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		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10385</id>
		<title>40d Talk:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10385"/>
		<updated>2009-08-18T01:39:59Z</updated>

		<summary type="html">&lt;p&gt;Eidako: /* where does bodywear go? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Stockpile categories ===&lt;br /&gt;
'''[[Ore]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ore will be brought here. This is one of the simpler stockpiles.&lt;br /&gt;
: Is it just me, or is this incorrect? I don't see an option in the new version for ore piles. I'm at work and so cannot double-check at this time, but I'll check when I get home and if I confirm it then, I'll remove Ore from the Stockpile categories.&lt;br /&gt;
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You're correct. Ore is now included in the stone stockpile and there is no mining stockpile. I've made the change. -Valdemar&lt;br /&gt;
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Should this page be retitled &amp;quot;Stockpile&amp;quot; to keep in line with the title style rules? --[[User:BahamutZERO|BahamutZERO]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
:Done. --[[User:Peristarkawan|Peristarkawan]] 18:15, 1 November 2007 (EDT)&lt;br /&gt;
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==Custom Catastrophe==&lt;br /&gt;
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According to the forums, and my own experiences, the &amp;quot;Custom&amp;quot; category doesn't actually work. Removing the unused stockpile and replacing it with one of the standard type, then editing it to your specifications will work. Also types can be safely changed after they're assigned. (I turned a wood stockpile to a bed stockpile with successful stocking).&lt;br /&gt;
I came across this after a great deal of kitchen rebuilding because my cook wouldn't fill the stockpiles. If someone more familiar with the wiki, and the game, could confirm this and edit the page it would be appreciated, it's something that should be out there. [[User:Scribbler|Scribbler]] 14:24, 26 September 2008 (EDT)&lt;br /&gt;
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: I have not had this problem, although I do need to be careful making sure that I actually adjust the cus{{k|t}}om stockpile settings before placing the stockpile, and then being sure that I'm still placing a custom stockpile. This menu is one of the least-intuitive to my mind, but the settings work, AFAIK. --[[User:RomeoFalling|RomeoFalling]] 20:48, 4 November 2008 (EST)&lt;br /&gt;
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:Custom stockpiles work perfectly for me, and have for a logn time.  Maybe the original poster overlooked the &amp;quot;prepared food&amp;quot; option under the food submenu?--[[User:Maximus|Maximus]] 18:53, 5 November 2008 (EST)&lt;br /&gt;
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:::probably as simple as not allowing the 'material'/'core quality'/'total quality' options to be on. maybe even the 'metals' one if you want a metal-stuff stockpile.&amp;lt;br&amp;gt;i've had lots of trouble with it, too x]  usually done by {{k|b}}locking all, and just selecting the item on it's own. everything has to be made out of something! --[[User:DJ Devil|DJ Devil]] 13:01, 7 March 2009 (EST)&lt;br /&gt;
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::::For me, dwarves ignore custom stockpiles as long as there is an unfilled existing stockpile that accepts whatever the custom stockpile accepts.  Once that stockpile fills (and the dwarves are forced to begin using the custom pile) the custom stockpile is used normally--even if the other stockpile empties.--[[User:Zipdog|Zipdog]] 21:26, 27 April 2009 (UTC)&lt;br /&gt;
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:::::I'm having a similar problem.  Whenever I have two stockpiles of the same type but different things accepted (like two refuse piles where one accepts only bones, shells, and skulls and the other accepts all except those), only one gets used.  Individually, either one will get them correctly, but when I have both, one gets ignored. [[User:Greep|Greep]] 04:01, 12 June 2009 (UTC)&lt;br /&gt;
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:Regarding custom stockpiles:  I'm pretty sure that setting one up using the custom menu is 100% identical to setting up a standard one and then editing it.  Caveats: You're more likely to mess up the selection when using custom (because it remembers your prior one), whereas you're more likely to mess up the barrels / bins settings when editing an existing one (because those are only set at creation time).&lt;br /&gt;
&lt;br /&gt;
:Remember also that items must match ALL filters.  That means you must allow some or all &amp;quot;metals&amp;quot; / &amp;quot;materials&amp;quot; selections; some or all  &amp;quot;core quality&amp;quot; and &amp;quot;total quality&amp;quot; modifiers; &amp;quot;usable&amp;quot; and/or &amp;quot;unusable&amp;quot; for weapons/armour; etc.  Selecting &amp;quot;weapons, bolts, steel, masterful, usable&amp;quot; will get you '''only''' masterful steel bolts, and that's also the '''minimum''' needed to get them.  Even something as broad as &amp;quot;weapons, bolts, all materials/metals, all qualities&amp;quot; will get you exactly nothing if you accidentally uncheck &amp;quot;usable&amp;quot;.&lt;br /&gt;
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:Also, remember that dwarves may not move items in barrels/bins between stockpiles unless the new stockpile also accepts barrels/bins.  To truly unbarrel / unbin stuff, you may have to dump it and reclaim it.&lt;br /&gt;
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:Regarding the scenario of a more selective stockpile accepting a subset of what a broader stockpile accepts: This will typically not  work unless you use &amp;quot;take from stockpile&amp;quot; (from broad to selective) or simply turn off some stuff in the broader one so there's no longer an overlap.  There is no rule that says &amp;quot;put items in the most specific stockpile&amp;quot;.&lt;br /&gt;
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:Regarding not being able to use multiple refuse piles:  Remember that dwarves will not collect outdoor refuse unless you enable it.  That means you cannot create a stockpile for corpses / bodyparts (not bones) outdoors, and a stockpile for bones (not corpses) indoors, and expect your dwarves to take the bones indoors once the corpses rot away.  You must use {{k|o}}-{{k|r}}-{{k|o}} to enable outdoor refuse collection.&lt;br /&gt;
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:Hope these help.  Maybe they should be in the article, dunno.  I've never seen any of the problems mentioned in this section, and I use custom stockpiles a lot. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 03:14, 13 June 2009 (UTC)&lt;br /&gt;
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::I think some of it may also be in the way dwarfs decide what to do where first.  In mining, they'll gravitate toward the top left every time.  Set up a huge stockpile, maybe 20x20, and they'll fill the top row from the left first, then go to the second row, walking over the closer ones to get to that top row.  It's possible that stockpiles are being treated the same, or something parallel.  If you have your custom piles draw from the generic ones, that might solve it, if after a wasted task to put the items in the generic stockpile the first time. But either way, bottom line is: if you want a custom stockpile with X in it, your generic stockpiles have to be tweaked to NOT accept X.--[[User:Albedo|Albedo]] 16:50, 13 June 2009 (UTC)&lt;br /&gt;
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== Bins ==&lt;br /&gt;
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how do I make my bins get to the &amp;quot;right&amp;quot; stockpiles (ie i want to put stone in bins to compact it but so far my bin is sitting in a &amp;quot;finished goods&amp;quot; stockpile)[[User:GarrieIrons|GarrieIrons]] 09:40, 4 January 2008 (EST)&lt;br /&gt;
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:Raw objects generally can't be put in bins, only &amp;quot;processed&amp;quot; goods.  For instance, [[block]]s can be put in bins, but not raw stone.  The best way to get a compact stone store is to create a dump, though I haven't fiddled with that technique yet.--[[User:Maximus|Maximus]] 12:51, 4 January 2008 (EST)&lt;br /&gt;
::Stone designated for dumping (individually which is a pain no matter how you do it) can all end up on a single dump activity zone and then reclaimed, this is much more space-efficient than stone stockpiles.[[User:GarrieIrons|GarrieIrons]] 01:42, 8 July 2008 (EDT)&lt;br /&gt;
:::You can now mass designate items for dumping by selecting large amounts of stone, or any other object, really. [[User:Schm0|Schm0]] 15:46, 3 January 2009 (EST)&lt;br /&gt;
:Is my problem similar to what you mean, GarrieIrons?  I have a clothing/leather stockpile that is filled to the brink with individual items.  I want to put them in bins so that I can have more room (as there are more items to be stored) but whenever I find a way to make room in the stockpile, more non-bin items are added until it is full again.  On top of that, there is already one bin on the stockpile and no one will store anything in it. [[User:FJH|FJH]] 21:30, 17 February 2009 (EST)&lt;br /&gt;
::i had the same problem, and was just about to post it, then found an answer! :D&amp;lt;br&amp;gt;set your stockpile to accept bins/barrels/whatever (mine's a stone block stockpile way outside of my fort, from which the peasants were carting one block at a time into a free bin. now it's a bin and block stockpile (Note: DO NOT TURN OFF 'core quality', 'total quality' etc. if you do, NO bins/barrels will be accepted)), press {{k|q}}uery(?) over the stockpile, then press {{k|t}}ake from a pile. go to your finished goods stockpile (the one containing the bins/barrels), and hit {{k|Enter}}. your peasants will immediately start running over to it with bins/barrels. sorted :D&amp;lt;br&amp;gt;note: they'll take all your bins over! remember to {{k|q}} over your new stockpile, and set the maximum amount of bins/barrels with {{k|c}} (more) and {{k|v}} (fewer). mine's set to 10.&amp;lt;br&amp;gt;thinking about it... you may just be able to set your finished goods stockpile max to 10 bins/barrels, and any others will be taken somewhere else (probably not a good thing; they may get left clogging up your workspace) --[[User:DJ Devil|DJ Devil]] 12:45, 7 March 2009 (EST)&lt;br /&gt;
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== Usable/Unusable Weapons/Armour? ==&lt;br /&gt;
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Anyone knows exactly what this does? It seems that stockpiles set to &amp;quot;unusable&amp;quot; will only collect things that dwarfs can't possibly ever use, not even in Adventure mode (ex: big human two-handed weapons such as a halberd), but while technically things like whips and scimitars aren't unusable, dwarfs in Fortress mode will never equip them - no such option in the Military screen. Or will they use, for example, a scimitar if set to use swords? Will that use the Swordsdwarf skill? IMO it would be more useful if it included any weapon not in the Military screen. --[[User:Sergius|Sergius]] 12:44, 12 January 2008 (EST)&lt;br /&gt;
:I use this when I kill kobolds etc - all the weapons my dwarf collect of '''hostile''' creatures then go into the same bin. I can't use them, but I ''can'' drag one bin all at once to the visiting [[trading|merchant]] - ker-ching! They  sell pretty well.&lt;br /&gt;
:But I agree, it should be that any weapon dwarves cannot use should end up there.[[User:GarrieIrons|GarrieIrons]] 02:53, 14 February 2008 (EST)&lt;br /&gt;
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== my dear cook ==&lt;br /&gt;
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preparing food stacks larger than *ten* - on what depends the number? my cook sometimes does it, sometimes not, both with lavish and simple meals. Is it from the stack size?  --[[User:Koltom|Koltom]] 02:36, 14 February 2008 (EST)&lt;br /&gt;
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:The biggest question here though is - what is the appropriate setting for a stockpile for cooked food?&lt;br /&gt;
:It seems to be, &amp;quot;forbid&amp;quot; everything but make sure &amp;quot;Prepared food&amp;quot; is turned on. But &amp;quot;prepared food&amp;quot; seems to be turned on as the default, and it allows even unprocessed fish etc to be placed in the stockpile. So this doesn't make much sense to me.[[User:GarrieIrons|GarrieIrons]] 05:40, 27 February 2008 (EST)&lt;br /&gt;
: well, you could use a refuse pile with only prepared meals enabled...--[[User:Koltom|Koltom]] 14:39, 29 February 2008 (EST)&lt;br /&gt;
:: to be more precise, a custom stockpile (t) with only prepared meals enabled under 'Refuse' - works and is not even called a refuse pile. Havent seen someone eat from it yet though.--[[User:Koltom|Koltom]] 22:03, 3 March 2008 (EST)&lt;br /&gt;
:I think in general, the number of prepared meals in the stack is based on the number of ingredients used. The biggest stacks of ingredients are generally quarry bush leaves, but depending on the animal, stacks of tallow can equal or exceed them. I have mini-stockpiles for quarry bush leaves and tallow adjacent to my kitchen, and if a stack smaller than 20 gets made, it generally means those mini-stockpiles are out. [[User:Darekun|Darekun]] 22:03, 2 April 2009 (UTC)&lt;br /&gt;
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== Stone Stockpiles ==&lt;br /&gt;
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Currently my dwarves are not hauling ores of iron, zinc and lignite which I have disabled for my other stone stockpiles. I have over 8000 stone in somewhat organized stockpiles since I thought my wealth would generate more slowly with everyone hauling them all around the map with the more common stones, siltstone and phyllite, creating common crafts, statues, hatch covers, flood gates, mechanisms and use in stone fall traps. I now have over 333 stockpiles. I went and mined all ores used in creating fuels and metals and it seems that the storage space I've made might not be that big enough. What's the problem?--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)&lt;br /&gt;
:Just got it, I had ignore minerals. Sorry.--[[User:Seaneat|Seaneat]] 21:35, 9 July 2008 (EDT)&lt;br /&gt;
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== Take From Stockpile ==&lt;br /&gt;
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While we're adding information to this section, Can someone who has used this successfully give a more concrete example? --[[User:RomeoFalling|RomeoFalling]] 18:22, 6 November 2008 (EST)&lt;br /&gt;
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:Well, I gave it a shot --[[User:LegacyCWAL|LegacyCWAL]] 14:27, 7 March 2009 (EST)&lt;br /&gt;
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== Clear stone to replace with stockpile?  ==&lt;br /&gt;
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Is there any way to clear the stone out of the way so I can build a stock pile for something that ISN'T stone? Got a nice big room full of workshops and nowhere to put anything because 90% of the spots are filled with stones. &lt;br /&gt;
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(Is it just me, or do the dwarves sometimes seem ''really'' dumb? I set up a paved road of about 10 sections from the top exit of the fortress to the edge of the map for caravans. I set up stone stockpiles next to every other segment of the road both so they didn't have to walk so far to do it and to clear some of the stone out... They started at the farthest away road segment, and will go all the way to the other end of the road, down three flights of stairs, all the way to an otherwise empty room to pick up a piece of stone to go all the way back to use it on the road, rather than use the nearby and completely full stockpiles. ) --[[User:Azaram|Azaram]] 05:24, 27 November 2008 (EST)&lt;br /&gt;
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:[[Stone management]].  As for the road, when constructing a building, it shows you how distant the materials are, but only &amp;quot;as the crow flies&amp;quot;.  If the nearest stone is one z-level away and you unwittingly select it, they'll walk however long a path they have to actually fetch it.  Same thing for workshops -- they'll go huge distances to get the item that's just above their heads.--[[User:Maximus|Maximus]] 12:01, 27 November 2008 (EST)&lt;br /&gt;
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::That may explain it... I set up the stockpiles after designating the road, so (after everyone dropped everything to fill the stockpiles), they went to the stone that I apparently designated when I set up the road. Would be nice if you could just tell them 'take THIS item and put it THERE'... --[[User:Azaram|Azaram]] 21:16, 28 November 2008 (EST)&lt;br /&gt;
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:::[[Dump]]ing more or less allows you to do that.--[[User:Maximus|Maximus]] 23:59, 28 November 2008 (EST)&lt;br /&gt;
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::::Seems less than more. :-p I've got a leftover iron knife sitting on the remains of a two dimensional goblin in a stonefall trap... I set everything to dump, and they took everything but his body and his knife. (I sold all his crap to the elves that showed up shortly thereafter). I ended up going with the catapult version...had a peasant build three catapult parts then set it up and toss rocks across the room into a channel... he's now a siege engineer. So I had him build another and started another peasant on it, and they're happily banging away at the wall... --[[User:Azaram|Azaram]] 23:01, 29 November 2008 (EST)&lt;br /&gt;
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==Armor bin capacity==&lt;br /&gt;
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I have a bin in my armor stockpile that has 17 items in it, so unless something really weird is going on the statement in the article that bins in armor stockpiles can consolidate up to 10 items is probably false. Anyone know what the truth is? [[User:MJSS|MJSS]] 20:51, 16 December 2008 (EST)&lt;br /&gt;
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:It depends on the size of the items.  An armor bin can hold a lot more boots and gauntlets than it can suits of platemail.  It was speculated that 10 is the minimum number of goods a bin can hold, although I think platemail bins don't even hold that many. --[[User:Squirrelloid|Squirrelloid]] 21:02, 16 December 2008 (EST)&lt;br /&gt;
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::I've long been curious about what the formula is for bin capacity.  A question for the future, I guess.--[[User:Maximus|Maximus]] 15:29, 17 December 2008 (EST)&lt;br /&gt;
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:Crafts fit in bins in especially large numbers; perhaps based on the &amp;quot;material size&amp;quot; of the item, with some default applying to things with no explicit material size? There's also the matter of bags of seeds. [[User:Darekun|Darekun]] 23:52, 2 April 2009 (UTC)&lt;br /&gt;
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== Core Quality vs Total Quality ==&lt;br /&gt;
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What's the difference?  Does core quality refer to the quality of the item while total quality somehow takes into account its decorations?  If I have a standard quality sword menacing with masterwork spikes of bone, what total quality is that? [[User:Schwern|Schwern]] 17:49, 31 December 2008 (EST)&lt;br /&gt;
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:Yes, and I have no idea. --[[User:GreyMario|GreyMaria]] 20:04, 31 December 2008 (EST)&lt;br /&gt;
:The formula is unknown. We wish we knew.--[[User:Zchris13|Zchris13]] 15:07, 7 March 2009 (EST)&lt;br /&gt;
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== Putting things in bins higher priority than Take From Stockpile? ==&lt;br /&gt;
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In most cases, ''Take From Stockpile'' works fine; however, I seem to have a situation where it does not. Stockpile A is set to accept only skull totems, zero bin maximum, and take from Stockpile B which is set to accept finished goods (incl. skull totems) and has a non-zero bin maximum. However, I find my dwarfs are moving items from A to B, when they should be moving totems from B to A.&lt;br /&gt;
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I've only had this problem with skull totems, but I don't think it has to do with the totems themselves, but rather because this is the only time I've been attempting to move items from a stockpile that uses bins to one that does not. Has anyone else seen this? I need to do some testing, but I think the desire to put things in bins on stockpiles overrides the desire to take things from one stockpile to another. --[[User:Mattmoss|Mattmoss]] 18:02, 21 May 2009 (UTC)&lt;br /&gt;
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:You could edit the priority of putting items in a bin, over just sitting on the ground.  I think default is like 120 or something.--[[User:Zchris13|Zchris13]] 18:24, 21 May 2009 (UTC)&lt;br /&gt;
:P.S. It's in the init.&lt;br /&gt;
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:Might I ask why you're allowing totems in Stockpile B at all? Seems like an easy way to do it would be to simply have the totems only end up in Pile A. I usually only use &amp;quot;Take from&amp;quot; when preparing to relocate my primary stockpile for an item elsewhere. -[[User:N9103|Edward]] 21:17, 21 May 2009 (UTC)&lt;br /&gt;
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== Trampling of food? ==&lt;br /&gt;
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Is it just my imagination, or was there once an issue (feature) whereby unbarrelled food, particularly prepared meals, would degrade over time due to trampling by dwarves going to get food?  I can't find mention of it anywhere, but I've been designing trample-proof piles with diagonal &amp;quot;checkerboard&amp;quot; access for a long time now, and I'm wondering if it's still (or was ever) necessary.  Maybe someone confused the vermin issue with trampling?  &amp;amp;mdash; [[User:Wisq|Wisq]] ([[User talk:Wisq|talk]]) 01:44, 31 May 2009 (UTC)&lt;br /&gt;
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:I think I've found a reference to it, in the [[Wear]] article.   &amp;quot;Wear can be caused by heavy traffic over the location an item is stored.&amp;quot;  But my questions still stand re: whether this still/ever applied to food, whether barrels make them immune or just help, etc. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 23:23, 31 May 2009 (UTC)&lt;br /&gt;
::I don't believe it matters. If you read that article, you know that [[wear]] is a sort of lowering of quality. And you ''should'' know that raw foodstuffs have no quality - if you don't, they don't. (And that article specifically states that [[Kitchen#Prepared meals|prepared food]]s are not subject to wear.) Putting these together, we get - it doesn't matter. I don't believe they do, but ~if~ the plump helmets or jaguar meat were to get worn out - they're still plump helmets or meat, and still just as edible and quality-less as before.  (As to the question of where you might have gotten this idea, I got nuthin'.)  I think the important phrase is ''&amp;quot;I can't find mention of it anywhere&amp;quot;''.  If wear effects food, I have seen no report of it either, anywhere.--[[User:Albedo|Albedo]] 23:38, 31 May 2009 (UTC)&lt;br /&gt;
:::Yeah, I suspect it was a rumour someone started a while back as an explanation for why their food was getting damaged, when in fact it was vermin doing it.  At least now I can stop making wacky stockpiles for unbarrelled food. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 05:55, 5 June 2009 (UTC)&lt;br /&gt;
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== Moving only items that are in a bin ==&lt;br /&gt;
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This is mainly aimed at efficiently moving items to be near the Trade Depot.&lt;br /&gt;
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What I want to do is designate a mixed stockpile but then say &amp;quot;only bring full bins to this stockpile&amp;quot;.&lt;br /&gt;
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Then I can have stockpiles near each workshop, when a bin is full a hauler comes and does the right thing for me.&lt;br /&gt;
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It all sounds so easy and logical! Now, is there an easy way to do it? What I am noticing is, if I have &lt;br /&gt;
&lt;br /&gt;
workshop -&amp;gt; stockpile A -&amp;gt; stockpile B -&amp;gt; trade depot&lt;br /&gt;
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when I put &amp;quot;stockpile B&amp;quot; on &amp;quot;max bins: all squares&amp;quot;, then my haulers never bother stopping at Stockpile A with inidividual items they just go&lt;br /&gt;
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workshop -&amp;gt; haul item -&amp;gt; stockpile B.&lt;br /&gt;
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[[User:GarrieIrons|GarrieIrons]] 08:31, 1 June 2009 (UTC)&lt;br /&gt;
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== where does bodywear go? ==&lt;br /&gt;
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I have two stockpiles set up near my trade depot, one for (unuseable) armor, and one for finished goods (all except quivers and backpacks). My dwarves move all goblin- and kobold-dropped stuff there... except for the bodywear. tunics, robes, coats all litter the landscape still. So is there a way to set a stockpile to accept &amp;lt;narrow giant cave spider silk robe&amp;gt;s?&lt;br /&gt;
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--[[User:Syndic|Syndic]] 09:31, 5 July 2009 (UTC)&lt;br /&gt;
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any armor goes into armor, any clothes into finished goods - your setup should work. --[[User:Koltom|Koltom]] 19:01, 4 August 2009 (UTC)&lt;br /&gt;
: (Necroposting FTW) Turn on &amp;quot;claim other death items&amp;quot; (o-&amp;gt;F-&amp;gt;t). Clothes are personal possessions and so are ignored until the owner dies and the haulers are given permission to move them. ~ [[User:Eidako|Eidako]] 01:39, 18 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eidako</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ocean&amp;diff=12884</id>
		<title>40d:Ocean</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ocean&amp;diff=12884"/>
		<updated>2009-07-16T10:24:18Z</updated>

		<summary type="html">&lt;p&gt;Eidako: /* Draining the ocean */ cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''ocean''' is an immense volume of [[Water|saltwater]]. There are generally two or three oceans on every generated map. They come in three varieties, based on temperature, which affects the sea life found there: [[Arctic]], [[Temperate]] and [[Tropical]]. It is not possible to found a fort solely in an oceanic [[biome]], some land is needed.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
Oceans tend to have a heavy effect on the surrounding geography of the generated world. [[Volcano]]es can often be found around the perimeter of the ocean, and this tends to be easiest place to find them. [[Marsh]]es and [[swamp]]s also tend to form around oceanic coastlines, especially near [[river]]s. The land surrounding oceans also tends to have a high water table, resulting in [[aquifer]]s close to the surface.&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
Ocean areas will always contain salt water, even in pools that are quite some distance away. They are also rather notorious for containing [[aquifer]]s of multiple layers. The fishing will usually be good near an ocean, and there won't be as many [[carp]] or similar fish to deal with.&lt;br /&gt;
&lt;br /&gt;
Because ocean biomes contain salt water, it will be impossible to give your dwarves water when they are injured, quite possibly leading to their death. Your military will have a high turn over rate while [[sparring]].&lt;br /&gt;
&lt;br /&gt;
There is a way around this with screw pumps. This method involves pumping water with a screw pump into a completely constructed reservoir. After being pumped, water will become fresh water unless it touches any natural walls or floor in which case it will revert to salt water.  This may be considered an [[exploit]] since it defies logic, but then so does the complete absence of any fresh water whatsoever.&lt;br /&gt;
&lt;br /&gt;
== Life next to an ocean ==&lt;br /&gt;
&lt;br /&gt;
Despite the warnings that the fortress selection screen displays, oceanside [[location]]s can be quite habitable - provided they are chosen well.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ocean-unique-features.GIF|thumb|400px|right| An oceanic shoreline. A wave crashes into the beach causing mist; on the right an exposed vein of Native Platinum is visible through the erosion during world generation. Stacks of [[driftwood]] also cover the beaches.]]&lt;br /&gt;
&lt;br /&gt;
Oceans have a multitude of benefits: they're generally sparsely populated, and usually have an abundance of [[Agriculture|arable]] [[soil]]. Ocean [[fish]] are usually abundant and a good source of [[food]], though some sea [[creatures]] can be dangerous, particularly in [[Region#Surroundings|evil]] areas. Some oceans have [[sand]] beaches, a good resource for [[glass]]making. Oceans also provide a few unique geographic features, including stacks of [[driftwood]] and ocean waves - which crash against the beach to produce [[mist]] (Although this mist does not seem to generate [[Thought#Happy_thoughts | happy thoughts]]). The erosion caused by waves also tends to leave numerous exposed mineral veins and [[gem]] deposits at sea level, and some minerals like [[platinum]] form deposits in alluvial areas.&lt;br /&gt;
&lt;br /&gt;
Despite these benefits, oceanic shorelines provide some challenges, and can be difficult starting areas. It is important to check for some variation in topography when choosing an ocean location, as the ground is almost always water-laden one tile down from sea-level. Even if slightly hilly terrain is found, there is no guarantee that [[stone]] will still be accessible. [[Forest]]s tend to make good [[biome]] additions, as they tend to have more varied terrain than marshes and swamps. When picking a forest it is important that the treeline extends at least two tiles away from the shoreline on the Local Map, otherwise you may potentially only have stacks of useless driftwood and no actual [[tree]]s and [[shrub]]s.&lt;br /&gt;
&lt;br /&gt;
== Draining the ocean ==&lt;br /&gt;
&lt;br /&gt;
Not a good idea. It is possible to reduce the water level near the shore to fordable depths by draining it into an aquifer layer or using an array of [[pump]]s. However, doing this will cause even a high-end computer to grind to a halt as the movement of each tile of water is calculated, and the water at the edge will refill faster than it can be drained. This can also easily turn into a fatal [[flood]] scenario, and the sheer quantity of rushing water tends to drag dwarves into the drain holes.&lt;br /&gt;
&lt;br /&gt;
It is however satisfying to watch the [[merperson]] corpses pile up in the shallow water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
[[Category:Water bodies]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Eidako</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ocean&amp;diff=12883</id>
		<title>40d:Ocean</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ocean&amp;diff=12883"/>
		<updated>2009-07-16T10:23:32Z</updated>

		<summary type="html">&lt;p&gt;Eidako: cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''ocean''' is an immense volume of [[Water|saltwater]]. There are generally two or three oceans on every generated map. They come in three varieties, based on temperature, which affects the sea life found there: [[Arctic]], [[Temperate]] and [[Tropical]]. It is not possible to found a fort solely in an oceanic [[biome]], some land is needed.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
Oceans tend to have a heavy effect on the surrounding geography of the generated world. [[Volcano]]es can often be found around the perimeter of the ocean, and this tends to be easiest place to find them. [[Marsh]]es and [[swamp]]s also tend to form around oceanic coastlines, especially near [[river]]s. The land surrounding oceans also tends to have a high water table, resulting in [[aquifer]]s close to the surface.&lt;br /&gt;
&lt;br /&gt;
== Survival ==&lt;br /&gt;
&lt;br /&gt;
Ocean areas will always contain salt water, even in pools that are quite some distance away. They are also rather notorious for containing [[aquifer]]s of multiple layers. The fishing will usually be good near an ocean, and there won't be as many [[carp]] or similar fish to deal with.&lt;br /&gt;
&lt;br /&gt;
Because ocean biomes contain salt water, it will be impossible to give your dwarves water when they are injured, quite possibly leading to their death. Your military will have a high turn over rate while [[sparring]].&lt;br /&gt;
&lt;br /&gt;
There is a way around this with screw pumps. This method involves pumping water with a screw pump into a completely constructed reservoir. After being pumped, water will become fresh water unless it touches any natural walls or floor in which case it will revert to salt water.  This may be considered an [[exploit]] since it defies logic, but then so does the complete absence of any fresh water whatsoever.&lt;br /&gt;
&lt;br /&gt;
== Life next to an ocean ==&lt;br /&gt;
&lt;br /&gt;
Despite the warnings that the fortress selection screen displays, oceanside [[location]]s can be quite habitable - provided they are chosen well.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ocean-unique-features.GIF|thumb|400px|right| An oceanic shoreline. A wave crashes into the beach causing mist; on the right an exposed vein of Native Platinum is visible through the erosion during world generation. Stacks of [[driftwood]] also cover the beaches.]]&lt;br /&gt;
&lt;br /&gt;
Oceans have a multitude of benefits: they're generally sparsely populated, and usually have an abundance of [[Agriculture|arable]] [[soil]]. Ocean [[fish]] are usually abundant and a good source of [[food]], though some sea [[creatures]] can be dangerous, particularly in [[Region#Surroundings|evil]] areas. Some oceans have [[sand]] beaches, a good resource for [[glass]]making. Oceans also provide a few unique geographic features, including stacks of [[driftwood]] and ocean waves - which crash against the beach to produce [[mist]] (Although this mist does not seem to generate [[Thought#Happy_thoughts | happy thoughts]]). The erosion caused by waves also tends to leave numerous exposed mineral veins and [[gem]] deposits at sea level, and some minerals like [[platinum]] form deposits in alluvial areas.&lt;br /&gt;
&lt;br /&gt;
Despite these benefits, oceanic shorelines provide some challenges, and can be difficult starting areas. It is important to check for some variation in topography when choosing an ocean location, as the ground is almost always water-laden one tile down from sea-level. Even if slightly hilly terrain is found, there is no guarantee that [[stone]] will still be accessible. [[Forest]]s tend to make good [[biome]] additions, as they tend to have more varied terrain than marshes and swamps. When picking a forest it is important that the treeline extends at least two tiles away from the shoreline on the Local Map, otherwise you may potentially only have stacks of useless driftwood and no actual [[tree]]s and [[shrub]]s.&lt;br /&gt;
&lt;br /&gt;
== Draining the ocean ==&lt;br /&gt;
&lt;br /&gt;
Not a good idea. It is possible to reduce the water level near the shore to fordable depths by draining it into an aquifer layer or using an array of [[pump]]s. However, doing this will cause even a high end computer to grind to a halt as the movement of each tile of water is calculated, and the water at the edge will refill faster than it can be drained. This can also easily turn into a fatal [[flood]] scenario, and the sheer quantity of rushing water tends to drag dwarves into the drain holes.&lt;br /&gt;
&lt;br /&gt;
It is however satisfying to watch the [[merperson]] corpses pile up in the shallow water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
[[Category:Water bodies]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Eidako</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ocean&amp;diff=12882</id>
		<title>40d:Ocean</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ocean&amp;diff=12882"/>
		<updated>2009-07-16T10:21:19Z</updated>

		<summary type="html">&lt;p&gt;Eidako: draining the ocean&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''ocean''' is an immense volume of [[Water|saltwater]]. There are generally two or three oceans on every generated map. They come in three varieties, based on temperature, which affects the sea life found there: [[Arctic]], [[Temperate]] and [[Tropical]]. It is not possible to found a fort solely in an oceanic [[biome]], some land is needed.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
Oceans tend to have a heavy effect on the surrounding geography of the generated world. [[Volcano]]es can often be found around the perimeter of the ocean, and this tends to be easiest place to find them. [[Marsh]]es and [[swamp]]s also tend to form around oceanic coastlines, especially near [[river]]s. The land surrounding oceans also tends to have a high water table, resulting in [[aquifer]]s close to the surface.&lt;br /&gt;
&lt;br /&gt;
== Survival==&lt;br /&gt;
Ocean areas will always contain salt water, even in pools that are quite some distance away. They are also rather notorious for containing [[aquifer]]s of multiple layers. The fishing will usually be good near an ocean, and there won't be as many [[carp]] or similar fish to deal with.&lt;br /&gt;
&lt;br /&gt;
Because ocean biomes contain salt water, it will be impossible to give your dwarves water when they are injured, quite possibly leading to their death. Your military will have a high turn over rate while [[sparring]].&lt;br /&gt;
&lt;br /&gt;
There is a way around this with screw pumps. This method involves pumping water with a screw pump into a completely constructed reservoir. After being pumped, water will become fresh water unless it touches any natural walls or floor in which case it will revert to salt water.  This may be considered an [[exploit]] since it defies logic, but then so does the complete absence of any fresh water whatsoever.&lt;br /&gt;
&lt;br /&gt;
== Life next to an ocean ==&lt;br /&gt;
&lt;br /&gt;
Despite the warnings that the fortress selection screen displays, oceanside [[location]]s can be quite habitable - provided they are chosen well.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ocean-unique-features.GIF|thumb|400px|right| An oceanic shoreline. A wave crashes into the beach causing mist; on the right an exposed vein of Native Platinum is visible through the erosion during world generation. Stacks of [[driftwood]] also cover the beaches.]]&lt;br /&gt;
&lt;br /&gt;
Oceans have a multitude of benefits: they're generally sparsely populated, and usually have an abundance of [[Agriculture|arable]] [[soil]]. Ocean [[fish]] are usually abundant and a good source of [[food]], though some sea [[creatures]] can be dangerous, particularly in [[Region#Surroundings|evil]] areas. Some oceans have [[sand]] beaches, a good resource for [[glass]]making. Oceans also provide a few unique geographic features, including stacks of [[driftwood]] and ocean waves - which crash against the beach to produce [[mist]] (Although this mist does not seem to generate [[Thought#Happy_thoughts | happy thoughts]]). The erosion caused by waves also tends to leave numerous exposed mineral veins and [[gem]] deposits at sea level, and some minerals like [[platinum]] form deposits in alluvial areas.&lt;br /&gt;
&lt;br /&gt;
Despite these benefits, oceanic shorelines provide some challenges, and can be difficult starting areas. It is important to check for some variation in topography when choosing an ocean location, as the ground is almost always water-laden one tile down from sea-level. Even if slightly hilly terrain is found, there is no guarantee that [[stone]] will still be accessible. [[Forest]]s tend to make good [[biome]] additions, as they tend to have more varied terrain than marshes and swamps. When picking a forest it is important that the treeline extends at least two tiles away from the shoreline on the Local Map, otherwise you may potentially only have stacks of useless driftwood and no actual [[tree]]s and [[shrub]]s.&lt;br /&gt;
&lt;br /&gt;
== Draining the Ocean ==&lt;br /&gt;
&lt;br /&gt;
Not a good idea. It is possible to reduce the water level near the shore to fordable depths by draining it into an aquifer layer or using an array of [[pump]]s. However, doing this will cause even a high end computer to grind to a halt as the movement of each tile of water is calculated, and the water at the edge will refill faster than it can be drained. This can also easily turn into a fatal [[flood]] scenario, and the sheer quantity of rushing water tends to drag dwarves into the drain holes.&lt;br /&gt;
&lt;br /&gt;
It is however satisfying to watch the [[merperson]] corpses pile up in the shallow water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
[[Category:Water bodies]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Eidako</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fish&amp;diff=23207</id>
		<title>40d:Fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fish&amp;diff=23207"/>
		<updated>2009-06-28T08:07:31Z</updated>

		<summary type="html">&lt;p&gt;Eidako: correction re: cats (see talk page)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''(For the activity, see [[fishing]])''&lt;br /&gt;
&lt;br /&gt;
Although there is no exact game definition of '''fish''', for simplicity anything that may be ''[[Fishing|fished]]'' is categorized as &amp;quot;a fish&amp;quot; in this wiki, including [[turtle]]s and [[cave lobster]]s. Technically, the game treats these as [[vermin]], but unlike true vermin they are a welcome [[food]] source, and are not (usually) hunted by cats, but must be caught by [[fisherdwarf]]s with the [[fishing]] [[labor]] enabled.  However, as with all vermin, they appear spontaneously (aka &amp;quot;spawn&amp;quot;) in any natural water environment and most artificially constructed ones.&lt;br /&gt;
&lt;br /&gt;
(The {{k|z}}-status' ''stocks'' screen defines certain (dead) creatures as fish/raw fish. These are subject to [[rotting]]/[[wear]]).&lt;br /&gt;
&lt;br /&gt;
Certain larger species are also typically defined as fish even though they are treated as regular [[creature]]s by the game, for instance [[carp]] and [[Longnose gar]], among others. These larger fish may ''not'' be caught by fisherdwarves, but must be killed in combat. These aquatic monsters can interrupt dwarfs' activities and will gladly attack and kill given half a chance.  In [[evil]] [[biomes]], they can come in [[skeletal]] and [[zombie]] varieties (which can move on land, among other [[fun]] surprises).&lt;br /&gt;
&lt;br /&gt;
[[Olm]]s are the only water vermin that cannot be fished.&lt;br /&gt;
&lt;br /&gt;
If eaten uncooked fish will leave a bone unless noted otherwise below.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== List of catchable fish ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Tile&lt;br /&gt;
! Biome&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Turtle]]||{{Tile|☼|#090|#000}}||Any pool||Amphibious, pet value 10, has shell&lt;br /&gt;
|-&lt;br /&gt;
|[[Moghopper]]||{{Tile|∙|#880|#000}}||Savage pool||Amphibious, pet value 20, summer only, [[extracts|extract]] is [[mog juice]]&lt;br /&gt;
|-&lt;br /&gt;
|Mussel||{{Tile|m|#fff|#000}}||Any ocean, lake, and river||Leaves pearl{{verify}}, cookable live, no bones&lt;br /&gt;
|-&lt;br /&gt;
|Oyster||{{Tile|o|#fff|#000}}||Any ocean||Leaves pearl{{verify}}, cookable live, no bones&lt;br /&gt;
|-&lt;br /&gt;
|Salmon||{{Tile|α|#f00|#000}}||Temperate ocean and river&lt;br /&gt;
|-&lt;br /&gt;
|Clownfish||{{Tile|α|#f00|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Hagfish||{{Tile|~|#880|#000}}||Temperate and arctic ocean&lt;br /&gt;
|-&lt;br /&gt;
|Brook lamprey||{{Tile|~|#088|#000}}||Temperate ocean and river&lt;br /&gt;
|-&lt;br /&gt;
|Bat ray||{{Tile|ò|#fff|#000}}||Temperate and tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Thornback ray||{{Tile|ò|#880|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Spotted ratfish||{{Tile|α|#880|#000}}||Temperate ocean&lt;br /&gt;
|-&lt;br /&gt;
|Herring||{{Tile|α|#0ff|#000}}||Temperate and arctic ocean||Wielded to cut down trees (just kidding)&lt;br /&gt;
|-&lt;br /&gt;
|Shad||{{Tile|α|#0ff|#000}}||Temperate ocean and river, arctic ocean&lt;br /&gt;
|-&lt;br /&gt;
|Anchovy||{{Tile|α|#fff|#000}}||Temperate ocean&lt;br /&gt;
|-&lt;br /&gt;
|Steelhead trout||{{Tile|α|#00f|#000}}||Temperate ocean and river, arctic ocean&lt;br /&gt;
|-&lt;br /&gt;
|Hake||{{Tile|α|#fff|#000}}||Temperate and arctic ocean&lt;br /&gt;
|-&lt;br /&gt;
|Seahorse||{{Tile|α|#080|#000}}||Temperate and tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Glasseye||{{Tile|α|#f00|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|White-spotted puffer||{{Tile|α|#ccc|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Sole||{{Tile|α|#880|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Flounder||{{Tile|α|#880|#000}}||Temperate ocean&lt;br /&gt;
|-&lt;br /&gt;
|Mackerel||{{Tile|α|#ccc|#000}}||Temperate and arctic ocean&lt;br /&gt;
|-&lt;br /&gt;
|Sea nettle jellyfish||{{Tile|Ω|#880|#000}}||Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|Lungfish||{{Tile|α|#880|#000}}||Tropical pool, lake, and river||Amphibious&lt;br /&gt;
|-&lt;br /&gt;
|Clown loach||{{Tile|α|#ff0|#000}}||Tropical freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Brown bullhead||{{Tile|α|#880|#000}}||Temperate freshwater lake&lt;br /&gt;
|-&lt;br /&gt;
|Yellow bullhead||{{Tile|α|#880|#000}}||Temperate freshwater lake&lt;br /&gt;
|-&lt;br /&gt;
|Black bullhead||{{Tile|α|#880|#000}}||Temperate freshwater lake&lt;br /&gt;
|-&lt;br /&gt;
|Banded knifefish||{{Tile|α|#880|#000}}||Tropical freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Flounder||{{Tile|α|#880|#000}}||Tropical freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Char||{{Tile|α|#555|#000}}||Temperate freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow trout||{{Tile|α|#0f0|#000}}||Temperate freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Sailfin molly||{{Tile|α|#080|#000}}||Temperate lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Guppy||{{Tile|α|#00f|#000}}||Tropical lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Perch||{{Tile|α|#fff|#000}}||Temperate freshwater lake and river&lt;br /&gt;
|-&lt;br /&gt;
|Cave fish||{{Tile|α|#fff|#000}}||Subterranean water&lt;br /&gt;
|-&lt;br /&gt;
|Cave lobster||{{Tile|¥|#fff|#000}}||Subterranean water||Has shell, cookable live, no bones&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of large fish ==&lt;br /&gt;
&lt;br /&gt;
=== Ocean ===&lt;br /&gt;
&lt;br /&gt;
* [[Sea lamprey]]&lt;br /&gt;
* Various sharks&lt;br /&gt;
** [[Great white shark]]&lt;br /&gt;
** [[Frill shark]]&lt;br /&gt;
** [[Spiny dogfish]]&lt;br /&gt;
** [[Spotted wobbegong]]&lt;br /&gt;
** [[Whale shark]]&lt;br /&gt;
** [[Basking shark]]&lt;br /&gt;
** [[Nurse shark]]&lt;br /&gt;
** [[Shortfin mako shark]]&lt;br /&gt;
** [[Longfin mako shark]]&lt;br /&gt;
** [[Tiger shark]]&lt;br /&gt;
** [[Bull shark]]&lt;br /&gt;
** [[Blacktip reef shark]]&lt;br /&gt;
** [[Whitetip reef shark]]&lt;br /&gt;
** [[Blue shark]]&lt;br /&gt;
** [[Hammerhead shark]]&lt;br /&gt;
** [[Angelshark]]&lt;br /&gt;
** [[Blue shark]]&lt;br /&gt;
* [[Common skate]]&lt;br /&gt;
* [[Manta ray]]&lt;br /&gt;
* [[Stingray]]&lt;br /&gt;
* [[Coelacanth]]&lt;br /&gt;
* [[Sturgeon]]&lt;br /&gt;
* [[Conger eel]]&lt;br /&gt;
* [[Milkfish]]&lt;br /&gt;
* [[Cod]]&lt;br /&gt;
* [[Opah]]&lt;br /&gt;
* [[Giant grouper]]&lt;br /&gt;
* [[Bluefish]]&lt;br /&gt;
* [[Ocean sunfish]]&lt;br /&gt;
* [[Swordfish]]&lt;br /&gt;
* [[Marlin]]&lt;br /&gt;
* [[Halibut]]&lt;br /&gt;
* [[Great barracuda]]&lt;br /&gt;
* [[Bluefin tuna]]&lt;br /&gt;
&lt;br /&gt;
=== River and lake ===&lt;br /&gt;
&lt;br /&gt;
* [[Longnose gar]]&lt;br /&gt;
* [[Carp]]&lt;br /&gt;
* [[Tigerfish]]&lt;br /&gt;
* [[Pike (fish)|Pike]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
:* [[Creatures]] for a list containing other aquatic critters&lt;br /&gt;
:* [[Vermin]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Eidako</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fish&amp;diff=29929</id>
		<title>40d Talk:Fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fish&amp;diff=29929"/>
		<updated>2009-06-28T08:06:03Z</updated>

		<summary type="html">&lt;p&gt;Eidako: /* Cats vs Fish */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Carp Drag dwarves to their doom? ==&lt;br /&gt;
&lt;br /&gt;
I have had Carp drag dwarves to their doom on several occasions, but I was not focusing on it when it happened. Can someone tell me how this happens? The dwarves in question were interrupted during stockpile jobs, which probably means they were carting trash to my refuse pile, which is 5 tiles from the nearest river tile, and yet I find them at the bottom of the river after I get a message that they have bled to death!&lt;br /&gt;
Are the Carp somehow chasing dwarves down and dragging them into the river? Is there a new tentacle-carp?&lt;br /&gt;
:Old bug which should be fixed in 33c. Carps were getting insanely powerfull by raising their swimming skill. If you start a new game with 33c, it won't happen again. If you are using 33c already, it's probaby a remnant of an old save you've ported from version to version. --[[User:Eagle of Fire|Eagle of Fire]] 18:52, 28 November 2007 (EST)&lt;br /&gt;
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attacking occurs in the 8 directions to the side, plus 8 up or down diagonaly and straight up/down(you can see this attacking down stairs in adventure mode) thus, a dwarf on the shore of a river can be attacked by a carp in the river, and with wrestling this can result in the dwarf ending up on top of the carp in the river [[User:Chariot|Chariot]] 18:59, 28 November 2007 (EST)&lt;br /&gt;
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==Pearl==&lt;br /&gt;
&lt;br /&gt;
It says you can get pearls from mussels and oysters.  My dwarves have eaten them (processed and raw) and I've had plenty rot away, but I never got any pearls.  Anyone have any info on this? [[User:Bouchart|Bouchart]] 21:33, 28 November 2007 (EST)&lt;br /&gt;
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== Prepared but not eaten ==&lt;br /&gt;
&lt;br /&gt;
My [[dwarves|darling inhabitants]] are for some reason, [[fishing]] and preparing the fish at their [[fishery]] - but although I have huge stockpiles of raw fish, it never gets prepared at the [[kitchen]] nor eaten.&lt;br /&gt;
&lt;br /&gt;
What am I missing here?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 06:15, 31 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I assume you've checked that the cook option is enabled on the fish in the food menu. So unless you've got a HUGE supply of other foods, I'm not sure why they're not being cooked. Though, to be honest, I've never specifically seen fish cooked as I never make fishing a significant food source for my forts. --[[User:N9103|Edward]] 17:59, 31 January 2008 (EST)&lt;br /&gt;
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::Well, when such a huge portion of my migrants are fishing-inclined the raw fish just accumulates without any effort on my behalf... it's more like I can't make it not happen rather than I made it happen! my dwarves are hunting vermin when they have barrel after barrel of raw fish and a chef saying there is no food to cook when I ask him to prepare meals of any quality. And the fishery with its stockpiles are right next to the kitchen, which is right nearby my fields. :( [[User:GarrieIrons|GarrieIrons]]  04:17, 1 February 2008&lt;br /&gt;
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:::Are you absolutely sure it's being prepared at the [[fishery]] by the &amp;quot;fish cleaning&amp;quot; job? I ask because you mention &amp;quot;raw fish&amp;quot; is available, which cannot be eaten. Raw fish isn't automatically converted to a usable state. You will have to continually keep setting the fish cleaning job to keep processing the raw fish. Even if you set the fish cleaning job to repeat it will eventually be canceled when there are no more raw fish, and need to be set again at some point. --[[User:Janus|Janus]] 00:16, 1 February 2008 (EST)&lt;br /&gt;
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::Thanks Janus. For some reason, even though I had a stockpile containing several barrels of raw turtle, '''and''' the job &amp;quot;prepare raw fish&amp;quot; was set to repeat.... nobody was doing it. I cancelled the job and reset it - lo and behold my fish cleaners got to work.&lt;br /&gt;
::Now I know that ''raw'' fish does not equal ''uncooked'' fish.&lt;br /&gt;
::Still not clear on the distinction between:&lt;br /&gt;
::*[[fish cleaner]]&lt;br /&gt;
::*[[fish dissector]]&lt;br /&gt;
::but I'm continuing to look at it.[[User:GarrieIrons|GarrieIrons]] 07:09, 5 February 2008 (EST)&lt;br /&gt;
:::Fish cleaners prepare fish for use as food.  Fish dissectors extract other things from fish, ruining them for use as food.  -[[User:FunnyMan|FunnyMan]] 08:49, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Flopping lungfish ==&lt;br /&gt;
&lt;br /&gt;
I was recently digging out a new stone storage room from a soft dirt area. I checked back to add the stone storage zone and spotted a lungfish flopping around on the floor. There was no wet stone, no bodies of water nearby, and no misplaced messages. I caught it in a movie, so I may find a place to share it someday.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I have hoards of lungfish flopping around. They don't seem to be edible, or hostle. I think they're just vermin, like flies and whatnot. I don't think they're even fish. They have LUNGS after all. --[[User:Shadow archmagi|Shadow archmagi]] 21:34, 29 February 2008 (EST)&lt;br /&gt;
::they are fish [FISHITEM], and are vermin. to be fishable it has to be a vermin. you see turtles doing the same thing. there are quite a few fish irl that have lungs also, doesnt stop em from being fish. -[[User:Chariot|Chariot]] 02:40, 1 March 2008 (EST)&lt;br /&gt;
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::So can I designate an area in the middle of my mine - which is between the brook on the west and a volcano vent on the east - as a fishing zone? it keeps having lungfish turn up. All the outside area is covered in  [[troglodyte]]s so I don't want any fisherdwarves just wandering around.[[User:GarrieIrons|GarrieIrons]] 00:04, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Limited Fish? ==&lt;br /&gt;
&lt;br /&gt;
I recently got the message &amp;quot;There is nothing to catch in the river.&amp;quot;&lt;br /&gt;
I went to the zone and the fishing was at (0). Will my brook replenish, or is it time to start massing farms (fish were about half of my food supply) - Wizjany&lt;br /&gt;
:They replenish every season just like the hunting. -[[User:Fuzzy|Fuzzy]] 14:21, 11 October 2008 (EDT)&lt;br /&gt;
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Any word as to whether or not the volume of water helps with supply of fish? I think it does, but I'm not sure. I keep digging artificial lakes, though, just to be sure I have fish supply, but if I didn't have to, it'd be nice. --[[User:Erathoniel|Erathoniel]] 21:56, 9 November 2008 (EST)&lt;br /&gt;
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:From my experience, it doesn't.  I dug a wide canal attached to my cave river, and I see cave fish swimming in it, but my dwarves report that there are no fish to catch in it when I designate it as a fishing zone.  I can only zone the original river tiles when I want them to actually catch something.--[[User:Maximus|Maximus]] 23:07, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I built a moat in my last game that connected two pools and a brook together which were conveniently located around my entrance. The 1-tile-wide channel was designated as a fishing zone and often fished from successfully at a point roughly midway between one of the pools and the brook. It seems to me that this question might be paired with another one for potential insight: Pools refill when it rains. Single tile channels do not. Can you channel out a dwarf-made space that will refill when it rains? I suspect the answers are linked.&lt;br /&gt;
:: @Wizjany: are you saying that the zone listed the zone as dark grey and no longer usable as a fishing zone? If so, weird. --[[User:RomeoFalling|RomeoFalling]] 23:17, 9 November 2008 (EST)&lt;br /&gt;
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:I would be surprised if volume helped... I have a 100x100 moat, 5 thick, and I have much LESS fish available after I paved over existing lakes for my castle.  However, I can't verify if turtles refill x units per season, but the water supply can hold up to x*y turtles, where y is a function of how much water is available, and x is the constant replenished per season.  Basically, maybe they refill 1 per season, and the max on the map is 1*number of water squares, or something like that.--Gotthard 23:24, 9 November 2008 (EST)&lt;br /&gt;
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== Fish respawn? ==&lt;br /&gt;
&lt;br /&gt;
I started a great map, only to discover carp and gar in my river. I decided not to restart, but to do something about it, so I drained the river at it's source, built grates, and opened the floodgates to let the river flow again.&lt;br /&gt;
&lt;br /&gt;
After about a year in game, I looked, and noticed carp and salmon in my grated river! Does fish spawn at random in the river at times? I had assumed that they would have come in from off screen. Guess I'm wrong? I wanted to confirm before I added anything to any articles, so wanted to ask about this here.&lt;br /&gt;
&lt;br /&gt;
== Fish corpses need to be butchered ==&lt;br /&gt;
&lt;br /&gt;
I dammed my river and collected the resulting fish flopping around in the mud.  They were &amp;quot;fish corpses&amp;quot; rather than &amp;quot;raw fish&amp;quot;.  To my surprise they were butchered rather than prepared at the fishery.  This seems correct in the sense that it's a &amp;quot;corpse&amp;quot; but not correct in that a fish which dies from drowning should be no different then a fish which dies from being caught (and presumably drowns unless the fisherdwarf is individually strangling each one).&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Schwern|Schwern]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Well, at least that explains where the merchants get their longnose gar meat from.--[[User:Maximus|Maximus]] 21:54, 12 December 2008 (EST)&lt;br /&gt;
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== Aquifers ==&lt;br /&gt;
&lt;br /&gt;
I have a channel where I used to have a stair going down and found the aquifer.&lt;br /&gt;
My fisherdwarf is sitting there trying to catch something. I wonder if he will?&lt;br /&gt;
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Is there is a way to make it more likely he will be successful?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 10:27, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cats vs Fish ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;but unlike true vermin they...are not hunted by cats&amp;quot;&lt;br /&gt;
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Not entirely true. I have multiple channels draining my murky pools into the ocean, which tend to flood the beach from shallow to moderate depths. To my surprise I discovered a large number of salmon on the shore, with a cat nearby. I watched as the cat pounced on one, the fish turned into a vermin corpse, and the cat carried it off. As it left, another cat came to the beach. Checking all of my cats, each one was covered with blood, ichor, and mud.&lt;br /&gt;
&lt;br /&gt;
Cats can hunt fish, but only if they're in shallow water.&lt;br /&gt;
&lt;br /&gt;
~ [[User:Eidako|Eidako]] 08:06, 28 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eidako</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bridge&amp;diff=12748</id>
		<title>40d:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bridge&amp;diff=12748"/>
		<updated>2009-06-27T06:26:32Z</updated>

		<summary type="html">&lt;p&gt;Eidako: end-of-bridge structure collapse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''bridge''' is a building (not a construction) that spans multiple tiles allowing [[dwarves]] to go across [[water]], [[magma]], and other obstructions.  Bridges are built from the {{k|b}}uild menu, under brid{{k|g}}e.&lt;br /&gt;
&lt;br /&gt;
A bridge defaults to a single tile in size. You'll need to change the size to suit your needs; the bridge's dimensions can be set anywhere up to a square 10 tile on a side. A bridge will require both [[architecture]] and [[masonry]] (or [[carpentry]] or [[metalsmithing]] if [[wood]] or [[metal]] is used) to complete. The material required for a bridge is less than the material required for building an equivalent area of [[floor]] tiles (1 material:3 tiles of bridge), and when a bridge is deconstructed the materials are deposited on the ground next to where the bridge stood rather than falling down into the open space it spanned.&lt;br /&gt;
&lt;br /&gt;
Unlike raising bridges, which require an area of solid ground, retractable bridges can be built using existing bridges as their sole means of support. However, the same cannot be said of other structures such as floors. The game will allow the structure to be placed, but as soon as it is built, a [[cave-in]] occurs and the unfortunate dwarf constructing it falls to his death ([http://www.bay12games.com/dwarves/dev_bugs.html bug 000436]).&lt;br /&gt;
&lt;br /&gt;
== Drawbridges and retracting bridges ==&lt;br /&gt;
&lt;br /&gt;
A bridge can be connected to a [[lever]] or [[pressure plate]] to become a drawbridge or retracting bridge.  When the lever is pulled, they will raise or retract in a direction specified at construction.  The direction that a bridge raises can be slightly confusing: if a drawbridge raises to the left, then it forms a wall on the left side when raised. A drawbridge that raises requires a [[floor]] underneath the side towards which it will raise (on the tiles where the &amp;quot;[[wall]]&amp;quot; will form when raised); remember to take this into account when digging.&lt;br /&gt;
&lt;br /&gt;
A drawbridge, when raised or lowered, will crush anything standing on the tile that becomes a wall and anything that is standing where the drawbridge exists when lowered, respectively. This has earned it the name ''[[Dwarven_Atom_Smasher|dwarven atom-smasher]]''. Some players may consider the crushing power of the drawbridge to be an [[exploit]] &amp;amp;mdash; the only units that survive the smash are [[megabeast]]s, [[demon]]s, and the ultra-fearsome [[caravan|wagon]].  These creatures will also prevent a retracting drawbridge from operating while they stand on it.&lt;br /&gt;
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Anything standing on a drawbridge when it raises will be flung anywhere from zero to one Z levels upward and up to 10 units in any other direction. This applies to all items and units{{verify}}, including flying [[creature]]s who happen to be on the same tile as part of the bridge at the time. The creatures will usually come out unconscious from the fling, and flying creatures may drop out of the sky.{{verify}} (To see what happens during a fling, view the [http://mkv25.net/dfma/movie-507 Stone Fling] [http://mkv25.net/dfma/ DFMA] movie.)&lt;br /&gt;
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A retracting bridge is less vicious; when retracted, any object or creature on the bridge will plummet if there is a pit beneath.  When extended, the bridge causes no harm to anyone in its path.&lt;br /&gt;
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The delay between the time a [[lever]] is pulled and the time a connected bridge changes state is 100 steps.&lt;br /&gt;
&lt;br /&gt;
If a sufficiently large bridge is built outside over a [[channel]], anything under most of the bridge counts as inside. As a result, it is possible to provide outside meeting areas, and use a [[lever]] to close the bridge when you are ordering the dwarves to stay inside, providing a protective shelter from [[goblin]] crossbow fire and allowing dwarves to continue meeting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Eidako</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&amp;diff=38314</id>
		<title>40d Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&amp;diff=38314"/>
		<updated>2009-06-27T05:46:06Z</updated>

		<summary type="html">&lt;p&gt;Eidako: /* Building at the end of a bridge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fluids vs bridges==&lt;br /&gt;
Does a raised bridge prevent the flow of fluids? Guess I'll experiment and see if I can answer my own question. [[User:Yvain|Yvain]] 21:21, 29 February 2008 (EST)&lt;br /&gt;
:Yes. [[User:VengefulDonut|VengefulDonut]] 04:55, 1 March 2008 (EST)&lt;br /&gt;
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==picture: south-raising drawbridge==&lt;br /&gt;
Here's a picture of a bridge that raises South, to clear up any confusion over which direction bridges raise. [[User:Basilisk|Basilisk]] 18:03, 27 March 2008 (EDT)&lt;br /&gt;
   {{qd|cols=8&lt;br /&gt;
   |╔|═|╗|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |╚|═|╝|.|╞|═|╡|.&lt;br /&gt;
   |.|.|.|.|.|.|.|.}}&lt;br /&gt;
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== Items... ==&lt;br /&gt;
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When a creature is crushed by a bridge, what happens to the items they had?--[[User:Lordmick134|Lordmick134]]&lt;br /&gt;
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:When the bridge lowers, it completely ans permanently destroys anything it crashes on. So, there will be absolutely nothing under bridge, when it raises back.--[[User:Dorten|Dorten]] 03:29, 4 April 2008 (EDT)&lt;br /&gt;
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::Not true! I had trapped a goblin inside a room with a bridge in it, and set the lever connected to the bridge to be repeatedly pulled. The goblin was stunned at most.--[[User:CrazyMcfobo|CrazyMcfobo]] 09:37, 16 April 2008 (EDT)&lt;br /&gt;
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:::The goblin was likely ''flung'' from the bridge after stepping onto the extended bridge which then raised with the goblin still on it.  Crushing is definitely an irrevocable and utter destruction. --[[User:JT|JT]] 16:30, 20 April 2008 (EDT)&lt;br /&gt;
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== Channeling ==&lt;br /&gt;
&lt;br /&gt;
Checked the [[channel]]ing article, nothing there, either.  I have a bridge that raises to the right to form a wall, part of my outer defensive perimeter.  I was digging a channel around the fortification wall and wanted to channel under the bridge.  I raised the bridge ... I cannot channel.  It never creates the flashy 'this is gonna be channeled' designation anywhere where the bridge could lay over.  I can channel any where else.  I can also remove the bridge, channel what I want, and replace the bridge just fine.  What gives?  Is this a known bug?  --[[User:Geofferic|Geofferic]] 02:35, 29 May 2008 (EDT)&lt;br /&gt;
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:As far as I know you can't dig on constructions. When the bridge is raised it is still considered to be constructed there. (or something like that) I had the same problem with some retracting bridges. To fix it I just removed the bridges and dug the channels, and then rebuilt them. --[[User:Lotus|Lotus]] 10:13 (CST) June 11, 2008&lt;br /&gt;
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::This is particularly applicable to the process of obsidian mass production. If you have a bridge-held reservoir at Z-level 1, and a magma reservoir at Z-level 0, you will have to destroy and rebuild (and re-mechanize) your bridges every time you make obsidian. To solve this problem, I re-routed my magma to Z-level -1, and left Z-level 0 as empty space. I also re-routed my access paths so that miners will arrive in Z-level 0 from the west side, (and channel East to West, one row at a time) and my stone haulers will arrive in the northeast corner, so they can start hauling stone as soon as it is channeled out. Although this took several false starts, it is now a highly efficient system. If I ever do it again, however, I will build MUCH bigger reservoirs... And way wider channels for the magma. It takes FOREVER to fill my magma buffer... Would pumping the magma fix this? --[[User:Wattj|wattj]] 17:26, 1 February 2009 (EST)&lt;br /&gt;
:::Probably.  Pumped magma behaves differently, while the pump is on.--[[User:Zchris13|Zchris13]] 05:23, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bridges as a temporary wall ==&lt;br /&gt;
&lt;br /&gt;
I want to build a wall by pulling a lever, to block off a tunnel three squares wide.&lt;br /&gt;
It is a mine tunnel with no channel above it.&lt;br /&gt;
&lt;br /&gt;
How long should the bridge be?&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ò▒▒▒&lt;br /&gt;
.........╥.........&lt;br /&gt;
.........║.........&lt;br /&gt;
.........╨.........&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 05:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, you have to be careful. Don't forget, by raising a bridge, you can potentially obliterate your dwarves in the process. So try not to make it too wide. --[[User:AlexFili|AlexFili]] 05:41, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:My question is, if I make it too long will it smash into the roof or anything?[[User:GarrieIrons|GarrieIrons]] 06:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As far as I know of, it won't smash into the roof. The only concern is that if the bridge is too long, a dwarf may get accidently crushed. --[[User:AlexFili|AlexFili]] 06:14, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Buildings that span multiple/variable z-levels are, at the current time, not possible. So, just build a 1x3 bridge, set it to raise west or east, and you have a wall! A toggleable wall! --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'd suggest doing a 2x bridge, as you'll have to track down the lever anytime you're curious as to whether the bridge is up or down, as a 1x or x1 bridge looks the same raised or lowered when raised on it's short axis. (e.g. the bridge above would look the same raised or lowered.) --[[User:N9103|Edward]] 09:59, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Retractable/drawbridge ==&lt;br /&gt;
&lt;br /&gt;
How can you specify which type of bridge you want to build? --[[User:AlexFili|AlexFili]] 05:45, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When you go to place a bridge, by default it retracts. If you press wadxs you change the direction it raises: w = north, a= west, d=east, x=south, s=retracts. I don't know how to set the direction it retracts though.[[User:GarrieIrons|GarrieIrons]] 06:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So if it retracts, it creates an impassable wall? -[[User:AlexFili|AlexFili]] 06:15, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::No, it disappears. If it raises, it creates an impassable wall, whose direction is the same as the raise direction. Try it out.&lt;br /&gt;
:::And, Garrie, it isn't possible to set retract direction since there is no such thing. --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Well I guess it doesn't really matter which way it retracts... although if a bridge is built outward from a cliff running east-west out to the chasm which is to the north then obviously the bridge retracts back to the edge it is anchored at (it can hardly retract back into mid-air...).[[User:GarrieIrons|GarrieIrons]] 23:22, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Oh, really? --[[User:Savok|Savok]] 23:32, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::well I guess applying common sense to DF might not be the best idea... but common sense would [bold]suggest [/bold] the bridge retracts back to where it was built from.[[User:GarrieIrons|GarrieIrons]] 00:03, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We don't use BBcode here. I don't think that even is BBcode, but it is in that style. To make '''bold text''', type &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''bold text'''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
:::::::And you're right that applying common sense to DF doesn't work. Even the least of peasants can carry thousands of pounds pebbles in a backpack. --[[User:Savok|Savok]] 09:06, 7 June 2008 (EDT)&lt;br /&gt;
::::::::Actually, they carry thousand pound boulders in their hands.  And cut it into blocks with their '''mind'''--[[User:Zchris13|Zchris13]] 05:24, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bridge-on-bridge action ==&lt;br /&gt;
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I've just added a note about retractable bridges being able to be built using existing bridges as support. However I'm currently unable to test what happens when an intermediary bridge is retracted or raised (I have no stone for mechanisms!). I'm assuming that any bridges relying on the retracted/raised bridge for support will collapse, but it should be tested (and noted), if someone else has the time and inclination! [[User:Raumkraut|Raumkraut]] 12:04, 14 June 2008 (EDT)&lt;br /&gt;
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: I can confirm that when the first bridge is retracted the second one deconstructs. And also if you choose to do your testing using extreme cliffs and &amp;quot;accidently&amp;quot; make 6 of your 7 dwarves stand on the second bridge then they will die a horrible death after falling 18 stories. --[[User:Makuus|Makuus]] 16:54, 16 June 2008 (EDT)&lt;br /&gt;
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::What if you raise both of the bridges at the same time? --[[User:AlexFili|AlexFili]] 05:48, 17 June 2008 (EDT)&lt;br /&gt;
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:::The same thing happens, the second bridge deconstructs again --[[User:Makuus|Makuus]] 13:48, 22 June 2008 (EDT)&lt;br /&gt;
::::I attempted this quite some time ago, I think. I had something like ten bridges in a row built off a cliff, and retracted them all at once with one lever. All but the first one (which was connected to the cliff) shattered into stones instantly. --[[User:SL|SL]] 10:29, 23 July 2008 (EDT)&lt;br /&gt;
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== lockdown system ==&lt;br /&gt;
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in one of my old forts i had a setup so if the opponent got near my bridges a lever would be pulled and the opponents would fall into the lava with a godlike imp in it, it would use multiple bridges however and i would have to rebuild atleast 1, it was sort of like a tesselation of crosses&lt;br /&gt;
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== Flying Bridge ==&lt;br /&gt;
Build stairs up. Build stairs down atop it. Build a retracting bridge extending into open air from the downstairs. Link the retracting bridge to a lever. Pull the lever to retract the bridge. Deconstruct the down stairs. Deconstruct the up stairs. Pull the lever. Remove the lever. Bridge flies. [[User:Rkyeun|Rkyeun]] 11:38, 18 July 2008 (EDT)&lt;br /&gt;
:Shame this can't be used to build eg. twisty retractable catwalks due to the above confirmations in Bridge-on-bridge action. :/ --[[User:Heron|Heron]] 09:46, 23 July 2008 (EDT)&lt;br /&gt;
::You could probably get something similar by just having occasional pillars sticking up, constructed by building towers of stairs, building a wall adjacent, then deconstructing the stairs. If you have each bridge anchored to one pillar, you ought to be able to get many retractable bridges in a sequence. --[[User:AlexChurchill|AlexChurchill]] 12:08, 23 July 2008 (EDT)&lt;br /&gt;
:::More testing. Retracted bridges never deconstruct. Make a chain as long as you like by keeping them all retracted until scaffolding is removed. Un-retracting bridges never deconstuct nor cause deconstruction. To make a path of multiple flying bridges build a scaffold for the first bridge, retract it, deconstruct the scaffold, build the second scaffold, retract that bridge, deconstruct that scaffold, and so forth. You can then unretract all bridges in any order and they'll all stay up. Retracting them again in any order caused them to fall. [[User:Rkyeun|Rkyeun]] 09:00, 2 September 2008 (EDT)&lt;br /&gt;
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== Stockpiles under bridges ==&lt;br /&gt;
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I tried to make a refuse stockpile with a drawbridge over top, and I couldn't place the stockpile where the bridge would lower onto. Can anyone else confirm this for the new version? [[User:Falcondude|Falcondude]] 11:05, 31 July 2008 (EDT)&lt;br /&gt;
:Yeah, that won't work.  If you are trying to make a garbage compactor, make a ledge and designate a garbage dump with (i) that will drop the items where the bridge will close.[[User:Trevlyn13|Trevlyn13]]&lt;br /&gt;
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::You don't need to make a ledge. Just retract the bridge (so you aren't dumping ontop of it) and make a garbage dump zone where the bridge will close. Voila --[[User:Sinergistic|Sinergistic]] 01:03, 21 January 2009 (EST)&lt;br /&gt;
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== Drawbridge vs colossus ==&lt;br /&gt;
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Yesterday a bronze colossus got trapped between my 2 moats, right under the drawbridge. It was too close to the catapults so that the operators wouldn't fire them, so I tried to crush it with the bridge.&lt;br /&gt;
My bridge broke instead.&lt;br /&gt;
(later I killed it by shooting hundreds of arrows)&lt;br /&gt;
If anyone could replicate this, and also experiment with other megabeasts....&lt;br /&gt;
(actually I made this account to tell people about this)&lt;br /&gt;
[[User:nautilusfossil|nautilusfossil]]&lt;br /&gt;
:As far as I know, Dwarven Atom Crushers™ break on megabeasts and demons. Cage Traps are the way to go for megabeasts, but demons are immune against them.&lt;br /&gt;
:I don't know about semi-megabeasts considering bridge-breaking. [[User:MC Dirty|MC Dirty]] 18:17, 19 September 2008 (EDT)&lt;br /&gt;
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== Dwarves negative thoughts regarding crushed friends ==&lt;br /&gt;
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Dwarves respond to friends or family members being crushed by a drawbridge as if they'd been killed &amp;amp; then not buried:  &amp;quot;He was forced to endure the decay of a sibling lately.  He lost a sibling to tragedy recently.&amp;quot;  (I'm certain this was due to the drawbridge, as all the siblings *except* the one that was crushed had these negative thoughts. Nobody else in the family had been killed by anything yet.) --[[User:Sev|Sev]] 14:49, 2 September 2008 (EDT)&lt;br /&gt;
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== Melty mechanisms... redux? ==&lt;br /&gt;
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Curiosity kills my dwarves - I'm not wasting the time to do this myself. Will mechanisms melt out of bridges that are submerged in magma? --[[User:GreyMario|GreyMaria]] 22:31, 28 September 2008 (EDT)&lt;br /&gt;
:I have no idea, this is a good question. While writing a reply of my thoughts I kept re-thinking some things. If Magma passes over the bridge I'm pretty certain that the mechanism will act like a flood gate's. It will not melt away as long as you don't raise the bridge. If you do raise the bridge, the mechanism will melt away and the bridge could do a number of things. Before I keep typing about what I think will/could happen, I'm just going to go ahead and pass on a wall of text. [[User:Dakira|Dakira]] 1844, 28 September 2008 (PST)&lt;br /&gt;
::But fluids cannot enter the tile of a raised bridge, whereas they can enter the tile of a lowered bridge. In this way, a raised bridge would be analogous to a _closed_ floodgate, and a lowered bridge to an _open_ one. [[User:Random832|Random832]] 21:51, 25 November 2008 (EST)&lt;br /&gt;
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GO GO GADGET TEST MELTY MECHANISMS --[[User:GreyMario|GreyMaria]] 00:25, 16 January 2009 (EST)&lt;br /&gt;
:Nope, doesn't work. The mechanisms melted... and just when I was making to re-pull the lever, too. D: --[[User:GreyMario|GreyMaria]] 01:05, 16 January 2009 (EST)&lt;br /&gt;
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== Bridges and wagons? ==&lt;br /&gt;
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Is is possible for wagons to drive over bridges? I would assume so, but I don't want to get hasty. --[[User:W-dueck|w-dueck]] 23:50, 3 December 2008 (EST)&lt;br /&gt;
:yes, anything can pass over them. [[User:Dangerous Beans|Dangerous Beans]] 00:29, 4 December 2008 (EST)&lt;br /&gt;
:: Okay, thanks. Now that the mean kobolds can't escape when they steal my stuff, I am free to bludgeon them with random objects! --[[User:W-dueck|w-dueck]] 18:39, 4 December 2008 (EST)&lt;br /&gt;
:::You have to spot them first, though.  Put war dogs on restraints in a recessed area that leads to the trade depot.--[[User:Maximus|Maximus]] 22:08, 4 December 2008 (EST)&lt;br /&gt;
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== Indestructible Caravan ==&lt;br /&gt;
I needed to test out my whammer slammer bammer on &amp;lt;em&amp;gt;something&amp;lt;/em&amp;gt; but no goblins volunteered for so long I was forced to attack the dwarven caravan instead.  The mighty bridge swung down upon the lone wagon and was riven like a banana dipped in liquid nitrogen, leaving the wagon unscathed.  If we could breed and train war wagons we'd rule the world.  The 3-tile-wide parts of it anyway. --[[User:Corona688|Corona688]] 18:55, 9 December 2008 (EST)&lt;br /&gt;
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:But a single cave swallowman can scuttle an entire wagon in two milliseconds. Maybe wagons count as a megabeast? --[[User:GreyMario|GreyMaria]] 23:00, 9 December 2008 (EST)&lt;br /&gt;
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:Funny. I dropped a bridge on a Mangrove Wagon yesterday, and the wagon vaporized like any other sap. It was an iron bridge - maybe that's the difference? --[[User:HMS Prancytime|HMS Prancytime]] 16:15, 1 February 2009 (EST)&lt;br /&gt;
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== Megabeasts break bridges even without atomsmashing? ==&lt;br /&gt;
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Situation: I captured a Titan and pitted it onto a drawbridge from a platform a Z-level above.  The drawbridge is retractable and linked to a level.  Logically, pulling the level will make the drawbridge retract and the Titan will plummet to his death.&lt;br /&gt;
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But it didn't happen.  The bridge refuses to budge.  I haven't got a message about it whatsoever.&lt;br /&gt;
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Is it possible for a Titan to break ''any'' drawbridge operation whatsoever no matter the end result?&lt;br /&gt;
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--[[User:Shurikane|Shurikane]] 22:34, 6 January 2009 (EST)&lt;br /&gt;
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:&amp;lt;s&amp;gt;Yes. A bridge is a non-construction building. Therefore entities with [BUILDINGDESTROYER] can nuke them.&amp;lt;/s&amp;gt; I doubt it. Did you find any mechanisms lying around, like next to the lever? --[[User:GreyMario|GreyMaria]] 00:02, 7 January 2009 (EST)&lt;br /&gt;
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::Nothing unusual to report.  As far as I see, everything should be functioning normally.  The Titan, by the way, does not move around.  He stays right where I dropped him...  --[[User:Shurikane|Shurikane]] 12:25, 7 January 2009 (EST)&lt;br /&gt;
::Update: here's what I found out.  A megabeast standing on a bridge will prevent said bridge from functioning.  In my case, this means a retracting bridge will refuse to retreact unless the megabeast steps off or dies.  --[[User:Shurikane|Shurikane]] 11:02, 10 January 2009 (EST)&lt;br /&gt;
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== Rain filling up ponds ==&lt;br /&gt;
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Hi all.  I just noticed something strange.  I have a fortress without flowing water where it is hot (the ponds dry up)  The evaporation depends on weather it is covered or not (I verified this 40d) But, if it is covered, then it doesn't refill with rain.  So I thought, how about a retracting bridge.  Nope.  Even if it is retracted, the pond doesn't refill when it rains. Oh well. Probably has to do with the construction note above.[[User:Kwieland|Kwieland]] 23:16, 19 January 2009 (EST)&lt;br /&gt;
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== Building at the end of a bridge ==&lt;br /&gt;
As an addition to the info regarding bridges constructed at the end of bridges, apparently you can build walls and floors at the end of bridges as well, but upon completion, they collapse, along with the dwarf who was building it. I only tested with a retracting bridge, but I see no reason the same wouldn't apply to drawbridges. Of course, this information isn't really useful, but a warning on the page would be nice. Actually, I suppose it would make an innovative way of killing off masons. --[[User:Mikaka|Mikaka]] 05:12, 23 April 2009 (UTC)&lt;br /&gt;
:I just discovered this the hard way, when my mayor / broker / manager / legendary carpenter / only architect attempted to build a floor at the end of a bridge, only to plummet to his watery death in the ocean. Plans have been drawn to drain the ocean into the aquifer in retaliation. ~ [[User:Eidako|Eidako]] 05:46, 27 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eidako</name></author>
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