquise.net/df/planepacked.txt&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Anyone else amused by the name? I mean, it's just plain packed with every concevable ornamentation. Except cheese.  - to avoid the pain, I shall attempt to remain nameless.  &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Teres Draconis|Teres Draconis]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Good Lord ==&lt;br /&gt;
&lt;br /&gt;
It has a picture of itself on it. The damn thing's fractal.&lt;br /&gt;
[[User:Lymojo|Lymojo]] 05:02, 2 May 2009 (UTC) Lymojo&lt;br /&gt;
&lt;br /&gt;
:It doesn't have just one picture of itself on it... it has itself carved on it 73 times!  Almost all of these carving are in limestone, too.  It could very well be fractal.  --[[User:Smartmo|Smartmo]] 15:24, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== If anyone's interested ... ==&lt;br /&gt;
* 416 engravings&lt;br /&gt;
* 224 mentions of Limestone&lt;br /&gt;
* 197 mentions of Magnetite&lt;br /&gt;
* 172 mentions of Dwarf&lt;br /&gt;
* 73 self references&lt;br /&gt;
* 65 mentions of Limonite&lt;br /&gt;
* 41 mentions of Toads&lt;br /&gt;
* 41 mentions of Ascension&lt;br /&gt;
* 40 mentions of Foundation&lt;br /&gt;
* 30 mentions of Goblin&lt;br /&gt;
* 16 mentions of Gyspum&lt;br /&gt;
* 15 mentions of Killing&lt;br /&gt;
* 12 mentions of Abduction&lt;br /&gt;
* 8 mentions of Kobold&lt;br /&gt;
* 8 mentions of Donkey&lt;br /&gt;
* 7 mentions of Mountains&lt;br /&gt;
* 6 mentions of Malachite&lt;br /&gt;
* 6 mentions of barrels&lt;br /&gt;
* 4 mentions of Steel&lt;br /&gt;
* 4 mentions of a Thin Cross, 1 of a Tall Cross&lt;br /&gt;
* 4 mentions of Dimpledflags, the Iron Hatch Cover&lt;br /&gt;
* 3 mentions of a Shining Sun, 1 of a Blazing Sun&lt;br /&gt;
* 3 mentions of Cave Lobster&lt;br /&gt;
* 2 mentions of Native Platinum&lt;br /&gt;
* 2 mentions of Oaks&lt;br /&gt;
* 2 mentions of Human&lt;br /&gt;
* 1 mention of Orthoclase&lt;br /&gt;
* 1 mention of Native Gold&lt;br /&gt;
* 1 mention of Pig Iron&lt;br /&gt;
* 1 mention of Dog Leather&lt;br /&gt;
* 1 mention of Brown Jasper&lt;br /&gt;
&lt;br /&gt;
And probably some I missed. [[User:Mraedis|Mraedis]] 11:17, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Show/Hide Description== &lt;br /&gt;
&lt;br /&gt;
I'd like to motion for adding show/hide buttons for the lengthy description involved with this piece... --[[User:MoQ|MoQ]] 06:39, 26 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Explanation research migrated from main page ==&lt;br /&gt;
&lt;br /&gt;
My megaconstruction project is on hold at the moment as I have a dwarf displaying this infinite collection tendency (went moody during a siege and claimed the outdoor craftshop); he's a stonecrafter and the first item collected was rock salt (the most plentiful stone I have), although he collected--without my doing anything--iron ore (limonite, tetrahedrite) and has added it to the workshop, I also mined out some platinum, which he has also collected.  Current estimated value of the artifact in progress is over 800,000☼ as it is primarily constructed of iron ores (value 24☼) and he has collected over 250 stones.  Currently 7077☼ worth of ''raw'' materials have been collected. --[[User:173.49.21.216|173.49.21.216]]&lt;br /&gt;
:Addendum, as I accidentally crashed DF.  I had a weaponsmith go fey on reload and forced him to collect every metal bar I could produce with my meager coal mines.  I did not end up counting how many items went into the creation of the Iron Spear Olinsacat &amp;quot;Tongsdot,&amp;quot; but it was worth a whopping 20,653,200☼ (mostly iron bars, plenty of gold, a few platinum, copper, and silver).  I have also not excessively trawled its description, but it does contain references to itself, references to an artifact from a prior fort in the same location, squares, at least one berzerk dwarf, at least one dwarf falling off my megaconstruction, and various other depictions. (Oh yeah, I have a login...) --[[User:Draco18s|Draco18s]] 00:51, 12 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:173.49.21.216&amp;diff=58101</id>
		<title>User:173.49.21.216</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:173.49.21.216&amp;diff=58101"/>
		<updated>2009-11-12T00:51:22Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Redirected page to Draco18s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Draco18s]]&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36698</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36698"/>
		<updated>2009-04-23T18:05:10Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: Oops.  [i] to '''&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|63}}|{{#expr: ({{rand2|10}}+53)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in category Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;Fixed Bug #888:  There was an alligator drunk&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Fixed Bug #563:  Mayor ordered himself beaten for failing to make crystal glass&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;Goatsects the Raw Red Anus of Stretching&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; the merchants won't leave because I killed their guys&amp;lt;br&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; and I can't lock them in and drown them because there's shoes on the floodgate&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;&amp;lt;BBB&amp;gt;Hm, the only dwarf who bothered helping my crippled mayor is my legendary bonecarver.&amp;lt;br&amp;gt;&amp;lt;BBB&amp;gt;Hm, fuck. He's not dragging him towards his bed.&amp;lt;br&amp;gt;&amp;lt;Nikov&amp;gt;&amp;quot;Oh, is that thing slowing you down? I could make you a nice walking stick out of it...&amp;quot;&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;flying creatures give birth in midair, leading to tragedy&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;&amp;quot;So I built this genius contraption, see? It uses the combined power of those 12 water-wheels, and those 6 windmills, and brings the water from BEHIND the wheels, all the way to the top of the mountain.&amp;quot; &amp;quot;Then what does it do?&amp;quot; &amp;quot;Nothing. Not until you pull this lever, see?&amp;quot; -The Creation of The Doomsday Lever&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;&amp;quot;Dwarf Fortress: Screw mining for fish, we're fishing for rocks!&amp;quot; -Duke 2.0&lt;br /&gt;
|&amp;lt;!--63--&amp;gt;&amp;quot;Thanks to the central chamber being floodable, in the case of a siege, all I have to do is lure the gobbos in and throw the lever.  Then, my dwarves can keep going about their business, while the goblins are busy sorting themselves by density.&amp;quot; -Moddington&lt;br /&gt;
|&amp;lt;!--64--&amp;gt;&amp;quot;Bloodedrivers the new Beginnings&amp;lt;br&amp;gt;On the forums is a masterful rendition of an image of a human and a dwarf fortress wiki. The dwarf fortress wiki is being read by the human. The human '''has no goddamn clue what the hell is going on'''.&amp;quot; -Neruz's edit of uberubert post&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36697</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36697"/>
		<updated>2009-04-23T18:04:42Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|63}}|{{#expr: ({{rand2|10}}+53)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in category Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;Fixed Bug #888:  There was an alligator drunk&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Fixed Bug #563:  Mayor ordered himself beaten for failing to make crystal glass&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;Goatsects the Raw Red Anus of Stretching&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; the merchants won't leave because I killed their guys&amp;lt;br&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; and I can't lock them in and drown them because there's shoes on the floodgate&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;&amp;lt;BBB&amp;gt;Hm, the only dwarf who bothered helping my crippled mayor is my legendary bonecarver.&amp;lt;br&amp;gt;&amp;lt;BBB&amp;gt;Hm, fuck. He's not dragging him towards his bed.&amp;lt;br&amp;gt;&amp;lt;Nikov&amp;gt;&amp;quot;Oh, is that thing slowing you down? I could make you a nice walking stick out of it...&amp;quot;&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;flying creatures give birth in midair, leading to tragedy&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;&amp;quot;So I built this genius contraption, see? It uses the combined power of those 12 water-wheels, and those 6 windmills, and brings the water from BEHIND the wheels, all the way to the top of the mountain.&amp;quot; &amp;quot;Then what does it do?&amp;quot; &amp;quot;Nothing. Not until you pull this lever, see?&amp;quot; -The Creation of The Doomsday Lever&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;&amp;quot;Dwarf Fortress: Screw mining for fish, we're fishing for rocks!&amp;quot; -Duke 2.0&lt;br /&gt;
|&amp;lt;!--63--&amp;gt;&amp;quot;Thanks to the central chamber being floodable, in the case of a siege, all I have to do is lure the gobbos in and throw the lever.  Then, my dwarves can keep going about their business, while the goblins are busy sorting themselves by density.&amp;quot; -Moddington&lt;br /&gt;
|&amp;lt;!--64--&amp;gt;&amp;quot;Bloodedrivers the new Beginnings&amp;lt;br&amp;gt;On the forums is a masterful rendition of an image of a human and a dwarf fortress wiki. The dwarf fortress wiki is being read by the human. The human [i]has no goddamn clue what the hell is going on[/i].&amp;quot; -Neruz's edit of uberubert post&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36681</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36681"/>
		<updated>2009-02-19T04:20:13Z</updated>

		<summary type="html">&lt;p&gt;Draco18s: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|61}}|{{#expr: ({{rand2|10}}+51)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in category Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;Fixed Bug #888:  There was an alligator drunk&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Fixed Bug #563:  Mayor ordered himself beaten for failing to make crystal glass&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;What constitutes &amp;quot;sunday best&amp;quot; for dwarves?  Is that when they actually wipe some of the blood and vomit off their clothes? --Kuli&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;&amp;quot;You know, Urist, You've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;Worst animal rights defense: &amp;quot;I had to [http://www.mkv25.net/dfma/movie-355-bodypartexplosion kill off most of my animals] because my FPS was suffering.&amp;quot; --steb&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;Nothing a magma bath won't fix. Magma: nature's fix it all --Luke_Prowler&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; the merchants won't leave because I killed their guys&amp;lt;br&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; and I can't lock them in and drown them because there's shoes on the floodgate&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;&amp;lt;BBB&amp;gt;Hm, the only dwarf who bothered helping my crippled mayor is my legendary bonecarver.&amp;lt;br&amp;gt;&amp;lt;BBB&amp;gt;Hm, fuck. He's not dragging him towards his bed.&amp;lt;br&amp;gt;&amp;lt;Nikov&amp;gt;&amp;quot;Oh, is that thing slowing you down? I could make you a nice walking stick out of it...&amp;quot;&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;&amp;lt;Momaw&amp;gt;Dwarf politics: make sure that everybody knows you, or else the god-emperor of the fortress will make you vanish if you become inconvenient.&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;Dwarf Fortress is not a simple game. It’s about as far from simple as you can get. --'''Phantasmagoria''' on Kongregate.com&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are  editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Draco18s</name></author>
	</entry>
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