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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-11T15:42:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=165415</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=165415"/>
		<updated>2012-03-03T15:07:46Z</updated>

		<summary type="html">&lt;p&gt;Frogwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
&lt;br /&gt;
et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've tested the &amp;quot;s/he really needs a drink&amp;quot;/&amp;quot;s/he has not had a drink in far, far too long&amp;quot; Vampire Identification Method&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; and found it to be pretty much useless in vampire CSI. Have updated the page to reflect this new discovery. --[[User:CantankerousTank|CantankerousTank]] 22:12, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Fixed text to reflect uncertainty [[User:Headjack|Headjack]] 03:28, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
A few things on my mind:&lt;br /&gt;
Do vampires actively marry/reproduce?&lt;br /&gt;
Do vampires have vampire kids?&lt;br /&gt;
How often do vampires create new vampires through biting &amp;amp; how likely is it?&lt;br /&gt;
[[User:Headjack|Headjack]] 08:00, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I had a vampire who had a wife in my fort. They also had a children. However, according legends, it seems that vampire was married and got children before he was cursed to be a vampire. His child was not vampire. [[Special:Contributions/80.247.245.72|80.247.245.72]] 13:51, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
--Hey, could someone confirm this for me? I'm finding that vampires cant display custom profession or nicknames given to them. Its happening on my end but I wanna get someone else to back this up; it might be the best way to CSI yet.&lt;br /&gt;
[[User:Headjack|Headjack]] 08:34, 22 February 2012 (UTC)&lt;br /&gt;
:It is true. However, it will also be fixed in the next version. [[User:Knight Otu|Knight Otu]] 10:52, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------Do they have strange moods? technically they should but i'm not sure&lt;br /&gt;
- They do indeed get strange moods, had to let a vampire out of its enclosure for one&lt;br /&gt;
&lt;br /&gt;
-Just found another possible way to identify vampires. A dwarf in my fortress that I'm pretty sure is a vampire is displaying a completely different name ingame from what is being displayed for him in the current Dwarf Therapist. Not sure if someone else more experienced wants to test this and/or update the page, this is my first contribution here. [[User:Tombozo|Tombozo]] 03:14, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thats probably another iteration of the name bug&lt;br /&gt;
[[User:Headjack|Headjack]] 20:02, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Dwarf Therapist identification can also lead to false positives&lt;br /&gt;
&lt;br /&gt;
Somebody on Reddit said that zombies won't attack vampires in your fortress. Can anyone confirm/deny this? [[User:FatherLatour|FatherLatour]] 00:36, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I don't know, I am now 3 for 3 vampires positively identified in my fortress, none of whom have names that match the name that Dwarf Therapist shows for them. I wouldn't doubt that this is related to the nickname bug, but it wouldn't surprise me if this (at least the DF part) were intentional behavior. It makes sense - a vampire who lived in 10-20 forts in the past, changes names every time they move. It is possible that the name Therapist shows is their original name, and the name shown ingame is a new alias; this could be the source of the nickname bug - the player can't give the vampire a new name, because the vampire has already given himself one. [[User:Tombozo|Tombozo]] 01:58, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I have a new immigrant that seems suspicious. Every single thing in her wound menu is inhibited or broken. I'm able to nickname her but she doesn't show up on Dwarf Therapist. I'm going to keep an eye on her... Has anyone seen anything like this?&lt;br /&gt;
&lt;br /&gt;
-This page doesn't specify whether vampire dwarves will specifically target living dwarves or if a vampire will feed on another vampire. Has anyone ever observed this?&lt;br /&gt;
:Vampires only feed on sleeping creatures. Vampires never sleep. Therefore, Vampire never feed on vampires. --[[User:Timrem|Timrem]] 19:31, 29 February 2012 (UTC)&lt;br /&gt;
::Vampires will rest if wounded. I'm pretty sure I've seen vampires feed on resting dwarves, not just sleeping. Could be worth testing at least. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that vampires and undead will not attack each other in fortress mode. During an undead siege I sent my vampire pikeman outside and closed the bridge. Both parties ignored the other, however the undead did fight back after giving an explicit attack order. You could use a single vampire to fight off an undead horde if your fort is sealed, but issuing attack orders to 80+ undead is a pain, and if you seal off your fort it's simply more fun to use magma.  It should be possible to use this fact to quickly flush out a vampire. Build a contained area next to a critical hallway that every dwarf will pass through. Use fortifications to allow viewing the area while preventing (most) crossbowdwarves from shooting in, and a bridge so it can be turned off. Place an undead creature in the area and lower the bridge. As each dwarf passes by the undead, they should panic and ran away - unless they are a vampire. I imagine that this would quickly filter out any vampires in your fort, but I haven't tested any of it. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
- Mass kill designation might help a bit with that. -- [[User:Frogwarrior|Frogwarrior]] 15:07, 3 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Frogwarrior</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Quest&amp;diff=43511</id>
		<title>40d Talk:Quest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Quest&amp;diff=43511"/>
		<updated>2009-08-25T23:23:31Z</updated>

		<summary type="html">&lt;p&gt;Frogwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure, and it'd be difficult to test, but I think the status you have with an entity may affect the willingness of the more skilled warriors from that entity to join you. This might just be a side-effect of killing powerful monsters though. --[[User:Toastdieb|Toastdieb]] 19:22, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
--One hell of a lot of giants--&lt;br /&gt;
I had a really weird experience after a stupid treehugger druid asked me to kill a giant. I went to the cave with my scouting party (some elf warriors and some humans) and found an injured giant. I killed it with ease, but realised that that was not ''the'' giant that I was supposed to kill. I went further in and encountered 2 together. I had some difficulty killing these, and 1 of them killed 2 of my human sidekicks, but eventually they too lay dead. And neither of these was the required giant! I went further in and encountered 2 more. Thankfully the second one was the giant that was bothering the elves.&lt;br /&gt;
&lt;br /&gt;
Wow. 5 giants in a cave. Has anyone else seen this many?--[[User:Stinhad Limarezum|Stinhad Limarezum]] 04:40, 6 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Same thing happened to me again, in the same world but a different cave. And this time, there were 2 giants both named Sas!!--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:53, 6 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
After a more careful search of the 2nd cave I found 2 more giants, bringing the total in the cave to 7. Whoa!--[[User:Stinhad Limarezum|Stinhad Limarezum]] 06:06, 6 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Funny, since I have the opposite problem - I found the cave, but not the dragon. What does one do when the quest monster just isn't home? Travel around and come back? [[User:Frogwarrior|Frogwarrior]] 23:23, 25 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Frogwarrior</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1780</id>
		<title>40d Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1780"/>
		<updated>2009-08-25T05:14:53Z</updated>

		<summary type="html">&lt;p&gt;Frogwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Discussion ==&lt;br /&gt;
&lt;br /&gt;
The only change I've noticed with doors so far is the placement:  Locked doors no longer count as walls for door-placing purposes, and you can place a door in any unblocked space adjacent to a wall. --[[User:BehroozWolf]]&lt;br /&gt;
&lt;br /&gt;
Doors seem to leak water very slowly for me - anyone else notice this? --[[User:Valdemar]]&lt;br /&gt;
&lt;br /&gt;
: I've never observed doors leaking unless someone walks through them.&lt;br /&gt;
&lt;br /&gt;
: Please sign your comments, guys!  Four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;) will insert your username and the current date. --[[User:JT|JT]] 21:49, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've been told that levers can be attached to doors, and that they act much like floodgates with a lever attached. Might want to add something to the article about that - I haven't because I haven't confirmed this yet. [[User:Jp|Jp]] 01:35, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The article says that locked doors prevent dwarves from entering, but does that mean that hostiles can enter them? [[User:Patarak|Patarak]] 21:03, 23 January 2008 (EST)&lt;br /&gt;
:The doors aren't actually locked. They are just forbidden. I.e. it's not allowed for dwarves to use them. But they are still just a doors, and enemies can open them. Well... At least this is how I understand this--[[User:Dorten|Dorten]] 23:24, 23 January 2008 (EST)&lt;br /&gt;
:Creatures that can open doors cannot open forbidden doors. Trolls can open forbidden doors (by breaking them) [[User:VengefulDonut|VengefulDonut]] 23:27, 23 January 2008 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Creatures that can open doors cannot open forbidden doors&amp;quot; ...unless they are lockpickers. --[[User:N9103|Edward]] 00:47, 24 January 2008 (EST)&lt;br /&gt;
 LOCKPICKER 		 Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I may be jumping at straws, but it seems like wild animals won't go through a door that is kept tightly closed (but not forbidden). Can anyone corroborate or am I nuts? --[[User:Erom|Erom]] 13:57, 10 February 2008 (EST)&lt;br /&gt;
: I can confirm this now! Tightly closed but not forbidded will allow your dwarves to pass through, but will keep wild animals from wandering into your fort.&lt;br /&gt;
--[[User:Erom|Erom]] 13:58, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
So do doors have to be locked shut to both dwarves and other animals to keep enemies out in, say, a siege? --[[User:Gh3yz0r|Gh3yz0r]] 11:13, 17 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I doubt it, I'm almost certain &amp;quot;locked&amp;quot; doubles as both; &amp;quot;tightly closed&amp;quot; just forbids animals. [[User:Kefkakrazy|Kefkakrazy]] 01:51, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd actually recommend against using the animals option, as it doesn't work properly yet (33g) because the animals are pathfinding as if they're dwarves. Lots of pathing failures will wreck your FPS, and the animals will still get through the door anyways, like when a dwarf opens it. [[User_talk:Squirrelloid#Animals_try_to_path_through_tightly_closed_doors|Here]]'s a bit of testing/observation that was done and written down by Squirrelloid. I'll be posting this to a relevant discussion over in [[Talk:Maximizing_framerate]] to try and shed some more light on something that affects me drastically, and probably affects most everyone else too, even if they don't realize that it's the cause. --[[User:N9103|Edward]] 06:23, 1 May 2008 (EDT)&lt;br /&gt;
::Also note this applies to nuissance (ie, hostile) animals - i've now had a crazed camel sit behind a tightly closed door waiting for a dwarf to open it and repeatedly '?' its inability to path.  So its not just a 'pets' problem. --[[User:Squirrelloid|Squirrelloid]] 11:45, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Doors for wagons? ==&lt;br /&gt;
&lt;br /&gt;
When I move my trade depot inside, how should I allow wagons in?  Do I need 3 doors next to each other? [[User:Shoez|Shoez]] 15:57, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I recommend building a (draw-)bridge 3 tiles wide over a channel, then the depot, then a second bridge further inside, to guarantee arrival of wagons (they will not enter the map if outer drawbridge is up) and still maintain fortress security. There are more elaborate options with traps, water and the like, but this one will work. I doubt wagons can cross doors, but i never tried. --[[User:Koltom|Koltom]] 21:15, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Being that doors require a wall to be next to, you cannot create a 3-wide stretch of doors, (and yes, removing a wall will remove doors that require that wall.) In addition, doors block wagon travel ({{k|D}}), much like stairs. So on all accounts, doors are not an option. --[[User:N9103|Edward]] 21:08, 6 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Hint - blast doors.  Ie, 3 floodgates connected to the same lever.  You can keep them raised most of the time, and lower them as needed. --[[User:Squirrelloid|Squirrelloid]] 11:45, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I've found Edwards comment to be untrue in 40d. I can build a 'wall' of doors across a pathway bigger than 2 tiles. Removing the 'supporting' walls that allowed me to place the door in the first place does not deconstruct the door. After the 'supporting' wall is removed, I can still lock/unlock/petlock the door, and I can also connect it to a lever. Removing the walls that the door requires also leave the door standing and operable (I can lock/unlock/connect). --[[User:Sinergistic|Sinergistic]] 23:33, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'm fairly sure that wagons don't like doors or floodgates and won't try to pass through them, even if there's ostensibly enough space to do so. Will have a check at some point.--[[User:Quil|Quil]] 08:25, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::They're fine with opened floodgates. I think they're still incompatible with doors however, and rightly so.&lt;br /&gt;
&lt;br /&gt;
I've just tried removing walls from around a bunch of doors in 40d11, and it seem the door will be deconstructed if the wall was natural rock, but will be left standing and functioning if a constructed wall has been removed.--[[User:Ar-Pharazon|Ar-Pharazon]] 21:26, 9 August 2009 (UTC)&lt;br /&gt;
:If you try to build a door w/out a wall, you get that as an errour message (&amp;quot;Needs adjacent wall&amp;quot;), regardless if another door is there or not.  Doors should ''need'' to be connected to a wall (another reason they're no good for wagons - need 3-wide); if the only wall is removed (natural or constructed), the door should fall over.  However, I just duplicated Ar-P's feat - a door built against a constructed wall, then deconstruct the wall, and the door stood - however, only it was still diagonally connected to a natural wall, not &amp;quot;free standing&amp;quot; - when that natural wall was removed, it toppled. &lt;br /&gt;
:But then I duplicated Siner's feat - I constructed a wall in the middle of a 3-wide corridor, and built a door between two others, then removed the constructed, center wall - it remained standing! Seems like a verified exploit, article should need to be changed?--[[User:Albedo|Albedo]] 22:50, 9 August 2009 (UTC)&lt;br /&gt;
::I assumed everyone knew about this, I use it all the time to create wider openings.  It should be noted that caravans *cannot* go through these 3-wide doors, which is really unfortunate.  I attach the doors to levers if I need them for caravan access. --Gotthard 14:54, 10 August 2009 (UTC)&lt;br /&gt;
 I attach the doors to levers if I need them for caravan access.&lt;br /&gt;
Are you saying that while a simple placed door blocks a wagon (confirmed), a door on a link &amp;quot;disappears&amp;quot; when open and doesn't? &amp;lt;sup&amp;gt;(Need to verify?)&amp;lt;/sup&amp;gt;--[[User:Albedo|Albedo]] 17:40, 10 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarfs having happier thoughts about their own doors. ==&lt;br /&gt;
&lt;br /&gt;
Does someone know if this is true or not?--[[User:Richards|Richards]] 02:35, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It says something akin to &amp;quot;(Dwarf) has admired own fine door lately.&amp;quot;  Most &amp;quot;Own (item)&amp;quot; messages are happier than just &amp;quot;a(n) (item)&amp;quot;.  I'd say it's reasonable to assume, though I haven't done any research here.  Not sure how one would.--[[User:Dadamh|Dadamh]] 08:34, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Door Strength==&lt;br /&gt;
Has anyone tested an adamantium door against something like a colossus? One would imagine that it would stand up to ANYTHING, even a raging colossus, but a test could be handy. [[User:Kefkakrazy|Kefkakrazy]] 01:51, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Um, under 38c, I just had my door destroyed by a troll.  This should probably be noted in the article.  If nothing's posted in the next couple days, I'll change it myself, I guess.  --Jhoosier&lt;br /&gt;
&lt;br /&gt;
:It already is&lt;br /&gt;
::Stone, wood, and glass doors can be destroyed by the trolls which usually accompany goblin sieges&lt;br /&gt;
:[[User:Anydwarf|Anydwarf]] 13:52, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Sorry, I should have mentioned that it was an iron door.  That's what I was getting at.  Here's a screenshot of it:  [http://www.dwarffortresswiki.net/index.php/Image:Iron_door.JPG]  (On a side note, how the heck do I embed this?  Couldn't get it to do so.  Ah well, it's linked to now.  [[User:Jhoosier|Jhoosier]] 21:04, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh. OK. The only buildingdestroyers I've gotten were megabeasts (probably since I tend to play on tiny worlds with low goblin populations) so it'll probably be a while before I can test this for myself. This means someone else will have to get a troll and run him through some tests with the Warp utility. (or similar) I have a feeling that any buildingdestroyer can at least deconstruct any door, if not turn it into splinters.&lt;br /&gt;
:In the meantime, should we just drop the entire section from the page? Or just turn it into a single sentence like &amp;quot;trolls and some other creatures can destroy doors&amp;quot; [[User:Anydwarf|Anydwarf]] 00:46, 18 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've got a steel door up now, I'll try releasing a captured troll and see if it destroys the steel door.  I don't know what everyone's experiences are with doors and door strength, so I'll leave dropping it up to smarter people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whoever wrote that article about door strength was talking out of his arse. I've had steel doors torn down left, right and center by trolls, dragons, and all sorts of building destroyers. It's easy to simulate too. Just give [BUILDINGDESTROYER:2] to humans and elves and see what they do to your doors when they even come to trade.&lt;br /&gt;
--[[User:Umiman|Umiman]]&lt;br /&gt;
&lt;br /&gt;
== Bursting under water Pressure? ==&lt;br /&gt;
&lt;br /&gt;
In my fort I have a door working as a flood gate that is under a fair amount of pressure.  I've noticed it opening seemingly at random and was wondering whether there's a connection.  It is attached to a lever and I seem to need to double pull the lever to get it to close.  Anyone else notice this? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Darthfrodo|Darthfrodo]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Please sign your edits using &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;. At any rate, can you do a quick diagram of your setup using the templates for diagrams? --[[User:GreyMario|GreyMario]] 23:07, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== lever-linked doors and lockpickers ==&lt;br /&gt;
&lt;br /&gt;
If a door is linked to a lever, can a lock picking enemy open it? --[[User:Strangething|Strangething]] 23:40, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Doors unable to be constructed from a diagonal. ==&lt;br /&gt;
&lt;br /&gt;
I had a setup like this&lt;br /&gt;
{{qd|cols=3&lt;br /&gt;
|X|X|X&lt;br /&gt;
|X|D|X&lt;br /&gt;
|f|F|f&lt;br /&gt;
|f|f|f&lt;br /&gt;
|F|f|f}}&lt;br /&gt;
&lt;br /&gt;
X= wall&lt;br /&gt;
D=door waiting to be built&lt;br /&gt;
f=farmer's workshop waiting to be built&lt;br /&gt;
F=farmer's workshop waiting to be built&lt;br /&gt;
&lt;br /&gt;
the door kept getting canceled because they couldn't reach it apparently &lt;br /&gt;
--[[User:winn|winn]] 12:28, 24 July 2008 (EDT)&lt;br /&gt;
:Most things can't be build on diagonals. This is especially important to remember when building walls. (Sorry for editing your comment, but it was not displaying as I thought you were going for.) [[User:HeWhoIsPale|HeWhoIsPale]] 08:39, 21 October 2008 (EDT)&lt;br /&gt;
:There's probably some stone or garbage in the way, which dwarves will only shove aside into empty squares, of which there are zero available considering the farmer's workshop as occupied squares.  Even if you cancelled the workshop, they can't shove stuff diagonally either.  Dump the trash manually(mark it for dumping and wait) and you'll probably be able to build it. --[[User:Corona688|Corona688]] 14:28, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Huh? ==&lt;br /&gt;
has anyone else made a granite door? whats up with that? (I'm using a graphic enhancer, not sure which one, and the door is a black outline, with the normal corners.)[[User:Destor|Destor]] 19:53, 17 September 2008 (EDT)&lt;br /&gt;
:If you have enabled granite to be used for non-economical purposes, then you can make a granite door. --[[User:GreyMario|GreyMaria]] 22:47, 27 September 2008 (EDT)&lt;br /&gt;
:: i want to see you setting granite to non-economical use ;) --[[User:Höhlenschreck|Höhlenschreck]] 00:18, 30 May 2009 (UTC)&lt;br /&gt;
:::Several of the re-packaged DF downloads have every stone listed under the z-stone menu, not just true &amp;quot;economical&amp;quot; stone. The Mayday package is the most notorious for both popularity and unexpected non-vanilla changes.  You think you're just getting spiffy graphics, but you're getting a subtly different GUI as well.--[[User:Albedo|Albedo]] 01:08, 30 May 2009 (UTC)&lt;br /&gt;
::::Yes..but we ignore mods on this wiki, right? Besides mayday doesn't come with this (any more?). And of course i was playing at that ;) Modusers who are sorta not aware that they are using a mod.. --[[User:Höhlenschreck|Höhlenschreck]] 03:05, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melty mechanisms? ==&lt;br /&gt;
Will mechanisms in a metal door melt when magma passes through the door? --[[User:GreyMario|GreyMaria]] 22:47, 27 September 2008 (EDT)&lt;br /&gt;
:If you don't build them from magma resistant materials, then yes, the mechanism will melt leaving you a door in a corridor flooded with magma. And no way to close it.[[User:GarrieIrons|GarrieIrons]] 00:04, 28 September 2008 (EDT)&lt;br /&gt;
::As far as I know, only Bauxite is Magma-safe. I also found it annoying that on the only map I needed it, the merchants wouldn't import any. --[[User:Dakira|Dakira]] 22:56, 16 NOV 2008 (PST)&lt;br /&gt;
:::Merchants can only offer items that are available to them.  If your civilization's home has access to bauxite, it should be available to the merchants and thence to you.  If your civilization is in a purely igneous area, you'll be out of luck.  This applies to more than just bauxite, of course.  For example, if they have [[gabbro]] under them, they'll probably be able to offer you [[garnierite]] ([[nickel]] ore), [[kimberlite]] and [[diamond]]s.&lt;br /&gt;
:::When you're choosing your fortress's location, you can see what civilization you'll belong to (you'll often have a choice of several).  You can then use the site chooser to look at your potential clans' lands and what stones they'll be able to bring.    --[[User:Oddrune|Oddrune]] 17:48, 28 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rooms not including door? ==&lt;br /&gt;
&lt;br /&gt;
Been encountering a strange issue...roughly half of the doors in my fortress aren't being included in the room they are assigned to.  Meaning, when I create or re-size a room, the walls and surface of the room are encompassed by the flashing, but the door will remain solid and won't be encompassed by the room.  More distressing is the fact that this means the value of the doors aren't being factored in, so the two solid gold, gem-encrusted doors I made for a noble are worthless.  Anyone else having this problem, or have a fix for it?  --[[User:Eddie|Eddie]] 04:46, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This is standard behavior. If you wish to include a door in the value-reading of a room, then you need to {{k|q}}uery the door and set it to &amp;quot;Internal.&amp;quot; However, this will cause the room size adjustments to ignore the door completely. --[[User:RomeoFalling|RomeoFalling]] 05:48, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::But why shouldn't it be treated the same as the walls? [[User:Random832|Random832]] 12:13, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It seems to be doing so, some times.  I'm going to do a little research later, see if it perhaps is only doing so with certain door materials or values.  Some of the doors in my fortress are included in the boundaries of an assigned room, while others are not.  In fact, the golden doors I spoke of earlier aren't included in the office or dining hall, but it IS being counted for the bed room...very odd indeed.  Quick sketch of it:&lt;br /&gt;
&lt;br /&gt;
:::Dining Hall  [door 1]   Office   [door 2]  Bedroom&lt;br /&gt;
&lt;br /&gt;
:::Door 1 is not counted for either room it is connecting (unless I set it to internal), and door 2 is only being counted in the bedroom's region.   --[[User:Eddie|Eddie]] 13:18, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'm using something like the &amp;quot;Living Pods&amp;quot; [[Bedroom Design]] and the doors aren't counted in the bedrooms, either. --[[User:Sev|Sev]] 17:51, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could it matter what side it was installed from? [[User:Random832|Random832]] 22:20, 21 October 2008 (EDT)&lt;br /&gt;
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== Decorations ==&lt;br /&gt;
&lt;br /&gt;
It seems that doors cant be decorated by anything, I have decorators working with bone, shell and jewels fulltime, but I have yet to see a door being decorated. Is it just a coincidence? [[User:Mizipzor|Mizipzor]] 01:17, 21 April 2009 (UTC)&lt;br /&gt;
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== Glass, metal, maybe wood? ==&lt;br /&gt;
&lt;br /&gt;
Do the colors of these change depending on the type of material used? I assume they do, but don't want to specifically state unless certain. And of course, with wood, are there different wood colors? I don't think there are, but maybe some undead wood or something. [[User:Shardok|Shardok]] 19:36, 10 August 2009 (UTC)&lt;br /&gt;
:I'm certain with wooden doors the colour is always brown.--[[User:Richards|Richards]] 20:48, 10 August 2009 (UTC)&lt;br /&gt;
::Wood = Brown, confirmed. Not sure what you have in mind, but you don't want to start trying to list all the colors of all materials, at least not here under [[doors]].  Colors for different [[stone]]s are listed there, and so on.--[[User:Albedo|Albedo]] 21:21, 10 August 2009 (UTC)&lt;br /&gt;
::: I don't plan on listing all the different colors. I plan on stating that the type of material used will affect the color of the door, a bit more clearly, to make sure it's known to them that glass and metal doors will change color depending on the material used. Right now it doesn't state that too clearly.[[User:Shardok|Shardok]] 21:40, 10 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Door-Wagon claims ==&lt;br /&gt;
I dont know what you did, but an inacessible site is inacessible. The wagons will not enter the map if you have placed (3 or any) doors in the path to your depot, making it smaller than 3 wide. Linking is irrelevant. This already is most obvious from the 'D' display. --[[User:Koltom|Koltom]] 19:45, 12 August 2009 (UTC)&lt;br /&gt;
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== Adventure Mode ==&lt;br /&gt;
So, in Adventure Mode, if you try to move into a square with a locked door, it will give you the option to pick it or bash it down - is there any way to prevent this at all? I mean, it'd make fortress exploration a lil' less interesting if you can't temporarily restrict access. Does anyone know if you can pick/bash down floodgates as well? [[User:Frogwarrior|Frogwarrior]] 05:14, 25 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Frogwarrior</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pressure_plate&amp;diff=23455</id>
		<title>40d Talk:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pressure_plate&amp;diff=23455"/>
		<updated>2009-08-20T21:35:00Z</updated>

		<summary type="html">&lt;p&gt;Frogwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Approximately how long after a pressure plate is stepped on will it's effects happen?&lt;br /&gt;
For instance, I have a pressure plate. Two squares away is a pit trap linked to the plate. Will that work at all?--[[User:Tarsier|Tarsier]] 22:50, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, consider the fact that different creatures move at different speeds, the trap may be too fast or too slow for them, or it might be just right, you can't be sure until you test it. Have some captured goblin run through it and have a cage trap a little further in case they make it through alive. If i were you, I would make at least 2 tile long pit trap. --[[User:Digger|Digger]] 23:28, 25 February 2008 (EST)&lt;br /&gt;
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::The higher quality your mechanisms are, the faster they work, or so the rumor goes.  --[[User:Chrispy|Chrispy]] 13:49, 26 March 2008 (EDT)&lt;br /&gt;
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:::That rumor holds no merit with bridges. Yes, I counted the frames. --[[User:Savok|Savok]] 15:47, 26 March 2008 (EDT)&lt;br /&gt;
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== More detailed instructions? ==&lt;br /&gt;
&lt;br /&gt;
Might be worth adding to the article instructions on common operations with pressure plates. For example, how do you use a plate to close a floodgate? Does the plate open, close or toggle the gate? Should it be set to activate when the water/magma level is low or high? etc. [[User:Runspotrun|Runspotrun]] 15:37, 27 November 2007 (EST)&lt;br /&gt;
:Heh. Just figured it out. Is it correct? [[User:Runspotrun|Runspotrun]] 17:00, 27 November 2007 (EST)&lt;br /&gt;
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== Do pressure plates work with civilians? ==&lt;br /&gt;
&lt;br /&gt;
I have the setup mentioned on the page, to make a Pressure plate semi-permanent, however, even though the plate is set to minumum dwarven weight, maximum &amp;quot;any&amp;quot; weight, and so civilians trigger the plate.. it won't make the hatch I connected it to set to &amp;quot;open&amp;quot;. I've remade it twice and Dan (the dwarf on the plate) is getting thirsty from standing on and off the plate all day.&lt;br /&gt;
So is this a big of some sorts where regular civilians cant trigger pressure plates? If it is, it should be tested by someone else and mentioned on the page. --[[User:Emeralddragon2|Emeralddragon2]] 19:17, 19 June 2008 (EDT)&lt;br /&gt;
:Aye, there is currently a bug where citizens can't trigger pressure plates, however pets can set off citizen plates. Hopefully this'll be fixed next game update. --[[User:Kyace|Kyace]] 20:42, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Resetting &amp;quot;One Use&amp;quot; Pressure Plates ==&lt;br /&gt;
&lt;br /&gt;
Can you reset &amp;quot;one use&amp;quot; pressure plates or are they literally one use? The article seems to imply that one use plates can never be used again once used, which doesn't make sense to me. --[[User:Xonara|Xonara]] 13:41, 1 July 2008 (EDT)&lt;br /&gt;
:I'm not 100% sure but I believe what it means is that to reset it you have to dismantle it and then rebuild it from scratch.--[[User:Toloran|Toloran]] 23:18, 18 August 2008 (EDT)&lt;br /&gt;
On a similar note, do you regain the mechanism used in the plate when it deconstructs? or does it just disappear completely?--[[User:Shabang50|Shabang50]] 14:19, 29 December 2008 (EST)&lt;br /&gt;
:Belated answer, I suppose, but the answer is, one-use pressure plates instantly deconstruct when used, leaving a blank spot with a mechanism lying next to it.  --[[User:Corona688|Corona688]] 22:58, 26 April 2009 (UTC)&lt;br /&gt;
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== Caravan/Diplomat Trigger? ==&lt;br /&gt;
&lt;br /&gt;
Do peaceful NPCs count as &amp;quot;civilians&amp;quot; for the purpose of pressure plates?  Inquiring trapmasters must know. --[[User:Delcan|Delcan]] 21:53, 6 March 2009 (MST)&lt;br /&gt;
:I'm wondering the same thing, I guess I'll just have to finish my goblin dropper and find out :D. I'll edit the page when I know [[User:Dangerous Beans|Dangerous Beans]] 04:26, 19 April 2009 (UTC)&lt;br /&gt;
:Friendly NPCs seem to be considered civilians. [[User:Dangerous Beans|Dangerous Beans]] 05:39, 19 April 2009 (UTC)&lt;br /&gt;
::I recently had an entrance pressure plate setup for the full weight range and setup to trigger on civilians too. The friendly dwarven liaison did not trigger the pressure plate. --[[User:Safariman|Safariman]] 09:17 19 April 2009 (CEST)&lt;br /&gt;
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== TRAPAVOID and pressure plates ==&lt;br /&gt;
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A bunch of orcs just ran right over my dwarven atomsmasher trap (pressure plates + bridge + all civilians get the fuck inside NOW) without triggering it. Apparently TRAPAVOID affects pressure plates, too. [[User:InsanityPrelude|InsanityPrelude]] 03:09, 9 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Delays==&lt;br /&gt;
For pressure plates triggered by water, I'm observing that the pressure plate itself takes an additional 100 ticks to reset after the water is removed, meaning that a [[repeater]] based around a pressure plate and bridges/floodgates has a minimum period of 300 ticks. --[[User:Quietust|Quietust]] 20:25, 6 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pressure plates in adventure mode?==&lt;br /&gt;
So I heard ordinary traps don't work in adventure mode, but what about pressure plates? Are there any parameters under which they will still function? Like, if I wanted to build a complex mechanism involving sending water through a series of pressure plates to do... something, would that just not work when I visit the fortress?&lt;br /&gt;
Because that would be LAME.&lt;br /&gt;
[[User:Frogwarrior|Frogwarrior]] 21:35, 20 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Frogwarrior</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone_layers&amp;diff=48921</id>
		<title>40d Talk:Stone layers</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone_layers&amp;diff=48921"/>
		<updated>2009-08-19T18:33:17Z</updated>

		<summary type="html">&lt;p&gt;Frogwarrior: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page needs to be longer and more relevant for site selection.&lt;br /&gt;
I'm going to take a stab at it, feel free to rip me apart lol--[[User:Mrdudeguy|Mrdudeguy]] 10:12, 10 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
First try done, I'm worried it might be a little long.&lt;br /&gt;
I think the Igneous intrusive and extrusive are close enough to be listed under the same tab with sub tabs to explain the differences:eg.--[[User:Mrdudeguy|Mrdudeguy]] 11:20, 10 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Igneous: ==&lt;br /&gt;
&lt;br /&gt;
they both have Hematite Gold and Magma.&lt;br /&gt;
&lt;br /&gt;
: ... Are you SURE? I'm pretty sure igneous intrusive doesn't have hematite. At least, the page for igneous intrusive doesn't say it does, and my first fortress started with only igeous intrusive and marble. No iron, and only one square with any trees :-(    --[[User:Frogwarrior|Frogwarrior]] 18:33, 19 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''[[Intrusive|Igneous Intrusive]]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
has [[Bismuthinite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
made of lasers.&amp;lt;br /&amp;gt;&lt;br /&gt;
ect.&lt;br /&gt;
&lt;br /&gt;
'''[[Extrusive|Igneous Extrusive ]]'''&amp;lt;br /&amp;gt;&lt;br /&gt;
has [[Native aluminum]].&amp;lt;br /&amp;gt;&lt;br /&gt;
made of explosions.&amp;lt;br /&amp;gt;&lt;br /&gt;
ect.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again feel free to rip this apart.--[[User:Mrdudeguy|Mrdudeguy]] 11:20, 10 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The only thing they have in common (wrt the game) is the word igneous. [[User:VengefulDonut|VengefulDonut]] 14:17, 10 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Frogwarrior</name></author>
	</entry>
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