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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=EarthquakeDamage</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=EarthquakeDamage"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/EarthquakeDamage"/>
	<updated>2026-04-08T02:58:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_token&amp;diff=45151</id>
		<title>40d Talk:Armor token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_token&amp;diff=45151"/>
		<updated>2009-06-22T00:17:49Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;i think the SOFT and HARD tokkens are if the item can be worn out with the x-X-XX tags, i often saw this on clothes with the soft tokken, but never on one with the hard ones.&lt;br /&gt;
--[[User:Rhenaya|Rhenaya]] 09:48, 4 October 2008 (EDT)&lt;br /&gt;
:I'm pretty sure HARD means elves can make it from wood, while SOFT means it can be made from &amp;quot;soft&amp;quot; materials (read:  cloth).  All clothing level items will decay when worn, regardless of the material.  I say this because I remember giving dwarves &amp;quot;hard hats&amp;quot; once upon a time (basically just a renamed copy of ordinary helmets, made only from metal, but with no ARMORLEVEL tag.  Their iron hard hats decayed just like pig tail caps do.  --[[User:EarthquakeDamage|EarthquakeDamage]] 00:17, 22 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
My guts are telling me, that SHAPED tag affects if the item produced by narrow or large race will be narrow or large. --[[User:Dorten|Dorten]] 02:38, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
This is what I've inferred from the default raw files in DF:&lt;br /&gt;
Some things are clearly clothing, whether they be made of cloth or leather. They always rot, and are worn by people who aren't in the military. Examples:&lt;br /&gt;
* Armor: platemail, chainmail, leather&lt;br /&gt;
* Pants: greaves, leggings&lt;br /&gt;
* Helm: helm&lt;br /&gt;
* Gloves: gauntlet&lt;br /&gt;
* Shoes: high boot, low boot.&lt;br /&gt;
&lt;br /&gt;
Some things are clearly armor, also whether they be made of leather or metal. They never rot. They are worn only by drafted people. Examples:&lt;br /&gt;
* Armor: shirt&lt;br /&gt;
* Pants: pants&lt;br /&gt;
* Helm: hood&lt;br /&gt;
* Gloves: gloves, mittens&lt;br /&gt;
* Shoes: shoes&lt;br /&gt;
&lt;br /&gt;
Other things are either clothing, when made of cloth or leather, or armor when made of metal. These IMO show us which tags are important for armor and/or wear &amp;amp; tear. Only the cap appears to do this, so I think this is important... these are the tags for the &amp;quot;cap&amp;quot;, and what I think each does (which sometimes differs from this wiki page):&lt;br /&gt;
&lt;br /&gt;
(I've removed tags that are mostly text or a number, such as material use and weight)&lt;br /&gt;
* [METAL_ARMOR_LEVELS]&lt;br /&gt;
* [LAYER:OVER]&lt;br /&gt;
* [SOFT]&lt;br /&gt;
* [LEATHER]&lt;br /&gt;
* [HARD]&lt;br /&gt;
* [METAL]&lt;br /&gt;
What determines if this is armor or not? I don't think it's the SOFT or HARD tags. SOFT apparently only means this can be crafted from cloth. HARD is maybe used for some formula but it's probably not very important, and it can coexist with SOFT. Note the lack of an ARMORLEVEL tag, that means this is normally civilian clothing. The METAL_ARMOR_LEVELS raises the effective ARMORLEVEL to 1, so this becomes part of a leather &amp;quot;set&amp;quot; (so a metal cap is &amp;quot;leather&amp;quot; for equipping purposes). The LAYER tag is used to mix and match many clothes, I think, so you can wear UNDER, with OVER and then COVER on top: I also think that once this becomes ARMOR, the layer stops mattering - unless dwarves use multiple layers of armor which I believe they don't? They however will take civilian clothes off if they're using up valuable armor layers when drafted.&lt;br /&gt;
&lt;br /&gt;
So in conclusion, only the ARMORLEVEL determines who will wear it (soldiers vs civilians), and if it will rot. METAL_ARMOR_LEVELS generally is used to separate one armor type from another: for instance, high boots are always armor, but if made of leather, they're leather armor, and if made of metal, they're chain armor. However, in this rare case, it changes the ARMORLEVEL from nil to 1, making metal Caps unwearable by civilians plus not rotting. SOFT, HARD have nothing to do with this.&lt;br /&gt;
[[User:Sergius|Sergius]] 13:56, 3 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26550</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26550"/>
		<updated>2007-11-16T19:46:13Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump/archive1&amp;diff=9063</id>
		<title>40d Talk:Screw pump/archive1</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump/archive1&amp;diff=9063"/>
		<updated>2007-11-15T01:46:37Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I made some mockups of east-to-west pumps using Unicode characters, but we should really get some full-fledged graphical examples. --[[User:JT|JT]] 07:47, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it essential that the rear of the pump be adjacent to an open square over liquid?  I need to do some tests of that, I had assumed from my testing it was sufficient to have the pump just over liquid (so for example, have the rear square on a ramp into a lake) [[User:Matryx|Matryx]] 13:50, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The rear end doesnt need to be over an open space it can be pumped straight out onto the ground. Fixing that now.--[[User:Lucid|Lucid]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Uh, I found that when building a screw pump on open ground, above a mined-out section filled with 7 waters ont he floor below, nothing pumped through until I dug an 'Open Space' next to the pump handle. --[[User:Sukasa|Sukasa]] 20:52, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it possible to pump magma with a screw pump made of steel? [[User:Diabl0658|Diabl0658]] 04:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has anyone confirmed the reynard diagram works? I was under the impression he meant it as conjecture [[User:VengefulDonut|VengefulDonut]] 14:10, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:just tested it. its fine [[User:VengefulDonut|VengefulDonut]] 14:19, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::In the reynard diagram tower are the fronts of the pump over the water on the square besides that?&lt;br /&gt;
&lt;br /&gt;
Maybe this is helpful?&lt;br /&gt;
&lt;br /&gt;
[[image:PumpWestExample.png]]&lt;br /&gt;
&lt;br /&gt;
This is an example of a pump facing West in wonderful 3D.&lt;br /&gt;
&lt;br /&gt;
A: A square below the level of the pump without a floor where water is pumped from&lt;br /&gt;
&lt;br /&gt;
B: The point in which a dwarf operates the machine&lt;br /&gt;
&lt;br /&gt;
C: The three points in which water is deposited. [[User:MikeWulf|MikeWulf]]&lt;br /&gt;
:It's deposited only on the far C tile but leaks into the others from it [[User:VengefulDonut|VengefulDonut]] 09:27, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I can probably do a few of these for the digging article too if it is acceptable.&lt;br /&gt;
&lt;br /&gt;
:What program did you use to make that graphic? I wouldn't be able to make something like this unless I had a laser pen or somethin'. [[User:Schm0|Schm0]] 08:53, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Just OpenCanvas with a graphic tablet. If the wiki wants uniform pictures I could probably do them.&lt;br /&gt;
&lt;br /&gt;
After seeing the new quote on the main page and seeing the bottom of this article, I'm totally opening up a dwarven gym with pumps and, if I can figure out how to make them use it, a swimming pool.  -[[User:EarthquakeDamage|EarthquakeDamage]] 20:46, 14 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Eagle_of_Fire&amp;diff=23811</id>
		<title>User talk:Eagle of Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Eagle_of_Fire&amp;diff=23811"/>
		<updated>2007-11-14T06:47:26Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== I know you! ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;:)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
--[[User:SupSuper|SupSuper]] 12:13, 8 November 2007 (EST)&lt;br /&gt;
:What a coincidence! I do, too! ;) --[[User:Eagle of Fire|Eagle of Fire]] 22:30, 8 November 2007 (EST)&lt;br /&gt;
::Huzzah! ASCII FOREVA!! --[[User:SupSuper|SupSuper]] 08:02, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==To whomever it may concern...==&lt;br /&gt;
What the hell is the &amp;quot;rule P&amp;quot; I keep reading about? O_o --[[User:Eagle of Fire|Eagle of Fire]] 22:59, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: It's a bunch of [[DwarfFortressWiki:Community_Portal|stupid rules people have come up with]]. --[[User:Rick|Rick]] 23:48, 10 November 2007 (EST)&lt;br /&gt;
::Hummm... I think your description is pretty accurate. If they want to create rules, I'd be happy with that... But to hide them behind some kind of game... --[[User:Eagle of Fire|Eagle of Fire]] 00:15, 11 November 2007 (EST)&lt;br /&gt;
==Obsidian Short Sword==&lt;br /&gt;
Is it me or I noticed my dwarf taking up a log of wood to make an obsidian short sword? I wanted to check on the wiki to be sure, but there seem to be no particular page for the obsidian short sword that I could see with a quick search. --[[User:Eagle of Fire|Eagle of Fire]] 02:24, 11 November 2007 (EST)&lt;br /&gt;
:Your obsidian sword needs a hilt. That's why you need the wood. [[User:Boo radley|Boo radley]] 13:12, 11 November 2007 (EST)&lt;br /&gt;
::I think obsidian short swords are really supposed to resemble a dwarf-sized [http://en.wikipedia.org/wiki/Macuahuitl macuahuitl], hence the wood.  -[[User:EarthquakeDamage|EarthquakeDamage]] 01:47, 14 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Calendar&amp;diff=22234</id>
		<title>40d Talk:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Calendar&amp;diff=22234"/>
		<updated>2007-11-14T03:41:07Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: How Long is a Year?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Calendar'' isn't even a term used in DF; what makes you think it should be highlighted in '''bold''' and be the redirect for '''season'''? I'm being picky, but why would anyone -search- for calendar? I'd argue this is a meta information page (guide?) that which doesn't deserve a direct search term. (In opposition to Season being Redirected here). Thoughts? --[[User:Markavian|Markavian]] 14:48, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Not to rain molten death on your rant, but my game actually says: &amp;quot;Autumn has arrived on the calender.&amp;quot; as the season changes. So it is used in the game. But this only happens when your region also has dry and wet seasons. Not all have these, so some use the old system of reporting the seasons. This is a bit unclear, and I only figured it out after someone discussed this, and then it happend to me. So what terminoligy the game uses depends on your [edit]strike this: 'version'[/edit] type of map, such as desert or ice. --[[User:Soyweiser|Soyweiser]] 15:01, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Depend of the version? I'm not sure I really understand what that mean, but if it's not in use in the new version then it should not be done here. There is an archived wiki for the older version... --[[User:Eagle of Fire|Eagle of Fire]] 16:24, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I meant the version of the map you are playing on. Of course I'm talking about the newest version of the game. Sorry for the confusion. But I meant the type of the map you are playing on instaid of version.  --[[User:Soyweiser|Soyweiser]] 17:18, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;...has arrived on the calender&amp;quot; is used to differentiate calendar seasons from local seasonal patterns (i.e. &amp;quot;summer&amp;quot; and &amp;quot;winter&amp;quot; don't mean much in a desert, &amp;quot;wet&amp;quot; and &amp;quot;dry&amp;quot; season mean everything). It is used in the current version, and I think anyone wishing to know about the dates and months would search for &amp;quot;calendar&amp;quot;. That's what I searched for. The word &amp;quot;season&amp;quot; doesn't cover things like names of the months and length of the year. [[Season]] could have it's own article or not, but calander should stay, IMO. --[[User:Turgid Bolk|Turgid Bolk]] 16:35, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: ''Yay for molten death, and healthy discussion.'' I like the coloured table of seasons, the content of the article is good. I did not know about the &amp;quot;Autumn has arrived on the calender&amp;quot; type messages, that should definitely be added if its a fact. I suppose the question is; how would separate Calendar and Season pages differ? If they don't differ enough, then they should stay merged. I think 'farming' is the more useful topic for seasons, I would like to see a short definition of 'A season' and 'Farming seasons' on a season page, with a healthy pointer to this Calendar page for more information about the dwarven year. At least there would be a definition for 'Season' which I feel is missing from the Calendar page. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
== How Long is a Year? ==&lt;br /&gt;
&lt;br /&gt;
Time seems to pass more slowly in the new version, even with the same frame rate, so the number of frames/ticks per day must have increased.  Has anyone yet bothered to measure the duration of a day?  -[[User:EarthquakeDamage|EarthquakeDamage]] 22:41, 13 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Memory_hacking/v0.27.169.33a&amp;diff=25212</id>
		<title>40d Talk:Memory hacking/v0.27.169.33a</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Memory_hacking/v0.27.169.33a&amp;diff=25212"/>
		<updated>2007-11-11T03:48:51Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: New page: How might some of these memory addresses (I'm looking at you, &amp;quot;art defacement malus&amp;quot;) correspond to addresses in the executable?  -~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How might some of these memory addresses (I'm looking at you, &amp;quot;art defacement malus&amp;quot;) correspond to addresses in the executable?  -[[User:EarthquakeDamage|EarthquakeDamage]] 22:48, 10 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Rick&amp;diff=25078</id>
		<title>User talk:Rick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Rick&amp;diff=25078"/>
		<updated>2007-11-11T03:45:14Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requests ==&lt;br /&gt;
Hey there. Thanks for writing reveal.exe. It's made my dwarves' lives so much easier!&lt;br /&gt;
&lt;br /&gt;
Do you take requests?&lt;br /&gt;
&lt;br /&gt;
And is this the right place to ask? [[User:Runspotrun|Runspotrun]] 20:32, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yes, and yes. --[[User:Rick|Rick]] 20:49, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Excellent! Now, I don't know how many people would use it, but I'd love to see a utility that would allow me to choose the temperature/forest/shrub/surroundings/neighbours when starting out. I like to stick to the same sort of areas, but it can be a pain finding them on the map - if they exist at all. Problem is, I think most people take what they're given, region-wise... so I don't think it'd have much of an audience. What do you think? [[User:Runspotrun|Runspotrun]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Er, I haven't just described startpoints.exe, have I? [[User:Runspotrun|Runspotrun]] 21:01, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, if you're not averse to requests...  A utility to activate the subterranean flag on indoor areas would be awesome for those of us who'd like to build surface castles in cold/freezing terrain without our dwarves dying of frostbite.  -[[User:EarthquakeDamage|EarthquakeDamage]] 22:45, 10 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18405</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18405"/>
		<updated>2007-11-10T07:35:36Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does triggering an upright spike with a lever make it retract? I am testing this now.&lt;br /&gt;
&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
RE Upright Spikes:  They're are only effective if something falls on them, right?  They don't slow and certainly don't hurt anything just walking through them?  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:35, 10 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18404</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18404"/>
		<updated>2007-11-10T07:31:42Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does triggering an upright spike with a lever make it retract? I am testing this now.&lt;br /&gt;
&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Inside&amp;diff=25011</id>
		<title>40d Talk:Inside</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Inside&amp;diff=25011"/>
		<updated>2007-11-10T07:27:10Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: New page: My experience would suggest that dwarves told to &amp;quot;stay indoors&amp;quot; will interpret the command as &amp;quot;stay underground,&amp;quot; which pretty much sucks if you've built a surface fortress.  -~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My experience would suggest that dwarves told to &amp;quot;stay indoors&amp;quot; will interpret the command as &amp;quot;stay underground,&amp;quot; which pretty much sucks if you've built a surface fortress.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:27, 10 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24121</id>
		<title>40d Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24121"/>
		<updated>2007-11-10T07:23:26Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Trigger?===&lt;br /&gt;
Just noticed that I got my first (Goblin) siege at 100000 wealth. Anyone else confirm that this is the trigger? [[User:Runspotrun|Runspotrun]] 00:06, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my first goblin siege at about 600k wealth. They sieged me at 15 levels above ground level, where I had a stairway to my fortress. They loitered around for a season and left. [[User:Kaivosukeltaja|Kaivosukeltaja]] 07:31, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Thanks. I removed my addition from the article. [[User:Runspotrun|Runspotrun]] 09:35, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Troll squads ==&lt;br /&gt;
&lt;br /&gt;
I had 3 troll squads of exactly 8 trolls in each during a siege. Had a goblin king that time but no beak dogs. Can it be that no beak dogs in goblin civ=better chance for trolls?&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
&lt;br /&gt;
Woe betide those who anger humans.  I added a second human race with [BABYSNATCHER] instead of [SIEGER]  for barbarian raiding action.  When they sieged, every last one of them was riding a horse.  When I approached the buggers kept running away and going all Parthian shot on me, too.  It was pretty bad ass.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:23, 10 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_cave_spider&amp;diff=12155</id>
		<title>40d Talk:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_cave_spider&amp;diff=12155"/>
		<updated>2007-11-10T07:18:44Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THEY ARE EVIL. One killed 2 of my proficient miners on its own! It has a breath attack that shoots webs and it rips off people limbs! Dont attack them if you know whats good for you! --[[User:Diabl0658]]&lt;br /&gt;
:What is this? I did not write this in the comments! [[User:Diabl0658|Diabl0658]] 22:23, 31 October 2007 (EDT)&lt;br /&gt;
::The article page was cleaned up - less personal (the 'my' aspect of it - that only applies to ''your'' (Diabl0658's) experience and not necessarily that of any future editor).  JT copied the anecdote in the article to the talk page and attributed it to you.  (Side consideration sub pages of /anecdote for this type of thing?) --[[User:Shagie|Shagie]] 22:44, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What Shagie said.  I figure the articles themselves should be left for &amp;quot;fact&amp;quot; (you can inject subtle humour or hearsay if it's between the lines), while any personal experiences or questions can be mentioned on the Talk pages.  (I dunno if an anecdotal page is necessary.  Do we really need so many more stub pages?)  That's the general idea on Wikipedia, anyway... --[[User:JT|JT]] 23:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: The sub page idea could be a way of clearly making a place for anecdotes that would otherwise show up in article pages or talk pages (where talk pages would (in theory) be more about the factual/design content of the articles themselves. One of the wikis I am involved with is particularly prone to vandalism - the funny vandalism they move off to a sub page. This way, its still there as a record but isn't hampering discussion or reading the article itself.  Realize I'm not calling anecdotes vandalism, but rather suggesting a similar way that they can be put somewhere so they don't hamper discussion or the article.  --[[User:Shagie|Shagie]] 23:25, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should this article not be under the &amp;quot;creatures&amp;quot; section? --[[User:Talith|Talith]]&lt;br /&gt;
&lt;br /&gt;
I've noticed a few references to &amp;quot;phantom spiders&amp;quot; in material lists and such.  Is it possible that a phantom spider is in fact what created that hellishly large web in the picture, or is it known that that was a regular giant cave spider? --[[User:AlBorland|AlBorland]]&lt;br /&gt;
&lt;br /&gt;
:Nope, that's a bona fide giant cave spider.  You can see it towards the centre of the web.  Phantom spiders are vermin-sized critters which appear only on evil maps. --[[User:JT|JT]] 01:06, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You should probably upload that web picture to the wiki rather than an external host.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:18, 10 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Combat&amp;diff=23995</id>
		<title>40d Talk:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Combat&amp;diff=23995"/>
		<updated>2007-11-10T07:16:15Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Question about ranged combat:  Can ranged weapons be fired between z-axes?  Either up stairs or down from a tower?  If so, do they have more range firing down than up?  [[User:Viper1969|Viper1969]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nope, bug. --[[User:Soyweiser|Soyweiser]] 15:49, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is this stuff all accurate for the most recent version? It wasn't just copied from the archived wiki? I'm surprised Toady hasn't updated Burn damage and fire creatures. --[[User:DDouble|DDouble]] 15:21, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Nope, was copied. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Personally, I'd like to see another tag required to ignite things with burn damage rather than doing it by default.  More flexibility for modding and all that.  I suppose customizable damage types would be even better, but that'll probably have to wait another year or three.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:12, 10 November 2007 (EST)&lt;br /&gt;
:I suppose I should add that burn damage seems to cause an awful lot of organ damage, possibly matching piercing in lethality.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:16, 10 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Combat&amp;diff=23994</id>
		<title>40d Talk:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Combat&amp;diff=23994"/>
		<updated>2007-11-10T07:12:10Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Question about ranged combat:  Can ranged weapons be fired between z-axes?  Either up stairs or down from a tower?  If so, do they have more range firing down than up?  [[User:Viper1969|Viper1969]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nope, bug. --[[User:Soyweiser|Soyweiser]] 15:49, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is this stuff all accurate for the most recent version? It wasn't just copied from the archived wiki? I'm surprised Toady hasn't updated Burn damage and fire creatures. --[[User:DDouble|DDouble]] 15:21, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Nope, was copied. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Personally, I'd like to see another tag required to ignite things with burn damage rather than doing it by default.  More flexibility for modding and all that.  I suppose customizable damage types would be even better, but that'll probably have to wait another year or three.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:12, 10 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Animal_trap&amp;diff=24671</id>
		<title>40d Talk:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Animal_trap&amp;diff=24671"/>
		<updated>2007-11-10T07:06:27Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So dwarves can make and use animal traps WITHOUT the hunting skill? Just trapping? Does this ensure that my carpenter won't go try and wrestle elephants? --[[User:DDouble|DDouble]] 15:28, 9 November 2007 (EST)&lt;br /&gt;
:Yup.  Just activate Trapping and leave Hunting alone.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:06, 10 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification_Talk:New_plants&amp;diff=24667</id>
		<title>Modification Talk:New plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification_Talk:New_plants&amp;diff=24667"/>
		<updated>2007-11-10T07:04:07Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does the Plagued Lasher become when it is processed to vial? I recall in the old versions, the plant mods allowed really really valuable extracts to be put in vials. I used those to buy out many caravans! --[[User:DDouble|DDouble]] 15:27, 9 November 2007 (EST)&lt;br /&gt;
:When processed, the plagued lasher becomes plague essence, another valuable extract that you can use to buy out caravans. ;-) --[[User:Morlark|Morlark]] 15:40, 9 November 2007 (EST)&lt;br /&gt;
::Why buy out caravans with extracts, which take a lot of time to process, when you can buy them out with coin stacks?  I haven't tried it, but I suspect it'd be quite fruitful given the resource cost.  -[[User:EarthquakeDamage|EarthquakeDamage]] 01:59, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
While I'm here...  I haven't yet found a chasm and certainly not in the vicinity of a cave river/lake, so I really don't know how well chasm plants work.  I made a mountain plant as a test but it only seems to appear in soil and such near biome borders (as expected, really), not up on the rock or anything.  I assume a chasm plant would only appear in the presence of cave water, but would it only appear in the chasm or what?  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:04, 10 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification_Talk:New_plants&amp;diff=24666</id>
		<title>Modification Talk:New plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification_Talk:New_plants&amp;diff=24666"/>
		<updated>2007-11-10T06:59:05Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does the Plagued Lasher become when it is processed to vial? I recall in the old versions, the plant mods allowed really really valuable extracts to be put in vials. I used those to buy out many caravans! --[[User:DDouble|DDouble]] 15:27, 9 November 2007 (EST)&lt;br /&gt;
:When processed, the plagued lasher becomes plague essence, another valuable extract that you can use to buy out caravans. ;-) --[[User:Morlark|Morlark]] 15:40, 9 November 2007 (EST)&lt;br /&gt;
::Why buy out caravans with extracts, which take a lot of time to process, when you can buy them out with coin stacks?  I haven't tried it, but I suspect it'd be quite fruitful given the resource cost.  -[[User:EarthquakeDamage|EarthquakeDamage]] 01:59, 10 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Chariot&amp;diff=21027</id>
		<title>User talk:Chariot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Chariot&amp;diff=21027"/>
		<updated>2007-11-10T06:54:30Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'd love to see some more milkable creatures --[[User:Tracker|Tracker]] 14:11, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I wasn't sure you saw my comment at [[:Image:DF Terraform.PNG]], but I wanted you to know it's top-notch. Thanks for making it. --[[User:Turgid Bolk|Turgid Bolk]] 00:48, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Wow.  That thing ''is'' pretty damn good.  I wish I'd had an explanation like that during those first few days of the release...  -[[User:EarthquakeDamage|EarthquakeDamage]] 01:54, 10 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:FFT&amp;diff=24770</id>
		<title>User talk:FFT</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:FFT&amp;diff=24770"/>
		<updated>2007-11-10T06:50:30Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps some of the crops should be made aboveground now that dwarves can farm there? -- [[User:Zaratustra|Zaratustra]] 18:46, 9 November 2007 (EST)&lt;br /&gt;
:I intend to, but I wanted to get all of the old-style plants in first. I'm going to add more outdoor plants in 1.4. [[User:FFT|FFT]] 19:26, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I remember using this in the old version. As I recall, the extracts in vials were extremely valuable. Maybe it should be toned down, because I remember buying out the caravans with several vials of mundane plant extract. Other than that, thank you for making this, I really enjoyed it. The normal game food choices are so limited! --[[User:DDouble|DDouble]] 20:52, 9 November 2007 (EST)&lt;br /&gt;
:The extracts are actually comparable to the plants that have extracts in the game. However, I somehow forgot about the ability to extract to barrel, so I'm going to end up changing things around before I get to 1.4. [[User:FFT|FFT]] 00:27, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
fyi, slight typo, soybeans are missing a number: [SEED:6:0:] [[User:Chariot|Chariot]] 01:49, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
While many of the new options are redundant, I do like this mod.  It adds character.  Even more so since you've added even more plants.  -[[User:EarthquakeDamage|EarthquakeDamage]] 01:50, 10 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_token&amp;diff=20701</id>
		<title>40d Talk:Item token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_token&amp;diff=20701"/>
		<updated>2007-11-05T06:59:45Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think the ROUGH item type is obsolete.  I'm pretty sure it's still used for rough gemstones IIRC.  I've been putzing around with reactions a lot and I can't remember everything I've tried, but I think I made rough gems using that token that I was able to cut with a jeweler and everything.  -[[User:EarthquakeDamage|EarthquakeDamage]] 01:59, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_token&amp;diff=20700</id>
		<title>40d Talk:Item token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Item_token&amp;diff=20700"/>
		<updated>2007-11-05T06:59:18Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: New page: I don't think the ROUGH item type is obsolete.  I'm pretty sure it's still used for rough gemstones IIRC.  I've been putzing around with reactions a lot and I can't remember everything I'v...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think the ROUGH item type is obsolete.  I'm pretty sure it's still used for rough gemstones IIRC.  I've been putzing around with reactions a lot and I can't remember everything I've tried, but I think I made rough gems using that token that I was able to cut with a jeweler and everything.&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Reactions&amp;diff=13799</id>
		<title>40d:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Reactions&amp;diff=13799"/>
		<updated>2007-11-04T08:59:55Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reactions currently control the actions of the [[smelter]] building. They consist of at least one reagent and one product. Eventually the goal is to include all buildings and their actions within the raws.&lt;br /&gt;
&lt;br /&gt;
You may have multiple reagents and products within a reaction. By including a product that replaces a consumed reagent, you could create things like tools and catalytic reactions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Anatomy of a Reaction:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REACTION:BITUMINOUS_COAL_TO_COKE] &amp;lt;-- The name of the reaction. Not referenced elsewhere yet, but must be unique.&lt;br /&gt;
&lt;br /&gt;
[NAME:make coke from bituminous coal] &amp;lt;-- What appears in the game when the necessary reagents are available.&lt;br /&gt;
&lt;br /&gt;
[SMELTER] &amp;lt;-- Says the reaction is performed in the smelter. There are currently no other building tokens.&lt;br /&gt;
&lt;br /&gt;
[REAGENT:1:STONE:NO_SUBTYPE:STONE:COAL_BITUMINOUS] &amp;lt;-- First parameter after REAGENT is the number of this item the reaction needs. The second is an [[Item Token]], for instance BAR for metal bars. The third is the subtype, if applicable. Fourth is the matgloss class - probably only PLANT, STONE, METAL, COAL, and WOOD, although there may be more lurking. The last is the name of the material in the matgloss files.&lt;br /&gt;
&lt;br /&gt;
[REAGENT:1:REACTION_CLASS:FLUX] &amp;lt;-- Any object with the token of [REACTION_CLASS:FLUX] may be used here. It might be possible to add reaction classes arbitrarily.&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE] &amp;lt;-- The end product(s) of the reaction. The first parameter might be probability of success. The rest is the same as in REAGENT.&lt;br /&gt;
&lt;br /&gt;
[FUEL] &amp;lt;-- Says the reaction uses fuel.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Reactions&amp;diff=13798</id>
		<title>40d:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Reactions&amp;diff=13798"/>
		<updated>2007-11-04T08:59:29Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: Checked dwarfort.exe with a hex editor and it seems the current token list is complete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reactions currently control the actions of the [[smelter]] building. They consist of at least one reagent and one product. Eventually the goal is to include all buildings and their actions within the raws.&lt;br /&gt;
&lt;br /&gt;
You may have multiple reagents and products within a reaction. By including a product that replaces a consumed reagent, you could create things like tools and catalytic reactions.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Anatomy of a Reaction:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REACTION:BITUMINOUS_COAL_TO_COKE] &amp;lt;-- The name of the reaction. Not referenced elsewhere yet, but must be unique.&lt;br /&gt;
&lt;br /&gt;
[NAME:make coke from bituminous coal] &amp;lt;-- What appears in the game when the necessary reagents are available.&lt;br /&gt;
&lt;br /&gt;
[SMELTER] &amp;lt;-- Says the reaction is performed in the smelter. There are currently no other tokens.&lt;br /&gt;
&lt;br /&gt;
[REAGENT:1:STONE:NO_SUBTYPE:STONE:COAL_BITUMINOUS] &amp;lt;-- First parameter after REAGENT is the number of this item the reaction needs. The second is an [[Item Token]], for instance BAR for metal bars. The third is the subtype, if applicable. Fourth is the matgloss class - probably only PLANT, STONE, METAL, COAL, and WOOD, although there may be more lurking. The last is the name of the material in the matgloss files.&lt;br /&gt;
&lt;br /&gt;
[REAGENT:1:REACTION_CLASS:FLUX] &amp;lt;-- Any object with the token of [REACTION_CLASS:FLUX] may be used here. It might be possible to add reaction classes arbitrarily.&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE] &amp;lt;-- The end product(s) of the reaction. The first parameter might be probability of success. The rest is the same as in REAGENT.&lt;br /&gt;
&lt;br /&gt;
[FUEL] &amp;lt;-- Says the reaction uses fuel.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Chariot&amp;diff=13025</id>
		<title>User:Chariot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Chariot&amp;diff=13025"/>
		<updated>2007-11-04T08:55:34Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Zoo Mod 3==&lt;br /&gt;
Zoo Mod 3 for DF 3d:&lt;br /&gt;
&lt;br /&gt;
[http://chariot.nickersonm.com/dwfortress/Zoo_Mod_3.zip Mod Download]&lt;br /&gt;
&lt;br /&gt;
to install, unzip into your raw folder&lt;br /&gt;
&lt;br /&gt;
=What zm3 Adds=&lt;br /&gt;
*Chicken&lt;br /&gt;
*Goose&lt;br /&gt;
*Goat&lt;br /&gt;
*Donkey (removed due to overlap with new version, but graphics still work)&lt;br /&gt;
*Sheep&lt;br /&gt;
*Pig&lt;br /&gt;
*Ox&lt;br /&gt;
*Llama&lt;br /&gt;
*Dromedary Camel	(see donkey)&lt;br /&gt;
*Bactrian Camel	(see donkey)&lt;br /&gt;
*Alpaca&lt;br /&gt;
*Yak&lt;br /&gt;
*Pony&lt;br /&gt;
*Gaur&lt;br /&gt;
*Coyote&lt;br /&gt;
*Javelina&lt;br /&gt;
*Wild Boar&lt;br /&gt;
*Moose&lt;br /&gt;
*Duck&lt;br /&gt;
*Wild Turkey&lt;br /&gt;
*Buffalo&lt;br /&gt;
*Armadillo&lt;br /&gt;
*Porcupine&lt;br /&gt;
*Rabbit&lt;br /&gt;
*Hare&lt;br /&gt;
*Skunk&lt;br /&gt;
*Beaver&lt;br /&gt;
*Prairie Dog&lt;br /&gt;
*Mountain Goat (see donkey)&lt;br /&gt;
*Florida Panther&lt;br /&gt;
*Bobcat&lt;br /&gt;
*Black Caiman&lt;br /&gt;
*Badger&lt;br /&gt;
*Otter&lt;br /&gt;
*Pronghorn&lt;br /&gt;
*Bighorn Sheep&lt;br /&gt;
*Heron&lt;br /&gt;
*Flamingo&lt;br /&gt;
*Wisent&lt;br /&gt;
*Roadrunner&lt;br /&gt;
*Swan&lt;br /&gt;
*Peccary&lt;br /&gt;
*Tapir&lt;br /&gt;
*Zebra&lt;br /&gt;
*Giraffe&lt;br /&gt;
*Wildebeast&lt;br /&gt;
*Anteater&lt;br /&gt;
*Capybara&lt;br /&gt;
*Muskrat&lt;br /&gt;
*Guinea Pig&lt;br /&gt;
*Aardvark&lt;br /&gt;
*Red Kangaroo&lt;br /&gt;
*Dingo&lt;br /&gt;
*Ostrich&lt;br /&gt;
*Giant Panda&lt;br /&gt;
*Rhinoceros&lt;br /&gt;
*Orangutan (see donkey)&lt;br /&gt;
*Baboon&lt;br /&gt;
*Caracal&lt;br /&gt;
*Komodo Dragon&lt;br /&gt;
*Clouded Leopard&lt;br /&gt;
*White Tiger&lt;br /&gt;
*Gharial&lt;br /&gt;
*Maned Wolf&lt;br /&gt;
*Jackal&lt;br /&gt;
*African Wild Dog&lt;br /&gt;
*Dhole&lt;br /&gt;
*Hyena&lt;br /&gt;
*Water Buffalo&lt;br /&gt;
*Cape Buffalo&lt;br /&gt;
*Oryx&lt;br /&gt;
*Kudu&lt;br /&gt;
*Addax&lt;br /&gt;
*Impala&lt;br /&gt;
*Sable Antelope&lt;br /&gt;
*Okapi&lt;br /&gt;
*Peacock&lt;br /&gt;
*Gambian Rat&lt;br /&gt;
*Cassowary&lt;br /&gt;
*Wolverine&lt;br /&gt;
*woolly Mammoth&lt;br /&gt;
*Ermine&lt;br /&gt;
*Lynx&lt;br /&gt;
*Kodiak Bear&lt;br /&gt;
*Snow Leopard&lt;br /&gt;
*Emperor Penguin&lt;br /&gt;
*Reindeer&lt;br /&gt;
*Arctic Fox&lt;br /&gt;
*Arctic Hare&lt;br /&gt;
&lt;br /&gt;
roughly half have graphics, and those that do all have both adult and child pics, with most also having skeletal and some having zombie&lt;br /&gt;
&lt;br /&gt;
=What might go in zm4?=&lt;br /&gt;
*Fiddler Crab&lt;br /&gt;
*woolly Rhinoceros&lt;br /&gt;
*Wombat&lt;br /&gt;
*Gila Monster&lt;br /&gt;
*Rattlesnake&lt;br /&gt;
*Killer Bee swarm&lt;br /&gt;
*Army Ant Swarm&lt;br /&gt;
*Leopard Seal&lt;br /&gt;
*Anaconda&lt;br /&gt;
*Burmese Python&lt;br /&gt;
*Desert Tortoise&lt;br /&gt;
*Alligator Snapping Turtle&lt;br /&gt;
*Manatee&lt;br /&gt;
*Dolphin&lt;br /&gt;
*Porpoise&lt;br /&gt;
*Killer Whale&lt;br /&gt;
*Elephant Seal&lt;br /&gt;
*Leopard Seal&lt;br /&gt;
*Harbor Seal&lt;br /&gt;
*Fur Seal&lt;br /&gt;
*Sea Lion&lt;br /&gt;
*Sea Turtle&lt;br /&gt;
*Giant Mantis&lt;br /&gt;
*Giant Fiddler Crab&lt;br /&gt;
*Giant Cougar&lt;br /&gt;
*Giant Hoary Marmot&lt;br /&gt;
*Giant Tarantula&lt;br /&gt;
*Giant Rattlesnake&lt;br /&gt;
*Giant White Tiger&lt;br /&gt;
*Giant Centipede&lt;br /&gt;
&lt;br /&gt;
=What do you suggest for zm4?=&lt;br /&gt;
*&lt;br /&gt;
*   More &amp;quot;Man&amp;quot; creatures, alligator men, shark men, etc.  --[[User:Thehunterunseen|Thehunterunseen]] 01:51, 4 November 2007 (EDT)&lt;br /&gt;
*   The people demand more platypi.  -[[User:EarthquakeDamage|EarthquakeDamage]] 03:55, 4 November 2007 (EST)&lt;br /&gt;
*&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9146</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9146"/>
		<updated>2007-11-02T15:10:56Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Floating Dwarves and etc ==&lt;br /&gt;
&lt;br /&gt;
Certain situations can occur that will break pathfinding on a dwarf and leave him stranded in the air.  Building a stairs to his location doesn't seem to help.&lt;br /&gt;
&lt;br /&gt;
== Floating Boulders ==&lt;br /&gt;
If you dig an up ramp to a tile with boulders, then remove the up ramp, the boulders may end up floating in midair.&lt;br /&gt;
&lt;br /&gt;
== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
&lt;br /&gt;
This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rewalling Quirks ==&lt;br /&gt;
&lt;br /&gt;
# Diagonal rewalling is silently pathblocked.&lt;br /&gt;
# Rewalling from the top of a ramp is apparently silently pathblocked.&lt;br /&gt;
&lt;br /&gt;
== Optimal pathfinding ==&lt;br /&gt;
&lt;br /&gt;
When digging an area from two ends (ie. farm from outside river and inside hallway) dwarves sometimes choose to start digging from the other end, causing them to run back and forth, digging just one rock at a time in worst case.&lt;br /&gt;
&lt;br /&gt;
== The Most Dangerous Game ==&lt;br /&gt;
&lt;br /&gt;
If you have two or more miners digging a channel, they ''will'' try to dig it under each other's feet, sending their fellows plummeting into the hole.&lt;br /&gt;
&lt;br /&gt;
Even a single miner digging a channel can get into trouble.  Miners may &amp;quot;paint themselves into a corner&amp;quot; and end up surrounded by channel tiles, unable to remove the last channel tile under their own feet.&lt;br /&gt;
&lt;br /&gt;
Related but not really: If you ask a dwarf to remove a floor you've built, he will -stand on it- while removing it. Problematic if, say, it's over a hundred-yard cliff.&lt;br /&gt;
&lt;br /&gt;
== Contents Under Pressure (FIXED in 0.27.169.33a) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Melting metal items produces a crapload of metal.&lt;br /&gt;
&lt;br /&gt;
Assumed to be a code error involving the repacement of a / with a * (i.e. multiplying by 30 intsead of dividing, in the case of metal bolts).&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''This bug was fixed in 0.27.169.33a.''&lt;br /&gt;
&lt;br /&gt;
== Making Metal Bars (FIXED in 0.27.169.33a) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;At [[Talk:Galena]] a bug is mentioned that apparently gives you less metal bars than you should have when producing them at a smelter. I havent confirmed it though. --[[User:Mizipzor|Mizipzor]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This refers to alloys.  When making an alloy, only one bar is created, instead of the 2-4 that are supposed to show up.  Avoid alloys until the version after 0.27.169.32a is released.--[[User:McFrugal|McFrugal]] 20:08, 31 October 2007 (EDT)&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''This bug was fixed in 0.27.169.33a.''&lt;br /&gt;
&lt;br /&gt;
== Ducky Go Down The Hoooole (FIXED in 0.27.169.33a) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Wells crash the game now and then.&amp;lt;/strike&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''This bug was fixed in 0.27.169.33a.''&lt;br /&gt;
&lt;br /&gt;
== Infinite Blood ==&lt;br /&gt;
&lt;br /&gt;
For some reason, blood is constantly 'growing'. Blood from an accident in the centre of the village (wooden buildings) seems to be spreading further and further without dissapearing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't you know?  Your dwarves are building a shrine to Armok. -[[User:EarthquakeDamage|EarthquakeDamage]] 11:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wipe Your Feet ==&lt;br /&gt;
&lt;br /&gt;
Possibly related to the above issue, mud can be tracked through your fortress by dwarves stepping over it. The tracked mud is treated like fresh mud, and will thus take a very long time to dry. Dwarves stepping over this new mud will then track it elsewhere, causing the mud to eventually take over your fortress.&lt;br /&gt;
&lt;br /&gt;
== Hole in a Wall ==&lt;br /&gt;
&lt;br /&gt;
If a dwarf removes a floor that's on top of a wall, the dwarf will get stuck, and the Visualisation reveals that the floor tile of that wall is completely missing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== We All Fall Down==&lt;br /&gt;
&lt;br /&gt;
If a dwarf goes to remove a floor, he removes it while standing on it, and will subsequently fall down if there's no ground underneath. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: This also occurs when removing staircases. --[[User:JT|JT]] 20:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Too Small to Fit ==&lt;br /&gt;
Doors block Wagons.  Might not actually be a bug, but it certainly makes indoor trade depots less than appealing.&lt;br /&gt;
&lt;br /&gt;
--Somed additions by [[User:Draco18s|Draco18s]] 4:34, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fatal Crash (Fixed?) ==&lt;br /&gt;
The first fortress I tried to create resulted in the program's hard crash right after the disembarkment screen. I has manually selected the location (sorry I don't remember it's features) and equipment. I swapped out the anvil for a LOT of items: extra barrels, food, crossbows and bolts. I also swapped the copper pick out for a steel pick. The fortress was not created in the files. I think it also refused to save the world map, but that might be user error. The next default fortress worked fine. [[User:HeckRuler|HeckRuler]] 15:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
''This bug was PROBABLY fixed in 0.27.169.33a, but could use rechecking''&lt;br /&gt;
&lt;br /&gt;
== Spelling/Grammar Nazi Attack! ==&lt;br /&gt;
{{K|z}} -&amp;gt; Stone Restriction screen: &amp;quot;Space: Change Status&amp;quot;; should probably be &amp;quot;Enter: Change Status&amp;quot; [[User:HeckRuler|HeckRuler]] 15:27, 1 November 2007 (EDT)&lt;br /&gt;
: ''This has been fixed of version .33a; It now says: '''Enter''': Change status --[[User:Markavian|Markavian]]''&lt;br /&gt;
&lt;br /&gt;
== Weight Issues ==&lt;br /&gt;
Are steel bolts supposed to weigh 10 units each? It makes a quiver of 25 three times as heavy as the crossbow [[User:HeckRuler|HeckRuler]] 17:09, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Startup - Civilization Selection ==&lt;br /&gt;
When you are choosing you starting location, if you move the starting zone on the local (leftmost) map, cycle to the Civ Selection tab (rightmost), and change Civ, the area selected on the left will default to original location and size.&lt;br /&gt;
&lt;br /&gt;
[[User:Rylen|Rylen]]  23:21, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Theft in Adventure Mode ==&lt;br /&gt;
In the 2D version, you had to actually reach the edge of the map to lay permanent claim to your five-fingered discounts, which was fine.  In the 3D version, the area maps are seamless, but the game still seems to think you have to touch a seam before you can own your five-fingered discounts, which very obviously causes problems for would-be thieves and other sorts who would just like to enjoy their newfound treasures in peace.  Note that it is *not* a bug that you have to walk over to things you purchase in shops and pick them up yourself, despite the behavior being different in just about every other game out there (for those who know not what I mean, other games magically transport that new sword right into your backpack after your purchase, and sometimes even right into your hands). --[[User:BDR|BDR]] 08:41, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Zaratustra&amp;diff=14959</id>
		<title>User talk:Zaratustra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Zaratustra&amp;diff=14959"/>
		<updated>2007-11-02T15:06:04Z</updated>

		<summary type="html">&lt;p&gt;EarthquakeDamage: New page: You're my hero.  Tiny Toons reference on the Known Bugs page.  -~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You're my hero.  Tiny Toons reference on the Known Bugs page.  -[[User:EarthquakeDamage|EarthquakeDamage]] 11:06, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>EarthquakeDamage</name></author>
	</entry>
</feed>