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	<updated>2026-05-28T20:33:45Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Aquifer&amp;diff=150992</id>
		<title>v0.31 Talk:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Aquifer&amp;diff=150992"/>
		<updated>2011-07-02T12:30:06Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Fish */ answer to the previous question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Comments ==&lt;br /&gt;
Just used cave-in method to pierce a single deep aquifer. I assume that constructed layers still don't work, but haven't tested them (otherwise I would have specifically mentioned not to try using constructed walls.)&lt;br /&gt;
&lt;br /&gt;
A weird glitch: the fallen rock morphs to the rock type of the layer it lands to.&lt;br /&gt;
&lt;br /&gt;
:I can confirm this. --[[User:Tarran|Tarran]] 01:34, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Of the methods on the old page: looks like the speed and pump methods are still possible, though I was not able to pull them off. I was getting path finding issues where a dwarf thought it was stuck even though there was a clear path, and so was more fun than necessary.&lt;br /&gt;
--[[User:Droid|Droid]] 04:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Modding Method ==&lt;br /&gt;
&lt;br /&gt;
I just tried the modding method in 31.04, and it was completely screwed up at several stages.  World Gen worked fine.  On the region map though, itreplaced all sedimentary layers in the region map w/ just plain &amp;quot;Rock&amp;quot;, showed cluster and vein (Native Platinum, Native Gold, Cassiterite, etc) in the region map.  On the prepare screen, all of my dwarves turned into cave crocodiles, although setting skills and buying items still worked fine.  Finally, on the local map, my dwarves were in fact cave crocodiles, there didn't seem to be any vegetation, and visible rocks on the ground cycle through all material types rapidly, giving them a flashing rainbow appearance.  &lt;br /&gt;
&lt;br /&gt;
Can someone else give this a try?&lt;br /&gt;
&lt;br /&gt;
:That would be because you have duplicates. Check your RAWs. --[[Special:Contributions/97.103.188.15|97.103.188.15]] 01:21, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just tried it in 31.10 myself.  Genned a new world, and there was no indication of aquifers anywhere, nor any warnings.  However, when I got there and started digging out my fortress, I hit one anyway a few z-levels in.  Naturally, I'm a bit confused. [[Special:Contributions/70.173.99.39|70.173.99.39]] 04:02, 19 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Heh. I had a similar problem when I simply removed the first [ on [AQUIFER]. The improper tag [SOIL_SAND]AQUIFER] causes the stone bug, at any rate.&lt;br /&gt;
&lt;br /&gt;
I have had trouble with my Aquifer, and i've checked over my RAWs quite a few times. I removed all the right tags, etc, etc, but I don't want to make a brand new directory and lose all the work i've put into this fort already. I'm running out of ideas, and so far, the other methods i've tried just make more Fun.&lt;br /&gt;
&lt;br /&gt;
Added inorganic_stone_mineral.txt to the list of files to find the [AQUIFER] string in, due to Puddingstone.  I ran a search for that string across the entire 31.16 raw directory, and it only shows up in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt, so we should have all the locations covered now. [[User:Davemichels|Davemichels]] 07:06, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Modding is even further broken as of 31.19, or at least the version presented for download. A warning message about &amp;quot;Fire Clay&amp;quot; popped up. I presume that the old replacement files make no mention of the new ceramics material. [[User:Vivanter|Vivanter]] 23:19, 20 Febuary 2011 (EST)&lt;br /&gt;
  &lt;br /&gt;
:that would be bacause the [aquifer] tag no longer exists in 31.19 --[[Special:Contributions/71.209.205.71|71.209.205.71]] 05:04, 21 February 2011 (UTC)&lt;br /&gt;
::The [AQUIFER] tag does still exist in 31.19, and in all the same files as in 31.18. Removing the [AQUIFER] tags before generating a world makes it not have any aquifers.  Haven't tested the post-generation removal. --[[User:DeMatt|DeMatt]] 07:38, 21 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that this works. I found the most beautiful place, with the minor problem of having a bit erratic arrangement of aquifer layers, so I went and removed the tags from the layers (Didn't actually touch puddingstone) and when I embarked again the aquifers were gone. --[[User:Egodeus|Egodeus]] 14:45, 10 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Draining Method ==&lt;br /&gt;
&lt;br /&gt;
I just embarked on a site where a surface river drops several z-levels into a canyon, ending up one z-level below an aquifer level. I decided to try punching through the aquifer by draining a large area into the lake and walling off a stairwell in the drained area. Unfortunately, due to the new channelling designation, I now have six soggy dwarf corpses in the canyon, and a melancholy dwarf trading baleful glares with a couple local harpies. The miners basically just dig a down ramp and then jump down into the flow, they seem to even do this if you play with their digging sides so that they have no reason to path through the channelled square.&lt;br /&gt;
&lt;br /&gt;
I might have had more success if I had dug out a larger area unconnected to the river at first, and then breached the canyon wall with a single dwarven sacrifice, but it really seems as though there's no safe way to alter flows with the new channelling system.&lt;br /&gt;
&lt;br /&gt;
Apologies in advance if I didn't set up this talk discussion edit correctly, I don't really understand witiquette.&lt;br /&gt;
--[[User:Njero|Njero]] 05:58, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I recently had a similar problem with the freezing method in which I used channel (I should try again with the up/down stairs recommended and see if that changes anything). Basically, the dwarves channeled out a square and then walked into it before it filled and froze. I rather rapidly ended up with seven Dwarf Popsicles. [[Special:Contributions/98.151.26.202|98.151.26.202]] 09:45, 30 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cave-in method needs tutorial ==&lt;br /&gt;
&lt;br /&gt;
I tried penetrating an aquifier layer using the cave-in method and wound up with a room of 7/7 water filled with chunks of stone. Flow of water into the aquifier layer did not stop, and I was unable to penetrate it. Could someone please through together a diagram showing how to use the cave-in method? The wiki article is not very specific.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:15, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Cave in method may be broken in the new version of DF because of the ramps. Can anyone confirm? I've tried repeatedly, but cannot get the 3x3 square necessary to burrow deeper. --[[User:ReducedToRubble|ReducedToRubble]] 18:00, May 1st 2010&lt;br /&gt;
:The cave in method still works, as ramps are now ignored for holding up a surface so long as the ramp '''starts''' on the floor below (to cave in floor -2 dig a channel.  If a ramp is left that stats on floor -3, the cave in will still occur.) [[User:Kenji 03|Kenji 03]] 11:50, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I could make a simple tutorial using floor to hold the land before it crumbles. It's really easy, just requires experimenting. &lt;br /&gt;
--[[User:Domenique|Domenique]] 09:23, 18 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Cave-in text is not clear. It says two layers of rock - but isn't the whole point that there isnt any ROCK but only soil? --[[User:Immacolata|Immacolata]] 08:59, 12 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I made a little graphic tutorial for this. --[[User:Met|Met]] 19:33, 12 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== pump method ==&lt;br /&gt;
&lt;br /&gt;
I added a section for the method where you just pump the water back into the aquifer and smooth the edges.  I'm surprised it wasn't there already since its the only way that works everywhere.  May need formating/work/links/etc.  &lt;br /&gt;
-- [o_O]WTFace (from the forums)&lt;br /&gt;
&lt;br /&gt;
== Sombody should make a youtube video how to get trough a aqualayer &amp;gt;.&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Iv tried pumps sucking up but the water seem to come back faster than i can drain it especialy if i make a larger channel size &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fish ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to convince the fisherdwarves that there are NOT fish in the aquifer without stopping everyone from using it as a super handy water source? [[Special:Contributions/70.231.247.165|70.231.247.165]] 07:14, 2 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yep, just designate a separate fishing zone somewhere and go the to the orders menu (under o I think) and then under zone orders you can force the fisher dwarves to use the fishing zones, instead of the normal that they only prefer them. (Which in my experience means that they will use the designated zone only when there are no enemies around your entrance to whose loving embrace they can run to.) --[[User:Egodeus|Egodeus]] 12:30, 2 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Obsidian&amp;diff=150951</id>
		<title>v0.31:Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Obsidian&amp;diff=150951"/>
		<updated>2011-07-01T14:05:55Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Obsidian formation */ Correcting information about obsidian destroying all magma unsafe items.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buggy}}&lt;br /&gt;
{{layerlookup/0}}{{av}}{{Quality|Exceptional|21:08, 8 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' is one of the types of &amp;lt;span title=&amp;quot;or technically, volcanic glass&amp;quot;&amp;gt;{{L|stone}}&amp;lt;/span&amp;gt; that forms entire {{L|Stone#Stones forming entire layers|layer}}s.  Obsidian is also found surrounding magma pools and volcanoes, exactly 1 tile thick.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Obsidian&amp;quot; is the also name of the twelfth month of the dwarven {{L|calendar}}, covering late Winter.&lt;br /&gt;
&lt;br /&gt;
==Rock short sword==&lt;br /&gt;
Obsidian can also be made into obsidian shortswords with one log at the craftsdwarf's workshop. If you embark on an obsidian {{L|mountain}} or manage to reach {{L|magma}} before finding metallic ores, these are good at first to defend your fort from early wolf and giant eagle attacks, but weak in comparison to any metal, having difficulty cutting even mundane animal hides. Note that, with the use of wood (presumably the handle), [[Elf|Elves]] will not accept obsidian swords in trade. &lt;br /&gt;
&lt;br /&gt;
Obsidian is the only rock that can be used to make stone-based weapons.&lt;br /&gt;
&lt;br /&gt;
==Obsidian formation==&lt;br /&gt;
&lt;br /&gt;
Obsidian can be formed by mixing {{L|water}} and {{L|magma}}. This results in any tiles containing both {{L|water}} and {{L|magma}} to be replaced with obsidian, and produces a large amount of {{L|steam}}. Most non-{{L|magma-safe}} objects that were in the {{L|water}} or {{L|magma}} prior to the formation of obsidian are completely destroyed, which can be an effective method of removing unwanted items or enemies although long exposure times to magma are suggested to ensure destruction. All {{L|magma-safe}} items will be entombed in the tile, and can be regained by mining it along with some magma-unsafe items if they happen to survive the process. The survival rate of magma-unsafe items is believed to depend on the exposure time to magma being short enough to not cause the item in question to melt before obsidian formation occurs. No instances of globs of molten metal surviving obsidian formation have been noted and also the survival seems to be occurring only on hard items (items made of metal/rock) as no clothing has as of yet survived obsidian casting. {{Verify}}&lt;br /&gt;
[[Obsidian farming]] can be used to produce large amounts of obsidian for masonry, making crafts, or construction.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Obsidian is not currently listed as an economic stone ({{key|z}} &amp;gt; stone). You cannot switch between &amp;quot;use&amp;quot; and &amp;quot;not use&amp;quot;, so you can only use obsidian for constructions if you embark in a biome with an obsidian layer. See the discussion page for a workaround. {{version|0.31.03}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Obsidian.jpg|Obsidian&lt;br /&gt;
File:ObsidianDomeCA.JPG|Obsidian rock face&lt;br /&gt;
File:Teotihuacán - Obsidianklinge.jpg|Obsidian blade&lt;br /&gt;
File:Snowflake_obsidian.jpg|Snowflake obsidian &amp;amp; an obsidian arrowhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Obsidian&amp;diff=150950</id>
		<title>v0.31 Talk:Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Obsidian&amp;diff=150950"/>
		<updated>2011-07-01T13:56:28Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Magma-safe items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It looks like obsidian will still be used for constructing items out of stone- I'm staring at some obsidian mechanisms right now. I haven't checked yet if it works for items made at a mason's workshop. --[[User:Vaniver|Vaniver]] 21:24, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Actually, what happens is that obsidian is just not being listed in the &amp;quot;economic stone&amp;quot; menu. If it is a layer in your starting location, it will be allowed for construction (green), if it is not a layer, it won't be allowed (red). Since it is not listed, you cannot switch between these two states. To allow obsidian to be listed, you have to remove its &amp;quot;max edge&amp;quot; tag from the raws. You can add it back after switching, and the game will remember its &amp;quot;cannot use&amp;quot; status. [[Special:Contributions/157.82.24.21|157.82.24.21]] 08:01, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Confirmed. I'm using mayday edition v0.31.08, and it worked like you described (thanks!). To clarify, the tag is [MAX_EDGE:20000] under [INORGANIC:OBSIDIAN] in the file data\save\regionX\raw\objects\inorganic_stone_layer.txt --[[Special:Contributions/83.183.240.185|83.183.240.185]] 18:24, 27 July 2010 (UTC)&lt;br /&gt;
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im confuzed. whn i make rock short swords they show up as cedar short sword ect not obsidian short sword. it this correct? --gareth 10:26 08 June 2010&lt;br /&gt;
&lt;br /&gt;
v0.31.06 - Also seeing obsidian swords being created as random-wood swords. --awilson&lt;br /&gt;
&lt;br /&gt;
I was not able to make obsidian by dumping a bucket full of water onto magma. Instead I ended up with a 1/7 water tile. Not even any steam.--[[User:Passive Fist|Passive Fist]] 12:47, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if I make an obsidian short sword, does it deal damage like a regular wooden sword or like the 40D obsidian short swords?&lt;br /&gt;
&lt;br /&gt;
: As obsidian. The bug is fixed as of v.x.16, btw.&lt;br /&gt;
&lt;br /&gt;
::The sword one may be, but the economic stone listing one isn't. Gaah, I wanted a road paved with obsidian blocks.&lt;br /&gt;
&lt;br /&gt;
== Magma-safe items ==&lt;br /&gt;
&lt;br /&gt;
I've gone ahead and edited the part about &amp;quot;all items being destroyed&amp;quot; in a water+magma reaction tile. Magma-safe items are not destroyed, but are entombed within the tile. If the tile is mined, the items will re-appear. This is quite easy to test. --Heavenfall&lt;br /&gt;
&lt;br /&gt;
''This could be quite useful for [[trap]]s. --GaxkangtheUnbound''&lt;br /&gt;
&lt;br /&gt;
I actually just entombed a group of caged goblin invaders in my obsidian farm and I was surprised to find a copper cage and most of the goblins copper items when I mined out the following obsidian. AS I'm running an unmodified DF I'm changing the text to show that not even all magma un-safe items are destroyed. --[[User:Egodeus|Egodeus]] 14:53, 29 May 2011 (UTC)&lt;br /&gt;
:I've observed that copper and bronze usually survives brief magma-baths, but silver almost always melts if left in too long. It might be due to other material properties. --[[User:Quietust|Quietust]] 16:00, 29 May 2011 (UTC)&lt;br /&gt;
::Bones can survive entombing, especially if you flood the creatures with water and then cover them with magma, not the other way. --[[User:Someone-else|Someone-else]] 16:37, 29 May 2011 (UTC)&lt;br /&gt;
:::I'll consider it verified and remove the verify tag. --[[User:Egodeus|Egodeus]] 13:56, 1 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== effect on outside ==&lt;br /&gt;
If you cast obsidian outside for living space rather than stone&lt;br /&gt;
then does the tile become inside and/or subterranean again since there's a &amp;quot;natural wall&amp;quot; above it? &lt;br /&gt;
[[User:Cpad|Cpad]] 07:17, 24 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melting obsidian ==&lt;br /&gt;
&lt;br /&gt;
I was in the middle of making a flooding trap through an obsidian layer. I suddenly get the message that a section of the cavern has collapsed. I also see a combat report, which was the first time on that fortress. It mentioned the dwarf caught in the collapsing being caught in BOILING MAGMA. Eight times. Is this normal behaviour with obsidian, or a bug? -[[Special:Contributions/121.44.251.31|121.44.251.31]] 07:35, 27 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's a known bug. The game mistakenly labels the dust cloud generated by a [[cave-in]] as &amp;quot;boiling magma&amp;quot;. (The rock ''dust'' gets labeled as ''rock gas''. And, ''technically'', the material is roughly equivalent to [[magma mist]], minus the ''toxicity'' and lethally hot ''temperature''. Meaning, it's rock in a form that is neither liquid nor solid.) To wit:&lt;br /&gt;
::[http://www.bay12forums.com/smf/index.php?topic=74052.msg1840512#msg1840512 Boiling Magma where there is none]&lt;br /&gt;
:&amp;lt;blockquote&amp;gt;Cave-in dust is sometimes mistakenly labeled using the material's gas state rather than its solid powder state (i.e. it's equivalent to it saying &amp;quot;steam&amp;quot; instead of &amp;quot;snow&amp;quot;) - thus, while it may have said &amp;quot;boiling magma&amp;quot;, it actually meant &amp;quot;stone dust&amp;quot;.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::[http://www.bay12forums.com/smf/index.php?topic=78002.msg2007085#msg2007085 The Bowyer has been caught in a cloud of boiling magma!]&lt;br /&gt;
:&amp;lt;blockquote&amp;gt;Don't worry, it's a known bug. The bowyer was hit by rock dust from the cave-in, but the dust uses the &amp;quot;gas&amp;quot; name of rock rather than the &amp;quot;powder&amp;quot; name. It isn't actually hot, but it can fling them through the air with some force.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:--[[User:Thundercraft|Thundercraft]] 19:39, 30 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Testing Arena ==&lt;br /&gt;
It seems impossible to outfit creatures with obsidian weapons in the object testing arena. Bug?&lt;br /&gt;
:--Shortzo 23:36, 20 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=150949</id>
		<title>v0.31 Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=150949"/>
		<updated>2011-07-01T13:53:44Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Items teleporting from creatures killed in cages */ Spelling proof&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== v0.31.21==&lt;br /&gt;
&amp;quot;Update: As of v0.31.21, using the above method to disarm hostiles will only come into effect after the cages with hostiles in them have been built. Use b-j-x to select the cage with the hostile in the build menu and then after completion they will be stripped and disarmed.&amp;quot;&lt;br /&gt;
In my current fort (v0.31.25)this does not seem to be the case. I can strip goblins naked and disarm them without building the cages. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cage your dwarfs and save them later ==&lt;br /&gt;
&lt;br /&gt;
I think this is made up, how can you cage a dwarf other than if they've commited a crime and your justice puts them in jail. Is there anther way? --[[User:Djsmiley2k|Djsmiley2k]] 15:51, 2 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:GCS webbed cage trap, captures anything.  Unfortunately your dwarves will dehydrate quickly, because only prison inmates are given water. --[[User:Girlinhat|Girlinhat]] 17:26, 3 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Is that confirmed for 2010? I recalls being able to build cages with dwarves in them and being watered back in 40d, and I -think- I've seen it happen a few times during my first few forts in 31.18. For OP, cave-in dust will knock them unconscious and trigger traps, as well as unconsciousness or stun from other sources. [[User:AutomataKittay|AutomataKittay]] 09:55, 1 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually I've seen caged dwarves getting water when the cause was not justice. A blacksmith of mine decided to take a friggin nap on top of my row upon row of cage traps and after building the cage I had to wait a few months for the mechanic to get his thumbs out of his nether regions and build the mechanisms and link them to the cage so I could free the little idiot of a blacksmith. At one point Urist McUselessNoble came around with a bucket to give the guy some water. Unfortunately I didn't think of saving to provide proof. --[[User:Egodeus|Egodeus]] 13:52, 1 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can't release small creature? ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.&lt;br /&gt;
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)&lt;br /&gt;
:That always happens when trying to release a [[vermin]] from a cage - rather than let them roam around, dwarves will insist that they be placed inside an animal trap. --[[User:Quietust|Quietust]] 17:48, 17 May 2010 (UTC)&lt;br /&gt;
::I had the same problem. One way that I emptied the cages was by designating a pit and having them thrown in it. The dwarfs were fine with that.--[[User:Kwieland|Kwieland]] 16:32, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals dying==&lt;br /&gt;
&lt;br /&gt;
I have a fairly old fortress - going on 14 years.  With military bugged, my current defense is a lot of traps.  The trap caught animals.  I didn't realize it, but animals do die after a while in cages.  They never eat, but I have had several deer, groundhog, (other animals) corpse show up in my cage trap pile.  Dwarfs have no problem taking the ''whole cage'' to the butcher shop and butchering the animal that way.  Summary - 1. wild untamed animals in cages don't need to eat (dwarfs presumably do, though). 2. Animals have a lifespan, even wild ones.--[[User:Kwieland|Kwieland]] 04:41, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've got the same problem when set up my zoo. You can't say that animal lifespan is over if you get message &amp;quot;Stray Panda(Tame) died from starvation&amp;quot;. How can you feed animals in your zoo, my dwarfs seems to not do it?&lt;br /&gt;
:If they starve, it's because '''you need to let them graze'''. Pandas in particular can only graze on bamboo. --[[User:Quietust|Quietust]] 15:13, 1 June 2011 (UTC)&lt;br /&gt;
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==Infinite Air in Cages==&lt;br /&gt;
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I've captured an entire goblin ambush and decided to drown them, but after setting up their cages and then flooding the room they don't die... --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 12:53, 17 June 2010 (UTC)&lt;br /&gt;
:Yeah, you'd have to link the cages to a single lever and open it after the room is flooded (or while it's flooding for a little more excitement).  Makes for a safe and effective drowning chamber. Any of the cages left unopened will keep their captives alive. --[[User:MisterB777|MisterB777]] 16:42, 17 June 2010 (UTC)&lt;br /&gt;
::That is what I had ended up doing... would have been more convenient to have them drown in the cages, (My mechanics hate me for it thou) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 20:00, 17 June 2010 (UTC)&lt;br /&gt;
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== Pitting hostiles from cages, bug? ==&lt;br /&gt;
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Something somewhat weird happened to me. I was pitting goblins from an execution tower to their deaths, when a goblin thief somehow managed to get away after being removed from his cage. So he ran for freedom. Between him and freedom was a row of cage traps, so he got trapped again. One of my haulers went to the cage, removed the goblin thief from the cage and hauled him ~30 spaces and threw him of the tower. The goblin just followed him. The empty cage was taken to an animal stockpile. &lt;br /&gt;
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I'm guessing this is some kind of bug, as the thief should try to get away when he's hauled. Or am I missing something? /[[User:Josj|Josj]] 13:20, 17 July 2010 (UTC)&lt;br /&gt;
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== What to do with caged goblins by nickbii==&lt;br /&gt;
1) d-b-c the cages. by default the Gobboes clothes are forbidden so your dorfs can't strip them naked, this unforbids.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Create a zone with i, make it a garbage dump.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) d-b-d the cages. This tells your dorfs to take anything in the cages to your garbage dump. If you've you've done everything right a bunch of Dump Item jobs will appear in (j)obs menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Build the cages with b-j. You can't hook up levers to unbuilt cages so this step is necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Build a lever. It can be built anywhere. I usually put it just outside the Death Chamber, so the puller doesn't have to be physically in the room, and still be close to the cages,&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Connect the lever to each cage with a-j.&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Move your troops to the room and lock them in.&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Pull the lever.&amp;lt;br /&amp;gt;&lt;br /&gt;
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Reassigning the gobboes from the cages would get them out, but has the disadvantage that a civilian would have to walk up to the cage and open it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The process is actually quite simple when you've done it a few times. When you get good at it you can do really cool stuff like only dump the gobboes weapons from the stocks screen. This leaves them in their armor, so your guys take longer (and get more experience) killing them.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=52208.msg1435675#msg1435675 message](copy-pasted for everyone to find by --[[User:TomiTapio|TomiTapio]] 16:47, 27 July 2010 (UTC))&amp;lt;br /&amp;gt;&lt;br /&gt;
:Step 1 is presumably new to version 0.31, since it definitely wasn't necessary in 40d and earlier. Also, for step 3 you must also individually un-dump the cages after using d-b-d or the cages themselves will also be tossed in the garbage dump, something you might not want to do. --[[User:Quietust|Quietust]] 16:50, 27 July 2010 (UTC)&lt;br /&gt;
:: Instead of the levers, you could do the following steps for releasing goblins for your soldiers.&lt;br /&gt;
::1) order the squad you want to train into the room.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2) lock the door&amp;lt;br /&amp;gt;&lt;br /&gt;
::3) disband the squad (making the dwarves non-military)&amp;lt;br /&amp;gt;&lt;br /&gt;
::4) un-assign the goblins from their cages. Your now civilian dwarves, having nothing else to do in the locked room, will open the cages&amp;lt;br /&amp;gt;&lt;br /&gt;
::5) re-establish the squad&amp;lt;br /&amp;gt;&lt;br /&gt;
::It's a bit roundabout, but it saves the hassle of levers and mechanisms.--[[User:Twilightdusk|Twilightdusk]] 02:02, 2 December 2010 (UTC)&lt;br /&gt;
::: 3) makes no sense - simply lock the door, and then take them off the training (Set as inactive) BLAM they are like civs and will open cages :) --[[User:Djsmiley2k|Djsmiley2k]] 14:16, 1 February 2011 (UTC)&lt;br /&gt;
::: Just realised an advantage of what i've said is that you can keep the military as &amp;quot;uniformed&amp;quot; and they wont take their armour off either :) --[[User:Djsmiley2k|Djsmiley2k]] 14:18, 1 February 2011 (UTC)&lt;br /&gt;
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== Zoo noise suggestion ==&lt;br /&gt;
It might be cool if the caged zoo animals and ogres made sleep-disturbing noises, like the workshops do. --[[User:TomiTapio|TomiTapio]] 14:37, 14 August 2010 (UTC)&lt;br /&gt;
:Workshops does not produce noise. [[Special:Contributions/213.134.175.225|213.134.175.225]] 10:39, 23 December 2010 (UTC)&lt;br /&gt;
::But that is a bug, so maybe &amp;quot;like workshops are meant to&amp;quot; [[Special:Contributions/85.118.156.10|85.118.156.10]] 16:36, 21 January 2011 (UTC)&lt;br /&gt;
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== Selling caged creatures ==&lt;br /&gt;
&lt;br /&gt;
I had a pretty good collection of Draltha and Cave Crocodiles in cages, so I decided to try to trade some of them.  Bad idea.  The dwarves seem to think that you just want to trade the cages, not the animals inside them (unless I'm missing something).  In the end I lost more dwarves to those damn crocodiles then I did to the recent hydra invasion.&lt;br /&gt;
:i'm having the same problem... When trying to sell the cage, the dwarves let the creature loose (imagine a Beak Dog running free inside my fortress...) and haul the cage to the Trade Depot. I think its a bug, because when setting &amp;quot;zoo cage&amp;quot;, i have to guess which cage contain which creature, since the cage window shows only material names, not the creature inside (nickel cage, instead of Beak Dog Cage, for instance). -- gervas&lt;br /&gt;
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::When placing a cage, pressing 'x' (Expand/Contract) will list all the cages you have, allowing you select a goblin iron cage instead of an empty one. --[[User:Xigy|Xigy]]&lt;br /&gt;
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== Message: Something has emptied a cage! ==&lt;br /&gt;
I just had a troglodyte freed from its cage.  The released troglodyte had been trapped for at least a year and had not been moved to a stockpile due to being in a section of the fortress that had been sealed due to a gremlin infestation.  Has anyone else seen this behavior?  Would say a goblin free a cave crocodile?  Could a creature be freed from an animal stockpile?&lt;br /&gt;
&lt;br /&gt;
The troglodyte in question was one of six.  Four were trapped and two have been hanging around the cages.  Three cages remain intact, suggesting that this isn't just the result of a timer.&lt;br /&gt;
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:As I understand, opening cages is one of the kinds of mischief that gremlins enjoy. --[[User:Neil|Neil]] 10:30, 8 November 2010 (UTC)&lt;br /&gt;
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== Goblin just escaped from a hauled cage ==&lt;br /&gt;
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This might be worth noting. I just defended my fortress from a goblin siege with cage traps. after they were all captured, I had my dwarves haul the cages to the animal stockpile and as that was being done, one of the goblins escaped from the cage. These cages were being hauled to a stockpile, so I know I didn't accidentally unassign it from its cage, and I didn't mark any of its equipment or anything for dumping or anything of the sort. Luckily he escaped right in front of my barracks and was beaten to death by my fledgling military with training weapons. But its either a bug or intended that he escaped.--[[Special:Contributions/96.248.39.87|96.248.39.87]] 23:27, 1 December 2010 (UTC)&lt;br /&gt;
:This sort of behavior has been known to occur in the past when ordering a cage to be '''brought to the trade depot''' - are you sure this isn't what happened here? --[[User:Quietust|Quietust]] 00:54, 2 December 2010 (UTC)&lt;br /&gt;
:: I've heard that thieves can escape from the cages, was it a Goblin Thief? --[[User:Twilightdusk|Twilightdusk]] 02:03, 2 December 2010 (UTC)&lt;br /&gt;
:::100% sure I wasn't trading the cages, I've been aware of that bug, they were being brought to an animal stockpile. And these weren't goblin theives, they were ''9'' goblin &amp;lt;s&amp;gt;swordsman&amp;lt;/s&amp;gt; swordsmen and an elite hammergoblin, it was a swordsman that managed to escape(also I think goblin thieves don't exist, just snatchers.)--[[Special:Contributions/96.248.39.87|96.248.39.87]] 13:50, 2 December 2010 (UTC) ''I edited my post to add how many goblin swordsmen''&lt;br /&gt;
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== Dead caravans and caged animals ==&lt;br /&gt;
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I remove animals from cages stolen from dead merchants (I usually just kill my merchants) by designating them to be melted (if they're metal). The only problem with this is that the animals inside simply go for the edge of the map, and leave. In the article, it mentions that being unable to remove said animals is a bug, which is only partially true. While it is still possible to remove the animals via non-standard methods (though I'm still not sure how to go about fixing wooden cages. How about pit designations? Just a theory - I'll have to test it soon), they'll leave the map after doing so. [[Special:Contributions/64.24.169.62|64.24.169.62]] 08:01, 29 January 2011 (UTC)&lt;br /&gt;
:&amp;quot;any animals they had caged will only become friendly, you won't actually own them. If you wait some time (2-3 months), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the 'u'nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&amp;quot; ([[Trading#Exploits]])&lt;br /&gt;
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:Are all of these methods don't work?&lt;br /&gt;
:*assign animal to the pit&lt;br /&gt;
:*build the cage and deconstruct it with lever&lt;br /&gt;
:*assign animal to the other built cage, and while the animal follows some dwarf, unassign it and/or forbid/deconstruct &amp;quot;target&amp;quot; cage; forbid/dump now empty &amp;quot;source&amp;quot; cage too, if the animal tends to return back in it; maybe cancelling related job in 'j' screen rather than unasigning will do the thing&lt;br /&gt;
:*while caravan is on map, designate the cage to be trading; some dwarf will bring to the depot only the cage, but the animal must be released due to bug&lt;br /&gt;
:*build the cage in area infested by gremlins, if you are &amp;quot;lucky&amp;quot; to have them on map&lt;br /&gt;
:*for wooden cage: can we set it on fire and extinguish just when the cage is destroyed but the animal is alive?&lt;br /&gt;
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== Releasing an animal from cage ==&lt;br /&gt;
When you buy animals in cages, the only way to release them seems to be making them available for being taken as pets and then assigning them to pastures.&lt;br /&gt;
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== Items teleporting from creatures killed in cages ==&lt;br /&gt;
It says here and on I think magma page that the items of creatures killed by magma while inside a cage will teleport to the place where the creature was caged, but even though my preferred method of emptying my nickel cages of goblins is letting them soak in a magma bath I've never seen this happening. And this is after disposing I believe some hundreds of goblins this way. Their clothes will stay on the spot the cage was when they died and not magically teleport to my entrance and promptly burn to a crisp. After obsidian casting I just reclaim my cages and the resulting goblinite for melting. If someone has evidence of this happening in recent versions of the game, please upload a video of it happening or at least say here that it does happen. Otherwise I'll remove the comments from where they are in a few days. --[[User:Egodeus|Egodeus]] 06:58, 1 July 2011 (UTC)&lt;br /&gt;
:I believe that section was carried over from 40d page, where it was mentioned and rumored to happen. I haven't heard of any such event for 2010, myself. [[User:AutomataKittay|AutomataKittay]] 09:49, 1 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=150948</id>
		<title>v0.31 Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=150948"/>
		<updated>2011-07-01T13:52:10Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Cage your dwarfs and save them later */ Watering dwarves.&lt;/p&gt;
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&lt;div&gt;== v0.31.21==&lt;br /&gt;
&amp;quot;Update: As of v0.31.21, using the above method to disarm hostiles will only come into effect after the cages with hostiles in them have been built. Use b-j-x to select the cage with the hostile in the build menu and then after completion they will be stripped and disarmed.&amp;quot;&lt;br /&gt;
In my current fort (v0.31.25)this does not seem to be the case. I can strip goblins naked and disarm them without building the cages. &lt;br /&gt;
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== Cage your dwarfs and save them later ==&lt;br /&gt;
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I think this is made up, how can you cage a dwarf other than if they've commited a crime and your justice puts them in jail. Is there anther way? --[[User:Djsmiley2k|Djsmiley2k]] 15:51, 2 February 2011 (UTC)&lt;br /&gt;
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:GCS webbed cage trap, captures anything.  Unfortunately your dwarves will dehydrate quickly, because only prison inmates are given water. --[[User:Girlinhat|Girlinhat]] 17:26, 3 March 2011 (UTC)&lt;br /&gt;
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::Is that confirmed for 2010? I recalls being able to build cages with dwarves in them and being watered back in 40d, and I -think- I've seen it happen a few times during my first few forts in 31.18. For OP, cave-in dust will knock them unconscious and trigger traps, as well as unconsciousness or stun from other sources. [[User:AutomataKittay|AutomataKittay]] 09:55, 1 July 2011 (UTC)&lt;br /&gt;
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:::Actually I've seen caged dwarves getting water when the cause was not justice. A blacksmith of mine decided to take a friggin nap on top of my row upon row of cage traps and after building the cage I had to wait a few months for the mechanic to get his thumbs out of his nether regions and build the mechanisms and link them to the cage so I could free the little idiot of a blacksmith. At one point Urist McUselessNoble came around with a bucket to give the guy some water. Unfortunately I didn't think of saving to provide proof. --[[User:Egodeus|Egodeus]] 13:52, 1 July 2011 (UTC)&lt;br /&gt;
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== Can't release small creature? ==&lt;br /&gt;
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I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.&lt;br /&gt;
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)&lt;br /&gt;
:That always happens when trying to release a [[vermin]] from a cage - rather than let them roam around, dwarves will insist that they be placed inside an animal trap. --[[User:Quietust|Quietust]] 17:48, 17 May 2010 (UTC)&lt;br /&gt;
::I had the same problem. One way that I emptied the cages was by designating a pit and having them thrown in it. The dwarfs were fine with that.--[[User:Kwieland|Kwieland]] 16:32, 19 May 2010 (UTC)&lt;br /&gt;
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==Animals dying==&lt;br /&gt;
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I have a fairly old fortress - going on 14 years.  With military bugged, my current defense is a lot of traps.  The trap caught animals.  I didn't realize it, but animals do die after a while in cages.  They never eat, but I have had several deer, groundhog, (other animals) corpse show up in my cage trap pile.  Dwarfs have no problem taking the ''whole cage'' to the butcher shop and butchering the animal that way.  Summary - 1. wild untamed animals in cages don't need to eat (dwarfs presumably do, though). 2. Animals have a lifespan, even wild ones.--[[User:Kwieland|Kwieland]] 04:41, 4 June 2010 (UTC)&lt;br /&gt;
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I've got the same problem when set up my zoo. You can't say that animal lifespan is over if you get message &amp;quot;Stray Panda(Tame) died from starvation&amp;quot;. How can you feed animals in your zoo, my dwarfs seems to not do it?&lt;br /&gt;
:If they starve, it's because '''you need to let them graze'''. Pandas in particular can only graze on bamboo. --[[User:Quietust|Quietust]] 15:13, 1 June 2011 (UTC)&lt;br /&gt;
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==Infinite Air in Cages==&lt;br /&gt;
&lt;br /&gt;
I've captured an entire goblin ambush and decided to drown them, but after setting up their cages and then flooding the room they don't die... --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 12:53, 17 June 2010 (UTC)&lt;br /&gt;
:Yeah, you'd have to link the cages to a single lever and open it after the room is flooded (or while it's flooding for a little more excitement).  Makes for a safe and effective drowning chamber. Any of the cages left unopened will keep their captives alive. --[[User:MisterB777|MisterB777]] 16:42, 17 June 2010 (UTC)&lt;br /&gt;
::That is what I had ended up doing... would have been more convenient to have them drown in the cages, (My mechanics hate me for it thou) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 20:00, 17 June 2010 (UTC)&lt;br /&gt;
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== Pitting hostiles from cages, bug? ==&lt;br /&gt;
&lt;br /&gt;
Something somewhat weird happened to me. I was pitting goblins from an execution tower to their deaths, when a goblin thief somehow managed to get away after being removed from his cage. So he ran for freedom. Between him and freedom was a row of cage traps, so he got trapped again. One of my haulers went to the cage, removed the goblin thief from the cage and hauled him ~30 spaces and threw him of the tower. The goblin just followed him. The empty cage was taken to an animal stockpile. &lt;br /&gt;
&lt;br /&gt;
I'm guessing this is some kind of bug, as the thief should try to get away when he's hauled. Or am I missing something? /[[User:Josj|Josj]] 13:20, 17 July 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== What to do with caged goblins by nickbii==&lt;br /&gt;
1) d-b-c the cages. by default the Gobboes clothes are forbidden so your dorfs can't strip them naked, this unforbids.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Create a zone with i, make it a garbage dump.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) d-b-d the cages. This tells your dorfs to take anything in the cages to your garbage dump. If you've you've done everything right a bunch of Dump Item jobs will appear in (j)obs menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Build the cages with b-j. You can't hook up levers to unbuilt cages so this step is necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Build a lever. It can be built anywhere. I usually put it just outside the Death Chamber, so the puller doesn't have to be physically in the room, and still be close to the cages,&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Connect the lever to each cage with a-j.&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Move your troops to the room and lock them in.&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Pull the lever.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reassigning the gobboes from the cages would get them out, but has the disadvantage that a civilian would have to walk up to the cage and open it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The process is actually quite simple when you've done it a few times. When you get good at it you can do really cool stuff like only dump the gobboes weapons from the stocks screen. This leaves them in their armor, so your guys take longer (and get more experience) killing them.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=52208.msg1435675#msg1435675 message](copy-pasted for everyone to find by --[[User:TomiTapio|TomiTapio]] 16:47, 27 July 2010 (UTC))&amp;lt;br /&amp;gt;&lt;br /&gt;
:Step 1 is presumably new to version 0.31, since it definitely wasn't necessary in 40d and earlier. Also, for step 3 you must also individually un-dump the cages after using d-b-d or the cages themselves will also be tossed in the garbage dump, something you might not want to do. --[[User:Quietust|Quietust]] 16:50, 27 July 2010 (UTC)&lt;br /&gt;
:: Instead of the levers, you could do the following steps for releasing goblins for your soldiers.&lt;br /&gt;
::1) order the squad you want to train into the room.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2) lock the door&amp;lt;br /&amp;gt;&lt;br /&gt;
::3) disband the squad (making the dwarves non-military)&amp;lt;br /&amp;gt;&lt;br /&gt;
::4) un-assign the goblins from their cages. Your now civilian dwarves, having nothing else to do in the locked room, will open the cages&amp;lt;br /&amp;gt;&lt;br /&gt;
::5) re-establish the squad&amp;lt;br /&amp;gt;&lt;br /&gt;
::It's a bit roundabout, but it saves the hassle of levers and mechanisms.--[[User:Twilightdusk|Twilightdusk]] 02:02, 2 December 2010 (UTC)&lt;br /&gt;
::: 3) makes no sense - simply lock the door, and then take them off the training (Set as inactive) BLAM they are like civs and will open cages :) --[[User:Djsmiley2k|Djsmiley2k]] 14:16, 1 February 2011 (UTC)&lt;br /&gt;
::: Just realised an advantage of what i've said is that you can keep the military as &amp;quot;uniformed&amp;quot; and they wont take their armour off either :) --[[User:Djsmiley2k|Djsmiley2k]] 14:18, 1 February 2011 (UTC)&lt;br /&gt;
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== Zoo noise suggestion ==&lt;br /&gt;
It might be cool if the caged zoo animals and ogres made sleep-disturbing noises, like the workshops do. --[[User:TomiTapio|TomiTapio]] 14:37, 14 August 2010 (UTC)&lt;br /&gt;
:Workshops does not produce noise. [[Special:Contributions/213.134.175.225|213.134.175.225]] 10:39, 23 December 2010 (UTC)&lt;br /&gt;
::But that is a bug, so maybe &amp;quot;like workshops are meant to&amp;quot; [[Special:Contributions/85.118.156.10|85.118.156.10]] 16:36, 21 January 2011 (UTC)&lt;br /&gt;
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== Selling caged creatures ==&lt;br /&gt;
&lt;br /&gt;
I had a pretty good collection of Draltha and Cave Crocodiles in cages, so I decided to try to trade some of them.  Bad idea.  The dwarves seem to think that you just want to trade the cages, not the animals inside them (unless I'm missing something).  In the end I lost more dwarves to those damn crocodiles then I did to the recent hydra invasion.&lt;br /&gt;
:i'm having the same problem... When trying to sell the cage, the dwarves let the creature loose (imagine a Beak Dog running free inside my fortress...) and haul the cage to the Trade Depot. I think its a bug, because when setting &amp;quot;zoo cage&amp;quot;, i have to guess which cage contain which creature, since the cage window shows only material names, not the creature inside (nickel cage, instead of Beak Dog Cage, for instance). -- gervas&lt;br /&gt;
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::When placing a cage, pressing 'x' (Expand/Contract) will list all the cages you have, allowing you select a goblin iron cage instead of an empty one. --[[User:Xigy|Xigy]]&lt;br /&gt;
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== Message: Something has emptied a cage! ==&lt;br /&gt;
I just had a troglodyte freed from its cage.  The released troglodyte had been trapped for at least a year and had not been moved to a stockpile due to being in a section of the fortress that had been sealed due to a gremlin infestation.  Has anyone else seen this behavior?  Would say a goblin free a cave crocodile?  Could a creature be freed from an animal stockpile?&lt;br /&gt;
&lt;br /&gt;
The troglodyte in question was one of six.  Four were trapped and two have been hanging around the cages.  Three cages remain intact, suggesting that this isn't just the result of a timer.&lt;br /&gt;
&lt;br /&gt;
:As I understand, opening cages is one of the kinds of mischief that gremlins enjoy. --[[User:Neil|Neil]] 10:30, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin just escaped from a hauled cage ==&lt;br /&gt;
&lt;br /&gt;
This might be worth noting. I just defended my fortress from a goblin siege with cage traps. after they were all captured, I had my dwarves haul the cages to the animal stockpile and as that was being done, one of the goblins escaped from the cage. These cages were being hauled to a stockpile, so I know I didn't accidentally unassign it from its cage, and I didn't mark any of its equipment or anything for dumping or anything of the sort. Luckily he escaped right in front of my barracks and was beaten to death by my fledgling military with training weapons. But its either a bug or intended that he escaped.--[[Special:Contributions/96.248.39.87|96.248.39.87]] 23:27, 1 December 2010 (UTC)&lt;br /&gt;
:This sort of behavior has been known to occur in the past when ordering a cage to be '''brought to the trade depot''' - are you sure this isn't what happened here? --[[User:Quietust|Quietust]] 00:54, 2 December 2010 (UTC)&lt;br /&gt;
:: I've heard that thieves can escape from the cages, was it a Goblin Thief? --[[User:Twilightdusk|Twilightdusk]] 02:03, 2 December 2010 (UTC)&lt;br /&gt;
:::100% sure I wasn't trading the cages, I've been aware of that bug, they were being brought to an animal stockpile. And these weren't goblin theives, they were ''9'' goblin &amp;lt;s&amp;gt;swordsman&amp;lt;/s&amp;gt; swordsmen and an elite hammergoblin, it was a swordsman that managed to escape(also I think goblin thieves don't exist, just snatchers.)--[[Special:Contributions/96.248.39.87|96.248.39.87]] 13:50, 2 December 2010 (UTC) ''I edited my post to add how many goblin swordsmen''&lt;br /&gt;
&lt;br /&gt;
== Dead caravans and caged animals ==&lt;br /&gt;
&lt;br /&gt;
I remove animals from cages stolen from dead merchants (I usually just kill my merchants) by designating them to be melted (if they're metal). The only problem with this is that the animals inside simply go for the edge of the map, and leave. In the article, it mentions that being unable to remove said animals is a bug, which is only partially true. While it is still possible to remove the animals via non-standard methods (though I'm still not sure how to go about fixing wooden cages. How about pit designations? Just a theory - I'll have to test it soon), they'll leave the map after doing so. [[Special:Contributions/64.24.169.62|64.24.169.62]] 08:01, 29 January 2011 (UTC)&lt;br /&gt;
:&amp;quot;any animals they had caged will only become friendly, you won't actually own them. If you wait some time (2-3 months), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the 'u'nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&amp;quot; ([[Trading#Exploits]])&lt;br /&gt;
&lt;br /&gt;
:Are all of these methods don't work?&lt;br /&gt;
:*assign animal to the pit&lt;br /&gt;
:*build the cage and deconstruct it with lever&lt;br /&gt;
:*assign animal to the other built cage, and while the animal follows some dwarf, unassign it and/or forbid/deconstruct &amp;quot;target&amp;quot; cage; forbid/dump now empty &amp;quot;source&amp;quot; cage too, if the animal tends to return back in it; maybe cancelling related job in 'j' screen rather than unasigning will do the thing&lt;br /&gt;
:*while caravan is on map, designate the cage to be trading; some dwarf will bring to the depot only the cage, but the animal must be released due to bug&lt;br /&gt;
:*build the cage in area infested by gremlins, if you are &amp;quot;lucky&amp;quot; to have them on map&lt;br /&gt;
:*for wooden cage: can we set it on fire and extinguish just when the cage is destroyed but the animal is alive?&lt;br /&gt;
&lt;br /&gt;
== Releasing an animal from cage ==&lt;br /&gt;
When you buy animals in cages, the only way to release them seems to be making them available for being taken as pets and then assigning them to pastures.&lt;br /&gt;
&lt;br /&gt;
== Items teleporting from creatures killed in cages ==&lt;br /&gt;
It says here and on I think magma page that the items of creatures killed by magma while inside a cage will teleport to the place where the creature was caged, but even though my preferred method of emptying my nickel cages of goblins is letting them soak in a magma bath I've never seen this happening. And this is after disposing I believe some hundreds of goblins this way. Their clothes will stay on the spot the cage was when they died and not magically teleport to my entrance and promptly burn to a crisp. After obsidian casting I just reclaim my cages and the resulting goblinite for melting. If someone has evidence of this happening in recent versions of the game, please upload a vidoe of it happening or at least say here that it does happen. Otherwise I'll remove the comments from where they are in a few days. --[[User:Egodeus|Egodeus]] 06:58, 1 July 2011 (UTC)&lt;br /&gt;
:I believe that section was carried over from 40d page, where it was mentioned and rumored to happen. I haven't heard of any such event for 2010, myself. [[User:AutomataKittay|AutomataKittay]] 09:49, 1 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:BaronW&amp;diff=150937</id>
		<title>User talk:BaronW</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:BaronW&amp;diff=150937"/>
		<updated>2011-07-01T07:42:10Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* You Win */ You do.&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;
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I would love to see a video of it in process. Very nice construction :) ~~&lt;br /&gt;
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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;
My blood-god. The scaled-down images of the mechanism cells look like circuit cards. That is amazing. This megaconstruction gets sixteen beards out of five.--[[Special:Contributions/169.229.103.22|169.229.103.22]] 20:32, 12 May 2010 (UTC)&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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Decimal is implemented.--[[User:DDR|-DDR]] 19:42, 4 July 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;
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== youre amazing ==&lt;br /&gt;
&lt;br /&gt;
youre godamn amazing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IM Hoo TEPP....&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;
** NEW GOAL: run dwarf fortress in a Game of Life Turing machine itself being run in dwarf fortress.&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;
:Seconded. All my futile attempts pale in comparison to this. Congrats! --[[User:Egodeus|Egodeus]] 07:42, 1 July 2011 (UTC)&lt;br /&gt;
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I'm not worthy! --[[User:Kami|Kami]] 11:41, 16 April 2010 (UTC)&lt;br /&gt;
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== 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;
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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;br /&gt;
&lt;br /&gt;
== My head asplode. ==&lt;br /&gt;
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I can't even put into words how epic this is. Holy crap.--[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 05:59, 9 June 2010 (UTC)&lt;br /&gt;
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== Holy Sweet Smokes!! ==&lt;br /&gt;
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This is incredible. Sir, you are a true Dwarf. We are now one step further towards DDFF, or Dwarf Fortress in Dwarf Fortress.&lt;br /&gt;
Or, in other words, &amp;quot;Wow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Awesome. ==&lt;br /&gt;
&lt;br /&gt;
That's the most awesome application of mechanics I've ever seen. Babbage must be punching the air for seeing such a great thing as you have done.&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_adaptation&amp;diff=150936</id>
		<title>v0.31 Talk:Cave adaptation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_adaptation&amp;diff=150936"/>
		<updated>2011-07-01T07:17:15Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Happy Thoughts?? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does it really not matter if it is outdoor or indoor? Does it just have to be light? --[[User:Kami|Kami]] 15:37, 3 May 2011 (UTC)&lt;br /&gt;
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==Happy Thoughts??==&lt;br /&gt;
These:&lt;br /&gt;
&amp;quot;Does not mind being outdoors, at least for a time&amp;quot;&lt;br /&gt;
&amp;quot;Likes working outdoors and grumbles only mildly at inclement weather&amp;quot;&lt;br /&gt;
are not happy thoughts, they are traits, right? &lt;br /&gt;
&lt;br /&gt;
If so, won't dwarves get happy thoughts from these traits? like getting rained/snowed on? or anything weather related??&lt;br /&gt;
&lt;br /&gt;
:No, for dwarves liking to work outdoors just means that the dwarf doesn't react the dwarvenly way to sunlight and vomit. Basically it just makes them not get the negative thoughts from getting rained on and such. &amp;lt;s&amp;gt;The traitors and freaks&amp;lt;/s&amp;gt;Those dwarves that actually like the rain and snow and other undwarven things have long since moved to live with the &amp;lt;s&amp;gt;tree hugging hippies&amp;lt;/s&amp;gt; elves. (Also, sign your comments.) --[[User:Egodeus|Egodeus]] 07:17, 1 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=150935</id>
		<title>v0.31 Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=150935"/>
		<updated>2011-07-01T06:58:29Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: Has anyone wittnessed item teleportation happening in recent versions?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== v0.31.21==&lt;br /&gt;
&amp;quot;Update: As of v0.31.21, using the above method to disarm hostiles will only come into effect after the cages with hostiles in them have been built. Use b-j-x to select the cage with the hostile in the build menu and then after completion they will be stripped and disarmed.&amp;quot;&lt;br /&gt;
In my current fort (v0.31.25)this does not seem to be the case. I can strip goblins naked and disarm them without building the cages. &lt;br /&gt;
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&lt;br /&gt;
== Cage your dwarfs and save them later ==&lt;br /&gt;
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I think this is made up, how can you cage a dwarf other than if they've commited a crime and your justice puts them in jail. Is there anther way? --[[User:Djsmiley2k|Djsmiley2k]] 15:51, 2 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:GCS webbed cage trap, captures anything.  Unfortunately your dwarves will dehydrate quickly, because only prison inmates are given water. --[[User:Girlinhat|Girlinhat]] 17:26, 3 March 2011 (UTC)&lt;br /&gt;
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== Can't release small creature? ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.&lt;br /&gt;
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)&lt;br /&gt;
:That always happens when trying to release a [[vermin]] from a cage - rather than let them roam around, dwarves will insist that they be placed inside an animal trap. --[[User:Quietust|Quietust]] 17:48, 17 May 2010 (UTC)&lt;br /&gt;
::I had the same problem. One way that I emptied the cages was by designating a pit and having them thrown in it. The dwarfs were fine with that.--[[User:Kwieland|Kwieland]] 16:32, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals dying==&lt;br /&gt;
&lt;br /&gt;
I have a fairly old fortress - going on 14 years.  With military bugged, my current defense is a lot of traps.  The trap caught animals.  I didn't realize it, but animals do die after a while in cages.  They never eat, but I have had several deer, groundhog, (other animals) corpse show up in my cage trap pile.  Dwarfs have no problem taking the ''whole cage'' to the butcher shop and butchering the animal that way.  Summary - 1. wild untamed animals in cages don't need to eat (dwarfs presumably do, though). 2. Animals have a lifespan, even wild ones.--[[User:Kwieland|Kwieland]] 04:41, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've got the same problem when set up my zoo. You can't say that animal lifespan is over if you get message &amp;quot;Stray Panda(Tame) died from starvation&amp;quot;. How can you feed animals in your zoo, my dwarfs seems to not do it?&lt;br /&gt;
:If they starve, it's because '''you need to let them graze'''. Pandas in particular can only graze on bamboo. --[[User:Quietust|Quietust]] 15:13, 1 June 2011 (UTC)&lt;br /&gt;
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==Infinite Air in Cages==&lt;br /&gt;
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I've captured an entire goblin ambush and decided to drown them, but after setting up their cages and then flooding the room they don't die... --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 12:53, 17 June 2010 (UTC)&lt;br /&gt;
:Yeah, you'd have to link the cages to a single lever and open it after the room is flooded (or while it's flooding for a little more excitement).  Makes for a safe and effective drowning chamber. Any of the cages left unopened will keep their captives alive. --[[User:MisterB777|MisterB777]] 16:42, 17 June 2010 (UTC)&lt;br /&gt;
::That is what I had ended up doing... would have been more convenient to have them drown in the cages, (My mechanics hate me for it thou) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 20:00, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pitting hostiles from cages, bug? ==&lt;br /&gt;
&lt;br /&gt;
Something somewhat weird happened to me. I was pitting goblins from an execution tower to their deaths, when a goblin thief somehow managed to get away after being removed from his cage. So he ran for freedom. Between him and freedom was a row of cage traps, so he got trapped again. One of my haulers went to the cage, removed the goblin thief from the cage and hauled him ~30 spaces and threw him of the tower. The goblin just followed him. The empty cage was taken to an animal stockpile. &lt;br /&gt;
&lt;br /&gt;
I'm guessing this is some kind of bug, as the thief should try to get away when he's hauled. Or am I missing something? /[[User:Josj|Josj]] 13:20, 17 July 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== What to do with caged goblins by nickbii==&lt;br /&gt;
1) d-b-c the cages. by default the Gobboes clothes are forbidden so your dorfs can't strip them naked, this unforbids.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Create a zone with i, make it a garbage dump.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) d-b-d the cages. This tells your dorfs to take anything in the cages to your garbage dump. If you've you've done everything right a bunch of Dump Item jobs will appear in (j)obs menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Build the cages with b-j. You can't hook up levers to unbuilt cages so this step is necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Build a lever. It can be built anywhere. I usually put it just outside the Death Chamber, so the puller doesn't have to be physically in the room, and still be close to the cages,&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Connect the lever to each cage with a-j.&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Move your troops to the room and lock them in.&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Pull the lever.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reassigning the gobboes from the cages would get them out, but has the disadvantage that a civilian would have to walk up to the cage and open it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The process is actually quite simple when you've done it a few times. When you get good at it you can do really cool stuff like only dump the gobboes weapons from the stocks screen. This leaves them in their armor, so your guys take longer (and get more experience) killing them.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=52208.msg1435675#msg1435675 message](copy-pasted for everyone to find by --[[User:TomiTapio|TomiTapio]] 16:47, 27 July 2010 (UTC))&amp;lt;br /&amp;gt;&lt;br /&gt;
:Step 1 is presumably new to version 0.31, since it definitely wasn't necessary in 40d and earlier. Also, for step 3 you must also individually un-dump the cages after using d-b-d or the cages themselves will also be tossed in the garbage dump, something you might not want to do. --[[User:Quietust|Quietust]] 16:50, 27 July 2010 (UTC)&lt;br /&gt;
:: Instead of the levers, you could do the following steps for releasing goblins for your soldiers.&lt;br /&gt;
::1) order the squad you want to train into the room.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2) lock the door&amp;lt;br /&amp;gt;&lt;br /&gt;
::3) disband the squad (making the dwarves non-military)&amp;lt;br /&amp;gt;&lt;br /&gt;
::4) un-assign the goblins from their cages. Your now civilian dwarves, having nothing else to do in the locked room, will open the cages&amp;lt;br /&amp;gt;&lt;br /&gt;
::5) re-establish the squad&amp;lt;br /&amp;gt;&lt;br /&gt;
::It's a bit roundabout, but it saves the hassle of levers and mechanisms.--[[User:Twilightdusk|Twilightdusk]] 02:02, 2 December 2010 (UTC)&lt;br /&gt;
::: 3) makes no sense - simply lock the door, and then take them off the training (Set as inactive) BLAM they are like civs and will open cages :) --[[User:Djsmiley2k|Djsmiley2k]] 14:16, 1 February 2011 (UTC)&lt;br /&gt;
::: Just realised an advantage of what i've said is that you can keep the military as &amp;quot;uniformed&amp;quot; and they wont take their armour off either :) --[[User:Djsmiley2k|Djsmiley2k]] 14:18, 1 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zoo noise suggestion ==&lt;br /&gt;
It might be cool if the caged zoo animals and ogres made sleep-disturbing noises, like the workshops do. --[[User:TomiTapio|TomiTapio]] 14:37, 14 August 2010 (UTC)&lt;br /&gt;
:Workshops does not produce noise. [[Special:Contributions/213.134.175.225|213.134.175.225]] 10:39, 23 December 2010 (UTC)&lt;br /&gt;
::But that is a bug, so maybe &amp;quot;like workshops are meant to&amp;quot; [[Special:Contributions/85.118.156.10|85.118.156.10]] 16:36, 21 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Selling caged creatures ==&lt;br /&gt;
&lt;br /&gt;
I had a pretty good collection of Draltha and Cave Crocodiles in cages, so I decided to try to trade some of them.  Bad idea.  The dwarves seem to think that you just want to trade the cages, not the animals inside them (unless I'm missing something).  In the end I lost more dwarves to those damn crocodiles then I did to the recent hydra invasion.&lt;br /&gt;
:i'm having the same problem... When trying to sell the cage, the dwarves let the creature loose (imagine a Beak Dog running free inside my fortress...) and haul the cage to the Trade Depot. I think its a bug, because when setting &amp;quot;zoo cage&amp;quot;, i have to guess which cage contain which creature, since the cage window shows only material names, not the creature inside (nickel cage, instead of Beak Dog Cage, for instance). -- gervas&lt;br /&gt;
&lt;br /&gt;
::When placing a cage, pressing 'x' (Expand/Contract) will list all the cages you have, allowing you select a goblin iron cage instead of an empty one. --[[User:Xigy|Xigy]]&lt;br /&gt;
&lt;br /&gt;
== Message: Something has emptied a cage! ==&lt;br /&gt;
I just had a troglodyte freed from its cage.  The released troglodyte had been trapped for at least a year and had not been moved to a stockpile due to being in a section of the fortress that had been sealed due to a gremlin infestation.  Has anyone else seen this behavior?  Would say a goblin free a cave crocodile?  Could a creature be freed from an animal stockpile?&lt;br /&gt;
&lt;br /&gt;
The troglodyte in question was one of six.  Four were trapped and two have been hanging around the cages.  Three cages remain intact, suggesting that this isn't just the result of a timer.&lt;br /&gt;
&lt;br /&gt;
:As I understand, opening cages is one of the kinds of mischief that gremlins enjoy. --[[User:Neil|Neil]] 10:30, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin just escaped from a hauled cage ==&lt;br /&gt;
&lt;br /&gt;
This might be worth noting. I just defended my fortress from a goblin siege with cage traps. after they were all captured, I had my dwarves haul the cages to the animal stockpile and as that was being done, one of the goblins escaped from the cage. These cages were being hauled to a stockpile, so I know I didn't accidentally unassign it from its cage, and I didn't mark any of its equipment or anything for dumping or anything of the sort. Luckily he escaped right in front of my barracks and was beaten to death by my fledgling military with training weapons. But its either a bug or intended that he escaped.--[[Special:Contributions/96.248.39.87|96.248.39.87]] 23:27, 1 December 2010 (UTC)&lt;br /&gt;
:This sort of behavior has been known to occur in the past when ordering a cage to be '''brought to the trade depot''' - are you sure this isn't what happened here? --[[User:Quietust|Quietust]] 00:54, 2 December 2010 (UTC)&lt;br /&gt;
:: I've heard that thieves can escape from the cages, was it a Goblin Thief? --[[User:Twilightdusk|Twilightdusk]] 02:03, 2 December 2010 (UTC)&lt;br /&gt;
:::100% sure I wasn't trading the cages, I've been aware of that bug, they were being brought to an animal stockpile. And these weren't goblin theives, they were ''9'' goblin &amp;lt;s&amp;gt;swordsman&amp;lt;/s&amp;gt; swordsmen and an elite hammergoblin, it was a swordsman that managed to escape(also I think goblin thieves don't exist, just snatchers.)--[[Special:Contributions/96.248.39.87|96.248.39.87]] 13:50, 2 December 2010 (UTC) ''I edited my post to add how many goblin swordsmen''&lt;br /&gt;
&lt;br /&gt;
== Dead caravans and caged animals ==&lt;br /&gt;
&lt;br /&gt;
I remove animals from cages stolen from dead merchants (I usually just kill my merchants) by designating them to be melted (if they're metal). The only problem with this is that the animals inside simply go for the edge of the map, and leave. In the article, it mentions that being unable to remove said animals is a bug, which is only partially true. While it is still possible to remove the animals via non-standard methods (though I'm still not sure how to go about fixing wooden cages. How about pit designations? Just a theory - I'll have to test it soon), they'll leave the map after doing so. [[Special:Contributions/64.24.169.62|64.24.169.62]] 08:01, 29 January 2011 (UTC)&lt;br /&gt;
:&amp;quot;any animals they had caged will only become friendly, you won't actually own them. If you wait some time (2-3 months), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the 'u'nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&amp;quot; ([[Trading#Exploits]])&lt;br /&gt;
&lt;br /&gt;
:Are all of these methods don't work?&lt;br /&gt;
:*assign animal to the pit&lt;br /&gt;
:*build the cage and deconstruct it with lever&lt;br /&gt;
:*assign animal to the other built cage, and while the animal follows some dwarf, unassign it and/or forbid/deconstruct &amp;quot;target&amp;quot; cage; forbid/dump now empty &amp;quot;source&amp;quot; cage too, if the animal tends to return back in it; maybe cancelling related job in 'j' screen rather than unasigning will do the thing&lt;br /&gt;
:*while caravan is on map, designate the cage to be trading; some dwarf will bring to the depot only the cage, but the animal must be released due to bug&lt;br /&gt;
:*build the cage in area infested by gremlins, if you are &amp;quot;lucky&amp;quot; to have them on map&lt;br /&gt;
:*for wooden cage: can we set it on fire and extinguish just when the cage is destroyed but the animal is alive?&lt;br /&gt;
&lt;br /&gt;
== Releasing an animal from cage ==&lt;br /&gt;
When you buy animals in cages, the only way to release them seems to be making them available for being taken as pets and then assigning them to pastures.&lt;br /&gt;
&lt;br /&gt;
== Items teleporting from creatures killed in cages ==&lt;br /&gt;
It says here and on I think magma page that the items of creatures killed by magma while inside a cage will teleport to the place where the creature was caged, but even though my preferred method of emptying my nickel cages of goblins is letting them soak in a magma bath I've never seen this happening. And this is after disposing I believe some hundreds of goblins this way. Their clothes will stay on the spot the cage was when they died and not magically teleport to my entrance and promptly burn to a crisp. After obsidian casting I just reclaim my cages and the resulting goblinite for melting. If someone has evidence of this happening in recent versions of the game, please upload a vidoe of it happening or at least say here that it does happen. Otherwise I'll remove the comments from where they are in a few days. --[[User:Egodeus|Egodeus]] 06:58, 1 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=150934</id>
		<title>v0.31:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=150934"/>
		<updated>2011-07-01T06:51:23Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Cages and Fluids */ Added a verify tag to the item teleporting as I haven't ever seen this occuring.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:58, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|Jail}} (if metal)&lt;br /&gt;
}}&lt;br /&gt;
For cage traps, see [[Traps#Cage_Trap|traps]].&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in {{L|cage trap}}s, {{L|jail}}s, and zoos, {{L|pit}}s and aquariums.&lt;br /&gt;
&lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding {{L|Captured live fish|captured}} live {{L|fish}}, an aquarium.&lt;br /&gt;
&lt;br /&gt;
Cages are stored on the Animal Stockpile.&lt;br /&gt;
&lt;br /&gt;
==Building and using a cage==&lt;br /&gt;
Cages can be constructed from {{L|wood}} at a {{L|carpenter's workshop}}, from {{L|metal}} at a {{L|metalsmith's forge}}, and from {{L|glass}} at a {{L|glass furnace}}.&lt;br /&gt;
&lt;br /&gt;
You can then either build them to a tile via {{k|b}} - {{k|j}} (this is needed for linking a lever to them, or assigning a pet to it) or simply keep them stockpiled so they can be used to load cage {{L|trap}}s.&lt;br /&gt;
&lt;br /&gt;
When building a cage, you can use a cage that already has something inside. To precisely choose which cage to use, you can expand the list of the cages of a certain type via {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===Creature containment===&lt;br /&gt;
&lt;br /&gt;
To assign creatures to a cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of {{L|creatures}}, and {{k|Enter}} to assign them to the cage.  A major change in version .31.19 is that grazing creatures will starve if left in cages.  Grazing creatures require access to {{L|grass}}, {{L|moss}} or {{L|floor fungus}} for survival, which can be achieved by assigning them to a {{L|zone|pasture}} that has plenty of tasty grass/moss.&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can be assigned to the same cage with no penalty. It is completely possible to fit hundreds of {{L|dog|puppies}} in a cage with dozens of {{L|blind cave ogre}}s with no ill effects or a {{L|dragon}}, a thousand cats plus more, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures in cages.  Use {{k|q}} to examine the cage (it must first be &amp;quot;built,&amp;quot; not just stored), {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot;+&amp;quot; next to them). Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf. For more information, see {{L|captured creatures}}.&lt;br /&gt;
&lt;br /&gt;
You can get details about the creatures which are in a built cage by pressing {{k|t}} and then {{k|enter}}. There, you can scroll the list of creatures and get details, for example, you can tell whether a Donkey is male or female, which is interesting if your intention is to keep milkable animals near a farmer's workshop.&lt;br /&gt;
&lt;br /&gt;
{{L|Vermin}} can also assigned to cages, to save space or {{l|animal trap}}s. However, if you try to release them ({{k|q}} and then {{k|a}}), the dwarf will pickup an animal trap and put the poor creature in it. You must have a triggered (linked to a {{L|lever}}) cage to release tamed small creatures (like most birds).&lt;br /&gt;
&lt;br /&gt;
Bees shows up in the list of creatures that can be assigned to a cage, but dwarfs will not start the task, and it will not shown in the {{k|j}}obs list.&lt;br /&gt;
&lt;br /&gt;
===Prisons===&lt;br /&gt;
&lt;br /&gt;
To set a cage as a {{L|jail}}, {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only {{L|metal}} cages may be used in this way, despite {{L|wood}}en cages being strong enough to hold {{L|dragon}}s.&lt;br /&gt;
&lt;br /&gt;
Dwarves in cages must be fed by other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a {{L|lever}} to remotely open it.  When the cage opens, the occupant(s) inside are released, the cage and {{L|mechanism}} deconstruct and can be returned to their respective stockpiles. Note that you have to use a &amp;quot;built&amp;quot; cage as described above, it won't work with cages on your stockpile.  Also note that the mechanism attached to the lever will '''not''' automatically deconstruct; you have to manually deconstruct the whole lever to get back the mechanism used to open the cage.&lt;br /&gt;
&lt;br /&gt;
===Alternate way of Opening Cages===&lt;br /&gt;
&lt;br /&gt;
When traders are around, you can select &amp;quot;move good to trading depot&amp;quot; and select the cage of choice.&lt;br /&gt;
When a hauler takes the cage, the creature inside will be released. be sure to disarm the creature beforehand...&lt;br /&gt;
&lt;br /&gt;
Another way to get creatures out of cages which are not built, is to assign the creatures to pastures (which is possible for any living thing except dwarves).  The same precautions as for trading the cage should be taken first.&lt;br /&gt;
&lt;br /&gt;
===Cages and Fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from {{L|swimmer|drowning}}, so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section (as a corollary, if your fortress is drowning in water, you can cage your dwarves and rescue them later). However, built cages will not protect caged creatures from {{L|magma}}, making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not {{L|magma-safe}} will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on {{L|fire}}. Any items the creature had equipped will teleport {{verify}} to wherever the creature was caged, typically a tile with a {{L|cage trap}} on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
===Buying Cages ===&lt;br /&gt;
Traders may bring cages for sale. If these cages contain a {{L|tame}}d {{L|creature}}, the item will be listed as (creature) cage, and will not describe the material the cage is made out of. However, the cage may contain a tamed {{L|vermin}}, in which case it will be listed in the trading dialogue as by the material the cage is made out of. In such cases, the expanded cage description will list the contents of the cage.  You can often infer that trained vermin are in a cage by noting the cage's value compared to other cages of identical quality in the list.&lt;br /&gt;
&lt;br /&gt;
However, once you have bought the cage the item name will list the material of the cage; ie: Wolf Cage (Oaken).&lt;br /&gt;
&lt;br /&gt;
=== How to disarm hostiles in cages ===&lt;br /&gt;
The easiest way to take away all prisoner-held armor and clothing is via the mass designation tool.  Use {{K|d}}-{{K|b}}-{{K|c}} and {{K|d}}-{{K|b}}-{{K|d}} to designate an area (i.e. your animal {{L|stockpile}}, filled with caged hostiles) from which all items will be reclaimed and dumped.  Afterwards, hit {{K|k}}, go over each cage and press {{K|d}} for each of them - this stops the dumping on the cages themselves.  The end result will be that prisoners will be stripped naked but the cages themselves (and the creatures within) will remain in place, ready to be used for whatever purpose.  If you want to keep the items, you need only place your garbage dump zone somewhere near your armor stockpiles and unforbid all the stuff after it is dumped there.&lt;br /&gt;
&lt;br /&gt;
You can also find the items carried by caged {{L|troll}}s, {{L|kobold}}s, etc. in the {{L|stocks}} menu and designate them for dumping. While it is easy to identify troll/kobold clothes because they will always be described as &amp;quot;large&amp;quot;/&amp;quot;small&amp;quot;, it is harder to make sure you have found the right weapons; you can verify that you are targeting the right items by using the zoom function; it should point you to the cage. Mark the items for dumping, and dwarves will come to the cage and take them.&lt;br /&gt;
&lt;br /&gt;
If you want to use caged invaders for target practice, it may be wise to go into the Stocks screen and remove the Dump designation from all of their armor - this way, only their weapons will be taken away, allowing them to take significantly more damage (and provide more experience).&lt;br /&gt;
&lt;br /&gt;
=== How to quickly empty out many cages ===&lt;br /&gt;
If you have many {{L|Trap#Cage_Trap|cage traps}} then you may have trouble emptying out cages quickly enough at times. See {{L|Mass pitting}} for suggestions on how to quickly recycle cages.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Creatures in cages that come from dead merchants can only be freed by assigning them to a [[Zone#Pen/Pasture|pen/pasture zone]] and then when they have been put there, deassign them from the pen/pasture.&lt;br /&gt;
&lt;br /&gt;
When bringing a cage to the Trade Depot in order to trade it, any animals inside the cage will be freed.{{Bug|4065}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Animal_trainer&amp;diff=150933</id>
		<title>v0.31:Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Animal_trainer&amp;diff=150933"/>
		<updated>2011-07-01T06:48:41Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: Replaced a few parts with the respective links to the proper pages. No actual changes to the content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:12, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = {{L|Animal training}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train {{L|dog|war animal}}&lt;br /&gt;
* Train {{L|dog|hunting animal}}&lt;br /&gt;
* Tame large animal&lt;br /&gt;
* Tame small animal&lt;br /&gt;
| workshop = {{L|Kennel}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intuition&lt;br /&gt;
* Patience&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainer''' is the skill associated with the '''animal training''' {{L|labor}}. An animal trainer works at a {{l|kennel}}, taming certain animals (with food), and turning some {{l|tame animals}} into war or hunting animals.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
While the kennel's menu only offers the option 'train a war dog', in fact a wide range of animals can be trained. Also note that the queued task indeed is named 'train war animal'. The same goes for 'train a hunting dog'. Also, many exotic animals (signified by the {{L|Creature token#P|[PET_EXOTIC]}} tag in their {{L|raw file}}) require a {{L|Dungeon master}} in the fortress to allow animal trainers to train them.&lt;br /&gt;
&lt;br /&gt;
The animal to be trained is selected randomly from the list of unrestrained, uncaged, and unpastured trainable animals. The only way to choose which animal gets trained is by ensuring no other trainable animal can get to the kennels, e.g. by tying them up or caging them.&lt;br /&gt;
&lt;br /&gt;
== Trainable Animals  ==&lt;br /&gt;
Giant versions of these animals are also trainable.&lt;br /&gt;
&lt;br /&gt;
* {{L|Dog}}*&lt;br /&gt;
* {{L|Leopard}}&lt;br /&gt;
* {{L|Lion}}&lt;br /&gt;
* {{L|Tiger}}&lt;br /&gt;
* {{L|Jaguar}}&lt;br /&gt;
* {{L|Cheetah}}&lt;br /&gt;
* {{L|Mandrill}}&lt;br /&gt;
* {{L|Gorilla}}&lt;br /&gt;
* {{L|Grizzly bear}}*&lt;br /&gt;
* {{L|Polar bear}}&lt;br /&gt;
* {{L|Giant eagle}}&lt;br /&gt;
* {{L|Elephant}}*&lt;br /&gt;
* {{L|Giant bat}} (hunting only)&lt;br /&gt;
* {{L|Giant cave swallow}} (hunting only)&lt;br /&gt;
* {{L|Dragon}}&lt;br /&gt;
&lt;br /&gt;
If you trade for one of these animals, and they are already tame then they will remain tame when they become yours.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These animals do not require a Dungeon Master to be tamed.&lt;br /&gt;
&lt;br /&gt;
When taming an animal, the animal trainer does not in fact work in the kennel, but rather, brings food to the animal.  If the animal is caged, and the food leaves seeds, this will result in a {{L|cage}} containing seeds -- which leaves the cage unusable for some purposes, such as loading {{L|trap#Cage Trap|cage traps}}.  Currently, the only known way to remove seeds from a cage is to dump the seeds (without dumping the cage).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Wild animals can't be tamed with food bought from the embark screen or from caravans.  If no home-grown food is available, you'll get a &amp;quot;needs unrotten item&amp;quot; error. {{Bug|3667}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=150888</id>
		<title>v0.31 Talk:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=150888"/>
		<updated>2011-06-29T17:45:58Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Pump Speed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Pumps will transfer power vertically as they did in 40d. It is confirmed they function in all respects as they did in the previous version. For information on vertical power transfer see Pump Stack in the article.&lt;br /&gt;
:Moved this to here from the article. [[User:Oddtwang of Dork|Oddtwang of Dork]] 22:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
About the service area in the picture.  You can use a door at the impassible part of the screw pump instead of using two doors.  The dwarves can dig and move diagonally. --[[User:Altaree|Altaree]] 15:38, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
it can be ... operated by ... using gear assemblies connected to water wheels and/or windmills. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
A gear assembly is not necessary. It is possible to build a water wheel, connected to a horizontal axle, connected to a screw pump. The screw pump will function as intended.&lt;br /&gt;
&lt;br /&gt;
== Pump Speed ==&lt;br /&gt;
&lt;br /&gt;
How much water do screw pumps move?  Is it 1/7 of water per game frame?  If you wanted to build a 1x1 waterfall that operated constantly without sourcing any new water, how many pump stacks would you need?&lt;br /&gt;
&lt;br /&gt;
:A lot. I don't know. Less than one, so to speak ;) In any case, channel the water through a diagonal after the pump --[[Special:Contributions/92.202.29.45|92.202.29.45]] 17:16, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe they move 7/7 per step. Make sure your drainage is good :) [[Special:Contributions/66.30.8.88|66.30.8.88]] 21:27, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
In a different tack. In the notes section it is mentioned that pumps do not pump 1/7 amounts of liquids, but at least my pumps do in an unmodded version. If no one corrects me I'm going to change that in a few days. --[[User:Egodeus|Egodeus]] 14:50, 20 May 2011 (UTC)&lt;br /&gt;
:Could you record a movie of this and upload it to DFMA? I just tried this with water, and a screw pump would '''not''' move it from the source tile unless it was at least 2/7 deep. --[[User:Quietust|Quietust]] 16:12, 20 May 2011 (UTC)&lt;br /&gt;
::I'll try to do that once I get the chance. I'm going out of town for the weekend so probably not going to happen before next tuesday. --[[User:Egodeus|Egodeus]] 05:52, 23 June 2011 (UTC)&lt;br /&gt;
:I've done a lot of pumping, and it always drains water to 0/7 in the tile being pumped out when it can, assuming it's powered. Non-empty tiles are mostly when surrounded by water and flowing in anyway from pressure. [[User:AutomataKittay|AutomataKittay]] 09:06, 23 June 2011 (UTC)&lt;br /&gt;
::Perhaps there is confusion in this discussion due to terminology? I'm thinking, perhaps, pumps will not '''start''' pumping unless the source is at least 2/7 deep, but it will still '''drain''' the source to 0/7 if it had enough to start pumping? Just a thought... I haven't tested this. Also, I vaguely seem to recall a technical discussion on how water flows in DF that claimed the water level in a tile can, sometimes, fluctuate too fast to be updated on the screen. Perhaps the water was fluctuating like this between 1/7 and 2/7? --[[User:Thundercraft|Thundercraft]] 21:38, 25 June 2011 (UTC)&lt;br /&gt;
:::I think you're right, did a quick test to verify. It won't pump 1/7 out, but will completely empty 2/7 when ran on manual. My mistake about the always emptying out, it's either evaporation or just not pumping everything down to 1/7. I haven't tried powered, but I'd imagine the behavior would be the same. [[User:AutomataKittay|AutomataKittay]] 07:48, 26 June 2011 (UTC)&lt;br /&gt;
::Ok, I verified it. A pump will pump a tile to 0/7 when it pumps, but pumping will NOT occur if the tile is only 1/7 full. I hadn't kept that much of an eye on the pumps and the pumping tile had just evaporated. This is with magma and apparently also holds true for water. Sorry about the trouble. --[[User:Egodeus|Egodeus]] 17:45, 29 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe Pump ==&lt;br /&gt;
&lt;br /&gt;
How is it possible to make a magma-safe pump (or rather, one which does not degrade into its component parts), since pipe sections and corkscrews can (apparently) only be made of wood? [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
* Nevermind, pipe sections and corkscrews can be made of metal, just not rock.  Leaving this here in case anyone else has a similar concern. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
&lt;br /&gt;
The entry implies that you can pump magma with a pump containing some wooden parts.  This is very misleading because while you can fill an area on the other side of it with some magma, the pump pretty much instantly catches on fire, and within a couple minutes will fall apart.--[[User:Krenn|Krenn]] 06:40, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Desalinating water ==&lt;br /&gt;
&lt;br /&gt;
Can someone add an idiot-proof explanation for how pumps desalinate water? I can't get it to work.&lt;br /&gt;
&lt;br /&gt;
Here's my setup:&lt;br /&gt;
&lt;br /&gt;
  (saltwater lake)&lt;br /&gt;
    %&lt;br /&gt;
 ╔═0%0&lt;br /&gt;
 ║+++║&lt;br /&gt;
 ║+++║&lt;br /&gt;
 ║▲++║&lt;br /&gt;
 ╚═══╝&lt;br /&gt;
  ▲&lt;br /&gt;
&lt;br /&gt;
Pump pumping north to south from the lake, ramps put in for access while constructing, floor built under first tile of the pump. When I order the pump to be started, the reservoir gets filled. I stopped the pumping before the reservoir overfilled, then designated the level above as a zone. Water source does not highlight, and designating it doesn't work.&lt;br /&gt;
&lt;br /&gt;
Initially I did the above but had not built a floor tile under the exit end of the pump, which did not work. I removed the pump, put in the floor, waited for all the water to evaporate and tried again - no dice. Does that mean mud will contaminate the water and make it salty?&lt;br /&gt;
:See [[Salt_water]] - you have to pump the salt water into a completely constructed cistern. The water inside the cistern will be desalinated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
========desalination not as simple as portrayed 9/22/2010&lt;br /&gt;
I built a basalt cistern.  Basalt floor, basalt walls, basalt door into basalt floored pumping room. cistern fills, holds water, not drinkable.&lt;br /&gt;
&lt;br /&gt;
cistern is constructed from rock hauled up the mountain.&lt;br /&gt;
&lt;br /&gt;
does the cistern need to be made of blocks or bars?&lt;br /&gt;
&lt;br /&gt;
I must be an idiot though because after 3 days trying with the wiki and youtube open I still can't get a single level of pump stack to work either.&lt;br /&gt;
&lt;br /&gt;
== Pumping FPS ==&lt;br /&gt;
&lt;br /&gt;
I have built about 110 pumps in a stack to get magma to the surface. After I have turned them on, the FPS dropped to &amp;lt;1 (with typical FPS about ~60) until all stack containments filled up to the 7/7. [[User:WFrag|WFrag]] 06:24, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: http://www.bay12forums.com/smf/index.php?topic=72296.0 [[User:WFrag|WFrag]] 11:27, 25 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== They only stack one way if you dig correctly == &lt;br /&gt;
Worth noting that due to the way the power is transmitted from one pump to the next, if you have any problems of this nature it's because the inlet hole and power transmition holes are not dug correctly -- one level is '1010' and the next level is '0101', repeated as many times as is necessary.  If you dig the holes correctly, then the pumps will only allow you to build them one way -- the way that will work.  This confused me for a good while! [[User:FleshForge|FleshForge]] 01:10, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
FYI These are extraordinarily dangerous - if you didn't channel your aquifer access, dorfs slip and drown when using pumps.&lt;br /&gt;
&lt;br /&gt;
== Necessity of pump stacks ==&lt;br /&gt;
&lt;br /&gt;
Here's the thing that I've never understood: If I dig a set of Up/Down stairs straight down, and then position a pump stack to pump water into the stairs, water will get pushed into the stairwell. This water has nowhere to go but up, and eventually rises up the stairwell. So why do we need pump stacks in the first place? Why not just pump into a vertical aqueduct? --[[User:Romeofalling|Romeofalling]] 02:57, 1 October 2010 (UTC)&lt;br /&gt;
:Er, pumps don't work that way - they can't lift a liquid higher than the Z-level of the pump output tile. Thus, if you have water on Z=120 and you need to move it up to Z=140, you '''need''' twenty screw pumps. --[[User:Quietust|Quietust]] 04:49, 1 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== power output ==&lt;br /&gt;
&lt;br /&gt;
How much power does the pump transfer? And given no other power source, what's the limit of pumps that a single dwarf could hand-power? [[User:Uzu Bash|Uzu Bash]] 00:31, 20 October 2010 (UTC)&lt;br /&gt;
:Power transfer?  As much as is supplied, minus the 10 points for running the pump.  Dwarf-power?  Just the one he's operating. --[[User:DeMatt|DeMatt]] 00:33, 20 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150800</id>
		<title>User:Egodeus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150800"/>
		<updated>2011-06-27T19:59:20Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* An aptly named artifact */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So I think introductions are in order. I'm Egodeus and I'm really interested in DF because I like dwarves, building games and stupid overly complex plans. &lt;br /&gt;
&lt;br /&gt;
Mostly this page will be stories and pictures from my current fort and explanations how the different kind of traps of my own design work. Some I will also add to the trap design page in due time, but I'll use this page to document the planning and creation of the different kind of goblin mashers as I'm building them to both see how they look on the wiki and what mistakes I made in their planning to perhaps correct in later editions.&lt;br /&gt;
&lt;br /&gt;
I'm playing a mostly unmodified df with the exception of modding loamy sand to produce sand, because I wanted a glass industry that is not dependent on the caravans and making Dragons breed after capturing two to yield a brood of WAR DRAGONS!!!&lt;br /&gt;
&lt;br /&gt;
==Standard key==&lt;br /&gt;
&lt;br /&gt;
   '''Key:'''&lt;br /&gt;
 '''symbol  tile'''&lt;br /&gt;
  ·   -  Empty space&lt;br /&gt;
  +   -  Constructed floor, or top of wall section from lower level&lt;br /&gt;
  '''0'''   -  Isolated wall section&lt;br /&gt;
 ╔╦═╗&lt;br /&gt;
 ╠╬═╣ -  Connected wall &lt;br /&gt;
 ║║ ║&lt;br /&gt;
 ╚╩═╝&lt;br /&gt;
  ╬   -  Fortifications&lt;br /&gt;
  X   -  Up/down {{l|stairs}}&lt;br /&gt;
  &amp;lt;   -  Up stair&lt;br /&gt;
  &amp;gt;   -  Down stair&lt;br /&gt;
  ▲   -  Up ramp/slope&lt;br /&gt;
  ▼   -  Down ramp/slope&lt;br /&gt;
  .   -  natural ground&lt;br /&gt;
  ☺   -  dwarf&lt;br /&gt;
&lt;br /&gt;
== Gostmåmgoz Zirilmomuz Råsh ==&lt;br /&gt;
Also called Archdragon the Fiery Crypts of Death was the second fortress of mine in .25. I accidentally stumbled upon this sweet place straddling two sides of a major river with an abundance of sedimentary stone, soil, sand, clay, flux (marble and chalk), granite, gabbro, blah, blah, blah...&lt;br /&gt;
&lt;br /&gt;
Only problem was that the site had some pretty erratic aquifers and the fact that by the year 550 all the dwarven civilizations had been depopulated. The depopulation was caused by me editing the raws to make dragons way more common by creating a lesser class of dragons that weren't megabeasts and having them have basically the same stats as the normal ones. Except I had made both types to grow to their full size in only 200 years. Also the world gen settings were tuned so that evil areas were much more common than in vanilla. After toning down the new dragons (diminishing their size to only 15 million at full growth, making them only building destroyer 1:s and so on.) and suppressing the history generation to two hundred years, most of the original civilizations were still alive after world gen. (Still had close to 150 thousand lesser dragons running around in the world. Should be fun.) I tried starting the fort, but accidentally noticed that the local goblin empire had been depopulated by the humans and every two years the humans went and pillaged the remaining goblin forts that showed having no occupants in the infofiles dumped after world gen. &lt;br /&gt;
&lt;br /&gt;
So began my search for the history seed that would create a thriving goblin civ near the perfect spot and after generating ten worlds with the same basic seeds, but differing history seeds Teyo Ametha, the World of Wind was created and the river basin held only a thriving civ of more than ten Dark Fortresses that each held at least a hundred goblins and on the mountains at its edge were entrenched a dwarven kingdom (at the moment a queendom, but I digress) that had been at semi-continuous war with the goblins for the past hundred years although at the moment the civilizations have enjoyed an unprecedented peace lasting *Gasp* more than two (2) years!&lt;br /&gt;
&lt;br /&gt;
While browsing the legends mode I stumbled upon a unintended consequence of the addition of the new dragon-species. The neighboring Elf dominion of Legendary Plays (I will not sully myself by writing their foul tongue here), that vies for  domination on their side of the continent with another elf civilization, had devastated a dwarven civs town on the other side of their domain in an attack. When I looked at the report I found out that they had attacked the site with more than five hundred elves and over three hundred dragons! I gathered from this that pissing on the elven caravans was something that I just had to do at some point during the game. Can you imagine anything more [[Fun|fun]] than suddenly finding out about an ambush that consist of ten elfs riding ten dragons to the battle? I know that I'm having a hard time...except if it's an elf siege with three hundred effin Dragons!&lt;br /&gt;
&lt;br /&gt;
So here is the outline and next week I'll start properly playing. It might take a while and it might take a few restarts, but I am going to have a '''bloody''' battle with dwarves and war dragons on the other side and elves riding their dragons on the other.&lt;br /&gt;
&lt;br /&gt;
Mostly still going to be trap design and notes on their effectiveness, but if I feel like it I might even begin keeping a diary of the fort. At least any truly epic occurrences will find their way here.&lt;br /&gt;
&lt;br /&gt;
Wish me luck for I do not have much time to delve secure lodgings, ere the dragons get hungry. (&amp;lt;- What the game told me when I began. Going to be pretty interesting, though the beginning map didn't hold a dragon, thank the gods!)&lt;br /&gt;
&lt;br /&gt;
=== An aptly named artifact ===&lt;br /&gt;
&lt;br /&gt;
5th Granite 204: Iden ûzoddom, Mason withdraws from society...&lt;br /&gt;
&lt;br /&gt;
10th Granite 204: Iden ûzoddom, Mason has created âbirotung, a gabbro bed!&lt;br /&gt;
&lt;br /&gt;
âbirotung...also called &amp;quot;Romanticshocks&amp;quot;...a stone bed...Must be a pretty hard place to produce romantic shocks. The item menaces with spikes of gabbro. On the item is an image of Eshtân Fenceurns the dwarf in mica. (Cannot find Eshtân in my fortress so a short peek through the legends shows that shes my Queen.)&lt;br /&gt;
&lt;br /&gt;
Now waaiiit a moment DF. A stone bed called the &amp;quot;Romanticshocks&amp;quot;? With spikes as a bonus? And a picture of the Queen on it? Is this mason in the know about the bedroom habits of the queen or is this just a coincidence? Should I prepare for a Queen with Legendary +5 in Lasher and a fondness for items made out of leather? If I didn't know that these are fully randomized, I'd feel that this was quite a lewd joke from the game-maker. Even as it is this just feels a '''bit''' too much of a coincidence. In the mean time I'll keep this in mind and prepare my fort to serve it's future Mistress... ;)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150791</id>
		<title>User:Egodeus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150791"/>
		<updated>2011-06-27T17:45:43Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* An aptly named artifact */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So I think introductions are in order. I'm Egodeus and I'm really interested in DF because I like dwarves, building games and stupid overly complex plans. &lt;br /&gt;
&lt;br /&gt;
Mostly this page will be stories and pictures from my current fort and explanations how the different kind of traps of my own design work. Some I will also add to the trap design page in due time, but I'll use this page to document the planning and creation of the different kind of goblin mashers as I'm building them to both see how they look on the wiki and what mistakes I made in their planning to perhaps correct in later editions.&lt;br /&gt;
&lt;br /&gt;
I'm playing a mostly unmodified df with the exception of modding loamy sand to produce sand, because I wanted a glass industry that is not dependent on the caravans and making Dragons breed after capturing two to yield a brood of WAR DRAGONS!!!&lt;br /&gt;
&lt;br /&gt;
==Standard key==&lt;br /&gt;
&lt;br /&gt;
   '''Key:'''&lt;br /&gt;
 '''symbol  tile'''&lt;br /&gt;
  ·   -  Empty space&lt;br /&gt;
  +   -  Constructed floor, or top of wall section from lower level&lt;br /&gt;
  '''0'''   -  Isolated wall section&lt;br /&gt;
 ╔╦═╗&lt;br /&gt;
 ╠╬═╣ -  Connected wall &lt;br /&gt;
 ║║ ║&lt;br /&gt;
 ╚╩═╝&lt;br /&gt;
  ╬   -  Fortifications&lt;br /&gt;
  X   -  Up/down {{l|stairs}}&lt;br /&gt;
  &amp;lt;   -  Up stair&lt;br /&gt;
  &amp;gt;   -  Down stair&lt;br /&gt;
  ▲   -  Up ramp/slope&lt;br /&gt;
  ▼   -  Down ramp/slope&lt;br /&gt;
  .   -  natural ground&lt;br /&gt;
  ☺   -  dwarf&lt;br /&gt;
&lt;br /&gt;
== Gostmåmgoz Zirilmomuz Råsh ==&lt;br /&gt;
Also called Archdragon the Fiery Crypts of Death was the second fortress of mine in .25. I accidentally stumbled upon this sweet place straddling two sides of a major river with an abundance of sedimentary stone, soil, sand, clay, flux (marble and chalk), granite, gabbro, blah, blah, blah...&lt;br /&gt;
&lt;br /&gt;
Only problem was that the site had some pretty erratic aquifers and the fact that by the year 550 all the dwarven civilizations had been depopulated. The depopulation was caused by me editing the raws to make dragons way more common by creating a lesser class of dragons that weren't megabeasts and having them have basically the same stats as the normal ones. Except I had made both types to grow to their full size in only 200 years. Also the world gen settings were tuned so that evil areas were much more common than in vanilla. After toning down the new dragons (diminishing their size to only 15 million at full growth, making them only building destroyer 1:s and so on.) and suppressing the history generation to two hundred years, most of the original civilizations were still alive after world gen. (Still had close to 150 thousand lesser dragons running around in the world. Should be fun.) I tried starting the fort, but accidentally noticed that the local goblin empire had been depopulated by the humans and every two years the humans went and pillaged the remaining goblin forts that showed having no occupants in the infofiles dumped after world gen. &lt;br /&gt;
&lt;br /&gt;
So began my search for the history seed that would create a thriving goblin civ near the perfect spot and after generating ten worlds with the same basic seeds, but differing history seeds Teyo Ametha, the World of Wind was created and the river basin held only a thriving civ of more than ten Dark Fortresses that each held at least a hundred goblins and on the mountains at its edge were entrenched a dwarven kingdom (at the moment a queendom, but I digress) that had been at semi-continuous war with the goblins for the past hundred years although at the moment the civilizations have enjoyed an unprecedented peace lasting *Gasp* more than two (2) years!&lt;br /&gt;
&lt;br /&gt;
While browsing the legends mode I stumbled upon a unintended consequence of the addition of the new dragon-species. The neighboring Elf dominion of Legendary Plays (I will not sully myself by writing their foul tongue here), that vies for  domination on their side of the continent with another elf civilization, had devastated a dwarven civs town on the other side of their domain in an attack. When I looked at the report I found out that they had attacked the site with more than five hundred elves and over three hundred dragons! I gathered from this that pissing on the elven caravans was something that I just had to do at some point during the game. Can you imagine anything more [[Fun|fun]] than suddenly finding out about an ambush that consist of ten elfs riding ten dragons to the battle? I know that I'm having a hard time...except if it's an elf siege with three hundred effin Dragons!&lt;br /&gt;
&lt;br /&gt;
So here is the outline and next week I'll start properly playing. It might take a while and it might take a few restarts, but I am going to have a '''bloody''' battle with dwarves and war dragons on the other side and elves riding their dragons on the other.&lt;br /&gt;
&lt;br /&gt;
Mostly still going to be trap design and notes on their effectiveness, but if I feel like it I might even begin keeping a diary of the fort. At least any truly epic occurrences will find their way here.&lt;br /&gt;
&lt;br /&gt;
Wish me luck for I do not have much time to delve secure lodgings, ere the dragons get hungry. (&amp;lt;- What the game told me when I began. Going to be pretty interesting, though the beginning map didn't hold a dragon, thank the gods!)&lt;br /&gt;
&lt;br /&gt;
=== An aptly named artifact ===&lt;br /&gt;
&lt;br /&gt;
5th Granite 204: Iden ûzoddom, Mason withdraws from society...&lt;br /&gt;
&lt;br /&gt;
10th Granite 204: Iden ûzoddom, Mason has created âbirotung, a gabbro bed!&lt;br /&gt;
&lt;br /&gt;
âbirotung...also called &amp;quot;Romanticshocks&amp;quot;...a stone bed...Must be a pretty hard place to produce romantic shocks. Aptly named though and quite welcomed as it will go to adorn the future bedroom of the coming queen as soon as I cast the outlines from obsidian. But still DF, that's almost lewd. She also single so what kind of romantic shocks is she talking about, or has she been performing somethings that DF doesn't inform me about with the other dwarves of the fortress.&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150790</id>
		<title>User:Egodeus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150790"/>
		<updated>2011-06-27T17:45:13Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Gostmåmgoz Zirilmomuz Råsh */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So I think introductions are in order. I'm Egodeus and I'm really interested in DF because I like dwarves, building games and stupid overly complex plans. &lt;br /&gt;
&lt;br /&gt;
Mostly this page will be stories and pictures from my current fort and explanations how the different kind of traps of my own design work. Some I will also add to the trap design page in due time, but I'll use this page to document the planning and creation of the different kind of goblin mashers as I'm building them to both see how they look on the wiki and what mistakes I made in their planning to perhaps correct in later editions.&lt;br /&gt;
&lt;br /&gt;
I'm playing a mostly unmodified df with the exception of modding loamy sand to produce sand, because I wanted a glass industry that is not dependent on the caravans and making Dragons breed after capturing two to yield a brood of WAR DRAGONS!!!&lt;br /&gt;
&lt;br /&gt;
==Standard key==&lt;br /&gt;
&lt;br /&gt;
   '''Key:'''&lt;br /&gt;
 '''symbol  tile'''&lt;br /&gt;
  ·   -  Empty space&lt;br /&gt;
  +   -  Constructed floor, or top of wall section from lower level&lt;br /&gt;
  '''0'''   -  Isolated wall section&lt;br /&gt;
 ╔╦═╗&lt;br /&gt;
 ╠╬═╣ -  Connected wall &lt;br /&gt;
 ║║ ║&lt;br /&gt;
 ╚╩═╝&lt;br /&gt;
  ╬   -  Fortifications&lt;br /&gt;
  X   -  Up/down {{l|stairs}}&lt;br /&gt;
  &amp;lt;   -  Up stair&lt;br /&gt;
  &amp;gt;   -  Down stair&lt;br /&gt;
  ▲   -  Up ramp/slope&lt;br /&gt;
  ▼   -  Down ramp/slope&lt;br /&gt;
  .   -  natural ground&lt;br /&gt;
  ☺   -  dwarf&lt;br /&gt;
&lt;br /&gt;
== Gostmåmgoz Zirilmomuz Råsh ==&lt;br /&gt;
Also called Archdragon the Fiery Crypts of Death was the second fortress of mine in .25. I accidentally stumbled upon this sweet place straddling two sides of a major river with an abundance of sedimentary stone, soil, sand, clay, flux (marble and chalk), granite, gabbro, blah, blah, blah...&lt;br /&gt;
&lt;br /&gt;
Only problem was that the site had some pretty erratic aquifers and the fact that by the year 550 all the dwarven civilizations had been depopulated. The depopulation was caused by me editing the raws to make dragons way more common by creating a lesser class of dragons that weren't megabeasts and having them have basically the same stats as the normal ones. Except I had made both types to grow to their full size in only 200 years. Also the world gen settings were tuned so that evil areas were much more common than in vanilla. After toning down the new dragons (diminishing their size to only 15 million at full growth, making them only building destroyer 1:s and so on.) and suppressing the history generation to two hundred years, most of the original civilizations were still alive after world gen. (Still had close to 150 thousand lesser dragons running around in the world. Should be fun.) I tried starting the fort, but accidentally noticed that the local goblin empire had been depopulated by the humans and every two years the humans went and pillaged the remaining goblin forts that showed having no occupants in the infofiles dumped after world gen. &lt;br /&gt;
&lt;br /&gt;
So began my search for the history seed that would create a thriving goblin civ near the perfect spot and after generating ten worlds with the same basic seeds, but differing history seeds Teyo Ametha, the World of Wind was created and the river basin held only a thriving civ of more than ten Dark Fortresses that each held at least a hundred goblins and on the mountains at its edge were entrenched a dwarven kingdom (at the moment a queendom, but I digress) that had been at semi-continuous war with the goblins for the past hundred years although at the moment the civilizations have enjoyed an unprecedented peace lasting *Gasp* more than two (2) years!&lt;br /&gt;
&lt;br /&gt;
While browsing the legends mode I stumbled upon a unintended consequence of the addition of the new dragon-species. The neighboring Elf dominion of Legendary Plays (I will not sully myself by writing their foul tongue here), that vies for  domination on their side of the continent with another elf civilization, had devastated a dwarven civs town on the other side of their domain in an attack. When I looked at the report I found out that they had attacked the site with more than five hundred elves and over three hundred dragons! I gathered from this that pissing on the elven caravans was something that I just had to do at some point during the game. Can you imagine anything more [[Fun|fun]] than suddenly finding out about an ambush that consist of ten elfs riding ten dragons to the battle? I know that I'm having a hard time...except if it's an elf siege with three hundred effin Dragons!&lt;br /&gt;
&lt;br /&gt;
So here is the outline and next week I'll start properly playing. It might take a while and it might take a few restarts, but I am going to have a '''bloody''' battle with dwarves and war dragons on the other side and elves riding their dragons on the other.&lt;br /&gt;
&lt;br /&gt;
Mostly still going to be trap design and notes on their effectiveness, but if I feel like it I might even begin keeping a diary of the fort. At least any truly epic occurrences will find their way here.&lt;br /&gt;
&lt;br /&gt;
Wish me luck for I do not have much time to delve secure lodgings, ere the dragons get hungry. (&amp;lt;- What the game told me when I began. Going to be pretty interesting, though the beginning map didn't hold a dragon, thank the gods!)&lt;br /&gt;
&lt;br /&gt;
=== An aptly named artifact ===&lt;br /&gt;
&lt;br /&gt;
5th Granite 204: Iden ûzoddom, Mason withdraws from society...&lt;br /&gt;
10th Granite 204: Iden ûzoddom, Mason has created âbirotung, a gabbro bed!&lt;br /&gt;
âbirotung...also called &amp;quot;Romanticshocks&amp;quot;...a stone bed...Must be a pretty hard place to produce romantic shocks. Aptly named though and quite welcomed as it will go to adorn the future bedroom of the coming queen as soon as I cast the outlines from obsidian. But still DF, that's almost lewd. She also single so what kind of romantic shocks is she talking about, or has she been performing somethings that DF doesn't inform me about with the other dwarves of the fortress.&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Monarch&amp;diff=150770</id>
		<title>v0.31 Talk:Monarch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Monarch&amp;diff=150770"/>
		<updated>2011-06-27T10:30:25Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* monarch bug */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== monarch bug ==&lt;br /&gt;
&lt;br /&gt;
The monarch showed up before promotion to duchy, and simply sat on the edge of the map with her consort. Her entourage joined, including various legendary weapon masters. When I used Runesmith to move her inside, she and her consort ran all the way back to the border. Sounds similar to the old 'non-dwarven king' bug.[[User:Uzu Bash|Uzu Bash]] 15:53, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got the message box informing me of the arrival of the king and his full entourage, but after a the immigrants had all arrived I found out that I had gotten a four legendary military dorfs, but no king or queen consort. I think this is also a bug, though I'm not complaining as I'm quite capable of surviving without a king to make demands. --[[User:Egodeus|Egodeus]] 03:44, 8 June 2011 (UTC)&lt;br /&gt;
:It's likely that your civilization never had a monarch to begin with (i.e. the last one died during worldgen and was never replaced). Also, even if you '''had''' gotten a King, he never would've made many mandates anyways due to the &amp;quot;worldgen units have no preferences&amp;quot; bug (and demands are extremely uncommon, so you'd probably never see any of those either). --[[User:Quietust|Quietust]] 03:55, 8 June 2011 (UTC)&lt;br /&gt;
::Ok, thanks. I'll try to verify that that happened when I start up the game this evening. --[[User:Egodeus|Egodeus]] 11:21, 9 June 2011 (UTC)&lt;br /&gt;
::Yep, the last queen of the civilization my dwarves come from starved some fifteen centuries ago. I wonder why they never bothered to install a new one? --[[User:Egodeus|Egodeus]] 14:17, 9 June 2011 (UTC)&lt;br /&gt;
::Because the whole civilization had been depopulated from starvation at that point. I'm pretty sure this is a bug. --[[User:Egodeus|Egodeus]] 10:30, 27 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Arrival of the king==&lt;br /&gt;
This might be a stupid question, but I don't really get the &amp;quot;wealth in roads&amp;quot;-part of the arrival condition. Does it mean exports, building paved roads or something else? [[User:Aavemursu|Aavemursu]] 28 October 2010&lt;br /&gt;
    The Wealth In Roads is just the worth of the items you used to build paved roads. You can use Steel bars to     fulfill the requirement really fast.&lt;br /&gt;
::You can also use bridges which count toward road value - Celem&lt;br /&gt;
&lt;br /&gt;
==Adamantine King==&lt;br /&gt;
This seems completely removed from 2010 Df.  Only trigger to monarch seems to be previously known requirements and duchy -Celem&lt;br /&gt;
&lt;br /&gt;
==Death of a King==&lt;br /&gt;
What happens to the state of the world if your monarch dies at your fortress? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:70.76.91.114|70.76.91.114]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I believe you get another one. [[User:Doomdome|Doomdome]] 00:29, 28 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I havent yet tested this in 2010.  However there is usually no mechanism for replacing a monarch lost like this.  Monarchs that die during worldgen are succeeded by their heir or a new line begins.  Those that die at your fortress do not get replaced. -Celem&lt;br /&gt;
&lt;br /&gt;
== Not a bad Queen at all ==&lt;br /&gt;
&lt;br /&gt;
I was desperate for some legendary warriors, so I decided to try to attract a king or queen. Sure mandates can be annoying, but hopefully worth it.&lt;br /&gt;
&lt;br /&gt;
Eventually the Queen arrived with her consort. Neither of them has any preferences for materials or items, and they haven't made any mandates at all. They will happily haul things around, operate pumps, and even join the army! &lt;br /&gt;
&lt;br /&gt;
Did I get lucky, or do Kings and Queens normally not have preferences for anything? Do they normally make mandates?&lt;br /&gt;
&lt;br /&gt;
:I seem to recall they did in 40d, but I had the same experience as you with a King in DF2010.  He seems to be weirdly aloof, actually; most thoughts don't seem to stick to him.  If I recall correctly, he cares about his length of patrol duty, slaughter, and very little else.  Environmental objects, food and drink, and sleeping in his Royal Bedroom all leave him completely unfazed. &amp;amp;mdash;[[User:Chaos|Chaos]] 00:20, 8 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I suspect this is all to do with existing during world gen, incidentally.  Much like the fact that he has Tracker skill. &amp;amp;mdash;[[User:Chaos|Chaos]] 00:21, 8 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== does 140 population is demand? ==&lt;br /&gt;
Does Monarch need to many inferiors? Count and Baron in DF2010 have decreased own desires. --[[User:Cypselus|Cypselus]]&lt;br /&gt;
&lt;br /&gt;
I can't understand what you're asking there.  But I just noticed this in the d_init.txt file:&lt;br /&gt;
&lt;br /&gt;
 You can set the maximum population of your fortress here.  Keep in mind that your&lt;br /&gt;
 population must be at least 80 to get a king and 100 to obtain the current game&lt;br /&gt;
 features.&lt;br /&gt;
 &lt;br /&gt;
 [POPULATION_CAP:200]&lt;br /&gt;
&lt;br /&gt;
Can we simply assume that the comment text is completely outdated and wrong? --[[User:Greycat|Greycat]] 13:40, 25 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monarch Arrives and Dies Instantly ==&lt;br /&gt;
So I achieved the requirements of becoming the capital, so a queen arrived at my fortress. However, on the instant that she set foot onto the map, she died of old age. What happens now?&lt;br /&gt;
April 17, 2011&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Modding_guide&amp;diff=150769</id>
		<title>v0.31 Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Modding_guide&amp;diff=150769"/>
		<updated>2011-06-27T10:26:06Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Sub-castes? */ A thank you&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What can/cannot be modded==&lt;br /&gt;
I don't see any information in mechanism modding. So far I'm assuming that's because they are not(yet at least) moddable. I've looked through the raws pretty thoroughly, and searched the bay12 forum mod section. I do see the raw for editing the mechanism components, what i'd like to be able to do is define my own mechanisms etc. Am I just missing something obvious? --[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
:Besides the contents of ~data\speech, only the things mentioned on this page (ie the contents of ~\raw) can be modified. Mechanical components/furniture/siege engines/the standard, non-custom workshops/ai routines/whatever else don't have any presence in the raws, and hence can't be modified. I considered making a list of things that modders can't change, but put it aside at the time. --[[User:3|3]] 04:37, 6 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modding Liquids ==&lt;br /&gt;
Does anyone know if you can mod water? all i want to do is drop the freezing temp a bit to stop ice from forming, but i can't find it anywhere in the raws. Thanks.&lt;br /&gt;
--[[User:Rogue ork|rogue ork]] 16:47, 20 february 2011&lt;br /&gt;
&lt;br /&gt;
Water is hardcoded, so you can't mod it. --[[User:SpitefulFox|SpitefulFox]] 06:02, 20 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks --[[User:Rogue ork|rogue ork]] 00:30, 25 february 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Am i correct in thinking the crafting recipes for things such as weapons are hardcoded? I couldn't find any reference to their material requirements in the obvious raw files - do all weapons require a single item of metal/whatever and a plank of wood? - Shortzo 03:23, 7 March 2011 (GMT +13)&lt;br /&gt;
&lt;br /&gt;
== Flying Civs ==&lt;br /&gt;
Is it possible to make a controllable civ who's members can fly in adventure and fortress mode? --[[User:HugoLuman|HugoLuman]] 03:07, 15 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple [CIV_CONTROLLABLE] Entities Issue ==&lt;br /&gt;
&lt;br /&gt;
If you have more than one Entity with the [CIV_CONTROLLABLE] tag, will they interact with your civ in Fortress Mode?&lt;br /&gt;
For example, would dwarves trade with you if you were playing as humans?&lt;br /&gt;
&lt;br /&gt;
== Adamantine Dwarves ==&lt;br /&gt;
I've been trying to make my dwarfs out of Adamantine, but I'm not sure how to do this. Anyone know how? --[[Special:Contributions/94.173.253.116|94.173.253.116]] 21:07, 20 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Should solver your problems&lt;br /&gt;
&lt;br /&gt;
Place these in b_detail_plan_default.txt&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:ADAMANTINE_MATERIALS]&lt;br /&gt;
	[ADD_MATERIAL:ADAMANTINE:ADAMANTINE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:FAT:FAT_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:BONE:BONE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:HAIR:HAIR_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:EYE:EYE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:NERVE:NERVE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:LUNG:LUNG_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:HEART:HEART_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:LIVER:LIVER_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:GUT:GUT_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:SOAP:SOAP_TEMPLATE]&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
BODY_DETAIL_PLAN:COMPLEX_TISSUES]&lt;br /&gt;
	This command is just a shortcut for the similar lines (USE_TISSUE_TEMPLATE|&amp;lt;token&amp;gt;|&amp;lt;template&amp;gt;) in a creature definition.&lt;br /&gt;
	[ADD_TISSUE:ADAMANTINE:ADAMANTINE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:FAT:FAT_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:BONE:BONE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:CARTILAGE:CARTILAGE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:HAIR:HAIR_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:TOOTH:TOOTH_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:EYE:EYE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:NERVE:NERVE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:BRAIN:BRAIN_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:LUNG:LUNG_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:HEART:HEART_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:LIVER:LIVER_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:GUT:GUT_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:STOMACH:STOMACH_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:PANCREAS:PANCREAS_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:SPLEEN:SPLEEN_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:KIDNEY:KIDNEY_TEMPLATE]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place this in tissue_template_default.txt&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[TISSUE_TEMPLATE:ADAMANTINE_TEMPLATE]&lt;br /&gt;
	[TISSUE_NAME:adamantine:NP&lt;br /&gt;
	[SCARS]&lt;br /&gt;
	[TISSUE_MATERIAL:INORGANIC:ADAMANTINE]&lt;br /&gt;
	[RELATIVE_THICKNESS:1]&lt;br /&gt;
	[HEALING_RATE:100]&lt;br /&gt;
	[VASCULAR]&lt;br /&gt;
	[THICKENS_ON_STRENGTH]&lt;br /&gt;
	[MUSCULAR]&lt;br /&gt;
	[STRUCTURAL]&lt;br /&gt;
	[FUNCTIONAL]&lt;br /&gt;
	[PAIN_RECEPTORS:5]&lt;br /&gt;
	[CONNECTS]&lt;br /&gt;
	[TISSUE_SHAPE:LAYER]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place this in material_template_default.txt&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[MATERIAL_TEMPLATE:ADAMANTINE_TEMPLATE]&lt;br /&gt;
	[STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
	[STATE_NAME:ALL_SOLID:skin]&lt;br /&gt;
	[STATE_ADJ:ALL_SOLID:skin]&lt;br /&gt;
	[STATE_COLOR:LIQUID:GRAY]&lt;br /&gt;
	[STATE_NAME:LIQUID:n/a]&lt;br /&gt;
	[STATE_ADJ:LIQUID:n/a]&lt;br /&gt;
	[STATE_COLOR:GAS:GRAY]&lt;br /&gt;
	[STATE_NAME:GAS:n/a]&lt;br /&gt;
	[STATE_ADJ:GAS:n/a]&lt;br /&gt;
	[DISPLAY_COLOR:7:0:0]&lt;br /&gt;
	[MATERIAL_VALUE:1]&lt;br /&gt;
	[SPEC_HEAT:450]&lt;br /&gt;
	[IGNITE_POINT:NONE]&lt;br /&gt;
	[MELTING_POINT:NONE]&lt;br /&gt;
	[BOILING_POINT:NONE]&lt;br /&gt;
	[HEATDAM_POINT:NONE]&lt;br /&gt;
	[COLDDAM_POINT:NONE]&lt;br /&gt;
	[MAT_FIXED_TEMP:NONE]&lt;br /&gt;
	[SOLID_DENSITY:7850]&lt;br /&gt;
	[LIQUID_DENSITY:NONE]&lt;br /&gt;
	[MOLAR_MASS:55845]&lt;br /&gt;
	[IMPACT_YIELD:1080000]&lt;br /&gt;
	[IMPACT_FRACTURE:1080000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:1000]&lt;br /&gt;
	[COMPRESSIVE_YIELD:1080000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:1080000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:50000]&lt;br /&gt;
	[TENSILE_YIELD:520000]&lt;br /&gt;
	[TENSILE_FRACTURE:860000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:50000]&lt;br /&gt;
	[TORSION_YIELD:520000]&lt;br /&gt;
	[TORSION_FRACTURE:860000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:50000]&lt;br /&gt;
	[SHEAR_YIELD:520000] used data for human skin&lt;br /&gt;
	[SHEAR_FRACTURE:860000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:50000]&lt;br /&gt;
	[BENDING_YIELD:520000]&lt;br /&gt;
	[BENDING_FRACTURE:860000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:50000]&lt;br /&gt;
	[MAX_EDGE:0]&lt;br /&gt;
	[ABSORPTION:100].&lt;br /&gt;
	[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
	[IMPLIES_ANIMAL_KILL]&lt;br /&gt;
	[ROTS]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And finally replace the body details in creature_standard_default.txt with&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:ADAMANTINE_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:COMPLEX_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:ADAMANTINE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*You will need to offset them because i cant get it to look right.&lt;br /&gt;
&lt;br /&gt;
== Sub-castes? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to create sub castes? As in say within the antmen to have a worker that is female and another based on the worker that is male? Just thinking of creating an overly complex race of different castes and hoping to get each caste to have males and females, or do I just need to declare them separately? --[[User:Egodeus|Egodeus]] 12:19, 21 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You can use the USE_CASTE tag for that. It works as [USE_CASTE:NEW CASTE ID:BASE CASTE ID], after which you can place a new gender tag to overwrite the one in the base caste.&lt;br /&gt;
:[[User:Knight Otu|Knight Otu]] 14:09, 21 June 2011 (UTC)&lt;br /&gt;
::Thanks! THat helps a '''lot'''. --[[User:Egodeus|Egodeus]] 10:26, 27 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Temperature&amp;diff=150634</id>
		<title>v0.31 Talk:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Temperature&amp;diff=150634"/>
		<updated>2011-06-23T10:29:31Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Physics of Absolute Zero */ Correction. (Doesn't actually concern DF Physics)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;quot;Warm&amp;quot;==&lt;br /&gt;
Code analysis reveals that 10075 U is the threshold for &amp;quot;warm&amp;quot; for a tile. [[User:Piwowk|Piwowk]] 13:58, 8 May 2011 (UTC)&lt;br /&gt;
==Conversion corrections==&lt;br /&gt;
The conversions are faulty, if you should give many temperatures to konvert to, you should see to that the conversions are the same at more than one point...&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Zorbeltuss|Zorbeltuss]] 10:55, 25 June 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Or rather the same at any point concerning the Kelvin and Rankine scales...&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Zorbeltuss|Zorbeltuss]] 10:59, 25 June 2010 (UTC)&lt;br /&gt;
:The Kelvin and Rankine scales are not directly equivalent.  Kelvin scale has the same degree interval as Celsius, while Rankine scale has the same degree interval as Fahrenheit.  Nevertheless, the Rankine conversion equation is wrong, so I'll fix it. --[[User:DeMatt|DeMatt]] 11:28, 25 June 2010 (UTC)&lt;br /&gt;
::Ah, I put it badly, as I didn't know the exact numbers to be put I couldn't decide if the number to add from Rankine or Kelvin were right, so I couldn't fix it my self, the multiplier was correct though... --[[User:Zorbeltuss|Zorbeltuss]] 16:03, 8 July 2010 (UTC)&lt;br /&gt;
:::the numbers seem to be correct now though--[[User:Roderik|Roderik]] 15:03, 11 August 2010 (UTC)&lt;br /&gt;
::::The conversions are still faulty, the conversion between Celsius and Kelvin is (C + 273 = K), so if the Celsius temperature is [DF scale] = [CELSIUS] * 9/5 + 10000 than Kelvin can't be [DF scale] = [KELVIN] * 9/5 + 9508.33. It should be [DF scale] = [KELVIN] * 9/5 + 9727 --[[User:Hypoaktivna ovca|Hypoaktivna ovca]] 15:45, 27 October 2010 (UTC)&lt;br /&gt;
:::::The original was correct:  C * 9/5 + 10000 = (K - 273.15) * 9/5 + 10000 = K * 9/5 - (273.15 * 9/5) + 10000 = K*9/5 - 491.67 + 10000 = K * 9/5 + 9508.33.  One way to verify this is that zero Kelvin should give the same result as zero Rankine, since they are the same temperature; likewise 273.15 Kelvin and zero Celsius. --[[User:Neil|Neil]] 13:39, 29 October 2010 (UTC)&lt;br /&gt;
==Physics of Absolute Zero==&lt;br /&gt;
May I point you to another error? It is just a small one, and has nothing to do with conversion from one scale to another. The absolute zero (zero Kelvin) is the temperature that causes the molecules of an ideal gas to stop completely. Therefore, it is only the absolute zero point for an ideal gas. So, in theory, it is actually possible to reach temperatures below 0 Kelvin. -- [[User:Amras|Amras]] 14:59, 23 January 2011 (UTC)&lt;br /&gt;
:Interesting.  And this has what, precisely, to do with physics '''as modeled by Dwarf Fortress'''? --[[User:DeMatt|DeMatt]] 20:14, 23 January 2011 (UTC)&lt;br /&gt;
::Interesting. Although this doesn't have anything to do with DF Physics, I'd like to point out that while it is true that at absolute zero the molecules of an ideal gas stop moving it should be pointed that any other medium (as in any real-world particles) would have even less freedom of movement than ideal gas. As temperature is defined as the amount of vibration in the atomic level of the particles this would mean that as soon as the particles are not moving at all the temperature is actually the same as cooling should cause the particles to exhibit negative vibration, which is of course impossible. Thus there is no error in saying that it is physically impossible to go below absolute-zero. (Sorry for the technical rant but I just wanted to correct erroneous ideas.) --[[User:Egodeus|Egodeus]] 10:29, 23 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Effect on evaporation ==&lt;br /&gt;
&lt;br /&gt;
Couldn't find any information anywhere, so I'm asking here.&lt;br /&gt;
Does anyone know if temperature affects evaporation? Is it possible, for example, to line a cavern floor with nether-cap in order to get rid of 1/7 magma faster, thus speeding up the &amp;quot;reset&amp;quot; time of a magma trap?&lt;br /&gt;
&lt;br /&gt;
I will try to test this in my current fort, but it will take some time to get results.&lt;br /&gt;
--[[User:DrunkenMonk|DrunkenMonk]] 18:24, 17 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=150624</id>
		<title>v0.31 Talk:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=150624"/>
		<updated>2011-06-23T05:52:07Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Pump Speed */ Will do&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Pumps will transfer power vertically as they did in 40d. It is confirmed they function in all respects as they did in the previous version. For information on vertical power transfer see Pump Stack in the article.&lt;br /&gt;
:Moved this to here from the article. [[User:Oddtwang of Dork|Oddtwang of Dork]] 22:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
About the service area in the picture.  You can use a door at the impassible part of the screw pump instead of using two doors.  The dwarves can dig and move diagonally. --[[User:Altaree|Altaree]] 15:38, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
it can be ... operated by ... using gear assemblies connected to water wheels and/or windmills. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
A gear assembly is not necessary. It is possible to build a water wheel, connected to a horizontal axle, connected to a screw pump. The screw pump will function as intended.&lt;br /&gt;
&lt;br /&gt;
== Pump Speed ==&lt;br /&gt;
&lt;br /&gt;
How much water do screw pumps move?  Is it 1/7 of water per game frame?  If you wanted to build a 1x1 waterfall that operated constantly without sourcing any new water, how many pump stacks would you need?&lt;br /&gt;
&lt;br /&gt;
:A lot. I don't know. Less than one, so to speak ;) In any case, channel the water through a diagonal after the pump --[[Special:Contributions/92.202.29.45|92.202.29.45]] 17:16, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe they move 7/7 per step. Make sure your drainage is good :) [[Special:Contributions/66.30.8.88|66.30.8.88]] 21:27, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
In a different tack. In the notes section it is mentioned that pumps do not pump 1/7 amounts of liquids, but at least my pumps do in an unmodded version. If no one corrects me I'm going to change that in a few days. --[[User:Egodeus|Egodeus]] 14:50, 20 May 2011 (UTC)&lt;br /&gt;
:Could you record a movie of this and upload it to DFMA? I just tried this with water, and a screw pump would '''not''' move it from the source tile unless it was at least 2/7 deep. --[[User:Quietust|Quietust]] 16:12, 20 May 2011 (UTC)&lt;br /&gt;
::I'll try to do that once I get the chance. I'm going out of town for the weekend so probably not going to happen before next tuesday. --[[User:Egodeus|Egodeus]] 05:52, 23 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe Pump ==&lt;br /&gt;
&lt;br /&gt;
How is it possible to make a magma-safe pump (or rather, one which does not degrade into its component parts), since pipe sections and corkscrews can (apparently) only be made of wood? [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
* Nevermind, pipe sections and corkscrews can be made of metal, just not rock.  Leaving this here in case anyone else has a similar concern. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
&lt;br /&gt;
The entry implies that you can pump magma with a pump containing some wooden parts.  This is very misleading because while you can fill an area on the other side of it with some magma, the pump pretty much instantly catches on fire, and within a couple minutes will fall apart.--[[User:Krenn|Krenn]] 06:40, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Desalinating water ==&lt;br /&gt;
&lt;br /&gt;
Can someone add an idiot-proof explanation for how pumps desalinate water? I can't get it to work.&lt;br /&gt;
&lt;br /&gt;
Here's my setup:&lt;br /&gt;
&lt;br /&gt;
  (saltwater lake)&lt;br /&gt;
    %&lt;br /&gt;
 ╔═0%0&lt;br /&gt;
 ║+++║&lt;br /&gt;
 ║+++║&lt;br /&gt;
 ║▲++║&lt;br /&gt;
 ╚═══╝&lt;br /&gt;
  ▲&lt;br /&gt;
&lt;br /&gt;
Pump pumping north to south from the lake, ramps put in for access while constructing, floor built under first tile of the pump. When I order the pump to be started, the reservoir gets filled. I stopped the pumping before the reservoir overfilled, then designated the level above as a zone. Water source does not highlight, and designating it doesn't work.&lt;br /&gt;
&lt;br /&gt;
Initially I did the above but had not built a floor tile under the exit end of the pump, which did not work. I removed the pump, put in the floor, waited for all the water to evaporate and tried again - no dice. Does that mean mud will contaminate the water and make it salty?&lt;br /&gt;
:See [[Salt_water]] - you have to pump the salt water into a completely constructed cistern. The water inside the cistern will be desalinated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
========desalination not as simple as portrayed 9/22/2010&lt;br /&gt;
I built a basalt cistern.  Basalt floor, basalt walls, basalt door into basalt floored pumping room. cistern fills, holds water, not drinkable.&lt;br /&gt;
&lt;br /&gt;
cistern is constructed from rock hauled up the mountain.&lt;br /&gt;
&lt;br /&gt;
does the cistern need to be made of blocks or bars?&lt;br /&gt;
&lt;br /&gt;
I must be an idiot though because after 3 days trying with the wiki and youtube open I still can't get a single level of pump stack to work either.&lt;br /&gt;
&lt;br /&gt;
== Pumping FPS ==&lt;br /&gt;
&lt;br /&gt;
I have built about 110 pumps in a stack to get magma to the surface. After I have turned them on, the FPS dropped to &amp;lt;1 (with typical FPS about ~60) until all stack containments filled up to the 7/7. [[User:WFrag|WFrag]] 06:24, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: http://www.bay12forums.com/smf/index.php?topic=72296.0 [[User:WFrag|WFrag]] 11:27, 25 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== They only stack one way if you dig correctly == &lt;br /&gt;
Worth noting that due to the way the power is transmitted from one pump to the next, if you have any problems of this nature it's because the inlet hole and power transmition holes are not dug correctly -- one level is '1010' and the next level is '0101', repeated as many times as is necessary.  If you dig the holes correctly, then the pumps will only allow you to build them one way -- the way that will work.  This confused me for a good while! [[User:FleshForge|FleshForge]] 01:10, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
FYI These are extraordinarily dangerous - if you didn't channel your aquifer access, dorfs slip and drown when using pumps.&lt;br /&gt;
&lt;br /&gt;
== Necessity of pump stacks ==&lt;br /&gt;
&lt;br /&gt;
Here's the thing that I've never understood: If I dig a set of Up/Down stairs straight down, and then position a pump stack to pump water into the stairs, water will get pushed into the stairwell. This water has nowhere to go but up, and eventually rises up the stairwell. So why do we need pump stacks in the first place? Why not just pump into a vertical aqueduct? --[[User:Romeofalling|Romeofalling]] 02:57, 1 October 2010 (UTC)&lt;br /&gt;
:Er, pumps don't work that way - they can't lift a liquid higher than the Z-level of the pump output tile. Thus, if you have water on Z=120 and you need to move it up to Z=140, you '''need''' twenty screw pumps. --[[User:Quietust|Quietust]] 04:49, 1 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== power output ==&lt;br /&gt;
&lt;br /&gt;
How much power does the pump transfer? And given no other power source, what's the limit of pumps that a single dwarf could hand-power? [[User:Uzu Bash|Uzu Bash]] 00:31, 20 October 2010 (UTC)&lt;br /&gt;
:Power transfer?  As much as is supplied, minus the 10 points for running the pump.  Dwarf-power?  Just the one he's operating. --[[User:DeMatt|DeMatt]] 00:33, 20 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Modding_guide&amp;diff=150577</id>
		<title>v0.31 Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Modding_guide&amp;diff=150577"/>
		<updated>2011-06-21T12:19:00Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: Sub-caste question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What can/cannot be modded==&lt;br /&gt;
I don't see any information in mechanism modding. So far I'm assuming that's because they are not(yet at least) moddable. I've looked through the raws pretty thoroughly, and searched the bay12 forum mod section. I do see the raw for editing the mechanism components, what i'd like to be able to do is define my own mechanisms etc. Am I just missing something obvious? --[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
:Besides the contents of ~data\speech, only the things mentioned on this page (ie the contents of ~\raw) can be modified. Mechanical components/furniture/siege engines/the standard, non-custom workshops/ai routines/whatever else don't have any presence in the raws, and hence can't be modified. I considered making a list of things that modders can't change, but put it aside at the time. --[[User:3|3]] 04:37, 6 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modding Liquids ==&lt;br /&gt;
Does anyone know if you can mod water? all i want to do is drop the freezing temp a bit to stop ice from forming, but i can't find it anywhere in the raws. Thanks.&lt;br /&gt;
--[[User:Rogue ork|rogue ork]] 16:47, 20 february 2011&lt;br /&gt;
&lt;br /&gt;
Water is hardcoded, so you can't mod it. --[[User:SpitefulFox|SpitefulFox]] 06:02, 20 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks --[[User:Rogue ork|rogue ork]] 00:30, 25 february 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Am i correct in thinking the crafting recipes for things such as weapons are hardcoded? I couldn't find any reference to their material requirements in the obvious raw files - do all weapons require a single item of metal/whatever and a plank of wood? - Shortzo 03:23, 7 March 2011 (GMT +13)&lt;br /&gt;
&lt;br /&gt;
== Flying Civs ==&lt;br /&gt;
Is it possible to make a controllable civ who's members can fly in adventure and fortress mode? --[[User:HugoLuman|HugoLuman]] 03:07, 15 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple [CIV_CONTROLLABLE] Entities Issue ==&lt;br /&gt;
&lt;br /&gt;
If you have more than one Entity with the [CIV_CONTROLLABLE] tag, will they interact with your civ in Fortress Mode?&lt;br /&gt;
For example, would dwarves trade with you if you were playing as humans?&lt;br /&gt;
&lt;br /&gt;
== Adamantine Dwarves ==&lt;br /&gt;
I've been trying to make my dwarfs out of Adamantine, but I'm not sure how to do this. Anyone know how? --[[Special:Contributions/94.173.253.116|94.173.253.116]] 21:07, 20 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Should solver your problems&lt;br /&gt;
&lt;br /&gt;
Place these in b_detail_plan_default.txt&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:ADAMANTINE_MATERIALS]&lt;br /&gt;
	[ADD_MATERIAL:ADAMANTINE:ADAMANTINE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:FAT:FAT_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:BONE:BONE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:HAIR:HAIR_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:EYE:EYE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:NERVE:NERVE_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:LUNG:LUNG_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:HEART:HEART_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:LIVER:LIVER_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:GUT:GUT_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE]&lt;br /&gt;
	[ADD_MATERIAL:SOAP:SOAP_TEMPLATE]&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
BODY_DETAIL_PLAN:COMPLEX_TISSUES]&lt;br /&gt;
	This command is just a shortcut for the similar lines (USE_TISSUE_TEMPLATE|&amp;lt;token&amp;gt;|&amp;lt;template&amp;gt;) in a creature definition.&lt;br /&gt;
	[ADD_TISSUE:ADAMANTINE:ADAMANTINE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:FAT:FAT_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:BONE:BONE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:CARTILAGE:CARTILAGE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:HAIR:HAIR_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:TOOTH:TOOTH_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:EYE:EYE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:NERVE:NERVE_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:BRAIN:BRAIN_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:LUNG:LUNG_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:HEART:HEART_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:LIVER:LIVER_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:GUT:GUT_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:STOMACH:STOMACH_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:PANCREAS:PANCREAS_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:SPLEEN:SPLEEN_TEMPLATE]&lt;br /&gt;
	[ADD_TISSUE:KIDNEY:KIDNEY_TEMPLATE]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place this in tissue_template_default.txt&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[TISSUE_TEMPLATE:ADAMANTINE_TEMPLATE]&lt;br /&gt;
	[TISSUE_NAME:adamantine:NP&lt;br /&gt;
	[SCARS]&lt;br /&gt;
	[TISSUE_MATERIAL:INORGANIC:ADAMANTINE]&lt;br /&gt;
	[RELATIVE_THICKNESS:1]&lt;br /&gt;
	[HEALING_RATE:100]&lt;br /&gt;
	[VASCULAR]&lt;br /&gt;
	[THICKENS_ON_STRENGTH]&lt;br /&gt;
	[MUSCULAR]&lt;br /&gt;
	[STRUCTURAL]&lt;br /&gt;
	[FUNCTIONAL]&lt;br /&gt;
	[PAIN_RECEPTORS:5]&lt;br /&gt;
	[CONNECTS]&lt;br /&gt;
	[TISSUE_SHAPE:LAYER]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place this in material_template_default.txt&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[MATERIAL_TEMPLATE:ADAMANTINE_TEMPLATE]&lt;br /&gt;
	[STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
	[STATE_NAME:ALL_SOLID:skin]&lt;br /&gt;
	[STATE_ADJ:ALL_SOLID:skin]&lt;br /&gt;
	[STATE_COLOR:LIQUID:GRAY]&lt;br /&gt;
	[STATE_NAME:LIQUID:n/a]&lt;br /&gt;
	[STATE_ADJ:LIQUID:n/a]&lt;br /&gt;
	[STATE_COLOR:GAS:GRAY]&lt;br /&gt;
	[STATE_NAME:GAS:n/a]&lt;br /&gt;
	[STATE_ADJ:GAS:n/a]&lt;br /&gt;
	[DISPLAY_COLOR:7:0:0]&lt;br /&gt;
	[MATERIAL_VALUE:1]&lt;br /&gt;
	[SPEC_HEAT:450]&lt;br /&gt;
	[IGNITE_POINT:NONE]&lt;br /&gt;
	[MELTING_POINT:NONE]&lt;br /&gt;
	[BOILING_POINT:NONE]&lt;br /&gt;
	[HEATDAM_POINT:NONE]&lt;br /&gt;
	[COLDDAM_POINT:NONE]&lt;br /&gt;
	[MAT_FIXED_TEMP:NONE]&lt;br /&gt;
	[SOLID_DENSITY:7850]&lt;br /&gt;
	[LIQUID_DENSITY:NONE]&lt;br /&gt;
	[MOLAR_MASS:55845]&lt;br /&gt;
	[IMPACT_YIELD:1080000]&lt;br /&gt;
	[IMPACT_FRACTURE:1080000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:1000]&lt;br /&gt;
	[COMPRESSIVE_YIELD:1080000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:1080000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:50000]&lt;br /&gt;
	[TENSILE_YIELD:520000]&lt;br /&gt;
	[TENSILE_FRACTURE:860000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:50000]&lt;br /&gt;
	[TORSION_YIELD:520000]&lt;br /&gt;
	[TORSION_FRACTURE:860000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:50000]&lt;br /&gt;
	[SHEAR_YIELD:520000] used data for human skin&lt;br /&gt;
	[SHEAR_FRACTURE:860000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:50000]&lt;br /&gt;
	[BENDING_YIELD:520000]&lt;br /&gt;
	[BENDING_FRACTURE:860000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:50000]&lt;br /&gt;
	[MAX_EDGE:0]&lt;br /&gt;
	[ABSORPTION:100].&lt;br /&gt;
	[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
	[IMPLIES_ANIMAL_KILL]&lt;br /&gt;
	[ROTS]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And finally replace the body details in creature_standard_default.txt with&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:ADAMANTINE_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:COMPLEX_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:ADAMANTINE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*You will need to offset them because i cant get it to look right.&lt;br /&gt;
&lt;br /&gt;
== Sub-castes? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to create sub castes? As in say within the antmen to have a worker that is female and another based on the worker that is male? Just thinking of creating an overly complex race of different castes and hoping to get each caste to have males and females, or do I just need to declare them separately? --[[User:Egodeus|Egodeus]] 12:19, 21 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150365</id>
		<title>User:Egodeus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150365"/>
		<updated>2011-06-14T05:04:52Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: Edited a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So I think introductions are in order. I'm Egodeus and I'm really interested in DF because I like dwarves, building games and stupid overly complex plans. &lt;br /&gt;
&lt;br /&gt;
Mostly this page will be stories and pictures from my current fort and explanations how the different kind of traps of my own design work. Some I will also add to the trap design page in due time, but I'll use this page to document the planning and creation of the different kind of goblin mashers as I'm building them to both see how they look on the wiki and what mistakes I made in their planning to perhaps correct in later editions.&lt;br /&gt;
&lt;br /&gt;
I'm playing a mostly unmodified df with the exception of modding loamy sand to produce sand, because I wanted a glass industry that is not dependent on the caravans and making Dragons breed after capturing two to yield a brood of WAR DRAGONS!!!&lt;br /&gt;
&lt;br /&gt;
==Standard key==&lt;br /&gt;
&lt;br /&gt;
   '''Key:'''&lt;br /&gt;
 '''symbol  tile'''&lt;br /&gt;
  ·   -  Empty space&lt;br /&gt;
  +   -  Constructed floor, or top of wall section from lower level&lt;br /&gt;
  '''0'''   -  Isolated wall section&lt;br /&gt;
 ╔╦═╗&lt;br /&gt;
 ╠╬═╣ -  Connected wall &lt;br /&gt;
 ║║ ║&lt;br /&gt;
 ╚╩═╝&lt;br /&gt;
  ╬   -  Fortifications&lt;br /&gt;
  X   -  Up/down {{l|stairs}}&lt;br /&gt;
  &amp;lt;   -  Up stair&lt;br /&gt;
  &amp;gt;   -  Down stair&lt;br /&gt;
  ▲   -  Up ramp/slope&lt;br /&gt;
  ▼   -  Down ramp/slope&lt;br /&gt;
  .   -  natural ground&lt;br /&gt;
  ☺   -  dwarf&lt;br /&gt;
&lt;br /&gt;
== Gostmåmgoz Zirilmomuz Råsh ==&lt;br /&gt;
Also called Archdragon the Fiery Crypts of Death was the second fortress of mine in .25. I accidentally stumbled upon this sweet place straddling two sides of a major river with an abundance of sedimentary stone, soil, sand, clay, flux (marble and chalk), granite, gabbro, blah, blah, blah...&lt;br /&gt;
&lt;br /&gt;
Only problem was that the site had some pretty erratic aquifers and the fact that by the year 550 all the dwarven civilizations had been depopulated. The depopulation was caused by me editing the raws to make dragons way more common by creating a lesser class of dragons that weren't megabeasts and having them have basically the same stats as the normal ones. Except I had made both types to grow to their full size in only 200 years. Also the world gen settings were tuned so that evil areas were much more common than in vanilla. After toning down the new dragons (diminishing their size to only 15 million at full growth, making them only building destroyer 1:s and so on.) and suppressing the history generation to two hundred years, most of the original civilizations were still alive after world gen. (Still had close to 150 thousand lesser dragons running around in the world. Should be fun.) I tried starting the fort, but accidentally noticed that the local goblin empire had been depopulated by the humans and every two years the humans went and pillaged the remaining goblin forts that showed having no occupants in the infofiles dumped after world gen. &lt;br /&gt;
&lt;br /&gt;
So began my search for the history seed that would create a thriving goblin civ near the perfect spot and after generating ten worlds with the same basic seeds, but differing history seeds Teyo Ametha, the World of Wind was created and the river basin held only a thriving civ of more than ten Dark Fortresses that each held at least a hundred goblins and on the mountains at its edge were entrenched a dwarven kingdom (at the moment a queendom, but I digress) that had been at semi-continuous war with the goblins for the past hundred years although at the moment the civilizations have enjoyed an unprecedented peace lasting *Gasp* more than two (2) years!&lt;br /&gt;
&lt;br /&gt;
While browsing the legends mode I stumbled upon a unintended consequence of the addition of the new dragon-species. The neighboring Elf dominion of Legendary Plays (I will not sully myself by writing their foul tongue here), that vies for  domination on their side of the continent with another elf civilization, had devastated a dwarven civs town on the other side of their domain in an attack. When I looked at the report I found out that they had attacked the site with more than five hundred elves and over three hundred dragons! I gathered from this that pissing on the elven caravans was something that I just had to do at some point during the game. Can you imagine anything more [[Fun|fun]] than suddenly finding out about an ambush that consist of ten elfs riding ten dragons to the battle? I know that I'm having a hard time...except if it's an elf siege with three hundred effin Dragons!&lt;br /&gt;
&lt;br /&gt;
So here is the outline and next week I'll start properly playing. It might take a while and it might take a few restarts, but I am going to have a '''bloody''' battle with dwarves and war dragons on the other side and elves riding their dragons on the other.&lt;br /&gt;
&lt;br /&gt;
Mostly still going to be trap design and notes on their effectiveness, but if I feel like it I might even begin keeping a diary of the fort. At least any truly epic occurrences will find their way here.&lt;br /&gt;
&lt;br /&gt;
Wish me luck for I do not have much time to delve secure lodgings, ere the dragons get hungry. (&amp;lt;- What the game told me when I began. Going to be pretty interesting, though the beginning map didn't hold a dragon, thank the gods!)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bronze_colossus&amp;diff=150364</id>
		<title>v0.31:Bronze colossus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bronze_colossus&amp;diff=150364"/>
		<updated>2011-06-14T05:00:48Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: Edited an improper outlink to the proper format. Making outside links in wikilink style will not allow them to be used.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:20, 28 June 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|death=item&lt;br /&gt;
|item=☼{{L|bronze}} {{L|statue}}☼ (worth 1500☼)&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A '''bronze colossus''' is a [[:Category:Megabeasts|megabeast]]. When one takes up residence near a fortress, it's up to those within to make an end of it, or it will make an end of them. Upon its death, a bronze colossus becomes a {{L|item value|masterwork}} {{L|bronze}} {{L|statue}} (worth 1500☼), great decoration for a grand entrance hall (only when the death does not include melting).&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=64341.msg1501902#msg1501902 Rough Calculations] have placed the collossus somewhere between thirty five and forty feet tall, or about 1/4th the height of the Statue of Liberty. This of course assumes it is sculpted in the form of a nude male--a clothed or female figure might be shorter or taller.&lt;br /&gt;
&lt;br /&gt;
Recently it has been discovered that, being as heavy as they are, bronze colossuses are easily injured by multi-floor falls. Unfortunately retractable {{L|bridge|bridges}} fail to function while the colossus is standing on them. But controlled cave-ins are a good way to send it on a free fall.&lt;br /&gt;
&lt;br /&gt;
Because it is made of bronze most weapons will glance away, including platinum war hammers, despite {{L|platinum}} being more {{L|density|dense}} than bronze. It has been found that adamantine two-handed swords are incredibly effective as they will actually lop off the bronze colossus's limbs. &lt;br /&gt;
&lt;br /&gt;
Bronze Colossuses can be killed with cumulative damage, although they are still a formidable opponent for an unprepared militia. In previous versions, Bronze Colossuses were nigh invincible in combat, save via decapitation. [http://www.bay12forums.com/smf/index.php?topic=56935.0 Only one such feat has been documented](using a {{L|fluffy wambler}}, no less). &lt;br /&gt;
&lt;br /&gt;
Like other large creatures, they resist atom smashing. Pouring magma on a bronze colossus should kill it, however it will take an extremely long melting time unless large amounts of magma are used. A tamed {{L|Dragon}} might also be quite effective, since the colossuses can be melted with dragonfire (which is also much faster than small amounts of magma). Freezing or solidifying a bronze colossus in obsidian should kill it, as will a {{L|cave-in}}.&lt;br /&gt;
&lt;br /&gt;
On the other hand, why kill a 165-tonne colossus when you can trap it in a 7-foot-wide wooden cage and use it as a center-piece for a {{L|zoo}}?&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150230</id>
		<title>User:Egodeus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150230"/>
		<updated>2011-06-10T15:47:44Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: Beginning of the End...and Fun!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So I think introductions are in order. I'm Egodeus and I'm really interested in DF because I like dwarves, building games and stupid overly complex plans. &lt;br /&gt;
&lt;br /&gt;
Mostly this page will be stories and pictures from my current fort and explanations how the different kind of traps of my own design work. Some I will also add to the trap design page in due time, but I'll use this page to document the planning and creation of the different kind of goblin mashers as I'm building them to both see how they look on the wiki and what mistakes I made in their planning to perhaps correct in later editions.&lt;br /&gt;
&lt;br /&gt;
I'm playing a mostly unmodified df with the exception of modding loamy sand to produce sand, because I wanted a glass industry that is not dependent on the caravans and making Dragons breed after capturing two to yield a brood of WAR DRAGONS!!!&lt;br /&gt;
&lt;br /&gt;
==Standard key==&lt;br /&gt;
&lt;br /&gt;
   '''Key:'''&lt;br /&gt;
 '''symbol  tile'''&lt;br /&gt;
  ·   -  Empty space&lt;br /&gt;
  +   -  Constructed floor, or top of wall section from lower level&lt;br /&gt;
  '''0'''   -  Isolated wall section&lt;br /&gt;
 ╔╦═╗&lt;br /&gt;
 ╠╬═╣ -  Connected wall &lt;br /&gt;
 ║║ ║&lt;br /&gt;
 ╚╩═╝&lt;br /&gt;
  ╬   -  Fortifications&lt;br /&gt;
  X   -  Up/down {{l|stairs}}&lt;br /&gt;
  &amp;lt;   -  Up stair&lt;br /&gt;
  &amp;gt;   -  Down stair&lt;br /&gt;
  ▲   -  Up ramp/slope&lt;br /&gt;
  ▼   -  Down ramp/slope&lt;br /&gt;
  .   -  natural ground&lt;br /&gt;
  ☺   -  dwarf&lt;br /&gt;
&lt;br /&gt;
== Gostmåmgoz Zirilmomuz Råsh ==&lt;br /&gt;
Also called Archdragon the Fiery Crypts of Death was the second fortress of mine in .25. I accidentally stumbled upon this sweet place straddling two sides of a major river with an abundance of sedimentary stone, soil, sand, clay, flux (marble and chalk), granite, gabbro, blah, blah, blah...&lt;br /&gt;
&lt;br /&gt;
Only problem was that the site had some pretty erratic aquifers and the fact that by the year 550 all the dwarven civilizations had been depopulated. The depopulation was caused by me editing the raws to make dragons way more common by creating a lesser class of dragons that weren't megabeasts and having them have basically the same stats as the normal ones. Except I had made both types to grow to their full size in only 200 years. Also the world gen settings were tuned so that evil areas were much more common than in vanilla. After toning down the new dragons (diminishing their size to only 15 million at full growth, making them only building destroyer 1:s and so on.) and suppressing the history generation to two hundred years, most of the original civilizations were still alive after world gen. (Still had close to 150 thousand lesser dragons running around in the world. Should be fun.) I tried starting the fort, but accidentally noticed that the local goblin empire had been depopulated by the humans and every two years the humans went and pillaged the remaining goblin forts that showed having no occupants in the infofiles dumped after world gen. &lt;br /&gt;
&lt;br /&gt;
So began my search for the history seed that would create a thriving goblin civ near the perfect spot and after generating ten worlds with the same basic seeds, but differing history seeds Teyo Ametha, the World of Wind was created and the river basin held only a thriving civ of more than ten Dark Fortresses that each held at least a hundred goblins and on the mountains at its edge were entrenched a dwarven kingdom (at the moment a queendom, but I digress) that had been at semi-continuous war with the goblins for the past hundred years although at the moment the civilizations have enjoyed an unprecedented peace lasting *Gasp* more than two (2) years!&lt;br /&gt;
&lt;br /&gt;
While browsing the legends mode I stumbled upon a unintended consequence of the addition of the new dragon-species. The neighboring Elf dominion of Legendary Plays (I will not sully myself by writing their foul tongue here), that vies for  domination on their side of the continent with another elf civilization, had devastated a dwarven civs town on the other side of their domain in an attack. When I looked at the report I found out that they had attacked the site with more than five hundred elves and over three hundred dragons! I gathered from this that pissing on the elven caravans was something that I just had to do at some point during the game. Can you imagine anything more {{Fun}} than suddenly finding out about an ambush that consist of ten elfs riding ten dragons to the battle? I know that I'm having a hard time...except if it's an elf siege with three hundred effin Dragons!&lt;br /&gt;
&lt;br /&gt;
So here is the outline and next week I'll start properly playing. It might take a while and it might take a few restarts, but I am going to have a '''bloody''' battle with dwarves and war dragons on the other side and elves riding their dragons on the other.&lt;br /&gt;
&lt;br /&gt;
Mostly still going to be trap design and notes on their effectiveness, but if I feel like it I might even begin keeping a diary of the fort. At least any truly epic occurrences will find their way here.&lt;br /&gt;
&lt;br /&gt;
Wish me luck for I do not have much time to delve secure lodgings, ere the dragons get hungry. (&amp;lt;- What the game told me when I began. Going to be pretty interesting, though the beginning map didn't hold a dragon, thank the gods!)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Aquifer&amp;diff=150229</id>
		<title>v0.31 Talk:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Aquifer&amp;diff=150229"/>
		<updated>2011-06-10T14:45:20Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Modding Method */ Confirmation of the modding method&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Comments ==&lt;br /&gt;
Just used cave-in method to pierce a single deep aquifer. I assume that constructed layers still don't work, but haven't tested them (otherwise I would have specifically mentioned not to try using constructed walls.)&lt;br /&gt;
&lt;br /&gt;
A weird glitch: the fallen rock morphs to the rock type of the layer it lands to.&lt;br /&gt;
&lt;br /&gt;
:I can confirm this. --[[User:Tarran|Tarran]] 01:34, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Of the methods on the old page: looks like the speed and pump methods are still possible, though I was not able to pull them off. I was getting path finding issues where a dwarf thought it was stuck even though there was a clear path, and so was more fun than necessary.&lt;br /&gt;
--[[User:Droid|Droid]] 04:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Modding Method ==&lt;br /&gt;
&lt;br /&gt;
I just tried the modding method in 31.04, and it was completely screwed up at several stages.  World Gen worked fine.  On the region map though, itreplaced all sedimentary layers in the region map w/ just plain &amp;quot;Rock&amp;quot;, showed cluster and vein (Native Platinum, Native Gold, Cassiterite, etc) in the region map.  On the prepare screen, all of my dwarves turned into cave crocodiles, although setting skills and buying items still worked fine.  Finally, on the local map, my dwarves were in fact cave crocodiles, there didn't seem to be any vegetation, and visible rocks on the ground cycle through all material types rapidly, giving them a flashing rainbow appearance.  &lt;br /&gt;
&lt;br /&gt;
Can someone else give this a try?&lt;br /&gt;
&lt;br /&gt;
:That would be because you have duplicates. Check your RAWs. --[[Special:Contributions/97.103.188.15|97.103.188.15]] 01:21, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just tried it in 31.10 myself.  Genned a new world, and there was no indication of aquifers anywhere, nor any warnings.  However, when I got there and started digging out my fortress, I hit one anyway a few z-levels in.  Naturally, I'm a bit confused. [[Special:Contributions/70.173.99.39|70.173.99.39]] 04:02, 19 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Heh. I had a similar problem when I simply removed the first [ on [AQUIFER]. The improper tag [SOIL_SAND]AQUIFER] causes the stone bug, at any rate.&lt;br /&gt;
&lt;br /&gt;
I have had trouble with my Aquifer, and i've checked over my RAWs quite a few times. I removed all the right tags, etc, etc, but I don't want to make a brand new directory and lose all the work i've put into this fort already. I'm running out of ideas, and so far, the other methods i've tried just make more Fun.&lt;br /&gt;
&lt;br /&gt;
Added inorganic_stone_mineral.txt to the list of files to find the [AQUIFER] string in, due to Puddingstone.  I ran a search for that string across the entire 31.16 raw directory, and it only shows up in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt, so we should have all the locations covered now. [[User:Davemichels|Davemichels]] 07:06, 26 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Modding is even further broken as of 31.19, or at least the version presented for download. A warning message about &amp;quot;Fire Clay&amp;quot; popped up. I presume that the old replacement files make no mention of the new ceramics material. [[User:Vivanter|Vivanter]] 23:19, 20 Febuary 2011 (EST)&lt;br /&gt;
  &lt;br /&gt;
:that would be bacause the [aquifer] tag no longer exists in 31.19 --[[Special:Contributions/71.209.205.71|71.209.205.71]] 05:04, 21 February 2011 (UTC)&lt;br /&gt;
::The [AQUIFER] tag does still exist in 31.19, and in all the same files as in 31.18. Removing the [AQUIFER] tags before generating a world makes it not have any aquifers.  Haven't tested the post-generation removal. --[[User:DeMatt|DeMatt]] 07:38, 21 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that this works. I found the most beautiful place, with the minor problem of having a bit erratic arrangement of aquifer layers, so I went and removed the tags from the layers (Didn't actually touch puddingstone) and when I embarked again the aquifers were gone. --[[User:Egodeus|Egodeus]] 14:45, 10 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Draining Method ==&lt;br /&gt;
&lt;br /&gt;
I just embarked on a site where a surface river drops several z-levels into a canyon, ending up one z-level below an aquifer level. I decided to try punching through the aquifer by draining a large area into the lake and walling off a stairwell in the drained area. Unfortunately, due to the new channelling designation, I now have six soggy dwarf corpses in the canyon, and a melancholy dwarf trading baleful glares with a couple local harpies. The miners basically just dig a down ramp and then jump down into the flow, they seem to even do this if you play with their digging sides so that they have no reason to path through the channelled square.&lt;br /&gt;
&lt;br /&gt;
I might have had more success if I had dug out a larger area unconnected to the river at first, and then breached the canyon wall with a single dwarven sacrifice, but it really seems as though there's no safe way to alter flows with the new channelling system.&lt;br /&gt;
&lt;br /&gt;
Apologies in advance if I didn't set up this talk discussion edit correctly, I don't really understand witiquette.&lt;br /&gt;
--[[User:Njero|Njero]] 05:58, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I recently had a similar problem with the freezing method in which I used channel (I should try again with the up/down stairs recommended and see if that changes anything). Basically, the dwarves channeled out a square and then walked into it before it filled and froze. I rather rapidly ended up with seven Dwarf Popsicles. [[Special:Contributions/98.151.26.202|98.151.26.202]] 09:45, 30 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cave-in method needs tutorial ==&lt;br /&gt;
&lt;br /&gt;
I tried penetrating an aquifier layer using the cave-in method and wound up with a room of 7/7 water filled with chunks of stone. Flow of water into the aquifier layer did not stop, and I was unable to penetrate it. Could someone please through together a diagram showing how to use the cave-in method? The wiki article is not very specific.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:15, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Cave in method may be broken in the new version of DF because of the ramps. Can anyone confirm? I've tried repeatedly, but cannot get the 3x3 square necessary to burrow deeper. --[[User:ReducedToRubble|ReducedToRubble]] 18:00, May 1st 2010&lt;br /&gt;
:The cave in method still works, as ramps are now ignored for holding up a surface so long as the ramp '''starts''' on the floor below (to cave in floor -2 dig a channel.  If a ramp is left that stats on floor -3, the cave in will still occur.) [[User:Kenji 03|Kenji 03]] 11:50, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I could make a simple tutorial using floor to hold the land before it crumbles. It's really easy, just requires experimenting. &lt;br /&gt;
--[[User:Domenique|Domenique]] 09:23, 18 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Cave-in text is not clear. It says two layers of rock - but isn't the whole point that there isnt any ROCK but only soil? --[[User:Immacolata|Immacolata]] 08:59, 12 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I made a little graphic tutorial for this. --[[User:Met|Met]] 19:33, 12 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== pump method ==&lt;br /&gt;
&lt;br /&gt;
I added a section for the method where you just pump the water back into the aquifer and smooth the edges.  I'm surprised it wasn't there already since its the only way that works everywhere.  May need formating/work/links/etc.  &lt;br /&gt;
-- [o_O]WTFace (from the forums)&lt;br /&gt;
&lt;br /&gt;
== Sombody should make a youtube video how to get trough a aqualayer &amp;gt;.&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Iv tried pumps sucking up but the water seem to come back faster than i can drain it especialy if i make a larger channel size &amp;gt;.&amp;gt;&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Monarch&amp;diff=150173</id>
		<title>v0.31 Talk:Monarch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Monarch&amp;diff=150173"/>
		<updated>2011-06-09T14:17:20Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* monarch bug */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== monarch bug ==&lt;br /&gt;
&lt;br /&gt;
The monarch showed up before promotion to duchy, and simply sat on the edge of the map with her consort. Her entourage joined, including various legendary weapon masters. When I used Runesmith to move her inside, she and her consort ran all the way back to the border. Sounds similar to the old 'non-dwarven king' bug.[[User:Uzu Bash|Uzu Bash]] 15:53, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got the message box informing me of the arrival of the king and his full entourage, but after a the immigrants had all arrived I found out that I had gotten a four legendary military dorfs, but no king or queen consort. I think this is also a bug, though I'm not complaining as I'm quite capable of surviving without a king to make demands. --[[User:Egodeus|Egodeus]] 03:44, 8 June 2011 (UTC)&lt;br /&gt;
:It's likely that your civilization never had a monarch to begin with (i.e. the last one died during worldgen and was never replaced). Also, even if you '''had''' gotten a King, he never would've made many mandates anyways due to the &amp;quot;worldgen units have no preferences&amp;quot; bug (and demands are extremely uncommon, so you'd probably never see any of those either). --[[User:Quietust|Quietust]] 03:55, 8 June 2011 (UTC)&lt;br /&gt;
::Ok, thanks. I'll try to verify that that happened when I start up the game this evening. --[[User:Egodeus|Egodeus]] 11:21, 9 June 2011 (UTC)&lt;br /&gt;
::Yep, the last queen of the civilization my dwarves come from starved some fifteen centuries ago. I wonder why they never bothered to install a new one? --[[User:Egodeus|Egodeus]] 14:17, 9 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Arrival of the king==&lt;br /&gt;
This might be a stupid question, but I don't really get the &amp;quot;wealth in roads&amp;quot;-part of the arrival condition. Does it mean exports, building paved roads or something else? [[User:Aavemursu|Aavemursu]] 28 October 2010&lt;br /&gt;
    The Wealth In Roads is just the worth of the items you used to build paved roads. You can use Steel bars to     fulfill the requirement really fast.&lt;br /&gt;
::You can also use bridges which count toward road value - Celem&lt;br /&gt;
&lt;br /&gt;
==Adamantine King==&lt;br /&gt;
This seems completely removed from 2010 Df.  Only trigger to monarch seems to be previously known requirements and duchy -Celem&lt;br /&gt;
&lt;br /&gt;
==Death of a King==&lt;br /&gt;
What happens to the state of the world if your monarch dies at your fortress? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:70.76.91.114|70.76.91.114]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I believe you get another one. [[User:Doomdome|Doomdome]] 00:29, 28 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I havent yet tested this in 2010.  However there is usually no mechanism for replacing a monarch lost like this.  Monarchs that die during worldgen are succeeded by their heir or a new line begins.  Those that die at your fortress do not get replaced. -Celem&lt;br /&gt;
&lt;br /&gt;
== Not a bad Queen at all ==&lt;br /&gt;
&lt;br /&gt;
I was desperate for some legendary warriors, so I decided to try to attract a king or queen. Sure mandates can be annoying, but hopefully worth it.&lt;br /&gt;
&lt;br /&gt;
Eventually the Queen arrived with her consort. Neither of them has any preferences for materials or items, and they haven't made any mandates at all. They will happily haul things around, operate pumps, and even join the army! &lt;br /&gt;
&lt;br /&gt;
Did I get lucky, or do Kings and Queens normally not have preferences for anything? Do they normally make mandates?&lt;br /&gt;
&lt;br /&gt;
:I seem to recall they did in 40d, but I had the same experience as you with a King in DF2010.  He seems to be weirdly aloof, actually; most thoughts don't seem to stick to him.  If I recall correctly, he cares about his length of patrol duty, slaughter, and very little else.  Environmental objects, food and drink, and sleeping in his Royal Bedroom all leave him completely unfazed. &amp;amp;mdash;[[User:Chaos|Chaos]] 00:20, 8 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I suspect this is all to do with existing during world gen, incidentally.  Much like the fact that he has Tracker skill. &amp;amp;mdash;[[User:Chaos|Chaos]] 00:21, 8 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== does 140 population is demand? ==&lt;br /&gt;
Does Monarch need to many inferiors? Count and Baron in DF2010 have decreased own desires. --[[User:Cypselus|Cypselus]]&lt;br /&gt;
&lt;br /&gt;
I can't understand what you're asking there.  But I just noticed this in the d_init.txt file:&lt;br /&gt;
&lt;br /&gt;
 You can set the maximum population of your fortress here.  Keep in mind that your&lt;br /&gt;
 population must be at least 80 to get a king and 100 to obtain the current game&lt;br /&gt;
 features.&lt;br /&gt;
 &lt;br /&gt;
 [POPULATION_CAP:200]&lt;br /&gt;
&lt;br /&gt;
Can we simply assume that the comment text is completely outdated and wrong? --[[User:Greycat|Greycat]] 13:40, 25 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monarch Arrives and Dies Instantly ==&lt;br /&gt;
So I achieved the requirements of becoming the capital, so a queen arrived at my fortress. However, on the instant that she set foot onto the map, she died of old age. What happens now?&lt;br /&gt;
April 17, 2011&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Monarch&amp;diff=150169</id>
		<title>v0.31 Talk:Monarch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Monarch&amp;diff=150169"/>
		<updated>2011-06-09T11:21:36Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* monarch bug */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== monarch bug ==&lt;br /&gt;
&lt;br /&gt;
The monarch showed up before promotion to duchy, and simply sat on the edge of the map with her consort. Her entourage joined, including various legendary weapon masters. When I used Runesmith to move her inside, she and her consort ran all the way back to the border. Sounds similar to the old 'non-dwarven king' bug.[[User:Uzu Bash|Uzu Bash]] 15:53, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got the message box informing me of the arrival of the king and his full entourage, but after a the immigrants had all arrived I found out that I had gotten a four legendary military dorfs, but no king or queen consort. I think this is also a bug, though I'm not complaining as I'm quite capable of surviving without a king to make demands. --[[User:Egodeus|Egodeus]] 03:44, 8 June 2011 (UTC)&lt;br /&gt;
:It's likely that your civilization never had a monarch to begin with (i.e. the last one died during worldgen and was never replaced). Also, even if you '''had''' gotten a King, he never would've made many mandates anyways due to the &amp;quot;worldgen units have no preferences&amp;quot; bug (and demands are extremely uncommon, so you'd probably never see any of those either). --[[User:Quietust|Quietust]] 03:55, 8 June 2011 (UTC)&lt;br /&gt;
::Ok, thanks. I'll try to verify that that happened when I start up the game this evening. --[[User:Egodeus|Egodeus]] 11:21, 9 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Arrival of the king==&lt;br /&gt;
This might be a stupid question, but I don't really get the &amp;quot;wealth in roads&amp;quot;-part of the arrival condition. Does it mean exports, building paved roads or something else? [[User:Aavemursu|Aavemursu]] 28 October 2010&lt;br /&gt;
    The Wealth In Roads is just the worth of the items you used to build paved roads. You can use Steel bars to     fulfill the requirement really fast.&lt;br /&gt;
::You can also use bridges which count toward road value - Celem&lt;br /&gt;
&lt;br /&gt;
==Adamantine King==&lt;br /&gt;
This seems completely removed from 2010 Df.  Only trigger to monarch seems to be previously known requirements and duchy -Celem&lt;br /&gt;
&lt;br /&gt;
==Death of a King==&lt;br /&gt;
What happens to the state of the world if your monarch dies at your fortress? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:70.76.91.114|70.76.91.114]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I believe you get another one. [[User:Doomdome|Doomdome]] 00:29, 28 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I havent yet tested this in 2010.  However there is usually no mechanism for replacing a monarch lost like this.  Monarchs that die during worldgen are succeeded by their heir or a new line begins.  Those that die at your fortress do not get replaced. -Celem&lt;br /&gt;
&lt;br /&gt;
== Not a bad Queen at all ==&lt;br /&gt;
&lt;br /&gt;
I was desperate for some legendary warriors, so I decided to try to attract a king or queen. Sure mandates can be annoying, but hopefully worth it.&lt;br /&gt;
&lt;br /&gt;
Eventually the Queen arrived with her consort. Neither of them has any preferences for materials or items, and they haven't made any mandates at all. They will happily haul things around, operate pumps, and even join the army! &lt;br /&gt;
&lt;br /&gt;
Did I get lucky, or do Kings and Queens normally not have preferences for anything? Do they normally make mandates?&lt;br /&gt;
&lt;br /&gt;
:I seem to recall they did in 40d, but I had the same experience as you with a King in DF2010.  He seems to be weirdly aloof, actually; most thoughts don't seem to stick to him.  If I recall correctly, he cares about his length of patrol duty, slaughter, and very little else.  Environmental objects, food and drink, and sleeping in his Royal Bedroom all leave him completely unfazed. &amp;amp;mdash;[[User:Chaos|Chaos]] 00:20, 8 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I suspect this is all to do with existing during world gen, incidentally.  Much like the fact that he has Tracker skill. &amp;amp;mdash;[[User:Chaos|Chaos]] 00:21, 8 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== does 140 population is demand? ==&lt;br /&gt;
Does Monarch need to many inferiors? Count and Baron in DF2010 have decreased own desires. --[[User:Cypselus|Cypselus]]&lt;br /&gt;
&lt;br /&gt;
I can't understand what you're asking there.  But I just noticed this in the d_init.txt file:&lt;br /&gt;
&lt;br /&gt;
 You can set the maximum population of your fortress here.  Keep in mind that your&lt;br /&gt;
 population must be at least 80 to get a king and 100 to obtain the current game&lt;br /&gt;
 features.&lt;br /&gt;
 &lt;br /&gt;
 [POPULATION_CAP:200]&lt;br /&gt;
&lt;br /&gt;
Can we simply assume that the comment text is completely outdated and wrong? --[[User:Greycat|Greycat]] 13:40, 25 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monarch Arrives and Dies Instantly ==&lt;br /&gt;
So I achieved the requirements of becoming the capital, so a queen arrived at my fortress. However, on the instant that she set foot onto the map, she died of old age. What happens now?&lt;br /&gt;
April 17, 2011&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150167</id>
		<title>User:Egodeus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150167"/>
		<updated>2011-06-09T10:51:16Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So I think introductions are in order. I'm Egodeus and I'm really interested in DF because I like dwarves, building games and stupid overly complex plans. &lt;br /&gt;
&lt;br /&gt;
Mostly this page will be stories and pictures from my current fort and explanations how the different kind of traps of my own design work. Some I will also add to the trap design page in due time, but I'll use this page to document the planning and creation of the different kind of goblin mashers as I'm building them to both see how they look on the wiki and what mistakes I made in their planning to perhaps correct in later editions.&lt;br /&gt;
&lt;br /&gt;
I'm playing a mostly unmodified df with the exception of modding loamy sand to produce sand, because I wanted a glass industry that is not dependent on the caravans and making Dragons breed after capturing two to yield a brood of WAR DRAGONS!!!&lt;br /&gt;
&lt;br /&gt;
==Standard key==&lt;br /&gt;
&lt;br /&gt;
   '''Key:'''&lt;br /&gt;
 '''symbol  tile'''&lt;br /&gt;
  ·   -  Empty space&lt;br /&gt;
  +   -  Constructed floor, or top of wall section from lower level&lt;br /&gt;
  '''0'''   -  Isolated wall section&lt;br /&gt;
 ╔╦═╗&lt;br /&gt;
 ╠╬═╣ -  Connected wall &lt;br /&gt;
 ║║ ║&lt;br /&gt;
 ╚╩═╝&lt;br /&gt;
  ╬   -  Fortifications&lt;br /&gt;
  X   -  Up/down {{l|stairs}}&lt;br /&gt;
  &amp;lt;   -  Up stair&lt;br /&gt;
  &amp;gt;   -  Down stair&lt;br /&gt;
  ▲   -  Up ramp/slope&lt;br /&gt;
  ▼   -  Down ramp/slope&lt;br /&gt;
  .   -  natural ground&lt;br /&gt;
  ☺   -  dwarf&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150157</id>
		<title>User:Egodeus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150157"/>
		<updated>2011-06-09T08:02:53Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok. This is just to test if I can create this. --[[User:Egodeus|Egodeus]] 07:56, 9 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yep. More to follow as I have the time. --[[User:Egodeus|Egodeus]] 07:57, 9 June 2011 (UTC)&lt;br /&gt;
==Standard key==&lt;br /&gt;
&lt;br /&gt;
   '''Key:'''&lt;br /&gt;
 '''symbol  tile'''&lt;br /&gt;
  ·   -  Empty space&lt;br /&gt;
  +   -  Constructed floor, or top of wall section from lower level&lt;br /&gt;
  '''0'''   -  Isolated wall section&lt;br /&gt;
 ╔╦═╗&lt;br /&gt;
 ╠╬═╣ -  Connected wall &lt;br /&gt;
 ║║ ║&lt;br /&gt;
 ╚╩═╝&lt;br /&gt;
  ╬   -  Fortifications&lt;br /&gt;
  X   -  Up/down {{l|stairs}}&lt;br /&gt;
  &amp;lt;   -  Up stair&lt;br /&gt;
  &amp;gt;   -  Down stair&lt;br /&gt;
  ▲   -  Up ramp/slope&lt;br /&gt;
  ▼   -  Down ramp/slope&lt;br /&gt;
  .   -  natural ground&lt;br /&gt;
  ☺   -  dwarf&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150155</id>
		<title>User:Egodeus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150155"/>
		<updated>2011-06-09T07:57:05Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok. This is just to test if I can create this. --[[User:Egodeus|Egodeus]] 07:56, 9 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yep. More to follow as I have the time. --[[User:Egodeus|Egodeus]] 07:57, 9 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150154</id>
		<title>User:Egodeus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Egodeus&amp;diff=150154"/>
		<updated>2011-06-09T07:56:40Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: Creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok. This is just to test if I can create this. --[[User:Egodeus|Egodeus]] 07:56, 9 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=150153</id>
		<title>User talk:Emi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=150153"/>
		<updated>2011-06-09T07:56:05Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Definitely not a user page request...well maybe. */  Frak that, I seem to be able to create one for myself.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave new messages by pressing the new section button. It is next to the edit button, and looks like a +. Be sure to sign your message with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; so I know who left me the message.&lt;br /&gt;
&lt;br /&gt;
== Captcha ==&lt;br /&gt;
&lt;br /&gt;
The wiki system is set up to autoconfirm a user after 3 days of existence as a registered user.  Once that's done, you'll never have to enter a captcha again. (also, it's not possible, even as an admin / bureaucrat to manually add a user to the autoconfirmed group, sorry) --[[User:Briess|Briess]] 07:37, 13 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contact Info ==&lt;br /&gt;
&lt;br /&gt;
I'm on IRC nearly every waking moment. --[[User:Briess|Briess]] 20:13, 16 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==[[Template:ArticleVersion]]==&lt;br /&gt;
''Two dozen'' consecutive edits? &amp;quot;Preview&amp;quot; just not a possibility?--[[User:Albedo|Albedo]] 20:14, 17 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== cv ==&lt;br /&gt;
So, forgive my continuing ignorance, but once the changeover happens, &amp;quot;cv&amp;quot; will then become whatever version 2010 is, right? And if so, how do we then distinguish between redirects appropriate only to the 40d legacy articles (which are currently being &amp;quot;corrected&amp;quot; using CV) and those that should go to the then truly &amp;quot;current version&amp;quot; 2010 articles?--[[User:Albedo|Albedo]] 21:45, 21 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== search terms and redirects ==&lt;br /&gt;
&lt;br /&gt;
 So a redirect chain like Gold bars -&amp;gt; 40d:Gold bars -&amp;gt; 40d:metal is correct, don't change it. Emi&lt;br /&gt;
Hi. I'm ''sure'' what you meant was to ask ''&amp;quot;Why did you delete that?&amp;quot;'', and not presume to lecture me about how redirects work.  And my response would be - ''&amp;quot;Why did you create it?&amp;quot;''   Because I didn't &amp;quot;change&amp;quot; it, I ''deleted'' it - and there's a difference, and a difference in the reasoning behind each.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gold bars&amp;quot; is not really a term to link from, just not appropriate for a page title.  It's not a term likely to be typed in to the search window, nor is it a wiki-article title in game terms. [[Gold]] is a perfectly valid (and existing) search term, and [[bars]] are as well, but not in the sense of &amp;quot;gold bars&amp;quot;, unless you are [[construction|constructing]] horizontal or vertical bars from a single '''[[bar]]''' of [[gold]] (&amp;quot;bars&amp;quot; of gold being distinct from a &amp;quot;bar&amp;quot; of gold, for better or worse).  And it's not usually a policy to create redirects, even Search redirects, based on erroneous understandings of the layout of the wiki.  (If so, &amp;quot;silver bars&amp;quot;, &amp;quot;copper bars&amp;quot;, &amp;quot;bismuth bronze battle axe&amp;quot; and &amp;quot;narrow giant cave spider silk trousers&amp;quot; could all be included by some well meaning user based on one User's example - and that's more work than I want. Or any Admin.)  More, &amp;quot;gold bars&amp;quot; is plural, which breaks yet another rule.  So why, pray, do we need it in the first place?  Lastly, if &amp;quot;gold bars&amp;quot; ''were'' a valid search or redirect term, I would think it should redirect to either &amp;quot;bar&amp;quot;, the item (to clarify what a &amp;quot;bar&amp;quot; is, gold or not), or &amp;quot;gold&amp;quot; (the [[material]], to address that aspect), rather than [[metal]], which doesn't address the actual term, but is only a generally related umbrella article - but that confusion gets back to the reason I deleted it in the first place.  I didn't even notice it was you that had created that page, but if I had I would have asked you this before deleting it.  So... since we're here, why ''did'' you see a need to create it in the first place?&lt;br /&gt;
&lt;br /&gt;
And while we're on the subject, you seem to be fairly enthusiastic about redirecting every game term to cv:game term - even if they are NOT version specific. You may want to slow down before hitting every last one, since things like [[acronym]]s and such will then have to be tracked down and returned to mainspace existence.  Several in the long, long list on [[:Category:Obsolete]] seem more than a bit suspect, but I suppose now that it's done only the new version will prove them so or not. --[[User:Albedo|Albedo]] 02:47, 27 March 2010 (UTC)&lt;br /&gt;
 I agree that it's maybe a silly redirect, however, right now I am making sure &lt;br /&gt;
 these redirects all work properly&lt;br /&gt;
Use some discretion. I saw a page marked N(ew), and it didn't belong. If you recognize it as &amp;quot;silly&amp;quot;, then don't go to the trouble to perpetuate it.   And allow me to make something else clear that you should understand. Before you replace a page that Admin has deleted, you should ask them &amp;quot;why?&amp;quot; first. Thanks so much for your understanding on that last point.--[[User:Albedo|Albedo]] 03:07, 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 &lt;br /&gt;
 same pattern over and over and then go back and do all the stuff necessary to remove a silly redirect&lt;br /&gt;
So you are going to cover all those &amp;quot;silly&amp;quot; redirects that require it? Reassuring to hear - so long as someone has it covered, no problem then.--[[User:Albedo|Albedo]] 03:18, 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  &lt;br /&gt;
 checking each one before fixing them. If the admins at this wiki are of the &amp;quot;I'm an admin, so my &lt;br /&gt;
 word is law&amp;quot; attitude, I'm not sure this is a place I want to be.&lt;br /&gt;
If that were the case, I would have simply acted high-handed and slapped you and not explained my reasoning - but we both know I didn't, so I'm left wondering why you even mention it. Meanwhile, I'm still waiting for ''your'' reason for replacing the page that an Admin deleted rather than asking them why they did it. Even if you ''were'' Admin, do you think that is a good approach to the situation?--[[User:Albedo|Albedo]] 03:24, 27 March 2010 (UTC)&lt;br /&gt;
 I didn't notice that you had deleted it until after I had recreated it. &lt;br /&gt;
I see.&lt;br /&gt;
 I ask again if you use either of those other communication methods...&lt;br /&gt;
 it's much easier to work these things out in real time.&lt;br /&gt;
No, sorry. And as Admin of this wiki, I feel it's important to use this format to work these things out. Which (I hope) we've now done. Readya later.--[[User:Albedo|Albedo]] 17:45, 28 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bot edit request ==&lt;br /&gt;
&lt;br /&gt;
Could you change all of the non-namespace-specific article links in template pages to use [[template:L]]? This is going to be a problem soon. [[User:VengefulDonut|VengefulDonut]] 11:43, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EmiBot's Standing Orders ==&lt;br /&gt;
Will it do that daily/hourly? B/c new pages are flying up without it. I agree it's overly long, and I thought about that, but it'll only be long for these first few days, until the immediate flurry has calmed a bit, then we back off. Right now, it's amateur hour out there, so any help is a good thing in those directions.  (No automatic fixes? Urgh -that's a LOT of manual...) :P --[[User:Albedo|Albedo]] 20:08, 2 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, I find myself waiting on an answer to my question while you focus on your own agenda - still waiting, thanks.--[[User:Albedo|Albedo]] 21:06, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Deletion Template==&lt;br /&gt;
I explained my reasoning on the talk page, but in short: (1)The mod is not at all notable.  (I am not willing to claim a notable mod would not deserve a page on its own, but this is a mod that adds 4 creatures and no one talks about - hardly deserving of a page).  (2) There is only one relevant piece of information about this mod - where it can be found.  (3) The page doesn't even include that information, and is thus useless.  (4) A link to the mod on DFFD or its forum thread, and a very short blurb (&amp;quot;adds 4 new mega beasts&amp;quot;) should be added to a general mod page if the mod is going to have a presence on the wiki. --[[User:Squirrelloid|Squirrelloid]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:Ah, sure, i can do that.  I honestly just took a stab in the dark that deletion was the right template, and didn't actually know there were options... la la la? --[[User:Squirrelloid|Squirrelloid]] 06:39, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Template:Alloy3]] ==&lt;br /&gt;
&lt;br /&gt;
I wasn't sure who to mention this to, and I apologize if it has already been noted, but this template is in use on 40d pages while the link built into the template for [[construction]] links to the &amp;quot;2010&amp;quot; namespace. Not sure what the best way to fix it would be, as I assume that the template will continue to be used. --[[User:Soy|Soy]] 16:10, 5 April 2010 (UTC)&lt;br /&gt;
:Thanks for looking into that! However, it looks like this is going to be an issue with a lot of the existing templates that are used across both versions. I think I see what your fix does and if I get some free time this evening I would be happy to try to update what I can find unless you can think of any negative impact it would have. -- [[User:Soy|Soy]] 19:32, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==nm==&lt;br /&gt;
Yeah, I spoke before I read his talk page.  And I remembered it as CMD.  And he's right in that that's how it &amp;quot;should&amp;quot; be - the fact that it's not how it is in-game just an awkward DF reality. Altho', I see it as a style issue, not a coding issue.--[[User:Albedo|Albedo]] 02:36, 8 April 2010 (UTC)&lt;br /&gt;
 I probably still would have argued for Cmd with a redirect from CMD.&lt;br /&gt;
That's not an issue to take up over one page - that's a global style issue, and would change the established, existing guidelines on [[Dwarf_Fortress_Wiki:Community_Portal]]. (Not that I wouldn't mind seeing some change, but (unsurprisingly) mine are style-based critiques.) --[[User:Albedo|Albedo]] 02:39, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== JS ==&lt;br /&gt;
&lt;br /&gt;
Thanks! :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:39, 9 April 2010 (UTC)&lt;br /&gt;
== IRC ==&lt;br /&gt;
my firewall is dumb on windows, so I can't get on IRC, and I don't want to spend 3 hours figuring it out :( --[[User:Briess|Briess]] 04:42, 12 April 2010 (UTC)&lt;br /&gt;
:It is.  It took me about a day to figure out how to unblock port 80 &amp;gt;&amp;lt; --[[User:Briess|Briess]] 06:12, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ban required ==&lt;br /&gt;
&lt;br /&gt;
Please ban [[Special:Contributions/74.222.1.40|74.222.1.40]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Thank you very much =)&amp;lt;br /&amp;gt;&lt;br /&gt;
Gretings --[[User:Used|Used]] 08:12, 16 June 2010 (UTC)&lt;br /&gt;
:Also [[Special:Contributions/121.205.89.153|121.205.89.153]]. --[[User:Quietust|Quietust]] 16:23, 16 June 2010 (UTC)&lt;br /&gt;
::Even better: semi-protect [[Dwarf Fortress Wiki talk:Centralized Discussion‎]] so that only logged-in users can edit it. --[[User:Quietust|Quietust]] 16:25, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Easiest of all: just go to [[Dwarf Fortress Wiki:Spamreport‎]] and ban all of the bots listed. Whenever another one shows up, I'll let you know. --[[User:Quietust|Quietust]] 21:52, 18 June 2010 (UTC)&lt;br /&gt;
:Personally, i would've gone for a template that marks an ip, or user. Maybe like it being called UserReport, or Report, and then people could do the template thing to report a user. Not sure how that could be coded in, but it could allow administrators to be more warned and prepared to provide a look at the ip. To be honest, all these spambots are just strange. Also, deja vu, i could've sworn this happened in the exact same way before. Maybe another wiki... --[[User:Hugna|Hugna]] 22:47, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug in rate script ==&lt;br /&gt;
&lt;br /&gt;
There's a bug in [[User:Emi/review.js]] - it's always putting the exact same timestamp: &amp;quot;08:00, 22 May 2010 (UTC)&amp;quot;. --[[User:Quietust|Quietust]] 23:36, 5 August 2010 (UTC)&lt;br /&gt;
:Can't believe I didn't notice that before. It's fixed now. :) [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 21:10, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The rating script stopped working for me. Could have something to do with maintenance? --[[User:MathFox|MathFox]] 16:49, 22 September 2010 (UTC)&lt;br /&gt;
:Specifically, it gets to &amp;quot;Getting token...&amp;quot; and then seems to hang. --[[User:Quietust|Quietust]] 17:44, 22 September 2010 (UTC)&lt;br /&gt;
::Oh, API probably wasn't re-enabled. Gotta wait for Briess on this one. [[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;]] 19:33, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken quality tags ==&lt;br /&gt;
&lt;br /&gt;
The quality tags are no longer showing up in the right place - they show up in the upper-left corner of the article body (just below the title) instead of the upper-right corner of the page (aligned with the title). --[[User:Quietust|Quietust]] 23:15, 21 September 2010 (UTC)&lt;br /&gt;
:Currently quality tags show up in the upper-right corner for me. --[[User:Another|Another]] 10:57, 22 September 2010 (UTC)&lt;br /&gt;
::Yeah, they were stealth-fixed shortly after I posted this comment (and the reply was posted on my own user page rather than here). --[[User:Quietust|Quietust]] 12:39, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Confirm e-mail address throwing and error ==&lt;br /&gt;
&lt;br /&gt;
I got the following when trying to confirm my email address:&lt;br /&gt;
&lt;br /&gt;
''Confirm e-mail address&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress Wiki could not send your confirmation mail. Please check your e-mail address for invalid characters.&lt;br /&gt;
&lt;br /&gt;
''Mailer returned: mailer error&lt;br /&gt;
&lt;br /&gt;
Thanks for your time and effort.  --[[User:Jwest23|Jwest23]] 14:41, 22 September 2010 (UTC)&lt;br /&gt;
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== Main page is unavailable ==&lt;br /&gt;
&lt;br /&gt;
Does no one uses it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I'd like to add that changing the version and creating the new Mirrors and Release Information pages don't work and show red links.&amp;lt;/s&amp;gt; Nvm, it works now --Dorf2&lt;br /&gt;
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== The Grimoire of Armok ==&lt;br /&gt;
&lt;br /&gt;
Hey, http://www.bay12forums.com/smf/index.php?topic=77327.0 is the topic this is based on.&lt;br /&gt;
&lt;br /&gt;
essentialy, were going to try make a Grimoire of Armok, and we need an online page for it to be stitched together and to eventualy host the completed version, do you mind if i use the Magma wiki? its a community work in progress, so i hope it can have a place on here.&lt;br /&gt;
&lt;br /&gt;
Best regards: Karakzon&lt;br /&gt;
 also whats with the 12:03, 15 February 2011 (UTC) thing?&lt;br /&gt;
&lt;br /&gt;
: I'm not completely sure if this is the sort of thing that belongs on dfwiki, let me get back to you on it, okay? Also, if you type exactly four tildes like &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; it will create a signature that consists of a link to your user page and a timestamp, similar to this -&amp;gt; [[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;]] 04:08, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2010:Release information/0.31.19 and Template:News/Mirrors/0.31.19 ==&lt;br /&gt;
&lt;br /&gt;
New version! Updated what I could, but that's stuff I can't. --[[User:Gamildum|Gamildum]] 15:16, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rails Project ==&lt;br /&gt;
&lt;br /&gt;
I'm experienced with rails (been using it a few years) and am interested in a dfwiki project&lt;br /&gt;
&lt;br /&gt;
[[User:JimboOmega|JimboOmega]] 19:18, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki ==&lt;br /&gt;
&lt;br /&gt;
Went there, browsed around - it seems like a rails backed wiki without any real content (and a few of the familliar &amp;quot;something went wrong&amp;quot; rails pages).&lt;br /&gt;
&lt;br /&gt;
What are you looking for...?&lt;br /&gt;
&lt;br /&gt;
== Magmawiki ==&lt;br /&gt;
&lt;br /&gt;
Looks pretty cool.  How can I help?  My email address is (my user name) @ gmail.com&lt;br /&gt;
&lt;br /&gt;
Can't discover your username and thus email address if you don't sign your post. :P [[User:Naros|Naros]] 21:05, 3 March 2011 (UTC)&lt;br /&gt;
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== User Page Request ==&lt;br /&gt;
&lt;br /&gt;
Posting here to request the creation of my user page, per the Site Announcements, primarily as a persistent workspace.  Thanks in advance [[User:Valkyrie|Valkyrie]] 22:05, 22 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Requesting the creation of my user page. I'm going to use it as a workspace and reference source for details to my projects. Thankyou Kindly.&lt;br /&gt;
[[User:Jamesadelong|Jamesadelong]] 18:30 March 28 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
Please allow [[User:Mystara|Mystara]] to create a user page. I have extensive wiki markup experience and would love to be able to be a part of this community. Thank you.&lt;br /&gt;
[[User:Mystara|Mystara]] 23:10, 29 April 2011 (UTC)&lt;br /&gt;
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== Dwarven Bathtub ==&lt;br /&gt;
&lt;br /&gt;
I, err, don't play the ANSI version.  Only tried it once for about five minutes.  Ever since then, I've downloaded versions with the graphics pre-installed.  So I'm not sure what a Dwarven Bathtub looks like if you use the default tiles?  The image is only used on the {{L|cleaning}} page, so it's not like there's a lot to change, though.  The only thing I'm sure about is that the ramps are the same in both.  [[User:Uristocrat|Uristocrat]] 09:16, 1 March 2011 (UTC)&lt;br /&gt;
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== Non-User Page Creation ==&lt;br /&gt;
&lt;br /&gt;
I would like a category created called &amp;quot;Flowchart&amp;quot; so as to categorize pages like http://df.magmawiki.com/index.php/File:MetalIndustry3.jpg or http://df.magmawiki.com/index.php/From_Caravan_to_Happy_Dwarves&lt;br /&gt;
&lt;br /&gt;
Thank you.  [[User:Shenzahn|Shenzahn]] 13:31, 1 March 2011 (UTC)&lt;br /&gt;
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== New page request ==&lt;br /&gt;
&lt;br /&gt;
A [[DF2010:Large pot]] page would be nice. [[User:ZCM|ZCM]] 03:54, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can you please enable the creation of new pages for my account.  I use to have this ability but somewhere it seems to have disappeared.  I was going to add small pages for beekeeping and wax working. [[User:Profit|Profit]] 18:14, 12 March 2011 (UTC)&lt;br /&gt;
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== Page creation requests ==&lt;br /&gt;
&lt;br /&gt;
Can you please create [[Template:B12Forum]] &amp;amp; [[Template:DFFD]]? I plan on creating up the links to the Bay12 Forums &amp;amp; DF File Depot with these templates. And [[Template:Release date]] I plan to use that for release dates on graphic packs &amp;amp; mods.&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;lt;span style=&amp;quot;padding:0.3em;border:0.1em solid #AAA;background:#DDD;font-size:11px;color:#000;&amp;quot;&amp;gt;「[[User:gu1dry|'''gu1dry''']]」&amp;lt;small&amp;gt;[[User talk:gu1dry|⊤]]&amp;amp;nbsp;•&amp;amp;nbsp;[[Special:Contributions/Gu1dry|¢]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; 10:04, 17 March 2011 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
*Still waiting for the pages to be created or to be told &amp;quot;no&amp;quot;....&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;lt;span style=&amp;quot;padding:0.3em;border:0.1em solid #AAA;background:#DDD;font-size:11px;color:#000;&amp;quot;&amp;gt;「[[User:gu1dry|'''gu1dry''']]」&amp;lt;small&amp;gt;[[User talk:gu1dry|⊤]]&amp;amp;nbsp;•&amp;amp;nbsp;[[Special:Contributions/Gu1dry|¢]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; 21:04, 31 March 2011 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== User:hapes page ==&lt;br /&gt;
&lt;br /&gt;
I would like to put up quantummenace's aquifer piercing method.  Can you allow me access to my use page so I can do that?  Thanks.&lt;br /&gt;
[[User:Hapes|Hapes]] 17:12, 24 March 2011 (UTC)&lt;br /&gt;
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== New page request ==&lt;br /&gt;
&lt;br /&gt;
Could you add a page for {{L|magma piston}}s? I'll add my edits to the {{L|magma}} page for now, but I'm worried I'm going to make that page too cluttered. -[[User:Norseman|Norseman]] 08:04, 6 April 2011 (UTC)&lt;br /&gt;
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== Yet another new page request ==&lt;br /&gt;
I would like the [[DF2010_Talk:Gear_assembly]] page created, thanks in advance&lt;br /&gt;
&lt;br /&gt;
== Labrynth Page? ==&lt;br /&gt;
&lt;br /&gt;
I found a labrynth in adventure recently, and went through it, documenting everything along the way.&lt;br /&gt;
&lt;br /&gt;
Perhaps a wiki page devoted to labyrinthes.. hm.. labyrinthi?.. hmph.. would be a good idea?&lt;br /&gt;
&lt;br /&gt;
I took a whole bunch of screenshots and stuff that I could write from.&lt;br /&gt;
&lt;br /&gt;
- acetech09 (0153 UTC Apr 6)&lt;br /&gt;
&lt;br /&gt;
== royal jelly page ==&lt;br /&gt;
&lt;br /&gt;
I think we need a royal jelly page. I'm however not experienced in making one could someone set up a template?&lt;br /&gt;
&lt;br /&gt;
== user page request ==&lt;br /&gt;
&lt;br /&gt;
Hello, I'd like a user page please! --[[User:Knaveofstaves|Knaveofstaves]] 14:23, 20 April 2011 (UTC)&lt;br /&gt;
:Created. --[[User:Briess|Briess]] 14:33, 20 April 2011 (UTC)&lt;br /&gt;
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== New Page Request: ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[http://df.magmawiki.com/index.php/User:ANormalUsername1/Aceangel I need this made, please. Thanks!]&amp;lt;/s&amp;gt;&lt;br /&gt;
Never mind! Thanks anyways! --[[User:ANormalUsername1|&amp;lt;span style=&amp;quot;text-shadow:green 0px 0px 3px;&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:blue 0px 0px 3px;&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:red 0px 0px 3px;&amp;quot;&amp;gt;Username&amp;lt;/span&amp;gt;]] 01:55, 21 April 2011 (UTC)&lt;br /&gt;
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== User Page Request #9001 ==&lt;br /&gt;
Haha sweet I get the 9001st user page!!! [[User:Pfifo]]&lt;br /&gt;
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== Need a redirect created ==&lt;br /&gt;
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{{L|Danger rooms}} should probably redirect to {{L|Danger room}}, especially given that there was a link to {{L|Danger rooms}} in {{L|Training weapon}}. (I replaced it with [[Danger room|Danger rooms]] (Links to [[Danger room|Danger room]]))--[[User:Cam94509|Cam94509]] 21:35, 10 May 2011 (UTC)&lt;br /&gt;
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== User page request ==&lt;br /&gt;
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I reckon I should have a user and user talk page since I've done a few edits and someone might want to discuss them with me. Thanks. [[User:Vitriolum|Vitriolum]] 01:37, 12 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I see to have the ability to do this so I went ahead and did it. --[[User:Ral|Ral]] 03:03, 12 May 2011 (UTC)&lt;br /&gt;
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== search error ==&lt;br /&gt;
&lt;br /&gt;
searching for &amp;quot;plant/animal&amp;quot; generates quite a few lines of &amp;quot;Warning: preg_match() [function.preg-match]: Unknown modifier 'a' in /var/www/dfwiki/includes/SearchEngine.php on line 1169&amp;quot;&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=150152</id>
		<title>User talk:Emi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=150152"/>
		<updated>2011-06-09T07:54:53Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: UPR&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave new messages by pressing the new section button. It is next to the edit button, and looks like a +. Be sure to sign your message with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; so I know who left me the message.&lt;br /&gt;
&lt;br /&gt;
== Captcha ==&lt;br /&gt;
&lt;br /&gt;
The wiki system is set up to autoconfirm a user after 3 days of existence as a registered user.  Once that's done, you'll never have to enter a captcha again. (also, it's not possible, even as an admin / bureaucrat to manually add a user to the autoconfirmed group, sorry) --[[User:Briess|Briess]] 07:37, 13 March 2010 (UTC)&lt;br /&gt;
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== Contact Info ==&lt;br /&gt;
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I'm on IRC nearly every waking moment. --[[User:Briess|Briess]] 20:13, 16 March 2010 (UTC)&lt;br /&gt;
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==[[Template:ArticleVersion]]==&lt;br /&gt;
''Two dozen'' consecutive edits? &amp;quot;Preview&amp;quot; just not a possibility?--[[User:Albedo|Albedo]] 20:14, 17 March 2010 (UTC)&lt;br /&gt;
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== cv ==&lt;br /&gt;
So, forgive my continuing ignorance, but once the changeover happens, &amp;quot;cv&amp;quot; will then become whatever version 2010 is, right? And if so, how do we then distinguish between redirects appropriate only to the 40d legacy articles (which are currently being &amp;quot;corrected&amp;quot; using CV) and those that should go to the then truly &amp;quot;current version&amp;quot; 2010 articles?--[[User:Albedo|Albedo]] 21:45, 21 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== search terms and redirects ==&lt;br /&gt;
&lt;br /&gt;
 So a redirect chain like Gold bars -&amp;gt; 40d:Gold bars -&amp;gt; 40d:metal is correct, don't change it. Emi&lt;br /&gt;
Hi. I'm ''sure'' what you meant was to ask ''&amp;quot;Why did you delete that?&amp;quot;'', and not presume to lecture me about how redirects work.  And my response would be - ''&amp;quot;Why did you create it?&amp;quot;''   Because I didn't &amp;quot;change&amp;quot; it, I ''deleted'' it - and there's a difference, and a difference in the reasoning behind each.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gold bars&amp;quot; is not really a term to link from, just not appropriate for a page title.  It's not a term likely to be typed in to the search window, nor is it a wiki-article title in game terms. [[Gold]] is a perfectly valid (and existing) search term, and [[bars]] are as well, but not in the sense of &amp;quot;gold bars&amp;quot;, unless you are [[construction|constructing]] horizontal or vertical bars from a single '''[[bar]]''' of [[gold]] (&amp;quot;bars&amp;quot; of gold being distinct from a &amp;quot;bar&amp;quot; of gold, for better or worse).  And it's not usually a policy to create redirects, even Search redirects, based on erroneous understandings of the layout of the wiki.  (If so, &amp;quot;silver bars&amp;quot;, &amp;quot;copper bars&amp;quot;, &amp;quot;bismuth bronze battle axe&amp;quot; and &amp;quot;narrow giant cave spider silk trousers&amp;quot; could all be included by some well meaning user based on one User's example - and that's more work than I want. Or any Admin.)  More, &amp;quot;gold bars&amp;quot; is plural, which breaks yet another rule.  So why, pray, do we need it in the first place?  Lastly, if &amp;quot;gold bars&amp;quot; ''were'' a valid search or redirect term, I would think it should redirect to either &amp;quot;bar&amp;quot;, the item (to clarify what a &amp;quot;bar&amp;quot; is, gold or not), or &amp;quot;gold&amp;quot; (the [[material]], to address that aspect), rather than [[metal]], which doesn't address the actual term, but is only a generally related umbrella article - but that confusion gets back to the reason I deleted it in the first place.  I didn't even notice it was you that had created that page, but if I had I would have asked you this before deleting it.  So... since we're here, why ''did'' you see a need to create it in the first place?&lt;br /&gt;
&lt;br /&gt;
And while we're on the subject, you seem to be fairly enthusiastic about redirecting every game term to cv:game term - even if they are NOT version specific. You may want to slow down before hitting every last one, since things like [[acronym]]s and such will then have to be tracked down and returned to mainspace existence.  Several in the long, long list on [[:Category:Obsolete]] seem more than a bit suspect, but I suppose now that it's done only the new version will prove them so or not. --[[User:Albedo|Albedo]] 02:47, 27 March 2010 (UTC)&lt;br /&gt;
 I agree that it's maybe a silly redirect, however, right now I am making sure &lt;br /&gt;
 these redirects all work properly&lt;br /&gt;
Use some discretion. I saw a page marked N(ew), and it didn't belong. If you recognize it as &amp;quot;silly&amp;quot;, then don't go to the trouble to perpetuate it.   And allow me to make something else clear that you should understand. Before you replace a page that Admin has deleted, you should ask them &amp;quot;why?&amp;quot; first. Thanks so much for your understanding on that last point.--[[User:Albedo|Albedo]] 03:07, 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 &lt;br /&gt;
 same pattern over and over and then go back and do all the stuff necessary to remove a silly redirect&lt;br /&gt;
So you are going to cover all those &amp;quot;silly&amp;quot; redirects that require it? Reassuring to hear - so long as someone has it covered, no problem then.--[[User:Albedo|Albedo]] 03:18, 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  &lt;br /&gt;
 checking each one before fixing them. If the admins at this wiki are of the &amp;quot;I'm an admin, so my &lt;br /&gt;
 word is law&amp;quot; attitude, I'm not sure this is a place I want to be.&lt;br /&gt;
If that were the case, I would have simply acted high-handed and slapped you and not explained my reasoning - but we both know I didn't, so I'm left wondering why you even mention it. Meanwhile, I'm still waiting for ''your'' reason for replacing the page that an Admin deleted rather than asking them why they did it. Even if you ''were'' Admin, do you think that is a good approach to the situation?--[[User:Albedo|Albedo]] 03:24, 27 March 2010 (UTC)&lt;br /&gt;
 I didn't notice that you had deleted it until after I had recreated it. &lt;br /&gt;
I see.&lt;br /&gt;
 I ask again if you use either of those other communication methods...&lt;br /&gt;
 it's much easier to work these things out in real time.&lt;br /&gt;
No, sorry. And as Admin of this wiki, I feel it's important to use this format to work these things out. Which (I hope) we've now done. Readya later.--[[User:Albedo|Albedo]] 17:45, 28 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bot edit request ==&lt;br /&gt;
&lt;br /&gt;
Could you change all of the non-namespace-specific article links in template pages to use [[template:L]]? This is going to be a problem soon. [[User:VengefulDonut|VengefulDonut]] 11:43, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EmiBot's Standing Orders ==&lt;br /&gt;
Will it do that daily/hourly? B/c new pages are flying up without it. I agree it's overly long, and I thought about that, but it'll only be long for these first few days, until the immediate flurry has calmed a bit, then we back off. Right now, it's amateur hour out there, so any help is a good thing in those directions.  (No automatic fixes? Urgh -that's a LOT of manual...) :P --[[User:Albedo|Albedo]] 20:08, 2 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, I find myself waiting on an answer to my question while you focus on your own agenda - still waiting, thanks.--[[User:Albedo|Albedo]] 21:06, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Deletion Template==&lt;br /&gt;
I explained my reasoning on the talk page, but in short: (1)The mod is not at all notable.  (I am not willing to claim a notable mod would not deserve a page on its own, but this is a mod that adds 4 creatures and no one talks about - hardly deserving of a page).  (2) There is only one relevant piece of information about this mod - where it can be found.  (3) The page doesn't even include that information, and is thus useless.  (4) A link to the mod on DFFD or its forum thread, and a very short blurb (&amp;quot;adds 4 new mega beasts&amp;quot;) should be added to a general mod page if the mod is going to have a presence on the wiki. --[[User:Squirrelloid|Squirrelloid]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:Ah, sure, i can do that.  I honestly just took a stab in the dark that deletion was the right template, and didn't actually know there were options... la la la? --[[User:Squirrelloid|Squirrelloid]] 06:39, 5 April 2010 (UTC)&lt;br /&gt;
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== [[Template:Alloy3]] ==&lt;br /&gt;
&lt;br /&gt;
I wasn't sure who to mention this to, and I apologize if it has already been noted, but this template is in use on 40d pages while the link built into the template for [[construction]] links to the &amp;quot;2010&amp;quot; namespace. Not sure what the best way to fix it would be, as I assume that the template will continue to be used. --[[User:Soy|Soy]] 16:10, 5 April 2010 (UTC)&lt;br /&gt;
:Thanks for looking into that! However, it looks like this is going to be an issue with a lot of the existing templates that are used across both versions. I think I see what your fix does and if I get some free time this evening I would be happy to try to update what I can find unless you can think of any negative impact it would have. -- [[User:Soy|Soy]] 19:32, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==nm==&lt;br /&gt;
Yeah, I spoke before I read his talk page.  And I remembered it as CMD.  And he's right in that that's how it &amp;quot;should&amp;quot; be - the fact that it's not how it is in-game just an awkward DF reality. Altho', I see it as a style issue, not a coding issue.--[[User:Albedo|Albedo]] 02:36, 8 April 2010 (UTC)&lt;br /&gt;
 I probably still would have argued for Cmd with a redirect from CMD.&lt;br /&gt;
That's not an issue to take up over one page - that's a global style issue, and would change the established, existing guidelines on [[Dwarf_Fortress_Wiki:Community_Portal]]. (Not that I wouldn't mind seeing some change, but (unsurprisingly) mine are style-based critiques.) --[[User:Albedo|Albedo]] 02:39, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== JS ==&lt;br /&gt;
&lt;br /&gt;
Thanks! :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:39, 9 April 2010 (UTC)&lt;br /&gt;
== IRC ==&lt;br /&gt;
my firewall is dumb on windows, so I can't get on IRC, and I don't want to spend 3 hours figuring it out :( --[[User:Briess|Briess]] 04:42, 12 April 2010 (UTC)&lt;br /&gt;
:It is.  It took me about a day to figure out how to unblock port 80 &amp;gt;&amp;lt; --[[User:Briess|Briess]] 06:12, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ban required ==&lt;br /&gt;
&lt;br /&gt;
Please ban [[Special:Contributions/74.222.1.40|74.222.1.40]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Thank you very much =)&amp;lt;br /&amp;gt;&lt;br /&gt;
Gretings --[[User:Used|Used]] 08:12, 16 June 2010 (UTC)&lt;br /&gt;
:Also [[Special:Contributions/121.205.89.153|121.205.89.153]]. --[[User:Quietust|Quietust]] 16:23, 16 June 2010 (UTC)&lt;br /&gt;
::Even better: semi-protect [[Dwarf Fortress Wiki talk:Centralized Discussion‎]] so that only logged-in users can edit it. --[[User:Quietust|Quietust]] 16:25, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Easiest of all: just go to [[Dwarf Fortress Wiki:Spamreport‎]] and ban all of the bots listed. Whenever another one shows up, I'll let you know. --[[User:Quietust|Quietust]] 21:52, 18 June 2010 (UTC)&lt;br /&gt;
:Personally, i would've gone for a template that marks an ip, or user. Maybe like it being called UserReport, or Report, and then people could do the template thing to report a user. Not sure how that could be coded in, but it could allow administrators to be more warned and prepared to provide a look at the ip. To be honest, all these spambots are just strange. Also, deja vu, i could've sworn this happened in the exact same way before. Maybe another wiki... --[[User:Hugna|Hugna]] 22:47, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug in rate script ==&lt;br /&gt;
&lt;br /&gt;
There's a bug in [[User:Emi/review.js]] - it's always putting the exact same timestamp: &amp;quot;08:00, 22 May 2010 (UTC)&amp;quot;. --[[User:Quietust|Quietust]] 23:36, 5 August 2010 (UTC)&lt;br /&gt;
:Can't believe I didn't notice that before. It's fixed now. :) [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 21:10, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The rating script stopped working for me. Could have something to do with maintenance? --[[User:MathFox|MathFox]] 16:49, 22 September 2010 (UTC)&lt;br /&gt;
:Specifically, it gets to &amp;quot;Getting token...&amp;quot; and then seems to hang. --[[User:Quietust|Quietust]] 17:44, 22 September 2010 (UTC)&lt;br /&gt;
::Oh, API probably wasn't re-enabled. Gotta wait for Briess on this one. [[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;]] 19:33, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken quality tags ==&lt;br /&gt;
&lt;br /&gt;
The quality tags are no longer showing up in the right place - they show up in the upper-left corner of the article body (just below the title) instead of the upper-right corner of the page (aligned with the title). --[[User:Quietust|Quietust]] 23:15, 21 September 2010 (UTC)&lt;br /&gt;
:Currently quality tags show up in the upper-right corner for me. --[[User:Another|Another]] 10:57, 22 September 2010 (UTC)&lt;br /&gt;
::Yeah, they were stealth-fixed shortly after I posted this comment (and the reply was posted on my own user page rather than here). --[[User:Quietust|Quietust]] 12:39, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Confirm e-mail address throwing and error ==&lt;br /&gt;
&lt;br /&gt;
I got the following when trying to confirm my email address:&lt;br /&gt;
&lt;br /&gt;
''Confirm e-mail address&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress Wiki could not send your confirmation mail. Please check your e-mail address for invalid characters.&lt;br /&gt;
&lt;br /&gt;
''Mailer returned: mailer error&lt;br /&gt;
&lt;br /&gt;
Thanks for your time and effort.  --[[User:Jwest23|Jwest23]] 14:41, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Main page is unavailable ==&lt;br /&gt;
&lt;br /&gt;
Does no one uses it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I'd like to add that changing the version and creating the new Mirrors and Release Information pages don't work and show red links.&amp;lt;/s&amp;gt; Nvm, it works now --Dorf2&lt;br /&gt;
&lt;br /&gt;
== The Grimoire of Armok ==&lt;br /&gt;
&lt;br /&gt;
Hey, http://www.bay12forums.com/smf/index.php?topic=77327.0 is the topic this is based on.&lt;br /&gt;
&lt;br /&gt;
essentialy, were going to try make a Grimoire of Armok, and we need an online page for it to be stitched together and to eventualy host the completed version, do you mind if i use the Magma wiki? its a community work in progress, so i hope it can have a place on here.&lt;br /&gt;
&lt;br /&gt;
Best regards: Karakzon&lt;br /&gt;
 also whats with the 12:03, 15 February 2011 (UTC) thing?&lt;br /&gt;
&lt;br /&gt;
: I'm not completely sure if this is the sort of thing that belongs on dfwiki, let me get back to you on it, okay? Also, if you type exactly four tildes like &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; it will create a signature that consists of a link to your user page and a timestamp, similar to this -&amp;gt; [[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;]] 04:08, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2010:Release information/0.31.19 and Template:News/Mirrors/0.31.19 ==&lt;br /&gt;
&lt;br /&gt;
New version! Updated what I could, but that's stuff I can't. --[[User:Gamildum|Gamildum]] 15:16, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rails Project ==&lt;br /&gt;
&lt;br /&gt;
I'm experienced with rails (been using it a few years) and am interested in a dfwiki project&lt;br /&gt;
&lt;br /&gt;
[[User:JimboOmega|JimboOmega]] 19:18, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki ==&lt;br /&gt;
&lt;br /&gt;
Went there, browsed around - it seems like a rails backed wiki without any real content (and a few of the familliar &amp;quot;something went wrong&amp;quot; rails pages).&lt;br /&gt;
&lt;br /&gt;
What are you looking for...?&lt;br /&gt;
&lt;br /&gt;
== Magmawiki ==&lt;br /&gt;
&lt;br /&gt;
Looks pretty cool.  How can I help?  My email address is (my user name) @ gmail.com&lt;br /&gt;
&lt;br /&gt;
Can't discover your username and thus email address if you don't sign your post. :P [[User:Naros|Naros]] 21:05, 3 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User Page Request ==&lt;br /&gt;
&lt;br /&gt;
Posting here to request the creation of my user page, per the Site Announcements, primarily as a persistent workspace.  Thanks in advance [[User:Valkyrie|Valkyrie]] 22:05, 22 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Requesting the creation of my user page. I'm going to use it as a workspace and reference source for details to my projects. Thankyou Kindly.&lt;br /&gt;
[[User:Jamesadelong|Jamesadelong]] 18:30 March 28 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
Please allow [[User:Mystara|Mystara]] to create a user page. I have extensive wiki markup experience and would love to be able to be a part of this community. Thank you.&lt;br /&gt;
[[User:Mystara|Mystara]] 23:10, 29 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bathtub ==&lt;br /&gt;
&lt;br /&gt;
I, err, don't play the ANSI version.  Only tried it once for about five minutes.  Ever since then, I've downloaded versions with the graphics pre-installed.  So I'm not sure what a Dwarven Bathtub looks like if you use the default tiles?  The image is only used on the {{L|cleaning}} page, so it's not like there's a lot to change, though.  The only thing I'm sure about is that the ramps are the same in both.  [[User:Uristocrat|Uristocrat]] 09:16, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-User Page Creation ==&lt;br /&gt;
&lt;br /&gt;
I would like a category created called &amp;quot;Flowchart&amp;quot; so as to categorize pages like http://df.magmawiki.com/index.php/File:MetalIndustry3.jpg or http://df.magmawiki.com/index.php/From_Caravan_to_Happy_Dwarves&lt;br /&gt;
&lt;br /&gt;
Thank you.  [[User:Shenzahn|Shenzahn]] 13:31, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New page request ==&lt;br /&gt;
&lt;br /&gt;
A [[DF2010:Large pot]] page would be nice. [[User:ZCM|ZCM]] 03:54, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can you please enable the creation of new pages for my account.  I use to have this ability but somewhere it seems to have disappeared.  I was going to add small pages for beekeeping and wax working. [[User:Profit|Profit]] 18:14, 12 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page creation requests ==&lt;br /&gt;
&lt;br /&gt;
Can you please create [[Template:B12Forum]] &amp;amp; [[Template:DFFD]]? I plan on creating up the links to the Bay12 Forums &amp;amp; DF File Depot with these templates. And [[Template:Release date]] I plan to use that for release dates on graphic packs &amp;amp; mods.&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;lt;span style=&amp;quot;padding:0.3em;border:0.1em solid #AAA;background:#DDD;font-size:11px;color:#000;&amp;quot;&amp;gt;「[[User:gu1dry|'''gu1dry''']]」&amp;lt;small&amp;gt;[[User talk:gu1dry|⊤]]&amp;amp;nbsp;•&amp;amp;nbsp;[[Special:Contributions/Gu1dry|¢]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; 10:04, 17 March 2011 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
*Still waiting for the pages to be created or to be told &amp;quot;no&amp;quot;....&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;lt;span style=&amp;quot;padding:0.3em;border:0.1em solid #AAA;background:#DDD;font-size:11px;color:#000;&amp;quot;&amp;gt;「[[User:gu1dry|'''gu1dry''']]」&amp;lt;small&amp;gt;[[User talk:gu1dry|⊤]]&amp;amp;nbsp;•&amp;amp;nbsp;[[Special:Contributions/Gu1dry|¢]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; 21:04, 31 March 2011 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== User:hapes page ==&lt;br /&gt;
&lt;br /&gt;
I would like to put up quantummenace's aquifer piercing method.  Can you allow me access to my use page so I can do that?  Thanks.&lt;br /&gt;
[[User:Hapes|Hapes]] 17:12, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New page request ==&lt;br /&gt;
&lt;br /&gt;
Could you add a page for {{L|magma piston}}s? I'll add my edits to the {{L|magma}} page for now, but I'm worried I'm going to make that page too cluttered. -[[User:Norseman|Norseman]] 08:04, 6 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet another new page request ==&lt;br /&gt;
I would like the [[DF2010_Talk:Gear_assembly]] page created, thanks in advance&lt;br /&gt;
&lt;br /&gt;
== Labrynth Page? ==&lt;br /&gt;
&lt;br /&gt;
I found a labrynth in adventure recently, and went through it, documenting everything along the way.&lt;br /&gt;
&lt;br /&gt;
Perhaps a wiki page devoted to labyrinthes.. hm.. labyrinthi?.. hmph.. would be a good idea?&lt;br /&gt;
&lt;br /&gt;
I took a whole bunch of screenshots and stuff that I could write from.&lt;br /&gt;
&lt;br /&gt;
- acetech09 (0153 UTC Apr 6)&lt;br /&gt;
&lt;br /&gt;
== royal jelly page ==&lt;br /&gt;
&lt;br /&gt;
I think we need a royal jelly page. I'm however not experienced in making one could someone set up a template?&lt;br /&gt;
&lt;br /&gt;
== user page request ==&lt;br /&gt;
&lt;br /&gt;
Hello, I'd like a user page please! --[[User:Knaveofstaves|Knaveofstaves]] 14:23, 20 April 2011 (UTC)&lt;br /&gt;
:Created. --[[User:Briess|Briess]] 14:33, 20 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New Page Request: ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[http://df.magmawiki.com/index.php/User:ANormalUsername1/Aceangel I need this made, please. Thanks!]&amp;lt;/s&amp;gt;&lt;br /&gt;
Never mind! Thanks anyways! --[[User:ANormalUsername1|&amp;lt;span style=&amp;quot;text-shadow:green 0px 0px 3px;&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:blue 0px 0px 3px;&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:red 0px 0px 3px;&amp;quot;&amp;gt;Username&amp;lt;/span&amp;gt;]] 01:55, 21 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User Page Request #9001 ==&lt;br /&gt;
Haha sweet I get the 9001st user page!!! [[User:Pfifo]]&lt;br /&gt;
&lt;br /&gt;
== Need a redirect created ==&lt;br /&gt;
&lt;br /&gt;
{{L|Danger rooms}} should probably redirect to {{L|Danger room}}, especially given that there was a link to {{L|Danger rooms}} in {{L|Training weapon}}. (I replaced it with [[Danger room|Danger rooms]] (Links to [[Danger room|Danger room]]))--[[User:Cam94509|Cam94509]] 21:35, 10 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User page request ==&lt;br /&gt;
&lt;br /&gt;
I reckon I should have a user and user talk page since I've done a few edits and someone might want to discuss them with me. Thanks. [[User:Vitriolum|Vitriolum]] 01:37, 12 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I see to have the ability to do this so I went ahead and did it. --[[User:Ral|Ral]] 03:03, 12 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== search error ==&lt;br /&gt;
&lt;br /&gt;
searching for &amp;quot;plant/animal&amp;quot; generates quite a few lines of &amp;quot;Warning: preg_match() [function.preg-match]: Unknown modifier 'a' in /var/www/dfwiki/includes/SearchEngine.php on line 1169&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Definitely not a user page request...well maybe. ==&lt;br /&gt;
&lt;br /&gt;
So I would like one if you please, to record some stupid things I've been doing in my latest fort. --[[User:Egodeus|Egodeus]] 07:54, 9 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Stairs&amp;diff=150117</id>
		<title>v0.31 Talk:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Stairs&amp;diff=150117"/>
		<updated>2011-06-08T09:19:57Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: Removed an answered question without a timestamp. Anyway was pretty self-evident.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Carving Staircases from Below==&lt;br /&gt;
At the moment, dwarves cannot carve staircases from below. they can only carve staircases into tiles beside or directly below themselves. So if your miners get stuck in a hole, while they may be able to carve the up staircase, they won't be able to carve the necessary down staircase on the z-level above, and thus they will still be stuck. This means ramps are, under certain circumstances, a more effective and safer method of moving between z-levels. (Decreases the chance of a dwarf getting himself stuck on a z-level) I just learned this digging out my first new fortress, and had a HELL of a time getting my dwarves out of the main stairway, when they dug ahead of the design and left unfinished pieces, trapping them. Now I have all these ugly staircases and ramps going all over the place. --Kydo 07:12, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Is this a feature or a bug? [[User:Daniel|Daniel]] 03:17, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Preeeety sure it's a bug, considering the update seems to have reversed it. --Kydo 04:12, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Construct Staircases from Above==&lt;br /&gt;
I heard that Toady was going to allow construction of stairs down into open space, such as for climbing down into a cavern through the roof... is that what ended up happening?--[[Special:Contributions/18.85.4.150|18.85.4.150]] 03:07, 27 September 2010 (UTC)&lt;br /&gt;
:Yes. --[[User:Quietust|Quietust]] 13:09, 27 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Movement on Stairs==&lt;br /&gt;
Does it take the same amount of times for a dwarf to travel up a z level using stairs/ramps as it does for him to move horizontally?  If so then it makes much more sense to build across z levels for traffic alleviation purposes.[[User:Rembrandtq|Rembrandtq]] 22:56, 28 December 2010 (UTC)&lt;br /&gt;
:Stairs cost one &amp;quot;move&amp;quot; to go up or down.  Ramps cost one &amp;quot;move&amp;quot; to go from &amp;quot;on the ramp&amp;quot; to &amp;quot;at the top of the ramp&amp;quot;.  So a dwarf crossing a ramp will move two spaces for the price of one - but not necessarily in the right direction.&lt;br /&gt;
:As to the rest of your comment, I don't understand.  Are you trying to say that using '''multiple''' z-levels is good, or using a '''single''' z-level is good? --[[User:DeMatt|DeMatt]] 08:08, 29 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Contaminant&amp;diff=150116</id>
		<title>v0.31 Talk:Contaminant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Contaminant&amp;diff=150116"/>
		<updated>2011-06-08T09:10:05Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Contradictions in regards to mud */ answer to an old question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Contradictions in regards to mud==&lt;br /&gt;
&lt;br /&gt;
On the page, it first says water does not appear to move mud. Then it says that flowing water will frequently redistribute mud. I'm playing the game right now, and I see NO signs of mud being moved in the slightest. Unless anyone can give a solid explanation, I'm editing the page to state that water does not redistribute mud. --Kydo 07:07, 29 November 2010 (UTC)&lt;br /&gt;
:: Flood a room. Let it dry. Examine how much mud is on each tile: a dusting, a pile? Now flood it again. Re-examine the tiles. You will find things have changed. [[User:GhostDwemer|GhostDwemer]] 20:17, 29 November 2010 (UTC)&lt;br /&gt;
::: I believe we have some pretty solid information on this over in Well's talk page. Would you agree to copying DeMatt's information here? Also, I've been wondering, under what conditions would my well's reservoir run out? I use a gravity-fed aqueduct with depressurization at the reservoir's entrance, ensuring it's always full without overflowing. The only reason I can see for a well to go dry, is if one neglects to refill it, or if it's built over a murky pool. --Kydo 03:25, 30 November 2010 (UTC)&lt;br /&gt;
::::And precisely how it runs dry. If you don't fill the reservoir, it slowly drains as the well is used. I don't remember the amount but each bucket raised out of the well decreases the amount of water in the reservoir by a tiny amount, but if you don't fill it periodically these tiny amounts sum up and in the end the reservoir is empty. --[[User:Egodeus|Egodeus]] 09:10, 8 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Initial Discussions==&lt;br /&gt;
&lt;br /&gt;
This is just a quick start so the page exists. I'll be adding a lot more information as I figure out more of the details of contaminants. [[User:Doctorzuber|Doctorzuber]] 08:33, 11 April 2010 (UTC)&lt;br /&gt;
:Still very nice. And using this systems helps if you want to irrigiate a place. Make a pool of mud and order your dwarves to move around it. It should work, I haven't tested it.--[[User:Niggy|Niggy]] 17:47, 5 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Found this:&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:Pus_by_well.png]]&lt;br /&gt;
&amp;lt;br&amp;gt; --[[User:Greycat|Greycat]] 01:57, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Isn't sand a contaiminant? I've found a pile of it where my dwarves wash themselves, along with the multiple kinds of blood and some pus.&lt;br /&gt;
:Any material generated during a cave-in counts as a contaminant. --[[User:Quietust|Quietust]] 18:25, 15 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Engraving&amp;diff=150112</id>
		<title>v0.31:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Engraving&amp;diff=150112"/>
		<updated>2011-06-08T06:59:01Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: Added the funny picture about the cheese engraving. Because it's honestly funny.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|09:13, 11 July 2010 (UTC)}}&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
&lt;br /&gt;
The process of engraving {{L|smoothing|smoothed}} {{L|wall}}s and {{L|floor}}s increases their value further, and gives them a {{L|quality}} level. Engravings made with a quality of well-crafted and higher will usually be in reference to previous events.  Unlike {{L|furniture}}, passing by an engraving won't give dwarves happy {{L|thought}}s.&lt;br /&gt;
&lt;br /&gt;
Fun Fact: Engraved 'natural' {{L|ice}} is called 'Sculpted Ice' and surprisingly, the floor can not have any {{L|Quality}} rating, while the wall can.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
You cannot engrave surfaces that are constructed or not smooth. So before you can engrave anything, you need to make sure the {{l|engraver}}(s) have finished {{l|smoothing}} it. After that is complete, one may designate it to be engraved ({{k|d}}-&amp;gt;{{k|e}}).&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
As the process of engraving gives the surface a quality level, it is suggested that you utilize highly skilled engravers when possible to maximize the value of a room- ''except'' when you are creating rooms for a {{l|dwarf}} that will be affected by the {{l|dwarven economy}} when it comes into effect, as more valuable rooms are more difficult for them to pay for, and engraving everything may result in dwarves getting evicted from their homes.&lt;br /&gt;
&lt;br /&gt;
==Toggling==&lt;br /&gt;
Engravings can either be obscured or not obscured. If they are not obscured, the tile used to draw the engraved wall or floor will attempt to represent the content of the engraving. If they are obscured, they will look similar to smoothed stone. Sticklers for uniformity will likely want to make their engravings uniform. There are two ways to toggle obscured/not obscured:&lt;br /&gt;
&lt;br /&gt;
data/d_init.txt has an entry called [ENGRAVINGS_START_OBSCURED:YES/NO].&lt;br /&gt;
&lt;br /&gt;
While playing, one can designate engravings to be toggled ({{k|d}}-&amp;gt;{{k|v}}).&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
Floor engravings of unsatisfactory quality can be removed by placing and removing a {{L|construction}} or a paved {{L|road}}. Note that this will also revert the floor's material to that of the surrounding layer, so erasing low-quality engravings in high-value materials such as {{L|native platinum}} or {{L|star ruby}} may be counterproductive. Using this technique to erase a masterwork engraving will cause an unhappy {{L|thought}} in the artist who engraved it as will mining a wall with a masterpiece on it.&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Engraving&amp;diff=150111</id>
		<title>v0.31 Talk:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Engraving&amp;diff=150111"/>
		<updated>2011-06-08T06:56:17Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Where's the picture? */ blah&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dogs can laugh! ==&lt;br /&gt;
Engraved on  the  wall is  an  exceptionally  designed image  of Zolak Copperdungeons  the goblin and Tradehelps  the  dog by Fath  Lûritstâkud.  Zolak Copperdungeons is making a plaintive gesture. Tradehelps is laughing. The artwork relates to the mortal wounding of  the goblin Zolak Copperdungeons by&lt;br /&gt;
the dog Tradehelps in Hammerbronze in the early winter of 1054 during The Attempted Abduction at Hammerbronze.&lt;br /&gt;
==Sidedness effect==&lt;br /&gt;
You know, how in 40d, it'd only affect one side, the side if it was engraved from?  This needs to be rechecked for 2010.  I'm STILL getting used to all of 2010's weirdness, so I'm not touching economy yet. --[[User:Aescula|Aescula]] 02:52, 10 May 2010 (UTC)&lt;br /&gt;
==Toggling==&lt;br /&gt;
I added the bit about toggling engravings. To gather this info, I had to email Mike Mayday (who was nice enough to reply).&lt;br /&gt;
Feel free to add/edit what I posted. I'll subscribe to the article, so feel free to post any questions here or make any edits needed.&lt;br /&gt;
==Where's the picture?==&lt;br /&gt;
the 40d page has the funny cheese engraving comic, but the df2010 page does not.  Are we not moving it for some reason?  It's totally the funniest engraving joke ever.&lt;br /&gt;
: I concur. Moving the picture to this one. --[[User:Egodeus|Egodeus]] 06:56, 8 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What happened to SHOW_ALL_HISTORY_IN_DWARF_MODE ? ==&lt;br /&gt;
&lt;br /&gt;
No longer in init.tx - does it still work? ---&lt;br /&gt;
&lt;br /&gt;
:It's been moved d_init.txt (or was it init_d.txt. Anyway the other init file.) and yes it does work. --[[User:Egodeus|Egodeus]] 06:55, 8 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Engraving&amp;diff=150110</id>
		<title>v0.31 Talk:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Engraving&amp;diff=150110"/>
		<updated>2011-06-08T06:55:15Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* What happened to SHOW_ALL_HISTORY_IN_DWARF_MODE ? */ Answer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dogs can laugh! ==&lt;br /&gt;
Engraved on  the  wall is  an  exceptionally  designed image  of Zolak Copperdungeons  the goblin and Tradehelps  the  dog by Fath  Lûritstâkud.  Zolak Copperdungeons is making a plaintive gesture. Tradehelps is laughing. The artwork relates to the mortal wounding of  the goblin Zolak Copperdungeons by&lt;br /&gt;
the dog Tradehelps in Hammerbronze in the early winter of 1054 during The Attempted Abduction at Hammerbronze.&lt;br /&gt;
==Sidedness effect==&lt;br /&gt;
You know, how in 40d, it'd only affect one side, the side if it was engraved from?  This needs to be rechecked for 2010.  I'm STILL getting used to all of 2010's weirdness, so I'm not touching economy yet. --[[User:Aescula|Aescula]] 02:52, 10 May 2010 (UTC)&lt;br /&gt;
==Toggling==&lt;br /&gt;
I added the bit about toggling engravings. To gather this info, I had to email Mike Mayday (who was nice enough to reply).&lt;br /&gt;
Feel free to add/edit what I posted. I'll subscribe to the article, so feel free to post any questions here or make any edits needed.&lt;br /&gt;
==Where's the picture?==&lt;br /&gt;
the 40d page has the funny cheese engraving comic, but the df2010 page does not.  Are we not moving it for some reason?  It's totally the funniest engraving joke ever.&lt;br /&gt;
&lt;br /&gt;
== What happened to SHOW_ALL_HISTORY_IN_DWARF_MODE ? ==&lt;br /&gt;
&lt;br /&gt;
No longer in init.tx - does it still work? ---&lt;br /&gt;
&lt;br /&gt;
:It's been moved d_init.txt (or was it init_d.txt. Anyway the other init file.) and yes it does work. --[[User:Egodeus|Egodeus]] 06:55, 8 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Monarch&amp;diff=150103</id>
		<title>v0.31 Talk:Monarch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Monarch&amp;diff=150103"/>
		<updated>2011-06-08T03:44:25Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* monarch bug */ A new bug?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== monarch bug ==&lt;br /&gt;
&lt;br /&gt;
The monarch showed up before promotion to duchy, and simply sat on the edge of the map with her consort. Her entourage joined, including various legendary weapon masters. When I used Runesmith to move her inside, she and her consort ran all the way back to the border. Sounds similar to the old 'non-dwarven king' bug.[[User:Uzu Bash|Uzu Bash]] 15:53, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got the message box informing me of the arrival of the king and his full entourage, but after a the immigrants had all arrived I found out that I had gotten a four legendary military dorfs, but no king or queen consort. I think this is also a bug, though I'm not complaining as I'm quite capable of surviving without a king to make demands. --[[User:Egodeus|Egodeus]] 03:44, 8 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Arrival of the king==&lt;br /&gt;
This might be a stupid question, but I don't really get the &amp;quot;wealth in roads&amp;quot;-part of the arrival condition. Does it mean exports, building paved roads or something else? [[User:Aavemursu|Aavemursu]] 28 October 2010&lt;br /&gt;
    The Wealth In Roads is just the worth of the items you used to build paved roads. You can use Steel bars to     fulfill the requirement really fast.&lt;br /&gt;
::You can also use bridges which count toward road value - Celem&lt;br /&gt;
&lt;br /&gt;
==Adamantine King==&lt;br /&gt;
This seems completely removed from 2010 Df.  Only trigger to monarch seems to be previously known requirements and duchy -Celem&lt;br /&gt;
&lt;br /&gt;
==Death of a King==&lt;br /&gt;
What happens to the state of the world if your monarch dies at your fortress? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:70.76.91.114|70.76.91.114]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I believe you get another one. [[User:Doomdome|Doomdome]] 00:29, 28 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I havent yet tested this in 2010.  However there is usually no mechanism for replacing a monarch lost like this.  Monarchs that die during worldgen are succeeded by their heir or a new line begins.  Those that die at your fortress do not get replaced. -Celem&lt;br /&gt;
&lt;br /&gt;
== Not a bad Queen at all ==&lt;br /&gt;
&lt;br /&gt;
I was desperate for some legendary warriors, so I decided to try to attract a king or queen. Sure mandates can be annoying, but hopefully worth it.&lt;br /&gt;
&lt;br /&gt;
Eventually the Queen arrived with her consort. Neither of them has any preferences for materials or items, and they haven't made any mandates at all. They will happily haul things around, operate pumps, and even join the army! &lt;br /&gt;
&lt;br /&gt;
Did I get lucky, or do Kings and Queens normally not have preferences for anything? Do they normally make mandates?&lt;br /&gt;
&lt;br /&gt;
:I seem to recall they did in 40d, but I had the same experience as you with a King in DF2010.  He seems to be weirdly aloof, actually; most thoughts don't seem to stick to him.  If I recall correctly, he cares about his length of patrol duty, slaughter, and very little else.  Environmental objects, food and drink, and sleeping in his Royal Bedroom all leave him completely unfazed. &amp;amp;mdash;[[User:Chaos|Chaos]] 00:20, 8 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I suspect this is all to do with existing during world gen, incidentally.  Much like the fact that he has Tracker skill. &amp;amp;mdash;[[User:Chaos|Chaos]] 00:21, 8 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== does 140 population is demand? ==&lt;br /&gt;
Does Monarch need to many inferiors? Count and Baron in DF2010 have decreased own desires. --[[User:Cypselus|Cypselus]]&lt;br /&gt;
&lt;br /&gt;
I can't understand what you're asking there.  But I just noticed this in the d_init.txt file:&lt;br /&gt;
&lt;br /&gt;
 You can set the maximum population of your fortress here.  Keep in mind that your&lt;br /&gt;
 population must be at least 80 to get a king and 100 to obtain the current game&lt;br /&gt;
 features.&lt;br /&gt;
 &lt;br /&gt;
 [POPULATION_CAP:200]&lt;br /&gt;
&lt;br /&gt;
Can we simply assume that the comment text is completely outdated and wrong? --[[User:Greycat|Greycat]] 13:40, 25 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monarch Arrives and Dies Instantly ==&lt;br /&gt;
So I achieved the requirements of becoming the capital, so a queen arrived at my fortress. However, on the instant that she set foot onto the map, she died of old age. What happens now?&lt;br /&gt;
April 17, 2011&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Deity&amp;diff=150040</id>
		<title>v0.31 Talk:Deity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Deity&amp;diff=150040"/>
		<updated>2011-06-07T06:05:19Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: A joke&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hm, it seems that normal creatures can change their deity, seriously this is the second dwarven god worshipped by goblins. SERIOUSLY, GOBLINS WORSHIPPING A DWARF GOD! [[http://df.magmawiki.com/index.php/File:Goblin_god.PNG]] --[[User:Niggy|Niggy]] 16:22, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Moreover, I had just encountered a Tortoise Brute (Forgotten Beast, obviously) in human town, WHO WAS WORSHIPED AS A DEITY. After a few &amp;quot;WTF&amp;quot; seconds I proceeded to kick the shit out of that brute (Armed with a crossbow and being a lawgiver of a town, mind you) and all the humans went nuts on me, so I had to kill all of 'em. Also, I saw one Bronze Colossus being a local god in some another town.&lt;br /&gt;
So, I became this world's Mario who defeated the Bowser?&lt;br /&gt;
:Yeah, and you wonder why all the Koopas in the town turned against you? --[[User:Egodeus|Egodeus]] 06:05, 7 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Iron&amp;diff=149979</id>
		<title>v0.31 Talk:Iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Iron&amp;diff=149979"/>
		<updated>2011-06-06T11:10:21Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Metals scarce in 0.31.19 */ Comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Iron or bronze? ==&lt;br /&gt;
&lt;br /&gt;
It says that bronze is superior to iron when it comes to combat, but I have conducted repeated tests with armor of both materials (using both blunt and edged weaponry) in the arena which show otherwise. Anyone care to show some evidence in support of this statement or should I edit it? --[[User:Eepkeep|Eepkeep]] 13:20, 22 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Check out {{L|Armor}}, section &amp;quot;Materials&amp;quot;.  Apparently bronze was better up to version 0.31.11, whereas from 0.31.12 onwards, iron was better.  Looks like this page is just out-of-date.  Edit away! [[User:Bognor|Bognor]] 14:39, 22 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Metals scarce in 0.31.19 ==&lt;br /&gt;
This isn't completely accurate. There is a horrible lack of variety in an embark, but what you do get you get in huge quantities. My current embark has an enormous amount of copper ore, plenty of gems, armloads of chalk and marble, and nothing else. Looking into this further using dfprospect and dfreveal shows the following pattern.&lt;br /&gt;
&lt;br /&gt;
shallow/deep metal = one metal.&lt;br /&gt;
on a 2x2 embark this will be around 4000 ore. Without fail this means one and only one type of ore. Maybe it is copper, maybe it is iron, it could even be something weird like tin or nickel.&lt;br /&gt;
&lt;br /&gt;
shallow/deep metals = two (or more?) metals.&lt;br /&gt;
on a 2x2 embark this will be around 1200 to 1300 units of ore for each ore. In my testing this always means two types of ore. I do however remain open to the possibility that it might sometimes mean three, but have thus far seen no example of this.&lt;br /&gt;
&lt;br /&gt;
IMHO, 0.31.19 is a step in the right direction, but I would like to see a bit more variety. I miss seeing orthoclase,olivine,microcline,etc which seem to be quite rare now. I would also like to see a bit more variety. the current quantities are reasonable enough, but the lack of variety in materials is somewhat crippling. If we instead got 4000 of one ore plus say 500 each of a few others than this would be much more fun to play with. --[[User:Doctorzuber|Doctorzuber]] 20:32, 5 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've generated whole worlds that haven't gotten past the copper age . . . Even the gobbo's come sporting copper weapons. My recent fortress found some tin (which gets you up to bronze) and we are now gods of the battlefield. I haven't seen iron since .18 --[[User:Mirthmanor|Mirthmanor]] 03:02, 6 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Apparently fixed before .25 as I'm seeing all kinds of metals, and in great quantities. --[[User:Egodeus|Egodeus]] 11:10, 6 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Iron&amp;diff=149978</id>
		<title>v0.31:Iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Iron&amp;diff=149978"/>
		<updated>2011-06-06T11:07:53Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: Whoops. I remembered old information. Thus removed the verify tag.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:30, 6 January 2011 (UTC)}}{{Metal|name=Iron|color=0:7:1&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Hematite}}&lt;br /&gt;
* {{L|Limonite}}&lt;br /&gt;
* {{L|Magnetite}}&lt;br /&gt;
|uses=&lt;br /&gt;
* Make {{L|pig iron}} at {{L|smelter}}&lt;br /&gt;
* Make {{L|steel}} at {{L|smelter}}&lt;br /&gt;
* {{L|weapon|Melee Weapons}}&lt;br /&gt;
* {{L|Crossbow}}s&lt;br /&gt;
* {{L|Bolt}}s&lt;br /&gt;
* {{L|Pick}}s&lt;br /&gt;
* {{L|Armor}}&lt;br /&gt;
* {{L|Anvil}}s&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|properties=&lt;br /&gt;
&amp;lt;!--* {{L|Magma}} safe--&amp;gt;&lt;br /&gt;
* {{L|Material value}} 10&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Iron is an important resource for a fortress, as an often-plentiful&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; material that can be used to make just about anything necessary, from weapons to {{L|furniture}} to {{L|trade good|trade goods}}.  Iron is also a necessary ingredient in the production of {{L|steel}}, the best non-spoiler metal in the game for {{L|weapon}}s and {{L|armor}}. If you are unable to produce enough steel in your fort, then the next best metal for military purposes is iron.&lt;br /&gt;
&lt;br /&gt;
The three ores of iron, which are {{L|Hematite}}, {{L|Magnetite}}, and {{L|Limonite}}, can only be found in {{L|sedimentary}} layers, with the exception of {{L|hematite}}, which can occasionally be found in {{L|igneous extrusive}} layers.&lt;br /&gt;
&lt;br /&gt;
1. In v31.19, Toady reworked world generation for the caravan arc, and metals became extremely scarce.  This was fixed in 31.21.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Iron&amp;diff=149977</id>
		<title>v0.31:Iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Iron&amp;diff=149977"/>
		<updated>2011-06-06T11:06:17Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: Added a verify tag to the part about military use as there seems to be some contention between bishmuth bronze and iron.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:30, 6 January 2011 (UTC)}}{{Metal|name=Iron|color=0:7:1&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Hematite}}&lt;br /&gt;
* {{L|Limonite}}&lt;br /&gt;
* {{L|Magnetite}}&lt;br /&gt;
|uses=&lt;br /&gt;
* Make {{L|pig iron}} at {{L|smelter}}&lt;br /&gt;
* Make {{L|steel}} at {{L|smelter}}&lt;br /&gt;
* {{L|weapon|Melee Weapons}}&lt;br /&gt;
* {{L|Crossbow}}s&lt;br /&gt;
* {{L|Bolt}}s&lt;br /&gt;
* {{L|Pick}}s&lt;br /&gt;
* {{L|Armor}}&lt;br /&gt;
* {{L|Anvil}}s&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|properties=&lt;br /&gt;
&amp;lt;!--* {{L|Magma}} safe--&amp;gt;&lt;br /&gt;
* {{L|Material value}} 10&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Iron is an important resource for a fortress, as an often-plentiful&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; material that can be used to make just about anything necessary, from weapons to {{L|furniture}} to {{L|trade good|trade goods}}.  Iron is also a necessary ingredient in the production of {{L|steel}}, the best non-spoiler metal in the game for {{L|weapon}}s and {{L|armor}}. If you are unable to produce enough steel in your fort, then the next best metal for military purposes is iron.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The three ores of iron, which are {{L|Hematite}}, {{L|Magnetite}}, and {{L|Limonite}}, can only be found in {{L|sedimentary}} layers, with the exception of {{L|hematite}}, which can occasionally be found in {{L|igneous extrusive}} layers.&lt;br /&gt;
&lt;br /&gt;
1. In v31.19, Toady reworked world generation for the caravan arc, and metals became extremely scarce.  This was fixed in 31.21.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attribute&amp;diff=149976</id>
		<title>v0.31 Talk:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attribute&amp;diff=149976"/>
		<updated>2011-06-06T10:29:14Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Experience? */ Confirmation account of miners not gaining attributes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why is Agility on the attribute page, but every other attribute has its own page?  Should we redirect all the attributes individual pages to here and condense information, or put links here and give agility its own page? --[[User:Squirrelloid|Squirrelloid]] 14:29, 2 April 2010 (UTC)&lt;br /&gt;
:You know, screw it, the page proliferation is ridiculous, I'm consolidating. --[[User:Squirrelloid|Squirrelloid]] 14:39, 2 April 2010 (UTC)&lt;br /&gt;
::Here are strings for mental attributes:&lt;br /&gt;
(snipped since they're in article)&lt;br /&gt;
::[[User:Denspb|Denspb]]&lt;br /&gt;
:::Well, someone saw these and added them while i was screwing around trying to extract them from my dwarves... lol.  Thanks, and pardon the snipping, but it was big --[[User:Squirrelloid|Squirrelloid]] 15:34, 2 April 2010 (UTC)&lt;br /&gt;
(Because we have newbie editors who don't bother to think of the larger picture or look at the old wiki as a pattern. [[Dwarf_Fortress_Wiki:Community_Portal#B|'''B''' is for '''Be Bold''']], Squirrelloid - you're doin' great!)--[[User:Albedo|Albedo]] 19:17, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Experience?==&lt;br /&gt;
Are attributes no longer affected by experience? [[User:Caradhras|Caradhras]] 21:55, 3 April 2010 (UTC)&lt;br /&gt;
:It's not been confirmed either way. --[[User:Briess|Briess]] 21:55, 3 April 2010 (UTC)&lt;br /&gt;
::No, they are no longer affected by experience, my legendary miners did not gain '''any''' experience from the months at work.--[[User:Tarran|Tarran]] 02:35, 4 April 2010 (UTC)&lt;br /&gt;
::At least they don't seem to rise in fortress mode. My seven legendary miners still have the same attributes as they did in the beginning. A very weak legendary miner is kinda funny, though. --[[User:Egodeus|Egodeus]] 10:29, 6 June 2011 (UTC)&lt;br /&gt;
:Ones physical attributes will improve in Adventure mode, especially noticeable between starting with no skills (low to average) versus starting with a full set of skills (high to very high); I don't know if &amp;quot;soul&amp;quot; attributes can improve, but most of the physical ones can.  I imagine it's based on the skill involved, though, so no more ultramighty legendary bookkeepers. [[User:Trorbes|Trorbes]] 23:22, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I have heard reports that the military related skills seem to effect body attributes in fortress and adv. modes(I can confirm adv. mode).  Can anyone else confirm the non-military skills don't effect attributes as [http://www.bay12games.com/dwarves/mantisbt/view.php?id=803 it may be a bug]. --[[User:PencilinHand|PencilinHand]] 23:05, 15 April 2010 (UTC)&lt;br /&gt;
:I just checked some dwarves made legendary through moods and they have rather high attributes (no negative), mighty, rarely sick etc. I'll need to do a before after the next time a dwarf becomes possessed.&lt;br /&gt;
&lt;br /&gt;
==Impact?==&lt;br /&gt;
I imagine that the soul attributes have to have some impact besides looking pretty, but do we have any idea how significant they are? Are creative dwarves better at making items? --[[User:Vaniver|Vaniver]] 13:41, 10 April 2010 (UTC)&lt;br /&gt;
:I think soul skills do something. They could increase the happy thoughts gained from art (and maybe later from music) or like you said increase chance of better items or for focus they concentrate better on one task/activity and don‘t switch often between tasks, like mining and dumping. --[[User:Niggy|Niggy]] 20:25, 8 May 2010 (UTC)&lt;br /&gt;
::I have 2 miners, one with very good focus and one with poor focus. While the first always mines, the other one sometimes walk away from mining, dump a thing, mine a wall again, then haul something around. Also she often picks a wall very far away while the first one picks the wall next to her. --[[User:Niggy|Niggy]] 08:16, 10 May 2010 (UTC)&lt;br /&gt;
:::The second sounds like the way mining's always chosen the next target tile and path to it.  The first may well be caused by the poor focus trait, and perhaps others like 'likes new experiences'.  I wonder if you could control it by setting mining as her only permitted task.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 09:14, 10 May 2010 (UTC)&lt;br /&gt;
::::If the second is really the normal mining path thing, it is very screwed. Because there is a mining block NEXT to her but she still does it. I somehow think she also gained points in a soul skill. At first her soul skill list was three, full lines long. Now it changed to 2 full lines and a bit in the third line. I am not sure if I remember that right, but it looks like that. Also, all my dwarfs with high focus don't change tasks very often. --[[User:Niggy|Niggy]] 17:43, 13 May 2010 (UTC)&lt;br /&gt;
I usually don't edit the wiki but I though this was too important not to mention. &lt;br /&gt;
Toady has listed all the mental attributes and what skills they affect in [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post] in his reply to Untelligent. I would edit the article to include these but I didn't want to step on anybody's toads, er, toes.&lt;br /&gt;
--[[Special:Contributions/70.89.66.14|70.89.66.14]] 08:23, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bugs?==&lt;br /&gt;
Can anyone check the skill rusting bug section? I've just ran an idle fortress with 2 dwarves being control group. The proficient mason was left completely idle, and the proficient miner was allowed to just attain the great miner status. Then they both were left completely idle, and after an year and few months, I didn't found any downgrades in skills or attributes.&lt;br /&gt;
&lt;br /&gt;
== Which skills train which attributes? ==&lt;br /&gt;
&lt;br /&gt;
Somewhere on the forums I saw a list of which skills give which attributes, but my search has come up with nothing... [[User:Monkeyfetus|Monkeyfetus]] 23:52, 27 July 2010 (UTC)&lt;br /&gt;
:I've been working on this, the list is on the attributes page. --[[User:Knaveofstaves|Knaveofstaves]] 05:19, 21 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Other effects of attributes - Note ==&lt;br /&gt;
&lt;br /&gt;
I asked this of toady:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is this the only impact these attributes currently have?  Some had guessed that there were other impacts:&lt;br /&gt;
&lt;br /&gt;
Memory: skill gain/rust rates&lt;br /&gt;
Focus: how long a dwarf stays at a task&lt;br /&gt;
Willpower: possible this relates to tantrums, happiness, insanity, or possibly other effects&lt;br /&gt;
&lt;br /&gt;
Are these: currently in place and working, currently in place and not working, planned, or not planned.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
His response:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Those were the ones I found, and I think that's it.  The guessed uses are not in place and not planned in particular.  I don't think memory should work that way, anyway, at least not for many skills.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:56, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Testing attribute gain via skill use ==&lt;br /&gt;
&lt;br /&gt;
df 31.12, with the stat decay removal cheat (i.e. these are absolute changes, in practice also need to remove stat decay from attribute)&lt;br /&gt;
single person doing task for 2 month (inclusive of drinking, sleeping etc). all required resources 1 square from workshop, all stats set to 1000 prior to task.&lt;br /&gt;
&lt;br /&gt;
* wood cutter (lvl 0-&amp;gt;4): ~40 points per month in str, agility, endurance, willpower, spacial sense, kin sense&lt;br /&gt;
&lt;br /&gt;
* masonry (60 tables, lvl 5-&amp;gt;6.5): 40 points per month in str, agility, endurance, creativity, spacial awareness&lt;br /&gt;
* herbalism (lvl 5 -&amp;gt; 8): ~32 points per month in agility, memory, kin sense&lt;br /&gt;
* mining (900 soil mined, lvl 5-&amp;gt;12): ~25 points per month in str, tough, endurance, willpower, spacial sense, kin sense&lt;br /&gt;
* Weaver (~30 threads, lvl 5-&amp;gt;5.9): 25 points per month in agi, creativity, spacial sense, kin sense&lt;br /&gt;
* Clothier (~30 cloaks cloaks, lvl 5-&amp;gt;5.9): 25 points per month in agi, creativity, spacial sense, kin sense&lt;br /&gt;
* Furnace operator (~30 smelts, lvl 5-&amp;gt;5.75): 20 points per month in str, toughness, endurance, analytical reasoning, kinetic sense&lt;br /&gt;
* carpentry (95 beds, lvl 5-&amp;gt;5.3): 10 points per month in str, agi, spacial sense, creativity&lt;br /&gt;
* Idle: ~10 points per month in empathy, socal awareness, linguistics; 3 points per month in agility, kin sense, intuition&lt;br /&gt;
* hauling: ~2 points per month in str, tough, endurance, willpower, kin sense&lt;br /&gt;
&lt;br /&gt;
* Furnace operator (lvl 15-&amp;gt;17.5): 10 points per month in str, toughness, endurance, analytical reasoning, kinetic sense&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* ~1 point per month in a number of random stats seen when doing other tasks&lt;br /&gt;
* Ability point gain per task completed seems to be scales so that you get less per task at higher skill levels (and it seems to increase faster than the task time goes down tough only tested furnace operator)&lt;br /&gt;
* Neither ability point or skill gain seems very well balanced; Ideally both should be for time spent doing a task rather than number of tasks with scaling modifiers, and shoudl probably be more balance over the different jobs.&lt;br /&gt;
&lt;br /&gt;
-- [[User:Drayath|Drayath]] [[Special:Contributions/93.97.24.223|93.97.24.223]] 06:38, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Can't see attributes ==&lt;br /&gt;
I have the current version of Dwarf Fortress. Why can't I see any attributes like Super-Dwarvenly Tough and things like that? None of my dwarves have that tag in the 'v - View units &amp;gt; g' screen. Why not? --[[Special:Contributions/71.180.66.233|71.180.66.233]] 20:14, 19 May 2011 (UTC)&lt;br /&gt;
: They're not supposed to appear in v-g, try v-z-enter. You'll get more prompt answers to questions like this on [[IRC]] or the [[Forums]]. --[[User:Knaveofstaves|Knaveofstaves]] 01:39, 26 May 2011 (UTC)&lt;br /&gt;
:: I can't find any of the stats shown in this article through my dwarves' Thoughts and Preferences. I can't find their attributes on Dwarf Therapist either, only personality traits like Leadership, Stress, Emotion, Compromising etc... This article seems to be outdated, especially since I can't find a single dwarf with any sort of Strength or Endurance attribute. Or have attributes been hidden from the player altogether? [[Special:Contributions/90.200.81.168|90.200.81.168]] 19:26, 30 May 2011 (UTC)&lt;br /&gt;
::: It turns out that they're hidden in the text; where it says things like 'tires easily' or 'is strong' and things like that. For weak dwarves it's easier to spot; they're in red or something, while stronger dwarves have the traits in a dark green. I still wish they kept the Super-Dwarvenly Tough things like that. Makes everything easier to see. --[[Special:Contributions/71.180.66.233|71.180.66.233]] 21:06, 30 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bridge&amp;diff=149975</id>
		<title>v0.31 Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bridge&amp;diff=149975"/>
		<updated>2011-06-06T10:11:19Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Bridge displacing water */ Answer and clarification.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Recent Proofing==&lt;br /&gt;
Hi!  I proofed this for non-loltardedness, but I actually just started playing DF again, so I have no idea if the facts in this article are still true.  Also, I'm too drunk to go test them.  Someone more experienced/sober than me should probably give this a look-over to make sure that all is kosher!&lt;br /&gt;
&lt;br /&gt;
==Raised bridges make walls==&lt;br /&gt;
Do raised bridges still make walls in this version? My bridge raises into place but there is no &amp;quot;wall&amp;quot; there and enemies can stand where the wall should be. --[[User:Bporgn|Bporgn]] 03:12, 18 January 2011 (UTC)&lt;br /&gt;
:Yes.  Of course, that only applies to non-'''retracting''' drawbridges. Retracting drawbridges effectively vanish. --[[User:DeMatt|DeMatt]] 06:51, 18 January 2011 (UTC)&lt;br /&gt;
::Yeah you know, somehow it must have ended up as retracting, but I was pretty positive I had it set. I made a new fort and it works so must have been my mistake. All the mobs that were on it when it raised/retracted would fly up into the air and very far outward as opposed to straight down, however. --[[User:Bporgn|Bporgn]] 06:01, 20 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bridges and Titans==&lt;br /&gt;
I can verify that drawbridges still won't raise when a Titan is on them. {{version|31.01}} --[[User:Akhiros|Akhiros]] 07:47, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Working under bridges==&lt;br /&gt;
I just noticed the statement, &amp;quot;It is impossible to channel out stone that is directly under a raiseable bridge when its in the raised position.&amp;quot;  I don't think it is a bug, but an implementation choice. --[[User:PencilinHand|PencilinHand]] 13:05, 29 April 2010 (UTC)&lt;br /&gt;
:The same thing happens with any other building or workshop - it just won't let you place the designation. If you try to ramp from underneath, the floor won't be removed simply because the building was present, whether the &amp;quot;building&amp;quot; was a bridge (even if raised or retracted), a workshop, or even a stockpile. --[[User:Quietust|Quietust]] 14:57, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bridges block liquids==&lt;br /&gt;
Does the &amp;quot;wall&amp;quot; created by raising a bridge block liquids? --[[User:Telarin|Telarin]] 19:00, 9 June 2010 (UTC)&lt;br /&gt;
:Yes.  I've used them before to seal elves into my depot before flooding it. --[[User:Kyle Solo|Kyle Solo]] 15:48, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Designating bridges along the map edge==&lt;br /&gt;
What do you mean by &amp;quot;a wall along the edge selected with the wadx keys when placing the bridge&amp;quot;?&lt;br /&gt;
I don't see any shortcuts when placing the bridge... are they just hidden or what? DF 31.10 [[User:Manslay|Manslay]] 07:27, 31 August 2010 (UTC)&lt;br /&gt;
:Wait, nevermind, BEFORE placing the bridge :/ [[User:Manslay|Manslay]] 07:29, 31 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Heat Sensitivity ==&lt;br /&gt;
I have reason to believe that only the '''center''' tile of a bridge is sensitive to heat (when dealing with exposure to magma) - this is mostly based on the fact that if you use d-b-[whatever] to mass forbid/melt/dump/hide the components of a bridge, it only responds to the center tile which affects every single component. --[[User:Quietust|Quietust]] 19:35, 28 September 2010 (UTC)&lt;br /&gt;
: What counts as the center tile if your bridge has an even number of tiles? (say, a 4x4 bridge)--[[User:Twilightdusk|Twilightdusk]] 04:06, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bridge vs Building destroyer ==&lt;br /&gt;
I read that buildings cannot be destroyed from below. If this is still true, then a LOWERED bridge (or a locked hatch) is a destroyer immune barrier if you put it over a ramp entrance to your fort. Can anyone confirm? Also, it's still unclear to me from reading forums how building destroyers interact with raised bridges. From what I read they will path to it and get stuck, or (if the bridge was in the lowered position when the path was calculated (as in when you unlock the clowns)) then they will destroy the bridge. I've only started playing recently, and so I'm still working on testing this. Can anyone with a readily available fort test this? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lightswitch|Lightswitch]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, can the bridge be destroyed by a building destroyer when raised? --[[User:Telarin|Telarin]]&lt;br /&gt;
:I don't know, but if my current fort is any indication, building destroyers do not appear to destroy '''lowered''' drawbridges that block their path, such as one covering a set of ramps leading into one's fortress. I've got all 3 cavern levels sealed this way, and nothing has yet gotten inside, including several forgotten beasts. --[[User:Quietust|Quietust]] 20:03, 26 August 2010 (UTC)&lt;br /&gt;
::this is because nothing creature, not even building destroyers, can destroy a building 1 z level above them. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.111.154.190|99.111.154.190]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wiki says &amp;lt;blockquote&amp;gt;the bridge becomes a wall along the edge selected with the wadx keys when placing the bridge&amp;lt;/blockquote&amp;gt; by this and something I read in the forums I got the impression that the bridge when raised have two sides the outter side that acts as a wall and the inner side that acts as what??? a building?? can it be destroyed by building destroyers from one side and not from the other?? if so which side is which??--[[User:Kaos|Kaos]] 00:04, 20 April 2011 (UTC)&lt;br /&gt;
== Bridge displacing water ==&lt;br /&gt;
&lt;br /&gt;
If a bridge is being raised, will it displace the water on the part that becomes a wall? -like it displaces items-, or does it destroy the water, like floodgates do when they are raised?  [[User:Rogue ork|Rogue ork]]&lt;br /&gt;
&lt;br /&gt;
:No, it will destroy the water, just like a raising drawbridge destroys everything short of a Titan in the tiles where the raised bridge will be. So to clarify items will NOT be displaced, they will be destroyed when the drawbridge opens.{{version|31.25}} I have seen this happen many times in my current fort. --[[User:Egodeus|Egodeus]] 10:11, 6 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Egg&amp;diff=149854</id>
		<title>v0.31 Talk:Egg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Egg&amp;diff=149854"/>
		<updated>2011-06-02T07:53:55Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: Just a question about egg hatching.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can they be eaten raw? --[[User:Dudemcman|Dudemcman]] 04:15, 11 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So far i have seen no evidence of them being eaten raw. Maybe raw egg is low on a priority list. &lt;br /&gt;
&lt;br /&gt;
Of course they do get eaten if turned into meals. That is their greatest utility. Meals.&lt;br /&gt;
&lt;br /&gt;
:I have seen my dorf eat raw eggs, and have seen my egg stacks get smaller and smaller as time goes by. [[User:Gentgeen|Gentgeen]] 22:35, 11 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Sterile Turkeys==&lt;br /&gt;
I'm new to bird-animal husbandry, but I think my turkeys are doing it wrong.  I've had a fort running for three years now, and have accumulated almost a thousand eggs, and not one of them has hatched.  I embarked with a pair of gobblers and a dozen hens.  To ensure the hens had adequate time to roost I forbid the nest boxes and the eggs of the four fattest birds (so really I'm talking about 30ish eggs that have failed to hatch).  Two years later not one clutch has hatched.  It the problem that I forbade them?  Are my gobblers duds?  Does it have something to do with embark birds?  Has anyone seen a clutch of eggs hatch, and if so under what conditions?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When it hatches, a dozen poults will fly out and a message will appear. For me, I prevent eggs from being cooked by going to the z&amp;gt;Kitchen screen and turning turkey hen eggs to 'not cook'. Also, I put the birds into a room of nest boxes designated as a pen/pasture and restrict the doors until poults hatch. For extra security you can forbid the eggs that are inside the nest box by using the 't' screen, but I haven't tried forbidding the nest boxes themselves. Either way, restricting the doors to the nest room should work. --[[Special:Contributions/96.254.202.58|96.254.202.58]] 13:53, 11 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Hatching Times==&lt;br /&gt;
Hey, does anyone know how long a bird generally broods over an egg before it hatches? Is is related to the child tag in the raws or is it some standard time period? --[[User:Egodeus|Egodeus]] 07:53, 2 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Maximizing_framerate&amp;diff=149827</id>
		<title>v0.31 Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Maximizing_framerate&amp;diff=149827"/>
		<updated>2011-06-01T16:31:43Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* From 11fps to 32fps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==World Gen editing to speed Fortress Mode==&lt;br /&gt;
&lt;br /&gt;
On an old slow computer, I have found that editing the world_gen.txt file in the date/init folder to help:&lt;br /&gt;
&lt;br /&gt;
 [CAVERN_LAYER_COUNT:3] - reduce for fewer cavern layers, so less fun, but more speed.&lt;br /&gt;
 [CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
 [CAVERN_LAYER_OPENNESS_MAX:20] not entirely sure what these do, but these were the figures when I stopped testing.&lt;br /&gt;
 [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
 [CAVERN_LAYER_PASSAGE_DENSITY_MAX:0] restricts the density of passages, at these figures the caves are not filled with tiny passages&lt;br /&gt;
&lt;br /&gt;
Since I haven't tested exhaustively I don't feel this should be on the front page yet. - JimiD&lt;br /&gt;
&lt;br /&gt;
==More World Gen editing to speed Fortress Mode==&lt;br /&gt;
&lt;br /&gt;
I did some similar testing but instead of changing the number of cavern layers I changed the size of the caverns themselves.  The defaults are '''Minimum Natural Cave Size 5, Maximum Natural Cave Size 25'''.  I lowered these to 4 and 12 and ended up with a map with less than 40 z levels below ground.  This significantly improved performance, load and save time without sacrificing the cave features.  In fact it's a little funner since I don't have to travel so far to get to magma.  Currently I'm running close to 50 dwarves and I'm noticing almost no hiccups or drop in frame rate(from 100).&lt;br /&gt;
&lt;br /&gt;
I have only tested this on one map and each cavern layer has exactly 5 z levels each which is odd.  More testing needs to be done to get exact figures but it does seem to be an excellent alternative to lowering the number of caves or the size of embark.  Using this method, increasing the embark size isn't out of the question. &lt;br /&gt;
&lt;br /&gt;
I tested this map on my 1.6GHZ EeePC Netbook and got a reliable framerate of 34, which is quite playable. - Lemunde&lt;br /&gt;
::maybe you are confusing rare '''natural caves''' (familiar from 40d version, home to megabeasts, see worldgen-exported sites_and_pops.txt) with the new Cavern Layers which are guaranteed under every embark area. (.31.12) --[[User:TomiTapio|TomiTapio]] 00:49, 26 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Importance of Speedup==&lt;br /&gt;
&lt;br /&gt;
I think this is a really important feature which should have a high priority. Maybe this page can get some special attention on the front page along with other pages with high priority?&lt;br /&gt;
A lot of people just don't play anymore with all of the graphics problems in this version, which is sad.&lt;br /&gt;
&lt;br /&gt;
Another possibility here is for an explanation of the various init.txt settings, they can really change a LOT in your performance. - Nether&lt;br /&gt;
:: try a 3x2 embark. --[[User:TomiTapio|TomiTapio]] 00:49, 26 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Obsolete for the current version in italic==&lt;br /&gt;
&lt;br /&gt;
I have changed the parts where it is explained that the action is obsolete for the current version into italic font. I believe that this is a minor change which makes the page a lot easier to read. &lt;br /&gt;
- Nether&lt;br /&gt;
&lt;br /&gt;
==How true is any of this?==&lt;br /&gt;
I've applied the various recommendations given here and noticed absolutely no speedup.  Getting rid of thousands of items by atom smashing or gifting to merchants? Nothing. Caging and uncaging fifty animals? Nothing. Blocking off the outside, or the cavern levels, with a locked door, a bridge, a floodgate, a channel? Nothing. Turning off my indoor waterfall was the only thing that seemed to help, getting me about 8FPS extra, from 25 to 33FPS with 105 dorfs. [[User:GhostDwemer|GhostDwemer]] 20:34, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== PRINT_MODE: TEXT ==&lt;br /&gt;
&lt;br /&gt;
Changing PRINT_MODE to TEXT increases my framerate to max (linux). Certain keypresses are however not noticed in terminal, such as shift + arrow key as well as the function keys.&lt;br /&gt;
--[[User:Questionmark|Questionmark]] 21:03, 27 November 2010 (UTC)&lt;br /&gt;
:PRINT_MODE: TEXT (vs 2D) made zero difference for me on Linux (Ubuntu 10.04) [[Special:Contributions/202.156.10.234|202.156.10.234]] 13:08, 14 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Success Stories == &lt;br /&gt;
&lt;br /&gt;
Losing is {{l|Fun}}! But there's nothing fun about abandoning your fortress because the framerate has dropped to 6. For many, more fortresses are lost to FPS death than anything else, and improving framerate remains a something of a mystery. If you find something that works, please share it here.&lt;br /&gt;
&lt;br /&gt;
===From 40fps to 140fps===&lt;br /&gt;
&lt;br /&gt;
''pc: 2.2ghz 1.5gb ram. fortress: 2x2 embark, 40-50 dwarves, 130 animals. temp &amp;amp; weather off. 1 cavern''&lt;br /&gt;
&lt;br /&gt;
This fort ran at 150fps for a while but gradually after 11 years slowed to 27.&lt;br /&gt;
At this point I've focused my efforts exclusively on maximizing framerate, trying the usual tricks: &lt;br /&gt;
* Atom-smashing: no help AT ALL. &lt;br /&gt;
* Animal slaughtering / caging: gained 10-15fps for killing about 50 animals.&lt;br /&gt;
* Then I notice that my dwarves are FILTHY! Some having over 10+ pages of various blood and pus spatterings in their inventories.&lt;br /&gt;
I dig a crude bath, which consists of a hallway which dips down into a brief channel and back up before hitting a dead end.&lt;br /&gt;
I designate a Pond zone over the channel and the dwarves waste no time in drawing a bath (1/7 deep). &lt;br /&gt;
After designating a burrow on the other side of the bath, I order the entire fortress to it via the Alerts screen (restricting them to that burrow).&lt;br /&gt;
Immediately upon crossing the channel my framerate went from ~40 to ~140 and it is decided the fortress will live on!&lt;br /&gt;
&lt;br /&gt;
'''Conclusion''': The amount of items on the map and pathfinding were very minor causes of slowdown in my case. The increases gained from slaughtering animals may well have been from their [[Contaminant|contaminants]] being destroyed in the process rather than the pathing they were calculating. Above all, the contaminants were the cause of this fortresses near-demise. --[[User:Uninvited Guest|Uninvited Guest]] 07:27, 1 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===From 11fps to 24fps===&lt;br /&gt;
&lt;br /&gt;
''pc: 2.1ghz 2gb ram. fortress: 2x2 embark (i think), 110 dwarves, 100 animals.''&lt;br /&gt;
&lt;br /&gt;
As this was my first playthough, I didnt noticed any strange (only that the game was designed to be a bit too low) until I read somewhere about the framerate problems, so I activated mine to show them and saw i was at 11 fps!&lt;br /&gt;
&lt;br /&gt;
I found this guide, and followed the previous case example, I skipped killing animals, or smashing objects, and when straight for the dwarf-wash.&lt;br /&gt;
&lt;br /&gt;
I downloaded DFHacks (http://www.bay12forums.com/smf/index.php?topic=58809) and made some 7 high water blocks on some chocke points. After unpausing, the whole place was full of mud and blood, so used the dfcleanmap on the same utility pack to make then dissapear.&lt;br /&gt;
&lt;br /&gt;
My FPS went straight to 24 fps; Basically I now see everything x2 the speed i was used to see!&lt;br /&gt;
&lt;br /&gt;
BTW, be carefull with this method, I killed 3 dogs by accident as they smashed on other objects (tidal force I guess) and the 3 of them were pets of my main warrior, who is very angry now! I fear a lot of fun is comming xD&lt;br /&gt;
&lt;br /&gt;
'''Conclusion''': I did not tried any of the other methods, so I cant say they dont work, but I can say, that the filthiness of the dwarf population have a HUGE impact on FPS. &lt;br /&gt;
'''Krelian'''&lt;br /&gt;
&lt;br /&gt;
===From 11fps to 32fps===&lt;br /&gt;
&lt;br /&gt;
Started looking into why my fort had suddenly slowed down from thirty to almost less than ten fps and looking through here I found that a while ago I had un-penned a lot of animals and most of them had accidentally gotten some blood covering on themselves. Using dfliquids to create a 2/7 of water on top of all animals and after stepping forward three or four frames ran the dfcleanmap to clean the resulting blood pools instantly raised fps to almost three-times of what it was. &lt;br /&gt;
&lt;br /&gt;
'''Conclusion''': (To mimic Krelian) The filthiness of any part of your creature population has a HUGE impact on fps.&lt;br /&gt;
--[[User:Egodeus|Egodeus]] 16:09, 1 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Whoops. Apparently I had forgotten one dorf to pull a lever on repeat. As it was connected to eleven doors, this caused quite a lot of lag as each caused changes in the pathing and blah. Totally forgot to turn that of. Whoopdidah. Cleaning still helped a lot. --[[User:Egodeus|Egodeus]] 16:31, 1 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Running water ==&lt;br /&gt;
&lt;br /&gt;
Nice work by DeMatt in tidying up this page.&lt;br /&gt;
&lt;br /&gt;
Is there any reason running water isn't mentioned?  I was under the impression brooks and rivers were big FPS killers, at least in previous versions.  Perhaps a sentence about having an off switch for any mist generators, too?&lt;br /&gt;
&lt;br /&gt;
[[User:Bognor|Bognor]] 14:39, 4 January 2011 (UTC)&lt;br /&gt;
:Short answer - I forgot.  So did Gzalzi.  So me using his revamp as a reference for my revamp missed it.  I'll go put a note in.  If it's something that is pretty much inarguable, feel free to add your own points;  take care to explain it clearly.  --[[User:DeMatt|DeMatt]] 19:19, 4 January 2011 (UTC)&lt;br /&gt;
::Yeah, I pretty much just edited the information that was already on the page to make it sound better, rather than adding anything else to it. --[[User:Gzalzi|Gzalzi]] 20:04, 4 January 2011 (UTC)&lt;br /&gt;
Cool, that was what I'd guessed... Glad it's in now.  Copyeditors/Wiki-gnomes are valuable creatures.  [[User:Bognor|Bognor]] 13:38, 5 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== D_init.txt Option: WALKING_SPREADS_SPATTER ==&lt;br /&gt;
&lt;br /&gt;
On [[DF2010:Release_information/0.31.16]] the following is listed under &amp;quot;New stuff&amp;quot;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
* added spatter init options (dwarf mode defaults to no walking spread of spatter)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
However, on the [[DF2010:Maximizing framerate]] page, under &amp;quot;Contaminants&amp;quot;, it mentions these D_init options and immediately following it says &amp;quot;(as of&amp;amp;nbsp;{{version|0.31.18}})&amp;quot;. This implies that said options were first introduced with&amp;amp;nbsp;{{version|0.31.18}}, which seems to be untrue. Further, it completely fails to mention what these D_init options are called.&lt;br /&gt;
As such, I am editing the page to be more accurate and specific. --[[User:Thundercraft|Thundercraft]] 08:27, 19 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Maximizing_framerate&amp;diff=149825</id>
		<title>v0.31 Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Maximizing_framerate&amp;diff=149825"/>
		<updated>2011-06-01T16:09:17Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Success Stories */ Another account of filthiness being a major part of fps drop.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==World Gen editing to speed Fortress Mode==&lt;br /&gt;
&lt;br /&gt;
On an old slow computer, I have found that editing the world_gen.txt file in the date/init folder to help:&lt;br /&gt;
&lt;br /&gt;
 [CAVERN_LAYER_COUNT:3] - reduce for fewer cavern layers, so less fun, but more speed.&lt;br /&gt;
 [CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
 [CAVERN_LAYER_OPENNESS_MAX:20] not entirely sure what these do, but these were the figures when I stopped testing.&lt;br /&gt;
 [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
 [CAVERN_LAYER_PASSAGE_DENSITY_MAX:0] restricts the density of passages, at these figures the caves are not filled with tiny passages&lt;br /&gt;
&lt;br /&gt;
Since I haven't tested exhaustively I don't feel this should be on the front page yet. - JimiD&lt;br /&gt;
&lt;br /&gt;
==More World Gen editing to speed Fortress Mode==&lt;br /&gt;
&lt;br /&gt;
I did some similar testing but instead of changing the number of cavern layers I changed the size of the caverns themselves.  The defaults are '''Minimum Natural Cave Size 5, Maximum Natural Cave Size 25'''.  I lowered these to 4 and 12 and ended up with a map with less than 40 z levels below ground.  This significantly improved performance, load and save time without sacrificing the cave features.  In fact it's a little funner since I don't have to travel so far to get to magma.  Currently I'm running close to 50 dwarves and I'm noticing almost no hiccups or drop in frame rate(from 100).&lt;br /&gt;
&lt;br /&gt;
I have only tested this on one map and each cavern layer has exactly 5 z levels each which is odd.  More testing needs to be done to get exact figures but it does seem to be an excellent alternative to lowering the number of caves or the size of embark.  Using this method, increasing the embark size isn't out of the question. &lt;br /&gt;
&lt;br /&gt;
I tested this map on my 1.6GHZ EeePC Netbook and got a reliable framerate of 34, which is quite playable. - Lemunde&lt;br /&gt;
::maybe you are confusing rare '''natural caves''' (familiar from 40d version, home to megabeasts, see worldgen-exported sites_and_pops.txt) with the new Cavern Layers which are guaranteed under every embark area. (.31.12) --[[User:TomiTapio|TomiTapio]] 00:49, 26 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Importance of Speedup==&lt;br /&gt;
&lt;br /&gt;
I think this is a really important feature which should have a high priority. Maybe this page can get some special attention on the front page along with other pages with high priority?&lt;br /&gt;
A lot of people just don't play anymore with all of the graphics problems in this version, which is sad.&lt;br /&gt;
&lt;br /&gt;
Another possibility here is for an explanation of the various init.txt settings, they can really change a LOT in your performance. - Nether&lt;br /&gt;
:: try a 3x2 embark. --[[User:TomiTapio|TomiTapio]] 00:49, 26 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Obsolete for the current version in italic==&lt;br /&gt;
&lt;br /&gt;
I have changed the parts where it is explained that the action is obsolete for the current version into italic font. I believe that this is a minor change which makes the page a lot easier to read. &lt;br /&gt;
- Nether&lt;br /&gt;
&lt;br /&gt;
==How true is any of this?==&lt;br /&gt;
I've applied the various recommendations given here and noticed absolutely no speedup.  Getting rid of thousands of items by atom smashing or gifting to merchants? Nothing. Caging and uncaging fifty animals? Nothing. Blocking off the outside, or the cavern levels, with a locked door, a bridge, a floodgate, a channel? Nothing. Turning off my indoor waterfall was the only thing that seemed to help, getting me about 8FPS extra, from 25 to 33FPS with 105 dorfs. [[User:GhostDwemer|GhostDwemer]] 20:34, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== PRINT_MODE: TEXT ==&lt;br /&gt;
&lt;br /&gt;
Changing PRINT_MODE to TEXT increases my framerate to max (linux). Certain keypresses are however not noticed in terminal, such as shift + arrow key as well as the function keys.&lt;br /&gt;
--[[User:Questionmark|Questionmark]] 21:03, 27 November 2010 (UTC)&lt;br /&gt;
:PRINT_MODE: TEXT (vs 2D) made zero difference for me on Linux (Ubuntu 10.04) [[Special:Contributions/202.156.10.234|202.156.10.234]] 13:08, 14 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Success Stories == &lt;br /&gt;
&lt;br /&gt;
Losing is {{l|Fun}}! But there's nothing fun about abandoning your fortress because the framerate has dropped to 6. For many, more fortresses are lost to FPS death than anything else, and improving framerate remains a something of a mystery. If you find something that works, please share it here.&lt;br /&gt;
&lt;br /&gt;
===From 40fps to 140fps===&lt;br /&gt;
&lt;br /&gt;
''pc: 2.2ghz 1.5gb ram. fortress: 2x2 embark, 40-50 dwarves, 130 animals. temp &amp;amp; weather off. 1 cavern''&lt;br /&gt;
&lt;br /&gt;
This fort ran at 150fps for a while but gradually after 11 years slowed to 27.&lt;br /&gt;
At this point I've focused my efforts exclusively on maximizing framerate, trying the usual tricks: &lt;br /&gt;
* Atom-smashing: no help AT ALL. &lt;br /&gt;
* Animal slaughtering / caging: gained 10-15fps for killing about 50 animals.&lt;br /&gt;
* Then I notice that my dwarves are FILTHY! Some having over 10+ pages of various blood and pus spatterings in their inventories.&lt;br /&gt;
I dig a crude bath, which consists of a hallway which dips down into a brief channel and back up before hitting a dead end.&lt;br /&gt;
I designate a Pond zone over the channel and the dwarves waste no time in drawing a bath (1/7 deep). &lt;br /&gt;
After designating a burrow on the other side of the bath, I order the entire fortress to it via the Alerts screen (restricting them to that burrow).&lt;br /&gt;
Immediately upon crossing the channel my framerate went from ~40 to ~140 and it is decided the fortress will live on!&lt;br /&gt;
&lt;br /&gt;
'''Conclusion''': The amount of items on the map and pathfinding were very minor causes of slowdown in my case. The increases gained from slaughtering animals may well have been from their [[Contaminant|contaminants]] being destroyed in the process rather than the pathing they were calculating. Above all, the contaminants were the cause of this fortresses near-demise. --[[User:Uninvited Guest|Uninvited Guest]] 07:27, 1 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===From 11fps to 24fps===&lt;br /&gt;
&lt;br /&gt;
''pc: 2.1ghz 2gb ram. fortress: 2x2 embark (i think), 110 dwarves, 100 animals.''&lt;br /&gt;
&lt;br /&gt;
As this was my first playthough, I didnt noticed any strange (only that the game was designed to be a bit too low) until I read somewhere about the framerate problems, so I activated mine to show them and saw i was at 11 fps!&lt;br /&gt;
&lt;br /&gt;
I found this guide, and followed the previous case example, I skipped killing animals, or smashing objects, and when straight for the dwarf-wash.&lt;br /&gt;
&lt;br /&gt;
I downloaded DFHacks (http://www.bay12forums.com/smf/index.php?topic=58809) and made some 7 high water blocks on some chocke points. After unpausing, the whole place was full of mud and blood, so used the dfcleanmap on the same utility pack to make then dissapear.&lt;br /&gt;
&lt;br /&gt;
My FPS went straight to 24 fps; Basically I now see everything x2 the speed i was used to see!&lt;br /&gt;
&lt;br /&gt;
BTW, be carefull with this method, I killed 3 dogs by accident as they smashed on other objects (tidal force I guess) and the 3 of them were pets of my main warrior, who is very angry now! I fear a lot of fun is comming xD&lt;br /&gt;
&lt;br /&gt;
'''Conclusion''': I did not tried any of the other methods, so I cant say they dont work, but I can say, that the filthiness of the dwarf population have a HUGE impact on FPS. &lt;br /&gt;
'''Krelian'''&lt;br /&gt;
&lt;br /&gt;
===From 11fps to 32fps===&lt;br /&gt;
&lt;br /&gt;
Started looking into why my fort had suddenly slowed down from thirty to almost less than ten fps and looking through here I found that a while ago I had un-penned a lot of animals and most of them had accidentally gotten some blood covering on themselves. Using dfliquids to create a 2/7 of water on top of all animals and after stepping forward three or four frames ran the dfcleanmap to clean the resulting blood pools instantly raised fps to almost three-times of what it was. &lt;br /&gt;
&lt;br /&gt;
'''Conclusion''': (To mimic Krelian) The filthiness of any part of your creature population has a HUGE impact on fps.&lt;br /&gt;
--[[User:Egodeus|Egodeus]] 16:09, 1 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Running water ==&lt;br /&gt;
&lt;br /&gt;
Nice work by DeMatt in tidying up this page.&lt;br /&gt;
&lt;br /&gt;
Is there any reason running water isn't mentioned?  I was under the impression brooks and rivers were big FPS killers, at least in previous versions.  Perhaps a sentence about having an off switch for any mist generators, too?&lt;br /&gt;
&lt;br /&gt;
[[User:Bognor|Bognor]] 14:39, 4 January 2011 (UTC)&lt;br /&gt;
:Short answer - I forgot.  So did Gzalzi.  So me using his revamp as a reference for my revamp missed it.  I'll go put a note in.  If it's something that is pretty much inarguable, feel free to add your own points;  take care to explain it clearly.  --[[User:DeMatt|DeMatt]] 19:19, 4 January 2011 (UTC)&lt;br /&gt;
::Yeah, I pretty much just edited the information that was already on the page to make it sound better, rather than adding anything else to it. --[[User:Gzalzi|Gzalzi]] 20:04, 4 January 2011 (UTC)&lt;br /&gt;
Cool, that was what I'd guessed... Glad it's in now.  Copyeditors/Wiki-gnomes are valuable creatures.  [[User:Bognor|Bognor]] 13:38, 5 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== D_init.txt Option: WALKING_SPREADS_SPATTER ==&lt;br /&gt;
&lt;br /&gt;
On [[DF2010:Release_information/0.31.16]] the following is listed under &amp;quot;New stuff&amp;quot;:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
* added spatter init options (dwarf mode defaults to no walking spread of spatter)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
However, on the [[DF2010:Maximizing framerate]] page, under &amp;quot;Contaminants&amp;quot;, it mentions these D_init options and immediately following it says &amp;quot;(as of&amp;amp;nbsp;{{version|0.31.18}})&amp;quot;. This implies that said options were first introduced with&amp;amp;nbsp;{{version|0.31.18}}, which seems to be untrue. Further, it completely fails to mention what these D_init options are called.&lt;br /&gt;
As such, I am editing the page to be more accurate and specific. --[[User:Thundercraft|Thundercraft]] 08:27, 19 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Obsidian&amp;diff=149711</id>
		<title>v0.31:Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Obsidian&amp;diff=149711"/>
		<updated>2011-05-29T15:01:53Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Obsidian formation */  Added a comment that some magma un-safe items can survive entombment in odsidian. Somebody should check that though.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buggy}}&lt;br /&gt;
{{layerlookup/0}}{{av}}{{Quality|Exceptional|21:08, 8 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' is one of the types of &amp;lt;span title=&amp;quot;or technically, volcanic glass&amp;quot;&amp;gt;{{L|stone}}&amp;lt;/span&amp;gt; that forms entire {{L|Stone#Stones forming entire layers|layer}}s.  Obsidian is also found surrounding magma pools and volcanoes, exactly 1 tile thick.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Obsidian&amp;quot; is the also name of the twelfth month of the dwarven {{L|calendar}}, covering late Winter.&lt;br /&gt;
&lt;br /&gt;
==Rock short sword==&lt;br /&gt;
Obsidian can also be made into obsidian shortswords with one log at the craftsdwarf's workshop. If you embark on an obsidian {{L|mountain}} or manage to reach {{L|magma}} before finding metallic ores, these are good at first to defend your fort from early wolf and giant eagle attacks, but weak in comparison to any metal, having difficulty cutting even mundane animal hides. Note that, with the use of wood (presumably the handle), [[Elf|Elves]] will not accept obsidian swords in trade. &lt;br /&gt;
&lt;br /&gt;
Obsidian is the only rock that can be used to make stone-based weapons.&lt;br /&gt;
&lt;br /&gt;
==Obsidian formation==&lt;br /&gt;
&lt;br /&gt;
Obsidian can be formed by mixing {{L|water}} and {{L|magma}}. This results in any tiles containing both {{L|water}} and {{L|magma}} to be replaced with obsidian, and produces a large amount of {{L|steam}}. Any non-{{L|magma-safe}} objects that were in the {{L|water}} or {{L|magma}} prior to the formation of obsidian are completely destroyed, which can be an effective method of removing unwanted items or enemies. Magma-safe items will be entombed in the tile, and can be regained by mining it. Also some magma un-safe items have been noted to survive entombing.{{Verify}}&lt;br /&gt;
[[Obsidian farming]] can be used to produce large amounts of obsidian for masonry, making crafts, or construction.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Obsidian is not currently listed as an economic stone ({{key|z}} &amp;gt; stone). You cannot switch between &amp;quot;use&amp;quot; and &amp;quot;not use&amp;quot;, so you can only use obsidian for constructions if you embark in a biome with an obsidian layer. See the discussion page for a workaround. {{version|0.31.03}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Obsidian.jpg|Obsidian&lt;br /&gt;
File:ObsidianDomeCA.JPG|Obsidian rock face&lt;br /&gt;
File:Teotihuacán - Obsidianklinge.jpg|Obsidian blade&lt;br /&gt;
File:Snowflake_obsidian.jpg|Snowflake obsidian &amp;amp; an obsidian arrowhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Obsidian&amp;diff=149709</id>
		<title>v0.31 Talk:Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Obsidian&amp;diff=149709"/>
		<updated>2011-05-29T14:53:05Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Magma-safe items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It looks like obsidian will still be used for constructing items out of stone- I'm staring at some obsidian mechanisms right now. I haven't checked yet if it works for items made at a mason's workshop. --[[User:Vaniver|Vaniver]] 21:24, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Actually, what happens is that obsidian is just not being listed in the &amp;quot;economic stone&amp;quot; menu. If it is a layer in your starting location, it will be allowed for construction (green), if it is not a layer, it won't be allowed (red). Since it is not listed, you cannot switch between these two states. To allow obsidian to be listed, you have to remove its &amp;quot;max edge&amp;quot; tag from the raws. You can add it back after switching, and the game will remember its &amp;quot;cannot use&amp;quot; status. [[Special:Contributions/157.82.24.21|157.82.24.21]] 08:01, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Confirmed. I'm using mayday edition v0.31.08, and it worked like you described (thanks!). To clarify, the tag is [MAX_EDGE:20000] under [INORGANIC:OBSIDIAN] in the file data\save\regionX\raw\objects\inorganic_stone_layer.txt --[[Special:Contributions/83.183.240.185|83.183.240.185]] 18:24, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
im confuzed. whn i make rock short swords they show up as cedar short sword ect not obsidian short sword. it this correct? --gareth 10:26 08 June 2010&lt;br /&gt;
&lt;br /&gt;
v0.31.06 - Also seeing obsidian swords being created as random-wood swords. --awilson&lt;br /&gt;
&lt;br /&gt;
I was not able to make obsidian by dumping a bucket full of water onto magma. Instead I ended up with a 1/7 water tile. Not even any steam.--[[User:Passive Fist|Passive Fist]] 12:47, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if I make an obsidian short sword, does it deal damage like a regular wooden sword or like the 40D obsidian short swords?&lt;br /&gt;
&lt;br /&gt;
: As obsidian. The bug is fixed as of v.x.16, btw.&lt;br /&gt;
&lt;br /&gt;
::The sword one may be, but the economic stone listing one isn't. Gaah, I wanted a road paved with obsidian blocks.&lt;br /&gt;
&lt;br /&gt;
== Magma-safe items ==&lt;br /&gt;
&lt;br /&gt;
I've gone ahead and edited the part about &amp;quot;all items being destroyed&amp;quot; in a water+magma reaction tile. Magma-safe items are not destroyed, but are entombed within the tile. If the tile is mined, the items will re-appear. This is quite easy to test. --Heavenfall&lt;br /&gt;
&lt;br /&gt;
''This could be quite useful for [[trap]]s. --GaxkangtheUnbound''&lt;br /&gt;
&lt;br /&gt;
I actually just entombed a group of caged goblin invaders in my obsidian farm and I was surprised to find a copper cage and most of the goblins copper items when I mined out the following obsidian. AS I'm running an unmodified DF I'm changing the text to show that not even all magma un-safe items are destroyed. --[[User:Egodeus|Egodeus]] 14:53, 29 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== effect on outside ==&lt;br /&gt;
If you cast obsidian outside for living space rather than stone&lt;br /&gt;
then does the tile become inside and/or subterranean again since there's a &amp;quot;natural wall&amp;quot; above it? &lt;br /&gt;
[[User:Cpad|Cpad]] 07:17, 24 May 2011 (UTC)&lt;br /&gt;
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== Melting obsidian ==&lt;br /&gt;
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I was in the middle of making a flooding trap through an obsidian layer. I suddenly get the message that a section of the cavern has collapsed. I also see a combat report, which was the first time on that fortress. It mentioned the dwarf caught in the collapsing being caught in BOILING MAGMA. Eight times. Is this normal behaviour with obsidian, or a bug? -[[Special:Contributions/121.44.251.31|121.44.251.31]] 07:35, 27 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=149412</id>
		<title>v0.31 Talk:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=149412"/>
		<updated>2011-05-20T14:50:36Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Pump Speed */  Notes says that pumps do not pump 1/7 of a liquid, when they actually do.&lt;/p&gt;
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&lt;div&gt;Note: Pumps will transfer power vertically as they did in 40d. It is confirmed they function in all respects as they did in the previous version. For information on vertical power transfer see Pump Stack in the article.&lt;br /&gt;
:Moved this to here from the article. [[User:Oddtwang of Dork|Oddtwang of Dork]] 22:00, 28 April 2010 (UTC)&lt;br /&gt;
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About the service area in the picture.  You can use a door at the impassible part of the screw pump instead of using two doors.  The dwarves can dig and move diagonally. --[[User:Altaree|Altaree]] 15:38, 13 April 2010 (UTC)&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
it can be ... operated by ... using gear assemblies connected to water wheels and/or windmills. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
A gear assembly is not necessary. It is possible to build a water wheel, connected to a horizontal axle, connected to a screw pump. The screw pump will function as intended.&lt;br /&gt;
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== Pump Speed ==&lt;br /&gt;
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How much water do screw pumps move?  Is it 1/7 of water per game frame?  If you wanted to build a 1x1 waterfall that operated constantly without sourcing any new water, how many pump stacks would you need?&lt;br /&gt;
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:A lot. I don't know. Less than one, so to speak ;) In any case, channel the water through a diagonal after the pump --[[Special:Contributions/92.202.29.45|92.202.29.45]] 17:16, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe they move 7/7 per step. Make sure your drainage is good :) [[Special:Contributions/66.30.8.88|66.30.8.88]] 21:27, 26 April 2010 (UTC)&lt;br /&gt;
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In a different tack. In the notes section it is mentioned that pumps do not pump 1/7 amounts of liquids, but at least my pumps do in an unmodded version. If no one corrects me I'm going to change that in a few days. --[[User:Egodeus|Egodeus]] 14:50, 20 May 2011 (UTC)&lt;br /&gt;
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== Magma-Safe Pump ==&lt;br /&gt;
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How is it possible to make a magma-safe pump (or rather, one which does not degrade into its component parts), since pipe sections and corkscrews can (apparently) only be made of wood? [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
* Nevermind, pipe sections and corkscrews can be made of metal, just not rock.  Leaving this here in case anyone else has a similar concern. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
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The entry implies that you can pump magma with a pump containing some wooden parts.  This is very misleading because while you can fill an area on the other side of it with some magma, the pump pretty much instantly catches on fire, and within a couple minutes will fall apart.--[[User:Krenn|Krenn]] 06:40, 9 May 2010 (UTC)&lt;br /&gt;
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== Desalinating water ==&lt;br /&gt;
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Can someone add an idiot-proof explanation for how pumps desalinate water? I can't get it to work.&lt;br /&gt;
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Here's my setup:&lt;br /&gt;
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 (saltwater lake)&amp;lt;br/&amp;gt;&lt;br /&gt;
   %&amp;lt;br/&amp;gt;&lt;br /&gt;
╔═0%0&amp;lt;br/&amp;gt;&lt;br /&gt;
║+++║&amp;lt;br/&amp;gt;&lt;br /&gt;
║+++║&amp;lt;br/&amp;gt;&lt;br /&gt;
║▲++║&amp;lt;br/&amp;gt;&lt;br /&gt;
╚═══╝&amp;lt;br/&amp;gt;&lt;br /&gt;
 ▲&lt;br /&gt;
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Pump pumping north to south from the lake, ramps put in for access while constructing, floor built under first tile of the pump. When I order the pump to be started, the reservoir gets filled. I stopped the pumping before the reservoir overfilled, then designated the level above as a zone. Water source does not highlight, and designating it doesn't work.&lt;br /&gt;
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Initially I did the above but had not built a floor tile under the exit end of the pump, which did not work. I removed the pump, put in the floor, waited for all the water to evaporate and tried again - no dice. Does that mean mud will contaminate the water and make it salty?&lt;br /&gt;
:See [[Salt_water]] - you have to pump the salt water into a completely constructed cistern. The water inside the cistern will be desalinated.&lt;br /&gt;
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========desalination not as simple as portrayed 9/22/2010&lt;br /&gt;
I built a basalt cistern.  Basalt floor, basalt walls, basalt door into basalt floored pumping room. cistern fills, holds water, not drinkable.&lt;br /&gt;
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cistern is constructed from rock hauled up the mountain.&lt;br /&gt;
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does the cistern need to be made of blocks or bars?&lt;br /&gt;
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I must be an idiot though because after 3 days trying with the wiki and youtube open I still can't get a single level of pump stack to work either.&lt;br /&gt;
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== Pumping FPS ==&lt;br /&gt;
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I have built about 110 pumps in a stack to get magma to the surface. After I have turned them on, the FPS dropped to &amp;lt;1 (with typical FPS about ~60) until all stack containments filled up to the 7/7. [[User:WFrag|WFrag]] 06:24, 25 June 2010 (UTC)&lt;br /&gt;
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: http://www.bay12forums.com/smf/index.php?topic=72296.0 [[User:WFrag|WFrag]] 11:27, 25 January 2011 (UTC)&lt;br /&gt;
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== They only stack one way if you dig correctly == &lt;br /&gt;
Worth noting that due to the way the power is transmitted from one pump to the next, if you have any problems of this nature it's because the inlet hole and power transmition holes are not dug correctly -- one level is '1010' and the next level is '0101', repeated as many times as is necessary.  If you dig the holes correctly, then the pumps will only allow you to build them one way -- the way that will work.  This confused me for a good while! [[User:FleshForge|FleshForge]] 01:10, 29 August 2010 (UTC)&lt;br /&gt;
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FYI These are extraordinarily dangerous - if you didn't channel your aquifer access, dorfs slip and drown when using pumps.&lt;br /&gt;
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== Necessity of pump stacks ==&lt;br /&gt;
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Here's the thing that I've never understood: If I dig a set of Up/Down stairs straight down, and then position a pump stack to pump water into the stairs, water will get pushed into the stairwell. This water has nowhere to go but up, and eventually rises up the stairwell. So why do we need pump stacks in the first place? Why not just pump into a vertical aqueduct? --[[User:Romeofalling|Romeofalling]] 02:57, 1 October 2010 (UTC)&lt;br /&gt;
:Er, pumps don't work that way - they can't lift a liquid higher than the Z-level of the pump output tile. Thus, if you have water on Z=120 and you need to move it up to Z=140, you '''need''' twenty screw pumps. --[[User:Quietust|Quietust]] 04:49, 1 October 2010 (UTC)&lt;br /&gt;
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== power output ==&lt;br /&gt;
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How much power does the pump transfer? And given no other power source, what's the limit of pumps that a single dwarf could hand-power? [[User:Uzu Bash|Uzu Bash]] 00:31, 20 October 2010 (UTC)&lt;br /&gt;
:Power transfer?  As much as is supplied, minus the 10 points for running the pump.  Dwarf-power?  Just the one he's operating. --[[User:DeMatt|DeMatt]] 00:33, 20 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap_component&amp;diff=135040</id>
		<title>v0.31 Talk:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap_component&amp;diff=135040"/>
		<updated>2011-01-17T16:39:39Z</updated>

		<summary type="html">&lt;p&gt;Egodeus: /* Trap Components Value */&lt;/p&gt;
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&lt;div&gt;== Trap Components Value ==&lt;br /&gt;
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Cost of a trap component depends on its material, as for most items in the game, but also on its SIZE tag value (the more, the costier; dependancy is roughly linear) and number of attacks (2-attack component costs twice as much as 1-attack component).&lt;br /&gt;
MATERIAL_SIZE has no effect on cost.&lt;br /&gt;
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&amp;quot;As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size&amp;quot; Does this mean that these will work on Trap Immune creatures like Forgotten Beasts as well? --[[User:Telarin|Telarin]] 12:07, 25 June 2010 (UTC)&lt;br /&gt;
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No, it does not. Trap Immune means trap immune, the damage potential of the trap makes no difference, as it will never be set off. I think 'beasts of any size' means big, tough, but non trap immune critters like trolls. [[User:GhostDwemer|GhostDwemer]] 00:14, 28 October 2010 (UTC)&lt;br /&gt;
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Also, it would be nice to know how many metal bars it takes to make each of the various trap components, if anyone happens to have that information handy. --[[User:Telarin|Telarin]] 12:09, 25 June 2010 (UTC)&lt;br /&gt;
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:As with any other metal objects at the moment, all of them require only one bar each. --[[User:Egodeus|Egodeus]] 16:39, 17 January 2011 (UTC)&lt;br /&gt;
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== Insanely valuable sawblades ==&lt;br /&gt;
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Has anyone really noticed and considered how ridiculously '''''[[value|valuable]]''''' trap components are? Just ''one'', single, masterful-quality silver serrated disc is worth over '''''fifteen thousand''''' - as much as an average [[artifact]]. Even medium-quality silver discs are easily worth a few thousand. Aside from silver, discs made from cheap materials like copper or green glass can fetch a thousand or two. Considering that a skilled weaponsmith can forge a boxful of these in -seconds-, and each disc takes only one bar of metal to make, this seems to me to be an insanely quick and easy way to generate very large amounts of value. &amp;quot;Here you go, merchant-san, a box of nice shiny sawblades for you - we'll take... everything you have.&amp;quot; And forget about needing to make huge rooms with engraved walls and gem-encrusted furniture for your nobles - just stick them in a closet with a single, fully-loaded, weapon trap guarding the door, and they'll be happy as can be. - [[User:Pacula|Pacula]] 03:57, 29 June 2010 (UTC)&lt;br /&gt;
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:Iron is as valuable as silver, and steel is as valuable as gold. --[[User:That Guy|That Guy]] 15:55, 20 July 2010 (UTC)&lt;br /&gt;
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:I do this too! I like to sell glass serrated disks. As weapons, they aren't that useful: they only filter out non-armored invaders like raccoons. But as trade goods, they are incredibly light (7kg), sell for as much as a copper disk, and can be made from nothing by a profession that can train on pretty much nothing. It seems kind of broken, to be honest. [[User:JohnnyMadhouse|JohnnyMadhouse]] 19:06, 29 June 2010 (UTC)&lt;br /&gt;
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::Weapon traps also add to room value: if you install a single iron serrated disk in a bedroom it can easily bump up the room quality to Grand. --[[User:That Guy|That Guy]] 03:58, 5 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Egodeus</name></author>
	</entry>
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