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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Computing&amp;diff=127056</id>
		<title>v0.31:Computing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Computing&amp;diff=127056"/>
		<updated>2010-09-04T01:02:57Z</updated>

		<summary type="html">&lt;p&gt;Fortunato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
[[File:7x191.PNG|right|thumb|Dwarven Computing at its best: this calculator has more processing power than twenty dwarves combined! However, that's not really saying much.]]&lt;br /&gt;
Computing in dwarf fortress is the practice of setting up complex constructions to perform logical operations and calculations, ideally to control some functionality of your fortress. Even if it isn't a young concept anymore, there is still lots of room for improvement and development. One reason is that there are many ways to solve one problem. Innovation and invention is encouraged.&lt;br /&gt;
=== Binary information ===&lt;br /&gt;
Binary information can have one of two possible states: true or false, respectively 1 or 0. In dwarf fortress they can be represented by different entities:&lt;br /&gt;
* on/off state or signal of a {{l|trigger|trigger}} (pressure plate, lever)&lt;br /&gt;
* power or connection state of a {{l|machine component|machine component}}&lt;br /&gt;
* open or closed state of a {{l|door|door}} or similar buildings&lt;br /&gt;
* {{l|pressure plate|low/high}} or {{l|flow|flowing/standing}} {{l|water|fluid}}&lt;br /&gt;
* present {{l|creature|creature}}s and {{l|dwarf|borgs}}&lt;br /&gt;
&lt;br /&gt;
Electronic devices and computers base on this elementary form of information, and if you want to go into computing, you’ll have to familiarize yourself with it. [http://en.wikipedia.org/wiki/Propositional_calculus propositional calculus]&lt;br /&gt;
=== Input/Output ===&lt;br /&gt;
Input can be any device which can be linked to another device with mechanisms, such as {{l|lever|levers}} or {{l|pressure plate|pressure plates}}. Pressure plates can measure water, magma, or creature weight, and can be set to react to your own dwarves if measuring creature weight. If measuring water or magma you specify the minimum and maximum levels at which it should output 'on', and at all other levels it will output an 'off' signal. Regardless of the actual amount of water, magma, or creature weight on your pressure plate, the plate can only output an 'on' or 'off' signal (1 or 0) to whatever devices it is linked to. So everything you build will have a binary base.&lt;br /&gt;
&lt;br /&gt;
====Input elements====&lt;br /&gt;
* manual: {{l|lever|lever}} -&amp;gt; binary on/off signal&lt;br /&gt;
* triggered: {{l|pressure plate|pressure plate}} -&amp;gt; binary on/off signal&lt;br /&gt;
&lt;br /&gt;
According to input, output can be anything that is able to react to an on/off signal. This can be doors, bridges, floodgates allowing or stopping flow, gears controlling pumps and much more. In some special configurations - when {{l|mechanical logic|mechanical logic}} is involved - output may not be a on/off signal but power, thus running or not running a machine component.&lt;br /&gt;
&lt;br /&gt;
Currently to convert from power to an on/off signal, the only way is to use a kind of {{l|Mechanical_logic#Power_to_signal_converter|power to signal converter}}, a screw pump connected to that power source, and a pressure plate to measure whether water is being pumped.&lt;br /&gt;
&amp;lt;!-- ...screw pump connected to that power source &amp;lt;s&amp;gt;with an unlimited amount of water and drainage at the output&amp;lt;/s&amp;gt;, and a pressure plate to measure whether water is being pumped&amp;lt;s&amp;gt; out by the pump&amp;lt;/s&amp;gt;. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Output elements====&lt;br /&gt;
* signal: {{l|pressure plate|pressure plate}} -&amp;gt; binary on/off signal -&amp;gt; linkable Object(s)&lt;br /&gt;
* power: {{l|gear assembly|gear assembly}} -&amp;gt; binary power on/power off -&amp;gt; machine&lt;br /&gt;
&lt;br /&gt;
=== Binary logic ===&lt;br /&gt;
Basic binary logic takes one or two input bits and creates an output based on them. The devices that perform these operations are commonly called '''logic gates'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
* NOT - takes one input and returns the opposite of the input&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
! input A &lt;br /&gt;
! NOT&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
* AND - takes two inputs and returns true if both inputs are true&lt;br /&gt;
* OR - takes two inputs and returns true if at least one input is true&lt;br /&gt;
* XOR - takes two inputs and returns true if exactly one input is true&lt;br /&gt;
* NAND - takes two inputs and returns true if either input is false&lt;br /&gt;
* NOR - takes two inputs and returns true if both inputs are false&lt;br /&gt;
* XNOR - takes two inputs and returns true if both inputs are identical&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
! input A&lt;br /&gt;
! input B&lt;br /&gt;
! AND&lt;br /&gt;
! OR&lt;br /&gt;
! XOR&lt;br /&gt;
! NAND&lt;br /&gt;
! NOR&lt;br /&gt;
! NXOR&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
The most human-understandable logic system requires NOT, AND and OR gates, but having a design for either a NAND or a NOR gate is enough to build any of the other gates. Some gates are easier to create or need fewer components than others depending on what discipline your logic relies on. Designing each individual gate that you will need (or using designs that had each individual gate designed) rather than building a gate out of multiple NAND gates or the like will generally result in your dorfputer reacting faster and using less resources (power, water, kittens, construction materials, what-have-you).&lt;br /&gt;
&lt;br /&gt;
=== Complex gates ===&lt;br /&gt;
* {{l|Latch|Latch}} - storing and reading a single binary value&lt;br /&gt;
* {{l|Repeater|Repeater}} - sending a repeating signal&lt;br /&gt;
* {{l|Counter|Counter}}/{{l|Adder|Adder}} - binary calculation&lt;br /&gt;
&lt;br /&gt;
== Disciplines ==&lt;br /&gt;
Historically, prior to DF2010 there have been 3 main disciplines of dwarfputing, depending on what would drive the dwarfputer. Each of them had its assets and drawbacks. So far, DF2010 at 0.31.01 appears to be essentially the same as far as power transmission goes, barring some differences with pump vertical power transmission (they don't without the floor between being channeled, apparently). Science! will determine what, if anything, differs as far as water flow, falling, and animal pathfinding.&lt;br /&gt;
&lt;br /&gt;
The three disciplines are:&lt;br /&gt;
=== Fluid logic ===&lt;br /&gt;
{{l|Infinite flow fluid logic|Infinite flow fluid logic}} is controlling the ''flow of fluid'' over different pressure plates. Fluid logic can be easily constructed and every known logic gate in dwarf fortress has already been built with it. On the other hand this discipline depends on a somehow unlimited source of the used fluid to deal with its {{l|evaporation|evaporation}} and {{L|Water#Water in Fortress Mode|destruction}}.&lt;br /&gt;
=== Mechanical logic ===&lt;br /&gt;
{{l|Mechanical logic|Mechanical logic}} uses systems of axles and {{l|gear assembly|gear assemblies}} to build logical gates. Mechanical logic reacts very fast and can be easily constructed, except for the need for a fluid-pump-based power-&amp;gt;signal converter in every gate. Since every gear can itself be linked to a trigger (or multiple triggers), and automatically connect to adjacent gears for transferring either power or load, mechanical logic gates are very flexible and don't require anywhere near the number of different devices that tend to be used in fluid logic gates (except, again, for the requirement for a fluid-pump-based power-&amp;gt;signal converter in every gate, unless you intend to use it to control a pump). On the other hand this discipline uses a LOT of mechanical power, and due to the lack of a power-&amp;gt;signal converter, also referred to as a &amp;quot;rotation sensor&amp;quot; (a device to convert from power to on/off link signals), you need to build one using fluid logic components if you want to connect multiple mechanical logic gates together or connect a mechanical logic gate to any output other than a pump.  There is, however, now a fully functional fluid preserving rotation sensor design.  So, in truth, current mechanical logic is more correctly termed mechanical-fluid hybrid logic, as you need some source of fluid to &amp;quot;prime&amp;quot; the rotation sensors your design will need.  Along with new techniques to construct logic gates by &amp;quot;pre-toggling&amp;quot; a gear assembly (see {{l|Pre-Toggled Mechanical Logic|Pre-Toggled Mechanical Logic}}), any logical circuit can be built, given enough space in the game to do it.&lt;br /&gt;
&lt;br /&gt;
=== Animal logic ===&lt;br /&gt;
{{l|Animal logic|Animal logic}} places animals in an enclosed room, with a door blocking the path to where they desire to go, and a pressure plate below a hatch, with obstacles which are controlled by triggers. The animal thinks it can walk through the door, and if it has a path to the door will walk up to it and stand on the hatch. When the hatch is opened by a trigger, it falls onto the pressure plate. As long as the hatch is open, or other obstacles block its path to the door it remains on the pressure plate and the output is 'on'. Once it sees a path to the door it will leave the pressure plate. Generally this is made possibly by the fact that animals try to go to their parent while they're children, or to the meeting area. There are also be designs which use captured hostiles.&lt;br /&gt;
&lt;br /&gt;
There was a fourth, theoretical, discipline, Borg Logic, but there was never any reported success inventing any functioning and useful borg logic systems.&lt;br /&gt;
&lt;br /&gt;
===Examples of things you could do with logic gates===&lt;br /&gt;
* Repeater: Repeatedly toggling hatches open and closed, or spikes up and down.&lt;br /&gt;
* Latch: Making resettable one-use pressure plates which are reset by a lever.&lt;br /&gt;
* NOT gate: Reversing the effect of a switch or creature-sensing pressure plate, generally linked to a latch device. You can, of course, mod the latch device to send the opposite signal instead of using a NOT gate.&lt;br /&gt;
* AND gate: Requiring more than one condition to be true for something to occur. For instance, you could have a group of AND gates, with a system on/off switch, and and other triggers, with each trigger linked to a different AND gate with the system on/off switch linked to the the second input on all the AND gates, so that when the system on/off switch is OFF the output will be OFF on all the AND gates.&lt;br /&gt;
* OR gate: You could link two 1-7 water sensors to an OR gate, and link that to a NOT gate, and link that to some floodgates or doors which act as emergency bulkheads, closing when water is detected in the area. Or, link the OR gate to bridges which raise instead (but you may crush things, and bridges are slower than doors).&lt;br /&gt;
* XOR gate: You could use pressure plates hooked to latches at different points in your fort to detect enemy intrusion, and set them up to seal off the area with both an interior and exterior bulkhead when the intrusion occurs, but hook your latches up with an XOR gate and hook the output to the interior bulkhead to unseal that one if your pressure plates have detected that the enemy has gotten past it.&lt;br /&gt;
* NOR gate: A NOR gate returns TRUE (ON) only if both inputs are FALSE. Instead of using the OR gate example with a NOT gate, you could use a NOR gate linked to two 1-7 water sensors, whose output goes to doors or floodgates. When the pressure plates are both waterless, the floodgates will be open. When one detects water, the floodgates close. (If you used 0-0 pressure plates with an OR, you would get an OFF signal if both plates detected water, or an ON signal otherwise (which is the same as 1-7 NAND 1-7))&lt;br /&gt;
* NAND gate: A NAND gate returns TRUE (ON) whenever both inputs are not both TRUE (e.g. ON NAND ON is OFF, but every other combination is ON). Instead of the OR NOT or NOR example, you could link two 0-0 water sensors to a NAND gate, and link the NAND gate's output to raising bridges. 0-0 NAND 0-0 is the same as 1-7 OR 1-7. If there is no water on both pressure plates, the NAND gate will output an OFF signal. If, however, either has water, it will output an ON signal.&lt;br /&gt;
&lt;br /&gt;
* And here's a more complicated example, omitting the details of what gates to use: An automated swimming training room, where you pull a lever to close exit doors and open hatches to drop water into it, then pressure plates detect when there's enough water and close the hatches, and after a certain amount of time (using a very slow repeater, for instance), drains and exit doors open and the system resets until you pull the lever again. Or, the lever could be taken out entirely and the system could be made fully automatic (with dwarves set to train in the room, for instance) using the repeater.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
There are few examples of a really useful dwarfputer and some concepts which have the potential to become useful for others. But in most cases they are made just for fun. What doesn't mean to diminish their designers achievements, because these are in general the more complex ones.&amp;lt;br /&amp;gt;At the moment there are no known examples of animal or borg logic.&lt;br /&gt;
=== Useful ===&lt;br /&gt;
* Magma trap&lt;br /&gt;
** This is an example of a useful dwarfputer controlling a magma trap. It automatically floods an area with lava, cleans up and resets afterwards. The timing is perfectly adjusted to let the victims vanish only leaving their valuable metal behind.&amp;lt;br /&amp;gt;video: http://mkv25.net/dfma/movie-1808-perfectmagmatrap&amp;lt;br /&amp;gt;design: http://i576.photobucket.com/albums/ss208/kanddak/magmatrap.png&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
* repeater&lt;br /&gt;
** mechanical logic http://mkv25.net/dfma/movie-1370-pump-basedautorepeater&lt;br /&gt;
* adding machine&lt;br /&gt;
** mechanical logic, 6-bit: http://mkv25.net/dfma/movie-1561-addingmachine&lt;br /&gt;
** fluid logic, 8-bit: http://mkv25.net/dfma/movie-1084-numberabbeydemonstration&lt;br /&gt;
=== Such a doddle ===&lt;br /&gt;
* decimal display for 4-bit binary input&lt;br /&gt;
** mechanical logic, decimal with overflow-bit: http://mkv25.net/dfma/movie-1745-dwarfputerv01&lt;br /&gt;
** probably fluid logic: http://mkv25.net/dfma/movie-1657-7segmentlcddisplay&lt;br /&gt;
** fluid logic, hexadecimal: http://mkv25.net/dfma/movie-1092-7-segmentdisplaydemonstration&lt;br /&gt;
* tic tac toe&lt;br /&gt;
** mechanical logic http://mkv25.net/dfma/movie-1813-tictactoev10simple&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related user pages ==&lt;br /&gt;
*[[User:BaronW]] - The Almighty Dwarven Calculator&lt;br /&gt;
*[[User:Jong]] - The first fully programmable digital Dwarven Computer&lt;br /&gt;
*[[User:SL/Logic Gates]] - These use mechanisms for connecting gates and devices and so forth, but fluid for logic. They're built on top of a body of water, and require power (for a pump or two per gate).&lt;br /&gt;
*[[User:Kyace/Adder]] - A full adder built using fluid logic, with a video of a rough prototype. Trivial to combine 8 of these to make a fluid device capable of adding two 8 bit numbers together.&lt;br /&gt;
*[[User:Soundandfury#Logic_Gates]] - These have a water supply reservoir above and a drain below.  The drained water can be pumped back to the supply reservoir.&lt;br /&gt;
*[[User:Bidok]] - Animal logic with all gates, memory, repeater and counter. All powered by kittens.&lt;br /&gt;
*[[User:LordOOTFD#Animal_Logic]] - Animal logic with fast complex gates, building upon Bidok's kitten powered systems.&lt;br /&gt;
*[[User:Hussell#Assorted_Devices]] - Fluid logic&lt;br /&gt;
*[[User:Gammon]] - Fluid logic. Very detailed CMOS gates.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fortunato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Computing&amp;diff=127055</id>
		<title>v0.31:Computing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Computing&amp;diff=127055"/>
		<updated>2010-09-04T01:02:16Z</updated>

		<summary type="html">&lt;p&gt;Fortunato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
[[File:7x191.PNG|right|thumb|Dwarven Computing at its best: this calculator has more processing power than twenty dwarves combined!Although, that's not really saying much.]]&lt;br /&gt;
Computing in dwarf fortress is the practice of setting up complex constructions to perform logical operations and calculations, ideally to control some functionality of your fortress. Even if it isn't a young concept anymore, there is still lots of room for improvement and development. One reason is that there are many ways to solve one problem. Innovation and invention is encouraged.&lt;br /&gt;
=== Binary information ===&lt;br /&gt;
Binary information can have one of two possible states: true or false, respectively 1 or 0. In dwarf fortress they can be represented by different entities:&lt;br /&gt;
* on/off state or signal of a {{l|trigger|trigger}} (pressure plate, lever)&lt;br /&gt;
* power or connection state of a {{l|machine component|machine component}}&lt;br /&gt;
* open or closed state of a {{l|door|door}} or similar buildings&lt;br /&gt;
* {{l|pressure plate|low/high}} or {{l|flow|flowing/standing}} {{l|water|fluid}}&lt;br /&gt;
* present {{l|creature|creature}}s and {{l|dwarf|borgs}}&lt;br /&gt;
&lt;br /&gt;
Electronic devices and computers base on this elementary form of information, and if you want to go into computing, you’ll have to familiarize yourself with it. [http://en.wikipedia.org/wiki/Propositional_calculus propositional calculus]&lt;br /&gt;
=== Input/Output ===&lt;br /&gt;
Input can be any device which can be linked to another device with mechanisms, such as {{l|lever|levers}} or {{l|pressure plate|pressure plates}}. Pressure plates can measure water, magma, or creature weight, and can be set to react to your own dwarves if measuring creature weight. If measuring water or magma you specify the minimum and maximum levels at which it should output 'on', and at all other levels it will output an 'off' signal. Regardless of the actual amount of water, magma, or creature weight on your pressure plate, the plate can only output an 'on' or 'off' signal (1 or 0) to whatever devices it is linked to. So everything you build will have a binary base.&lt;br /&gt;
&lt;br /&gt;
====Input elements====&lt;br /&gt;
* manual: {{l|lever|lever}} -&amp;gt; binary on/off signal&lt;br /&gt;
* triggered: {{l|pressure plate|pressure plate}} -&amp;gt; binary on/off signal&lt;br /&gt;
&lt;br /&gt;
According to input, output can be anything that is able to react to an on/off signal. This can be doors, bridges, floodgates allowing or stopping flow, gears controlling pumps and much more. In some special configurations - when {{l|mechanical logic|mechanical logic}} is involved - output may not be a on/off signal but power, thus running or not running a machine component.&lt;br /&gt;
&lt;br /&gt;
Currently to convert from power to an on/off signal, the only way is to use a kind of {{l|Mechanical_logic#Power_to_signal_converter|power to signal converter}}, a screw pump connected to that power source, and a pressure plate to measure whether water is being pumped.&lt;br /&gt;
&amp;lt;!-- ...screw pump connected to that power source &amp;lt;s&amp;gt;with an unlimited amount of water and drainage at the output&amp;lt;/s&amp;gt;, and a pressure plate to measure whether water is being pumped&amp;lt;s&amp;gt; out by the pump&amp;lt;/s&amp;gt;. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Output elements====&lt;br /&gt;
* signal: {{l|pressure plate|pressure plate}} -&amp;gt; binary on/off signal -&amp;gt; linkable Object(s)&lt;br /&gt;
* power: {{l|gear assembly|gear assembly}} -&amp;gt; binary power on/power off -&amp;gt; machine&lt;br /&gt;
&lt;br /&gt;
=== Binary logic ===&lt;br /&gt;
Basic binary logic takes one or two input bits and creates an output based on them. The devices that perform these operations are commonly called '''logic gates'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
* NOT - takes one input and returns the opposite of the input&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
! input A &lt;br /&gt;
! NOT&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
* AND - takes two inputs and returns true if both inputs are true&lt;br /&gt;
* OR - takes two inputs and returns true if at least one input is true&lt;br /&gt;
* XOR - takes two inputs and returns true if exactly one input is true&lt;br /&gt;
* NAND - takes two inputs and returns true if either input is false&lt;br /&gt;
* NOR - takes two inputs and returns true if both inputs are false&lt;br /&gt;
* XNOR - takes two inputs and returns true if both inputs are identical&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
! input A&lt;br /&gt;
! input B&lt;br /&gt;
! AND&lt;br /&gt;
! OR&lt;br /&gt;
! XOR&lt;br /&gt;
! NAND&lt;br /&gt;
! NOR&lt;br /&gt;
! NXOR&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
The most human-understandable logic system requires NOT, AND and OR gates, but having a design for either a NAND or a NOR gate is enough to build any of the other gates. Some gates are easier to create or need fewer components than others depending on what discipline your logic relies on. Designing each individual gate that you will need (or using designs that had each individual gate designed) rather than building a gate out of multiple NAND gates or the like will generally result in your dorfputer reacting faster and using less resources (power, water, kittens, construction materials, what-have-you).&lt;br /&gt;
&lt;br /&gt;
=== Complex gates ===&lt;br /&gt;
* {{l|Latch|Latch}} - storing and reading a single binary value&lt;br /&gt;
* {{l|Repeater|Repeater}} - sending a repeating signal&lt;br /&gt;
* {{l|Counter|Counter}}/{{l|Adder|Adder}} - binary calculation&lt;br /&gt;
&lt;br /&gt;
== Disciplines ==&lt;br /&gt;
Historically, prior to DF2010 there have been 3 main disciplines of dwarfputing, depending on what would drive the dwarfputer. Each of them had its assets and drawbacks. So far, DF2010 at 0.31.01 appears to be essentially the same as far as power transmission goes, barring some differences with pump vertical power transmission (they don't without the floor between being channeled, apparently). Science! will determine what, if anything, differs as far as water flow, falling, and animal pathfinding.&lt;br /&gt;
&lt;br /&gt;
The three disciplines are:&lt;br /&gt;
=== Fluid logic ===&lt;br /&gt;
{{l|Infinite flow fluid logic|Infinite flow fluid logic}} is controlling the ''flow of fluid'' over different pressure plates. Fluid logic can be easily constructed and every known logic gate in dwarf fortress has already been built with it. On the other hand this discipline depends on a somehow unlimited source of the used fluid to deal with its {{l|evaporation|evaporation}} and {{L|Water#Water in Fortress Mode|destruction}}.&lt;br /&gt;
=== Mechanical logic ===&lt;br /&gt;
{{l|Mechanical logic|Mechanical logic}} uses systems of axles and {{l|gear assembly|gear assemblies}} to build logical gates. Mechanical logic reacts very fast and can be easily constructed, except for the need for a fluid-pump-based power-&amp;gt;signal converter in every gate. Since every gear can itself be linked to a trigger (or multiple triggers), and automatically connect to adjacent gears for transferring either power or load, mechanical logic gates are very flexible and don't require anywhere near the number of different devices that tend to be used in fluid logic gates (except, again, for the requirement for a fluid-pump-based power-&amp;gt;signal converter in every gate, unless you intend to use it to control a pump). On the other hand this discipline uses a LOT of mechanical power, and due to the lack of a power-&amp;gt;signal converter, also referred to as a &amp;quot;rotation sensor&amp;quot; (a device to convert from power to on/off link signals), you need to build one using fluid logic components if you want to connect multiple mechanical logic gates together or connect a mechanical logic gate to any output other than a pump.  There is, however, now a fully functional fluid preserving rotation sensor design.  So, in truth, current mechanical logic is more correctly termed mechanical-fluid hybrid logic, as you need some source of fluid to &amp;quot;prime&amp;quot; the rotation sensors your design will need.  Along with new techniques to construct logic gates by &amp;quot;pre-toggling&amp;quot; a gear assembly (see {{l|Pre-Toggled Mechanical Logic|Pre-Toggled Mechanical Logic}}), any logical circuit can be built, given enough space in the game to do it.&lt;br /&gt;
&lt;br /&gt;
=== Animal logic ===&lt;br /&gt;
{{l|Animal logic|Animal logic}} places animals in an enclosed room, with a door blocking the path to where they desire to go, and a pressure plate below a hatch, with obstacles which are controlled by triggers. The animal thinks it can walk through the door, and if it has a path to the door will walk up to it and stand on the hatch. When the hatch is opened by a trigger, it falls onto the pressure plate. As long as the hatch is open, or other obstacles block its path to the door it remains on the pressure plate and the output is 'on'. Once it sees a path to the door it will leave the pressure plate. Generally this is made possibly by the fact that animals try to go to their parent while they're children, or to the meeting area. There are also be designs which use captured hostiles.&lt;br /&gt;
&lt;br /&gt;
There was a fourth, theoretical, discipline, Borg Logic, but there was never any reported success inventing any functioning and useful borg logic systems.&lt;br /&gt;
&lt;br /&gt;
===Examples of things you could do with logic gates===&lt;br /&gt;
* Repeater: Repeatedly toggling hatches open and closed, or spikes up and down.&lt;br /&gt;
* Latch: Making resettable one-use pressure plates which are reset by a lever.&lt;br /&gt;
* NOT gate: Reversing the effect of a switch or creature-sensing pressure plate, generally linked to a latch device. You can, of course, mod the latch device to send the opposite signal instead of using a NOT gate.&lt;br /&gt;
* AND gate: Requiring more than one condition to be true for something to occur. For instance, you could have a group of AND gates, with a system on/off switch, and and other triggers, with each trigger linked to a different AND gate with the system on/off switch linked to the the second input on all the AND gates, so that when the system on/off switch is OFF the output will be OFF on all the AND gates.&lt;br /&gt;
* OR gate: You could link two 1-7 water sensors to an OR gate, and link that to a NOT gate, and link that to some floodgates or doors which act as emergency bulkheads, closing when water is detected in the area. Or, link the OR gate to bridges which raise instead (but you may crush things, and bridges are slower than doors).&lt;br /&gt;
* XOR gate: You could use pressure plates hooked to latches at different points in your fort to detect enemy intrusion, and set them up to seal off the area with both an interior and exterior bulkhead when the intrusion occurs, but hook your latches up with an XOR gate and hook the output to the interior bulkhead to unseal that one if your pressure plates have detected that the enemy has gotten past it.&lt;br /&gt;
* NOR gate: A NOR gate returns TRUE (ON) only if both inputs are FALSE. Instead of using the OR gate example with a NOT gate, you could use a NOR gate linked to two 1-7 water sensors, whose output goes to doors or floodgates. When the pressure plates are both waterless, the floodgates will be open. When one detects water, the floodgates close. (If you used 0-0 pressure plates with an OR, you would get an OFF signal if both plates detected water, or an ON signal otherwise (which is the same as 1-7 NAND 1-7))&lt;br /&gt;
* NAND gate: A NAND gate returns TRUE (ON) whenever both inputs are not both TRUE (e.g. ON NAND ON is OFF, but every other combination is ON). Instead of the OR NOT or NOR example, you could link two 0-0 water sensors to a NAND gate, and link the NAND gate's output to raising bridges. 0-0 NAND 0-0 is the same as 1-7 OR 1-7. If there is no water on both pressure plates, the NAND gate will output an OFF signal. If, however, either has water, it will output an ON signal.&lt;br /&gt;
&lt;br /&gt;
* And here's a more complicated example, omitting the details of what gates to use: An automated swimming training room, where you pull a lever to close exit doors and open hatches to drop water into it, then pressure plates detect when there's enough water and close the hatches, and after a certain amount of time (using a very slow repeater, for instance), drains and exit doors open and the system resets until you pull the lever again. Or, the lever could be taken out entirely and the system could be made fully automatic (with dwarves set to train in the room, for instance) using the repeater.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
There are few examples of a really useful dwarfputer and some concepts which have the potential to become useful for others. But in most cases they are made just for fun. What doesn't mean to diminish their designers achievements, because these are in general the more complex ones.&amp;lt;br /&amp;gt;At the moment there are no known examples of animal or borg logic.&lt;br /&gt;
=== Useful ===&lt;br /&gt;
* Magma trap&lt;br /&gt;
** This is an example of a useful dwarfputer controlling a magma trap. It automatically floods an area with lava, cleans up and resets afterwards. The timing is perfectly adjusted to let the victims vanish only leaving their valuable metal behind.&amp;lt;br /&amp;gt;video: http://mkv25.net/dfma/movie-1808-perfectmagmatrap&amp;lt;br /&amp;gt;design: http://i576.photobucket.com/albums/ss208/kanddak/magmatrap.png&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
* repeater&lt;br /&gt;
** mechanical logic http://mkv25.net/dfma/movie-1370-pump-basedautorepeater&lt;br /&gt;
* adding machine&lt;br /&gt;
** mechanical logic, 6-bit: http://mkv25.net/dfma/movie-1561-addingmachine&lt;br /&gt;
** fluid logic, 8-bit: http://mkv25.net/dfma/movie-1084-numberabbeydemonstration&lt;br /&gt;
=== Such a doddle ===&lt;br /&gt;
* decimal display for 4-bit binary input&lt;br /&gt;
** mechanical logic, decimal with overflow-bit: http://mkv25.net/dfma/movie-1745-dwarfputerv01&lt;br /&gt;
** probably fluid logic: http://mkv25.net/dfma/movie-1657-7segmentlcddisplay&lt;br /&gt;
** fluid logic, hexadecimal: http://mkv25.net/dfma/movie-1092-7-segmentdisplaydemonstration&lt;br /&gt;
* tic tac toe&lt;br /&gt;
** mechanical logic http://mkv25.net/dfma/movie-1813-tictactoev10simple&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related user pages ==&lt;br /&gt;
*[[User:BaronW]] - The Almighty Dwarven Calculator&lt;br /&gt;
*[[User:Jong]] - The first fully programmable digital Dwarven Computer&lt;br /&gt;
*[[User:SL/Logic Gates]] - These use mechanisms for connecting gates and devices and so forth, but fluid for logic. They're built on top of a body of water, and require power (for a pump or two per gate).&lt;br /&gt;
*[[User:Kyace/Adder]] - A full adder built using fluid logic, with a video of a rough prototype. Trivial to combine 8 of these to make a fluid device capable of adding two 8 bit numbers together.&lt;br /&gt;
*[[User:Soundandfury#Logic_Gates]] - These have a water supply reservoir above and a drain below.  The drained water can be pumped back to the supply reservoir.&lt;br /&gt;
*[[User:Bidok]] - Animal logic with all gates, memory, repeater and counter. All powered by kittens.&lt;br /&gt;
*[[User:LordOOTFD#Animal_Logic]] - Animal logic with fast complex gates, building upon Bidok's kitten powered systems.&lt;br /&gt;
*[[User:Hussell#Assorted_Devices]] - Fluid logic&lt;br /&gt;
*[[User:Gammon]] - Fluid logic. Very detailed CMOS gates.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Fortunato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_physics&amp;diff=127054</id>
		<title>v0.31:Dwarven physics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_physics&amp;diff=127054"/>
		<updated>2010-09-04T00:56:36Z</updated>

		<summary type="html">&lt;p&gt;Fortunato: /* Dwarven Physics Mimetism */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
'''Dwarven physics''' is the study of how matter interacts with other matter within the world of Dwarf Fortress. Scholars of traditional Newtonian physics should note that Dwarven physics may or may not correspond with traditional Physics.&lt;br /&gt;
&lt;br /&gt;
It is also worthy of mention that Dwarven physics is a highly complex subject, and thus only be approached by extremely intelligent, extremely curious, or extremely insane individuals.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Those familiar with traditional physics will recognize the following equation:&lt;br /&gt;
&lt;br /&gt;
'''''E = mc&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
This equation, read from left to right, says: &amp;quot;Energy is equal to mass times the speed of light squared.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The following equation is known as the ''Dwarven Equation of Life, the Universe, and Everything'', and is the Dwarven adaption of the above:&lt;br /&gt;
&lt;br /&gt;
'''''E''''' {{Dwarf|7:1|10px}} '''''mc&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
From left to right, it says: &amp;quot;Energy may or may not equal mass times the speed of light squared.&amp;quot; Needless to say, there is a small amount of ambiguity when dealing with Dwarven physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Dwarven method ==&lt;br /&gt;
The Dwarven method is a rubric by which experiments in Dwarf Fortress are conducted, but should not be confused with the Scientific method. Although the rigidity of the Dwarven method is disputed, the majority of important Dwarven experiments follow the Method. The Dwarven method consists of the following general guidelines:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample size ===&lt;br /&gt;
Again, those familiar with traditional science may recognize the phrase, where it normally means, &amp;quot;The more the better.&amp;quot; However, in Dwarven experiments, it means, &amp;quot;The '''''bigger''''' the better. For instance, a 500-meter magma fall is preferable to a 50-meter one. Now, if you had ''two'' 500-meter magma falls...&lt;br /&gt;
&lt;br /&gt;
=== Repeatability ===&lt;br /&gt;
This is whether or not the experiment can be repeated, and if so, under what conditions. If there are few or no restrictions on repeatability, and your experiment receives the same results every time, it will likely be accepted as Dwarven fact. On the other hand, if said experiment can only be reproduced at infrequent or unpredictable intervals, and you were the only one to witness it, and you forgot to take a screenshot, and the experiment can only take place on your computer, and you mysteriously misplaced the savegame, your experiment will likely be dismissed as pointless drivel.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven factor ===&lt;br /&gt;
This factor is the approximate relative value of the prodigiousness of an experiment. Values must be real numbers, more specifically subsets of the Integer family. In layman's terms, the Dwarven factor is how awesome an experiment is. Keep in mind that the D-factor is relative, and thus intended to be compared with other values.&lt;br /&gt;
&lt;br /&gt;
For instance, a cannon that shoots water may have a D-factor value of 100. However, if this cannon was constructed completely out of Adamantine, or if it was modified to shoot Magma instead, the D-factor may increase to several thousand, depending on the amount of magma used.&lt;br /&gt;
&lt;br /&gt;
Note that a graph of the Dwarven factor may, and often will, asymptote. Vertical asymptotes are often seen when the D-factor of one experiment is just greater than that of another experiment.&lt;br /&gt;
&lt;br /&gt;
Lastly, there is a direct correlation between the Dwarven factor and Sample size. Simply put, the bigger, the more Dwarvenly, ironic because the dwarves themselves are...small.&lt;br /&gt;
&lt;br /&gt;
== The Dwarven status quo ==&lt;br /&gt;
The Dwarven index is strikingly similar to the concept of entropy. Although it involves chaos, the Index is more related with the innate stupidity of dwarves. A rough example of entropy is if a dwarf is given two decisions, and it is completely uncertain which one he will choose. (The concept of entropy relates loosely to the ''Dwarven Equation of Everything''.)&lt;br /&gt;
&lt;br /&gt;
Even though it is similar to the concept of Entropy, the Dwarven index may produce different results, hence the differentiation between the two. The Dwarven index states, in a nutshell, that when a dwarf is faced with a decision he or she will make the ''wrong'' decision approximately 99.7% of the time. This could range from something minor like taking the long route to the kitchen, or to something like building a wall from the wrong side, getting stuck alone with a siege, ''dying a gory death'', and {{L|fun|sending the entirety of your fort into a massive tantrum spiral as the invaders split their sides laughing}}. While entropy will produce the wrong decision roughly 50% of the time, the Dwarven index will produce the wrong decision 99.7% of the time.&lt;br /&gt;
&lt;br /&gt;
=== Summary of the Dwarven status quo ===&lt;br /&gt;
Dwarves are stupid.&lt;br /&gt;
&lt;br /&gt;
== Discrepancies between Dwarven and traditional physics ==&lt;br /&gt;
The following items are possible in Dwarf Fortress, but impossible otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven perpetual motion device ===&lt;br /&gt;
As the name implies, this is a device that continuously generates power. Specifically, it generates power by building a {{L|water wheel}} in a {{L|waterfall}}, then using said waterfall to power a {{L|screw pump}}. The screw pump is used to pump {{L|water}} back to its original {{L|Z-axis|Z-level}} and recycle it through the waterfall. Somehow, the device consistently generates a surplus of rotational energy.&lt;br /&gt;
&lt;br /&gt;
=== Quantum garbage dumps ===&lt;br /&gt;
Perhaps the most common Dwarven anomaly, this is simply a 1x1 garbage {{L|dump}} zone, with massive amounts of items (usually {{L|stone}}) all contained in a single tile. The practicality is obvious&amp;amp;mdash;where else are you going to put all that stone?&lt;br /&gt;
&lt;br /&gt;
=== Matter annihilation ===&lt;br /&gt;
Another common method of garbage disposal. Items and {{L|creature}}s in DF can be &amp;quot;annihilated&amp;quot; by placing them under a {{L|drawbridge}}, and lowering the bridge. This is an example where the ''Dwarven Equation of Everything'' states that energy is ''not'' equal to mass times the speed of light squared. If the opposite was true, players would witness a massive explosion and a corresponding drop in FPS rate whenever an item was annihilated.&lt;br /&gt;
&lt;br /&gt;
Dwarves also currently appear to run on a metabolism that annihilates matter, as they are capable of eating large quantities of alcohol and food without producing any sort of waste product, aside from an infrequent, but seemingly inexhaustible supply of vomit.  The mass of food and booze, once consumed, simply ceases to exist.&lt;br /&gt;
&lt;br /&gt;
=== Matter creation ===&lt;br /&gt;
The reverse of matter annihilation is creating something from nothing.  Examples include: &lt;br /&gt;
&lt;br /&gt;
* Obtaining enough {{L|sand}} from one tile to build a giant fortress out of {{L|glass}}&lt;br /&gt;
* Obtaining an infinite amount of {{L|water}} from a single {{L|aquifer}} wall, isolated from the rest of the aquifer&lt;br /&gt;
* Obtaining an infinite amount of food from a farm tile in spite of never having any soil replenished, no sunlight or other energy source, and only having needed to have the soil made wet and muddy only at one point in the entire history of the fortress.  This goes hand-in-hand with the dwarven annihilation metabolism system.&lt;br /&gt;
&lt;br /&gt;
=== General Relativity ===&lt;br /&gt;
It is also important to note that while relativity is indeed a proven phenomenon in Dwarven Physics, the catalyst for time dilation is not the speed an object moves at (as in traditional physics) but instead the population of its region.  For decades, Dwarven Scientists have observed that, as local populations increase (dwarf, animal, or {{L|Waterfall|otherwise}}), the relative passage of time slows.  To combat this, mayors have been known to enact ordinances ranging from the {{L|Maximizing framerate|simple and logical}} to the {{L|Catsplosion#Thermonuclear_catsplosion|ethically dubious}}.&lt;br /&gt;
&lt;br /&gt;
In a recent study by the Center for Dwarven Advancement, it was found that 40% of pioneer dwarves left the Mountainhome due to &amp;quot;framerate issues,&amp;quot; with a margin of error of ±Booze.&lt;br /&gt;
&lt;br /&gt;
==== Urist's First Law of Relativity ====&lt;br /&gt;
As featured here.[http://www.bay12forums.com/smf/index.php?topic=61507.msg1412612#msg1412612]&lt;br /&gt;
&lt;br /&gt;
Urist's Law of Relativity #1&lt;br /&gt;
&lt;br /&gt;
The higher the Z-level, the larger the Z-level. &lt;br /&gt;
eg. At Z-level 0 (Yes 140 from where your wagon drops) 7/7 is slightly above a human's head. At Z-level 100, 7/7 water is about at the shoulders of a adolescent Bronze Colossus.&lt;br /&gt;
&lt;br /&gt;
If you follow the formula put forth by Dwarves, a child is 1/4 of a normal creature. So an adolescent would be around 1/2, or 1/3 for a small one, of the size of a normal creature. A normal BC is 20,000,000 size. That puts an adolescent between 6,666,667 size and 10,000,000 size. A full grown human is 70,000. Plenty of padding in that law to make a  2000 Z-level tower go to Pluto and back.&lt;br /&gt;
&lt;br /&gt;
=== Indestructible Constructions ===&lt;br /&gt;
All modern Dwarvish construction is based upon the principles of making materials indestructible. Dwarvish masons and carpenters are trained to make walls and floors with stone and wood, but are also capable of putting the material into a quantum state where they cannot be moved or destroyed by conventional means. Such technology has allowed incredible feats such as magma reservoirs made of wood, or 1x1 stone pillars that can hold up an entire metropolis without additional support. This phenomenon has also been observed in the other races (but to a much lesser extent.) Humans have a very primitive understanding of it, making little wood huts, but these are dwarfed in comparison to the various megaconstructs built by the dwarves. The Elves have an irrational moral code which prohibits them from altering the quantum state of wood (they say it's inhumane.) Even goblins have utilized this construction method. Ever since the beginning of Dwarven construction, sieging parties have tried to find ways of countering dwarven constructions, with little success. However, through trial and error, it has been found that if the construct does not have a direct physical link to the Earth in its current state, it becomes very unstable and reacts violently with the force of gravity, then it hurdles itself towards the ground with enough force to obliterate anything underneath it.&lt;br /&gt;
&lt;br /&gt;
=== Urist McPauli's Conditional Inclusion Principle ===&lt;br /&gt;
&lt;br /&gt;
The pauli exclusion principle of Normal Quantum Physics (roughly) states that two elementary particle cannot occupy the same quantum state simultaneously. This prevents you from placing two object at the exact same place and holds your beer inside the barrel. The McPauli Conditional Inclusion Principle of Dwarven Quantum Physics however states that two particles May occupy the exact same spot without any interaction, depending on the final object they compose. For instance, it is possible to stack an unlimited amount of Wooden Short Swords in a one-cubic-meter space, but it is impossible to place two assembled wooden beds in that same space, even though they are composed of a small fraction of the same wood. This is an interesting example of Dwarven recursive logic where consequences lead to causes.&lt;br /&gt;
&lt;br /&gt;
What about a workshop that makes beds nobody will haul?&lt;br /&gt;
&lt;br /&gt;
On a more theoretical (and less practical) side, it has been theorized that the workshops, where the wood is transformed into either short swords or bed, are actually quantum transformers where the basic properties of matter are altered : beds are made of standard, Pauli-compliant particles, while short swords are composed of non-fermionic thingies, although their true composition remain uncertain.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Physics Mimetism ==&lt;br /&gt;
Physics Mimetism refers to the ability of dwarves to mimic real-world physical phenomena. The most well-known example of physics mimetism is the [[tantrum]] spiraling, which is almost identical in principle to a nuclear chain reaction, with only a slight difference : although the reaction is extremely exothermic, you cannot use this energy to power screw pumps. Yet.&lt;br /&gt;
&lt;br /&gt;
Besides this difference, nuclear chain reactions and tantrum chain reactions behave in a similar way : Dwarves take the role of nuclear fuel nuclei, unhappy thoughts are similar to neutrons (with properties actually close to  neutrinos, even lead doors wont stop them) and various devices like awesome rooms, lavish meals and Booze serving as neutron moderators. When a dwarf nuclei undergo nuclear fission, it sends high-energy unhappy thought through the reaction chamber (the fortress). These unhappy thoughts interact with other dwarf nuclei and may cause more nuclear fissions, leading to a chain reaction where more and more Dwarves are tantruming. Fortunately, it is possible to moderate the effects of unhappy-thought-carrying-neutrinos by giving good, happy thoughts. The Most common moderator is booze, but other exists, although less efficient. Taking joy in slaughter was once a popular unhappy-thought moderator but is very dangerous to use as it can ''accelerate'' neutrons instead of slowing them when overheated. This was a prime cause of the catastrophic reaction of Dwarfnobyl which scattered deadly Elf settlements over a wide area (cleanup operations in progress).&lt;/div&gt;</summary>
		<author><name>Fortunato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_physics&amp;diff=127053</id>
		<title>v0.31:Dwarven physics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_physics&amp;diff=127053"/>
		<updated>2010-09-04T00:50:37Z</updated>

		<summary type="html">&lt;p&gt;Fortunato: /* Urist's First Law of Relativity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
'''Dwarven physics''' is the study of how matter interacts with other matter within the world of Dwarf Fortress. Scholars of traditional Newtonian physics should note that Dwarven physics may or may not correspond with traditional Physics.&lt;br /&gt;
&lt;br /&gt;
It is also worthy of mention that Dwarven physics is a highly complex subject, and thus only be approached by extremely intelligent, extremely curious, or extremely insane individuals.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Those familiar with traditional physics will recognize the following equation:&lt;br /&gt;
&lt;br /&gt;
'''''E = mc&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
This equation, read from left to right, says: &amp;quot;Energy is equal to mass times the speed of light squared.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The following equation is known as the ''Dwarven Equation of Life, the Universe, and Everything'', and is the Dwarven adaption of the above:&lt;br /&gt;
&lt;br /&gt;
'''''E''''' {{Dwarf|7:1|10px}} '''''mc&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
From left to right, it says: &amp;quot;Energy may or may not equal mass times the speed of light squared.&amp;quot; Needless to say, there is a small amount of ambiguity when dealing with Dwarven physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Dwarven method ==&lt;br /&gt;
The Dwarven method is a rubric by which experiments in Dwarf Fortress are conducted, but should not be confused with the Scientific method. Although the rigidity of the Dwarven method is disputed, the majority of important Dwarven experiments follow the Method. The Dwarven method consists of the following general guidelines:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample size ===&lt;br /&gt;
Again, those familiar with traditional science may recognize the phrase, where it normally means, &amp;quot;The more the better.&amp;quot; However, in Dwarven experiments, it means, &amp;quot;The '''''bigger''''' the better. For instance, a 500-meter magma fall is preferable to a 50-meter one. Now, if you had ''two'' 500-meter magma falls...&lt;br /&gt;
&lt;br /&gt;
=== Repeatability ===&lt;br /&gt;
This is whether or not the experiment can be repeated, and if so, under what conditions. If there are few or no restrictions on repeatability, and your experiment receives the same results every time, it will likely be accepted as Dwarven fact. On the other hand, if said experiment can only be reproduced at infrequent or unpredictable intervals, and you were the only one to witness it, and you forgot to take a screenshot, and the experiment can only take place on your computer, and you mysteriously misplaced the savegame, your experiment will likely be dismissed as pointless drivel.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven factor ===&lt;br /&gt;
This factor is the approximate relative value of the prodigiousness of an experiment. Values must be real numbers, more specifically subsets of the Integer family. In layman's terms, the Dwarven factor is how awesome an experiment is. Keep in mind that the D-factor is relative, and thus intended to be compared with other values.&lt;br /&gt;
&lt;br /&gt;
For instance, a cannon that shoots water may have a D-factor value of 100. However, if this cannon was constructed completely out of Adamantine, or if it was modified to shoot Magma instead, the D-factor may increase to several thousand, depending on the amount of magma used.&lt;br /&gt;
&lt;br /&gt;
Note that a graph of the Dwarven factor may, and often will, asymptote. Vertical asymptotes are often seen when the D-factor of one experiment is just greater than that of another experiment.&lt;br /&gt;
&lt;br /&gt;
Lastly, there is a direct correlation between the Dwarven factor and Sample size. Simply put, the bigger, the more Dwarvenly, ironic because the dwarves themselves are...small.&lt;br /&gt;
&lt;br /&gt;
== The Dwarven status quo ==&lt;br /&gt;
The Dwarven index is strikingly similar to the concept of entropy. Although it involves chaos, the Index is more related with the innate stupidity of dwarves. A rough example of entropy is if a dwarf is given two decisions, and it is completely uncertain which one he will choose. (The concept of entropy relates loosely to the ''Dwarven Equation of Everything''.)&lt;br /&gt;
&lt;br /&gt;
Even though it is similar to the concept of Entropy, the Dwarven index may produce different results, hence the differentiation between the two. The Dwarven index states, in a nutshell, that when a dwarf is faced with a decision he or she will make the ''wrong'' decision approximately 99.7% of the time. This could range from something minor like taking the long route to the kitchen, or to something like building a wall from the wrong side, getting stuck alone with a siege, ''dying a gory death'', and {{L|fun|sending the entirety of your fort into a massive tantrum spiral as the invaders split their sides laughing}}. While entropy will produce the wrong decision roughly 50% of the time, the Dwarven index will produce the wrong decision 99.7% of the time.&lt;br /&gt;
&lt;br /&gt;
=== Summary of the Dwarven status quo ===&lt;br /&gt;
Dwarves are stupid.&lt;br /&gt;
&lt;br /&gt;
== Discrepancies between Dwarven and traditional physics ==&lt;br /&gt;
The following items are possible in Dwarf Fortress, but impossible otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven perpetual motion device ===&lt;br /&gt;
As the name implies, this is a device that continuously generates power. Specifically, it generates power by building a {{L|water wheel}} in a {{L|waterfall}}, then using said waterfall to power a {{L|screw pump}}. The screw pump is used to pump {{L|water}} back to its original {{L|Z-axis|Z-level}} and recycle it through the waterfall. Somehow, the device consistently generates a surplus of rotational energy.&lt;br /&gt;
&lt;br /&gt;
=== Quantum garbage dumps ===&lt;br /&gt;
Perhaps the most common Dwarven anomaly, this is simply a 1x1 garbage {{L|dump}} zone, with massive amounts of items (usually {{L|stone}}) all contained in a single tile. The practicality is obvious&amp;amp;mdash;where else are you going to put all that stone?&lt;br /&gt;
&lt;br /&gt;
=== Matter annihilation ===&lt;br /&gt;
Another common method of garbage disposal. Items and {{L|creature}}s in DF can be &amp;quot;annihilated&amp;quot; by placing them under a {{L|drawbridge}}, and lowering the bridge. This is an example where the ''Dwarven Equation of Everything'' states that energy is ''not'' equal to mass times the speed of light squared. If the opposite was true, players would witness a massive explosion and a corresponding drop in FPS rate whenever an item was annihilated.&lt;br /&gt;
&lt;br /&gt;
Dwarves also currently appear to run on a metabolism that annihilates matter, as they are capable of eating large quantities of alcohol and food without producing any sort of waste product, aside from an infrequent, but seemingly inexhaustible supply of vomit.  The mass of food and booze, once consumed, simply ceases to exist.&lt;br /&gt;
&lt;br /&gt;
=== Matter creation ===&lt;br /&gt;
The reverse of matter annihilation is creating something from nothing.  Examples include: &lt;br /&gt;
&lt;br /&gt;
* Obtaining enough {{L|sand}} from one tile to build a giant fortress out of {{L|glass}}&lt;br /&gt;
* Obtaining an infinite amount of {{L|water}} from a single {{L|aquifer}} wall, isolated from the rest of the aquifer&lt;br /&gt;
* Obtaining an infinite amount of food from a farm tile in spite of never having any soil replenished, no sunlight or other energy source, and only having needed to have the soil made wet and muddy only at one point in the entire history of the fortress.  This goes hand-in-hand with the dwarven annihilation metabolism system.&lt;br /&gt;
&lt;br /&gt;
=== General Relativity ===&lt;br /&gt;
It is also important to note that while relativity is indeed a proven phenomenon in Dwarven Physics, the catalyst for time dilation is not the speed an object moves at (as in traditional physics) but instead the population of its region.  For decades, Dwarven Scientists have observed that, as local populations increase (dwarf, animal, or {{L|Waterfall|otherwise}}), the relative passage of time slows.  To combat this, mayors have been known to enact ordinances ranging from the {{L|Maximizing framerate|simple and logical}} to the {{L|Catsplosion#Thermonuclear_catsplosion|ethically dubious}}.&lt;br /&gt;
&lt;br /&gt;
In a recent study by the Center for Dwarven Advancement, it was found that 40% of pioneer dwarves left the Mountainhome due to &amp;quot;framerate issues,&amp;quot; with a margin of error of ±Booze.&lt;br /&gt;
&lt;br /&gt;
==== Urist's First Law of Relativity ====&lt;br /&gt;
As featured here.[http://www.bay12forums.com/smf/index.php?topic=61507.msg1412612#msg1412612]&lt;br /&gt;
&lt;br /&gt;
Urist's Law of Relativity #1&lt;br /&gt;
&lt;br /&gt;
The higher the Z-level, the larger the Z-level. &lt;br /&gt;
eg. At Z-level 0 (Yes 140 from where your wagon drops) 7/7 is slightly above a human's head. At Z-level 100, 7/7 water is about at the shoulders of a adolescent Bronze Colossus.&lt;br /&gt;
&lt;br /&gt;
If you follow the formula put forth by Dwarves, a child is 1/4 of a normal creature. So an adolescent would be around 1/2, or 1/3 for a small one, of the size of a normal creature. A normal BC is 20,000,000 size. That puts an adolescent between 6,666,667 size and 10,000,000 size. A full grown human is 70,000. Plenty of padding in that law to make a  2000 Z-level tower go to Pluto and back.&lt;br /&gt;
&lt;br /&gt;
=== Indestructible Constructions ===&lt;br /&gt;
All modern Dwarvish construction is based upon the principles of making materials indestructible. Dwarvish masons and carpenters are trained to make walls and floors with stone and wood, but are also capable of putting the material into a quantum state where they cannot be moved or destroyed by conventional means. Such technology has allowed incredible feats such as magma reservoirs made of wood, or 1x1 stone pillars that can hold up an entire metropolis without additional support. This phenomenon has also been observed in the other races (but to a much lesser extent.) Humans have a very primitive understanding of it, making little wood huts, but these are dwarfed in comparison to the various megaconstructs built by the dwarves. The Elves have an irrational moral code which prohibits them from altering the quantum state of wood (they say it's inhumane.) Even goblins have utilized this construction method. Ever since the beginning of Dwarven construction, sieging parties have tried to find ways of countering dwarven constructions, with little success. However, through trial and error, it has been found that if the construct does not have a direct physical link to the Earth in its current state, it becomes very unstable and reacts violently with the force of gravity, then it hurdles itself towards the ground with enough force to obliterate anything underneath it.&lt;br /&gt;
&lt;br /&gt;
=== Urist McPauli's Conditional Inclusion Principle ===&lt;br /&gt;
&lt;br /&gt;
The pauli exclusion principle of Normal Quantum Physics (roughly) states that two elementary particle cannot occupy the same quantum state simultaneously. This prevents you from placing two object at the exact same place and holds your beer inside the barrel. The McPauli Conditional Inclusion Principle of Dwarven Quantum Physics however states that two particles May occupy the exact same spot without any interaction, depending on the final object they compose. For instance, it is possible to stack an unlimited amount of Wooden Short Swords in a one-cubic-meter space, but it is impossible to place two assembled wooden beds in that same space, even though they are composed of a small fraction of the same wood. This is an interesting example of Dwarven recursive logic where consequences lead to causes.&lt;br /&gt;
&lt;br /&gt;
What about a workshop that makes beds nobody will haul?&lt;br /&gt;
&lt;br /&gt;
On a more theoretical (and less practical) side, it has been theorized that the workshops, where the wood is transformed into either short swords or bed, are actually quantum transformers where the basic properties of matter are altered : beds are made of standard, Pauli-compliant particles, while short swords are composed of non-fermionic thingies, although their true composition remain uncertain.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Physics Mimetism ==&lt;br /&gt;
Physics Mimetism refers to the ability of dwarves to mimic real-world physical phenomena. The most well-known example of physics mimetism is the [[tantrum]] spiraling, which is almost identical in principle to a nuclear chain reaction, with only a slight difference : although the reaction is extremely exothermic, you cannot use this energy to power screw pumps. Yet.&lt;br /&gt;
&lt;br /&gt;
Besides this difference, nuclear chain reactions and tantrum chain reactions behave in a similar way : Dwarves take the role of nuclear fuel nuclei, unhappy thought are similar to neutrons (with properties actually close to  neutrinos, even lead doors wont stop them) and various devices like awesome rooms, lavish meals and Booze serving as neutron moderators. When a dwarf nuclei undergo nuclear fission, it sends high-energy unhappy thought through the reaction chamber (the fortress). These unhappy thoughts interact with other dwarf nuclei and may cause more nuclear fissions, leading to a chain reaction where more and more Dwarves are tantruming. Fortunately, it is possible to moderate the effects of unhappy-thought-carrying-neutrinos by giving good, happy thoughts. The Most common moderator is booze, but other exists, although less efficient. Taking joy in slaughter was once a popular unhappy-thought moderator but is very dangerous to use as it can ''accelerate'' neutrons instead of slowing them when overheated. This was a prime cause of the catastrophic reaction of Dwarfnobyl which scattered deadly Elf settlements over a wide area (cleanup operations in progress).&lt;/div&gt;</summary>
		<author><name>Fortunato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Experience&amp;diff=126898</id>
		<title>v0.31:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Experience&amp;diff=126898"/>
		<updated>2010-09-01T23:15:29Z</updated>

		<summary type="html">&lt;p&gt;Fortunato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Experience''' represents how much a certain dwarf (or other intelligent creature) has learned about a certain subject or profession. It affects proficiency in skills. Precise points in experience are never displayed directly, except in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Every experience point earned is associated with a skill. Every time a dwarf uses this skill, experience is gained. When a skill is unused for a while, the skill will become rusty and experience will eventually decrease again {{verify}}.&lt;br /&gt;
&lt;br /&gt;
A more skilled dwarf will do work better and faster than an unskilled one. The better work results in higher quality items. The speed of work is most notable in legendary miners, who will barely touch the walls to make them crumble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Lvl !! Title !! XP&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Dabbling     ||align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Novice       ||align=&amp;quot;right&amp;quot;| 500&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Adequate     ||align=&amp;quot;right&amp;quot;| 1100&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Competent    ||align=&amp;quot;right&amp;quot;| 1800&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Skilled      ||align=&amp;quot;right&amp;quot;| 2600&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Proficient * ||align=&amp;quot;right&amp;quot;| 3500&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Talented     ||align=&amp;quot;right&amp;quot;| 4500&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Lvl !! Title !! XP&lt;br /&gt;
|-&lt;br /&gt;
| 7  || Adept        ||align=&amp;quot;right&amp;quot;| 5600&lt;br /&gt;
|-&lt;br /&gt;
| 8  || Expert       ||align=&amp;quot;right&amp;quot;| 6800&lt;br /&gt;
|-&lt;br /&gt;
| 9  || Professional ||align=&amp;quot;right&amp;quot;| 8100&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Accomplished ||align=&amp;quot;right&amp;quot;| 9500&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Great        ||align=&amp;quot;right&amp;quot;| 11000&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Master       ||align=&amp;quot;right&amp;quot;| 12600&lt;br /&gt;
|-&lt;br /&gt;
| 13 || High Master  ||align=&amp;quot;right&amp;quot;| 14300&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Lvl !! Title !! XP&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Grand Master  ||align=&amp;quot;right&amp;quot;| 16100&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Legendary     ||align=&amp;quot;right&amp;quot;| 18000&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Legendary+1** ||align=&amp;quot;right&amp;quot;| 20000&lt;br /&gt;
|-&lt;br /&gt;
| 17 || Legendary+2** ||align=&amp;quot;right&amp;quot;| 22100&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Legendary+3** ||align=&amp;quot;right&amp;quot;| 24300&lt;br /&gt;
|-&lt;br /&gt;
| 19 || Legendary+4** ||align=&amp;quot;right&amp;quot;| 26600&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Legendary+5*** ||align=&amp;quot;right&amp;quot;| 29000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
::::''Notes:''&lt;br /&gt;
:::::&amp;lt;nowiki&amp;gt;  *&amp;lt;/nowiki&amp;gt; This is the highest skill level possible for one of your starting dwarfs.&lt;br /&gt;
:::::&amp;lt;nowiki&amp;gt; **&amp;lt;/nowiki&amp;gt; These levels are only ''assumed'' to exist - they existed in 23a and 40d but were never visible in game (they were confirmed via an examination of the game code, and they had visible effects on {{L|quality}} of goods produced), but it's unclear if they still do in 31.01.{{verify}}&lt;br /&gt;
:::::&amp;lt;nowiki&amp;gt; ***&amp;lt;/nowiki&amp;gt; It seems to be possible to have skill over Legendary+5(at least in adventure mode). This is clearly seen by looking at experience required for next level and how much you level up. Simpliest way to see this is to remove weapon, choose to not dodge/move around and simply wait while something harmless tries to kill you. Tested in version 31.10, probably unchanged since then.{{verify}}&lt;/div&gt;</summary>
		<author><name>Fortunato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=126575</id>
		<title>v0.31:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=126575"/>
		<updated>2010-08-29T23:19:31Z</updated>

		<summary type="html">&lt;p&gt;Fortunato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of {{l|wood}}.  The density of growth is determined by the {{l|biome}}, and those are visible on the pre-{{l|embark}} screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced, and the color of the wood from underground &amp;quot;trees&amp;quot; - otherwise all trees are identical, equal in usefulness and value.*&lt;br /&gt;
&lt;br /&gt;
:''(* Note that {{l|preference}}s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''&lt;br /&gt;
&lt;br /&gt;
Viewed on their same {{l|z-level}}, many different sub-types of trees have their own symbol, such as {{tile|♣|2:0}}, {{tile|♠|2:0}}, {{tile|¶|2:0}}, {{tile|╞|2:0}} or {{tile|⌠|2:0}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one z-level higher look like coloured rectangles ( {{tile|■|2:0}} ), appearing identical to coloured {{l|block}}s floating in the air. Deciduous trees will change colour to red or yellow in {{L|autumn}} ( {{tile|♣|4:1}}, {{tile|♠|6:1}} ), and lose their leaves in {{L|winter}} ( {{tile|╞|6:0}} ) (controlled by the [AUTUMNCOLOR] tag.)  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.&lt;br /&gt;
&lt;br /&gt;
===Harvesting / Removing the barrier===&lt;br /&gt;
Trees are a type of {{l|map tile}} that forms a solid barrier, like {{l|stone}} or {{l|ore}}.  Trees (but not saplings) will block movement, and prevent designation of {{l|channel}}ing, {{l|wall}}s and other {{l|construction}}s.  {{l|Caravan}}s are especially vulnerable to being blocked by trees, since they require a path 3-tiles wide and cannot pass within 1 tile of a tree(note wagons appear to not be in 2010 as of yet.).  Trees do not form a floor on the level above them - creatures cannot walk &amp;quot;on top of&amp;quot; trees. &lt;br /&gt;
&lt;br /&gt;
However, in a very interesting series of circumstances involving a drawbridge and a troll, I found that creatures that are flying through the air can somehow ''land'' on top of trees. -Fortunato&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the {{Key|d}}esignations menu chop {{k|t}}rees, which will instruct {{l|dwarves}} with the {{l|woodcutting}} {{l|labor}} enabled to grab an {{l|axe}} and begin chopping down the tree. Once cut down, they become one {{l|wood}} log, which is movable and can be hauled by enabling the Haul Wood labor on any dwarf and designating a wood {{l|stockpile}}.&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy {{l|traffic}}, and also flooding.  Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away.  To grow from a sapling to a tree takes about a year and a half or more, though this seems randomized to some degree.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. &amp;lt;!--Which is why those elves need to quit bitching about our timber industry.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on a tile with items on it (such as stone, food, etc).  Saplings will not grow where a road has been laid down. Trees do not appear in biomes with zero drainage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tree farming==&lt;br /&gt;
&lt;br /&gt;
While it is not possible to plant trees directly, walling off or engineering a patch of muddy soil underground and breaching a {{L|cavern}} to allow spores in is a decent method of growing trees safely.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&amp;lt;!-- blank row template:&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt; |tile= |hab= |align= |decid= |wt= |pref= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;acacia&amp;quot;&amp;gt;{{L|Acacia}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Tropical Grassland (Dry)&amp;lt;br /&amp;gt;Tropical Savanna (Dry)&amp;lt;br /&amp;gt;Tropical Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Alder&amp;quot;&amp;gt;{{L|Alder}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Ash&amp;quot;&amp;gt;{{L|Ash (tree)|Ash}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=620|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Birch&amp;quot;&amp;gt;{{L|Birch}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=670|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Black-cap&amp;quot;&amp;gt;{{L|Black-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|0:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=650|pref=gloomy appeal}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Blood thorn&amp;quot;&amp;gt;{{L|Blood thorn}}&amp;lt;/span&amp;gt;|tile={{tile|╡|4:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;br /&amp;gt;Subterranean Chasm&amp;lt;/span&amp;gt;|align=All|decid=No|wt=1250|pref=sickening appearance}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;cacao tree&amp;quot;&amp;gt;{{L|Cacao tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Candlenut&amp;quot;&amp;gt;{{L|Candlenut}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Cedar&amp;quot;&amp;gt;{{L|Cedar}}&amp;lt;/span&amp;gt;|tile={{tile|↨|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=380|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Chestnut&amp;quot;&amp;gt;{{L|Chestnut}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=500|pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Feather tree&amp;quot;&amp;gt;{{L|Feather tree}}&amp;lt;/span&amp;gt;|tile={{tile|♣|7:1}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt;|decid=No|wt=100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;fungiwood&amp;quot;&amp;gt;{{L|Fungiwood}}&amp;lt;/span&amp;gt;|tile={{tile|♣|6:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;glumprong&amp;quot;&amp;gt;{{L|Glumprong}}&amp;lt;/span&amp;gt;|tile={{tile|┤|5:0}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt;|decid=No|wt=1200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;goblin-cap&amp;quot;&amp;gt;{{L|Goblin-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|4:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;highwood&amp;quot;&amp;gt;{{L|Highwood}}&amp;lt;/span&amp;gt;|tile={{tile|¶|2:0}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt;|decid=No|wt=500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;kapok&amp;quot;&amp;gt;{{L|Kapok}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;larch&amp;quot;&amp;gt;{{L|Larch}}&amp;lt;/span&amp;gt;|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mango tree&amp;quot;&amp;gt;{{L|Mango tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mahogany&amp;quot;&amp;gt;{{L|Mahogany}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=loose inflorescences}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;maple&amp;quot;&amp;gt;{{L|Maple}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Temperate Grassland (Dry)&amp;lt;br /&amp;gt;Temperate Savanna (Dry)&amp;lt;br /&amp;gt;Temperate Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=755|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mangrove&amp;quot;&amp;gt;{{L|Mangrove}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp (wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;nether-cap&amp;quot;&amp;gt;{{L|Nether-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|1:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=550|pref=coldness to the touch&amp;lt;br/&amp;gt;(wood has [MAT_FIXED_TEMP:10000])}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;oak&amp;quot;&amp;gt;{{L|Oak}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;palm&amp;quot;&amp;gt;{{L|Palm}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;pine&amp;quot;&amp;gt;{{L|Pine}}&amp;lt;/span&amp;gt;|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=560|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;rubber tree&amp;quot;&amp;gt;{{L|Rubber tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;saguaro&amp;quot;&amp;gt;{{L|Saguaro}}&amp;lt;/span&amp;gt;|tile={{tile|╞|2:0}}|hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;spore tree&amp;quot;&amp;gt;{{L|Spore tree}}&amp;lt;/span&amp;gt;|tile={{tile|♣|3:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;tower-cap&amp;quot;&amp;gt;{{L|Tower-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|7:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;tunnel tube&amp;quot;&amp;gt;{{L|Tunnel tube}}&amp;lt;/span&amp;gt;|tile={{tile|│|5:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;willow&amp;quot;&amp;gt;{{L|Willow}}&amp;lt;/span&amp;gt;|tile={{tile|⌠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br /&amp;gt;Any Tropical Forest (Wet)&amp;lt;br /&amp;gt;Tropical Grassland (Wet)&amp;lt;br /&amp;gt;Tropical Savanna (Wet)&amp;lt;br /&amp;gt;Tropical Shrubland (Wet)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Freshwater Marsh (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Marsh (Wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=420|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;/div&gt;</summary>
		<author><name>Fortunato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=126574</id>
		<title>v0.31:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=126574"/>
		<updated>2010-08-29T23:17:11Z</updated>

		<summary type="html">&lt;p&gt;Fortunato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of {{l|wood}}.  The density of growth is determined by the {{l|biome}}, and those are visible on the pre-{{l|embark}} screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced, and the color of the wood from underground &amp;quot;trees&amp;quot; - otherwise all trees are identical, equal in usefulness and value.*&lt;br /&gt;
&lt;br /&gt;
:''(* Note that {{l|preference}}s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''&lt;br /&gt;
&lt;br /&gt;
Viewed on their same {{l|z-level}}, many different sub-types of trees have their own symbol, such as {{tile|♣|2:0}}, {{tile|♠|2:0}}, {{tile|¶|2:0}}, {{tile|╞|2:0}} or {{tile|⌠|2:0}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one z-level higher look like coloured rectangles ( {{tile|■|2:0}} ), appearing identical to coloured {{l|block}}s floating in the air. Deciduous trees will change colour to red or yellow in {{L|autumn}} ( {{tile|♣|4:1}}, {{tile|♠|6:1}} ), and lose their leaves in {{L|winter}} ( {{tile|╞|6:0}} ) (controlled by the [AUTUMNCOLOR] tag.)  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.&lt;br /&gt;
&lt;br /&gt;
===Harvesting / Removing the barrier===&lt;br /&gt;
Trees are a type of {{l|map tile}} that forms a solid barrier, like {{l|stone}} or {{l|ore}}.  Trees (but not saplings) will block movement, and prevent designation of {{l|channel}}ing, {{l|wall}}s and other {{l|construction}}s.  {{l|Caravan}}s are especially vulnerable to being blocked by trees, since they require a path 3-tiles wide and cannot pass within 1 tile of a tree(note wagons appear to not be in 2010 as of yet.).  Trees do not form a floor on the level above them - creatures cannot walk &amp;quot;on top of&amp;quot; trees. However, in a very interesting series of circumstances involving a drawbridge and a troll, I found that creatures that are flying through the air can somehow ''land'' on top of trees. -Fortunato&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the {{Key|d}}esignations menu chop {{k|t}}rees, which will instruct {{l|dwarves}} with the {{l|woodcutting}} {{l|labor}} enabled to grab an {{l|axe}} and begin chopping down the tree. Once cut down, they become one {{l|wood}} log, which is movable and can be hauled by enabling the Haul Wood labor on any dwarf and designating a wood {{l|stockpile}}.&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy {{l|traffic}}, and also flooding.  Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away.  To grow from a sapling to a tree takes about a year and a half or more, though this seems randomized to some degree.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. &amp;lt;!--Which is why those elves need to quit bitching about our timber industry.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on a tile with items on it (such as stone, food, etc).  Saplings will not grow where a road has been laid down. Trees do not appear in biomes with zero drainage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tree farming==&lt;br /&gt;
&lt;br /&gt;
While it is not possible to plant trees directly, walling off or engineering a patch of muddy soil underground and breaching a {{L|cavern}} to allow spores in is a decent method of growing trees safely.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&amp;lt;!-- blank row template:&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt; |tile= |hab= |align= |decid= |wt= |pref= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;acacia&amp;quot;&amp;gt;{{L|Acacia}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Tropical Grassland (Dry)&amp;lt;br /&amp;gt;Tropical Savanna (Dry)&amp;lt;br /&amp;gt;Tropical Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Alder&amp;quot;&amp;gt;{{L|Alder}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Ash&amp;quot;&amp;gt;{{L|Ash (tree)|Ash}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=620|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Birch&amp;quot;&amp;gt;{{L|Birch}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=670|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Black-cap&amp;quot;&amp;gt;{{L|Black-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|0:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=650|pref=gloomy appeal}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Blood thorn&amp;quot;&amp;gt;{{L|Blood thorn}}&amp;lt;/span&amp;gt;|tile={{tile|╡|4:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;br /&amp;gt;Subterranean Chasm&amp;lt;/span&amp;gt;|align=All|decid=No|wt=1250|pref=sickening appearance}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;cacao tree&amp;quot;&amp;gt;{{L|Cacao tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Candlenut&amp;quot;&amp;gt;{{L|Candlenut}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Cedar&amp;quot;&amp;gt;{{L|Cedar}}&amp;lt;/span&amp;gt;|tile={{tile|↨|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=380|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Chestnut&amp;quot;&amp;gt;{{L|Chestnut}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=500|pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Feather tree&amp;quot;&amp;gt;{{L|Feather tree}}&amp;lt;/span&amp;gt;|tile={{tile|♣|7:1}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt;|decid=No|wt=100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;fungiwood&amp;quot;&amp;gt;{{L|Fungiwood}}&amp;lt;/span&amp;gt;|tile={{tile|♣|6:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;glumprong&amp;quot;&amp;gt;{{L|Glumprong}}&amp;lt;/span&amp;gt;|tile={{tile|┤|5:0}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt;|decid=No|wt=1200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;goblin-cap&amp;quot;&amp;gt;{{L|Goblin-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|4:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;highwood&amp;quot;&amp;gt;{{L|Highwood}}&amp;lt;/span&amp;gt;|tile={{tile|¶|2:0}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt;|decid=No|wt=500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;kapok&amp;quot;&amp;gt;{{L|Kapok}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;larch&amp;quot;&amp;gt;{{L|Larch}}&amp;lt;/span&amp;gt;|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mango tree&amp;quot;&amp;gt;{{L|Mango tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mahogany&amp;quot;&amp;gt;{{L|Mahogany}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=loose inflorescences}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;maple&amp;quot;&amp;gt;{{L|Maple}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Temperate Grassland (Dry)&amp;lt;br /&amp;gt;Temperate Savanna (Dry)&amp;lt;br /&amp;gt;Temperate Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=755|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mangrove&amp;quot;&amp;gt;{{L|Mangrove}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp (wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;nether-cap&amp;quot;&amp;gt;{{L|Nether-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|1:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=550|pref=coldness to the touch&amp;lt;br/&amp;gt;(wood has [MAT_FIXED_TEMP:10000])}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;oak&amp;quot;&amp;gt;{{L|Oak}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;palm&amp;quot;&amp;gt;{{L|Palm}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;pine&amp;quot;&amp;gt;{{L|Pine}}&amp;lt;/span&amp;gt;|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=560|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;rubber tree&amp;quot;&amp;gt;{{L|Rubber tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;saguaro&amp;quot;&amp;gt;{{L|Saguaro}}&amp;lt;/span&amp;gt;|tile={{tile|╞|2:0}}|hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;spore tree&amp;quot;&amp;gt;{{L|Spore tree}}&amp;lt;/span&amp;gt;|tile={{tile|♣|3:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;tower-cap&amp;quot;&amp;gt;{{L|Tower-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|7:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;tunnel tube&amp;quot;&amp;gt;{{L|Tunnel tube}}&amp;lt;/span&amp;gt;|tile={{tile|│|5:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;willow&amp;quot;&amp;gt;{{L|Willow}}&amp;lt;/span&amp;gt;|tile={{tile|⌠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br /&amp;gt;Any Tropical Forest (Wet)&amp;lt;br /&amp;gt;Tropical Grassland (Wet)&amp;lt;br /&amp;gt;Tropical Savanna (Wet)&amp;lt;br /&amp;gt;Tropical Shrubland (Wet)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Freshwater Marsh (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Marsh (Wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=420|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;/div&gt;</summary>
		<author><name>Fortunato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=126573</id>
		<title>v0.31:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=126573"/>
		<updated>2010-08-29T23:16:24Z</updated>

		<summary type="html">&lt;p&gt;Fortunato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of {{l|wood}}.  The density of growth is determined by the {{l|biome}}, and those are visible on the pre-{{l|embark}} screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced, and the color of the wood from underground &amp;quot;trees&amp;quot; - otherwise all trees are identical, equal in usefulness and value.*&lt;br /&gt;
&lt;br /&gt;
:''(* Note that {{l|preference}}s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''&lt;br /&gt;
&lt;br /&gt;
Viewed on their same {{l|z-level}}, many different sub-types of trees have their own symbol, such as {{tile|♣|2:0}}, {{tile|♠|2:0}}, {{tile|¶|2:0}}, {{tile|╞|2:0}} or {{tile|⌠|2:0}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one z-level higher look like coloured rectangles ( {{tile|■|2:0}} ), appearing identical to coloured {{l|block}}s floating in the air. Deciduous trees will change colour to red or yellow in {{L|autumn}} ( {{tile|♣|4:1}}, {{tile|♠|6:1}} ), and lose their leaves in {{L|winter}} ( {{tile|╞|6:0}} ) (controlled by the [AUTUMNCOLOR] tag.)  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.&lt;br /&gt;
&lt;br /&gt;
===Harvesting / Removing the barrier===&lt;br /&gt;
Trees are a type of {{l|map tile}} that forms a solid barrier, like {{l|stone}} or {{l|ore}}.  Trees (but not saplings) will block movement, and prevent designation of {{l|channel}}ing, {{l|wall}}s and other {{l|construction}}s.  {{l|Caravan}}s are especially vulnerable to being blocked by trees, since they require a path 3-tiles wide and cannot pass within 1 tile of a tree(note wagons appear to not be in 2010 as of yet.).  Trees do not form a floor on the level above them - creatures cannot walk &amp;quot;on top of&amp;quot; trees.&lt;br /&gt;
     However, in a very interesting series of circumstances involving a drawbridge and a troll, I found that creatures that are flying through the air can somehow ''land'' on top of trees. -Fortunato&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the {{Key|d}}esignations menu chop {{k|t}}rees, which will instruct {{l|dwarves}} with the {{l|woodcutting}} {{l|labor}} enabled to grab an {{l|axe}} and begin chopping down the tree. Once cut down, they become one {{l|wood}} log, which is movable and can be hauled by enabling the Haul Wood labor on any dwarf and designating a wood {{l|stockpile}}.&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy {{l|traffic}}, and also flooding.  Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away.  To grow from a sapling to a tree takes about a year and a half or more, though this seems randomized to some degree.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. &amp;lt;!--Which is why those elves need to quit bitching about our timber industry.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on a tile with items on it (such as stone, food, etc).  Saplings will not grow where a road has been laid down. Trees do not appear in biomes with zero drainage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tree farming==&lt;br /&gt;
&lt;br /&gt;
While it is not possible to plant trees directly, walling off or engineering a patch of muddy soil underground and breaching a {{L|cavern}} to allow spores in is a decent method of growing trees safely.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&amp;lt;!-- blank row template:&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt; |tile= |hab= |align= |decid= |wt= |pref= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;acacia&amp;quot;&amp;gt;{{L|Acacia}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Tropical Grassland (Dry)&amp;lt;br /&amp;gt;Tropical Savanna (Dry)&amp;lt;br /&amp;gt;Tropical Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Alder&amp;quot;&amp;gt;{{L|Alder}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Ash&amp;quot;&amp;gt;{{L|Ash (tree)|Ash}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=620|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Birch&amp;quot;&amp;gt;{{L|Birch}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=670|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Black-cap&amp;quot;&amp;gt;{{L|Black-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|0:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=650|pref=gloomy appeal}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Blood thorn&amp;quot;&amp;gt;{{L|Blood thorn}}&amp;lt;/span&amp;gt;|tile={{tile|╡|4:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;br /&amp;gt;Subterranean Chasm&amp;lt;/span&amp;gt;|align=All|decid=No|wt=1250|pref=sickening appearance}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;cacao tree&amp;quot;&amp;gt;{{L|Cacao tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Candlenut&amp;quot;&amp;gt;{{L|Candlenut}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Cedar&amp;quot;&amp;gt;{{L|Cedar}}&amp;lt;/span&amp;gt;|tile={{tile|↨|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=380|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Chestnut&amp;quot;&amp;gt;{{L|Chestnut}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=500|pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Feather tree&amp;quot;&amp;gt;{{L|Feather tree}}&amp;lt;/span&amp;gt;|tile={{tile|♣|7:1}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt;|decid=No|wt=100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;fungiwood&amp;quot;&amp;gt;{{L|Fungiwood}}&amp;lt;/span&amp;gt;|tile={{tile|♣|6:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;glumprong&amp;quot;&amp;gt;{{L|Glumprong}}&amp;lt;/span&amp;gt;|tile={{tile|┤|5:0}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt;|decid=No|wt=1200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;goblin-cap&amp;quot;&amp;gt;{{L|Goblin-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|4:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;highwood&amp;quot;&amp;gt;{{L|Highwood}}&amp;lt;/span&amp;gt;|tile={{tile|¶|2:0}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt;|decid=No|wt=500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;kapok&amp;quot;&amp;gt;{{L|Kapok}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;larch&amp;quot;&amp;gt;{{L|Larch}}&amp;lt;/span&amp;gt;|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mango tree&amp;quot;&amp;gt;{{L|Mango tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mahogany&amp;quot;&amp;gt;{{L|Mahogany}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=loose inflorescences}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;maple&amp;quot;&amp;gt;{{L|Maple}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Temperate Grassland (Dry)&amp;lt;br /&amp;gt;Temperate Savanna (Dry)&amp;lt;br /&amp;gt;Temperate Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=755|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mangrove&amp;quot;&amp;gt;{{L|Mangrove}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp (wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;nether-cap&amp;quot;&amp;gt;{{L|Nether-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|1:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=550|pref=coldness to the touch&amp;lt;br/&amp;gt;(wood has [MAT_FIXED_TEMP:10000])}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;oak&amp;quot;&amp;gt;{{L|Oak}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;palm&amp;quot;&amp;gt;{{L|Palm}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;pine&amp;quot;&amp;gt;{{L|Pine}}&amp;lt;/span&amp;gt;|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=560|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;rubber tree&amp;quot;&amp;gt;{{L|Rubber tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;saguaro&amp;quot;&amp;gt;{{L|Saguaro}}&amp;lt;/span&amp;gt;|tile={{tile|╞|2:0}}|hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;spore tree&amp;quot;&amp;gt;{{L|Spore tree}}&amp;lt;/span&amp;gt;|tile={{tile|♣|3:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;tower-cap&amp;quot;&amp;gt;{{L|Tower-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|7:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;tunnel tube&amp;quot;&amp;gt;{{L|Tunnel tube}}&amp;lt;/span&amp;gt;|tile={{tile|│|5:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;willow&amp;quot;&amp;gt;{{L|Willow}}&amp;lt;/span&amp;gt;|tile={{tile|⌠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br /&amp;gt;Any Tropical Forest (Wet)&amp;lt;br /&amp;gt;Tropical Grassland (Wet)&amp;lt;br /&amp;gt;Tropical Savanna (Wet)&amp;lt;br /&amp;gt;Tropical Shrubland (Wet)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Freshwater Marsh (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Marsh (Wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=420|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;/div&gt;</summary>
		<author><name>Fortunato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma_kiln&amp;diff=124813</id>
		<title>v0.31:Magma kiln</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma_kiln&amp;diff=124813"/>
		<updated>2010-08-11T20:37:19Z</updated>

		<summary type="html">&lt;p&gt;Fortunato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Furnace|name=Magma kiln|key=n|job={{L|Furnace operator}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Building designer|Architecture}}&lt;br /&gt;
* {{L|mason|Masonry}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Potash}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|ash|Pearlash}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
A Magma Kiln is a Kiln that uses [[magma]] for [[fuel]], instead of [[charcoal]] or [[coke]]. It must be built out of fire safe materials. One of the edge tiles must be over [[magma]]. It is recommended to build the kiln in such a way that dwarves cannot fall into the [[magma]]. For more details, see [[Glass Furnace]].&lt;br /&gt;
&lt;br /&gt;
As with other magma workshops, you have to find a magma source in order to construct it.&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Fortunato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma_kiln&amp;diff=124809</id>
		<title>v0.31:Magma kiln</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma_kiln&amp;diff=124809"/>
		<updated>2010-08-11T20:23:46Z</updated>

		<summary type="html">&lt;p&gt;Fortunato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Furnace|name=Magma kiln|key=n|job={{L|Furnace operator}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Building designer|Architecture}}&lt;br /&gt;
* {{L|mason|Masonry}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Potash}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|ash|Pearlash}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
A Magma Kiln is a Kiln that uses [[magma]] for [[fuel]], instead of [[charcoal]] or [[coke]]. It must be built out of fire safe materials. One of the edge tiles must be over [[magma]]. It is recommended to build the kiln in such a way that dwarves cannot fall into the [[magma]]. For more details, see [[Glass Furnace]].&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Fortunato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Fortunato&amp;diff=124017</id>
		<title>User:Fortunato</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Fortunato&amp;diff=124017"/>
		<updated>2010-08-07T02:39:34Z</updated>

		<summary type="html">&lt;p&gt;Fortunato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=User:Fortunato=&lt;br /&gt;
----&lt;br /&gt;
Fortunato, a.k.a. Alexander is a DF &amp;lt;s&amp;gt;fanatic&amp;lt;/s&amp;gt; enthusiast of fifteen. He enjoys Dwarf Fortress, tennis, hiking, camping, and causing ''[[Unfortunate accident]]s''.&lt;/div&gt;</summary>
		<author><name>Fortunato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Fortunato&amp;diff=124016</id>
		<title>User:Fortunato</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Fortunato&amp;diff=124016"/>
		<updated>2010-08-07T02:38:05Z</updated>

		<summary type="html">&lt;p&gt;Fortunato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=User:Fortunato=&lt;br /&gt;
----&lt;br /&gt;
Fortunato, a.k.a. Alexander is a DF &amp;lt;s&amp;gt;fanatic&amp;lt;/s&amp;gt; enthusiast of fifteen. He enjoys Dwarf Fortress, tennis, hiking, camping, and causing ''[[unfortunate accidents]]''.&lt;/div&gt;</summary>
		<author><name>Fortunato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Fortunato&amp;diff=124015</id>
		<title>User:Fortunato</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Fortunato&amp;diff=124015"/>
		<updated>2010-08-07T02:34:46Z</updated>

		<summary type="html">&lt;p&gt;Fortunato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=User:Fortunato=&lt;br /&gt;
----&lt;br /&gt;
Fortunato, a.k.a. Alexander is a DF &amp;lt;s&amp;gt;fanatic&amp;lt;/s&amp;gt; enthusiast of fifteen. He enjoys Dwarf Fortress, tennis, hiking, camping, and causing ''unfortunate accidents''.&lt;/div&gt;</summary>
		<author><name>Fortunato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Fortunato&amp;diff=124013</id>
		<title>User:Fortunato</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Fortunato&amp;diff=124013"/>
		<updated>2010-08-07T02:25:34Z</updated>

		<summary type="html">&lt;p&gt;Fortunato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=User:Fortunato=&lt;br /&gt;
----&lt;br /&gt;
Fortunato, a.k.a. Alexander&lt;/div&gt;</summary>
		<author><name>Fortunato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Fortunato&amp;diff=124012</id>
		<title>User:Fortunato</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Fortunato&amp;diff=124012"/>
		<updated>2010-08-07T02:17:33Z</updated>

		<summary type="html">&lt;p&gt;Fortunato: Created page with '&amp;lt;p color='azure'&amp;gt;'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p color='azure'&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fortunato</name></author>
	</entry>
</feed>