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		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8996</id>
		<title>40d:Utilities</title>
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		<updated>2008-07-29T21:49:30Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3Dwarf Visualizer - a tool to view maps in 3D ===&lt;br /&gt;
*[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001450 Bay12Forums Thread]&lt;br /&gt;
This is NOT realtime, that is still a long, long way off.&lt;br /&gt;
What this does is read the map out of your computer's memory when DF is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3d.&lt;br /&gt;
Still in beta, obviously.&lt;br /&gt;
&lt;br /&gt;
=== Dwarvis / MapExtract ===&lt;br /&gt;
*[http://code.google.com/p/dwarvis/ dwarvis on Google Code]&lt;br /&gt;
This project is meant as a 3rd party utility for the cult-game dwarf fortress. Its purpose is to eventually provide 3-dimensional visualization of static snapshots of the ingame world of a given fortress.&lt;br /&gt;
&lt;br /&gt;
=== Terrain Visualizer - view worldmaps in 3D ===&lt;br /&gt;
This utilizes version 0.28.181.39d's built in Legends Mode map exporter and a generic HeightMap terrain visualizer.  Nothing super fancy, but neat to look at.&lt;br /&gt;
Get the [http://www.alpix.com/3d/TerrainViewer/ 3D Terrain Viewer] here, follow the instructions in the [http://www.bay12games.com/forum/index.php?topic=21468 Bay12Forums Thread] if you need help getting set up.&lt;br /&gt;
&lt;br /&gt;
Or if you want super pretty maps, [http://www.bay12games.com/forum/index.php?topic=21469.0 see this topic], and get [http://www.planetside.co.uk/terragen/download.shtml Terragen]!&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress File Depot ===&lt;br /&gt;
*[http://dffd.wimbli.com/ The Dwarf Fortress File Upload Service], an excellent place to store mods, community games, tilesets and other files. Courtesy of [http://www.dwarffortresswiki.net/index.php/User:Janus Janus]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion ==&lt;br /&gt;
The [[User:Bartavelle/DwarfCompanion|Dwarf Companion]], created by [[User:Bartavelle|Bartavelle]] is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows for some nefarious cheating. For example, you can now mark your nobles as butcherable, and change possessed dwarves to fey moods.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
=== [[User:Rick/Tweak|Gibbed's Dwarf Fortress Tweak]] ===&lt;br /&gt;
&lt;br /&gt;
A toolset with many modules for tweaking / editing Dwarf Fortress memory. [[User:Rick/Tweak|Check the full article for more details]].&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/ Home page]. Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognize one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
This handy utility would be an ideal complement to an updated LabourDF.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
----&lt;br /&gt;
To make Foreman compatible with '''v0.27.168.33g''', download the new version and update the config file as shown below. - [http://forums.somethingawful.com/showthread.php?threadid=2677834&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=74#post337422833 Originally posted by Mu.]&lt;br /&gt;
&amp;lt;pre&amp;gt;check=008c407c&lt;br /&gt;
critter_start=01427B50&lt;br /&gt;
dwarfidpos=01248AC8&lt;br /&gt;
profession_start=45c&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.173.38a''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01E30A43&lt;br /&gt;
critter_start=01450E98&lt;br /&gt;
dwarfidpos=01271E10&lt;br /&gt;
profession_start=45c&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.176.38a''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=023401d3&lt;br /&gt;
critter_start=01463378&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=480&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.176.38b''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01e3dbcc&lt;br /&gt;
critter_start=01463570&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.176.38c''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] if it doesn't work.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01cf4654&lt;br /&gt;
critter_start=01464570&lt;br /&gt;
dwarfidpos=01285188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.28.181.39a''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] if it doesn't work.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01aa9d3a&lt;br /&gt;
critter_start=015124f4&lt;br /&gt;
dwarfidpos=0131f1b8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.28.181.39b''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] if it doesn't work.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01a16957&lt;br /&gt;
critter_start=015134f4&lt;br /&gt;
dwarfidpos=013201b8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.28.181.39c''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] if it doesn't work.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b89dbc&lt;br /&gt;
critter_start=01513514&lt;br /&gt;
dwarfidpos=013201d8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.28.181.39d''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] if it doesn't work.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b0747e&lt;br /&gt;
critter_start=0151f93c&lt;br /&gt;
dwarfidpos=0132c1e0&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.28.181.39e''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] if it doesn't work.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b76baa&lt;br /&gt;
critter_start=0151f93c&lt;br /&gt;
dwarfidpos=0132c1e0&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== StartProfile ==&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
Works for versions 0.27.169.33b, 0.27.169.33c, 0.27.169.33d, and 0.27.169.33e. Check the readme to find out how to switch between the different versions. If you wish to patch the executable yourself, please check [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001367 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
Obsolete: [http://www.geocities.com/jifodus/StartProfile.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/dfufend.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== [[User:0x517A5D|0x517A5D]]'s utilities ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attention!&amp;lt;/b&amp;gt;  As the host site of these utilities is placing links to amateur pornographic videos on the download pages, these links are currently &amp;lt;b&amp;gt;Not Safe For Work!&amp;lt;/b&amp;gt;  Please see my [[User_talk:0x517A5D|User Talk]] page for discussion and a blanket permission to take care of this &amp;lt;strike&amp;gt;issue&amp;lt;/strike&amp;gt; problem.  Sorry about this.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]]&lt;br /&gt;
&lt;br /&gt;
=== Enable Magma Buildings ===&lt;br /&gt;
Helper utility for Rick's reveal.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=3935enable_magma_buildings.zip enable_magma_buildings.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
you had not yet discovered any subsurface magma.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the utility every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Regional Prospector ===&lt;br /&gt;
&lt;br /&gt;
For Dwarf Fortress 28.181.39a and newer: [http://www.bay12games.com/forum/index.php?topic=20643.0]&lt;br /&gt;
For older versions: [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=regional_prospector.zip regional_prospector.zip]''(Careful, download link contains images of pornography as ads.)''&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress 0.28.181.39d and newer implement the functionality of Regional Prospector, making it unnecessary.&lt;br /&gt;
&lt;br /&gt;
A simple but very helpful utility that shows hidden map features at embark time.  &lt;br /&gt;
If you're trying to find the perfect start location by repeatedly embarking and &lt;br /&gt;
revealing, give this one a shot!&lt;br /&gt;
&lt;br /&gt;
Map key:&lt;br /&gt;
:{{Raw Tile|≈|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;volcano; magma reaches the surface&lt;br /&gt;
:{{Raw Tile|~|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground magma pipe or magma pool&lt;br /&gt;
:{{Raw Tile|≈|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground river&lt;br /&gt;
:{{Raw Tile|~|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground pool&lt;br /&gt;
:{{Raw Tile|#|#000|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;chasm&lt;br /&gt;
:{{Raw Tile|£|#0FF|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;adamantine and pits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is known to work with all releases from 32a to 33g.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress, &lt;br /&gt;
as long as the embark code doesn't change too much.&lt;br /&gt;
&lt;br /&gt;
Discussion and kudos can be left [[User_talk:0x517A5D#Seekret_Projekt|here]].&lt;br /&gt;
&lt;br /&gt;
=== Latitudes ===&lt;br /&gt;
&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=latitudes.zip Latitudes] is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region.   Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=5&amp;amp;t=002191 proper support], this will do the trick.  Works in .32a through at least .33g.  Technical notes: uses memory injection, so it may be flagged as a suspicious file by anti-virus programs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Temporarily withdrawn as I am experiencing crashes of DF when invoking the utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:26, 31 December 2007 (EST) --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The bug I was experiencing was a regression in my development version.  It&lt;br /&gt;
does not occur in the current release.  So everything's okay. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Embark Anywhere ==&lt;br /&gt;
*[http://www.bay12games.com/forum/index.php?topic=21351.0 Bay12Forums Thread]&lt;br /&gt;
Code based on 0x517A5D's Regional Prospector (above), allows you to embark ANYWHERE, how well that works depends on where you decide to go.  Pure water areas are a suggested no as you can't do anything.&lt;br /&gt;
&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://angband.org/~erasmus/df/teleport22.zip teleport22.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.2 is &amp;lt;u&amp;gt;really&amp;lt;/u&amp;gt; now independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.  In addition, you cannot build structures in those squares.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
[http://angband.org/~erasmus/df/water.exe water.exe] -- Quick hack to refill ponds.  Run this while your fortress is up, and it'll restore any &amp;quot;murky pool&amp;quot; tiles (i.e. the floor of ponds and lakes) to 7/7 water.  If you've tunneled into a pond, it'll still refill but will flow out normally.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e due to its &amp;quot;quick hack&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
Note:  If there is lava in a murky pool, it will be raised to depth 7/7.&lt;br /&gt;
&lt;br /&gt;
== Lava square ==&lt;br /&gt;
[http://angband.org/~erasmus/df/lavasquare.exe lavasquare.exe] -- Another quick hack to make a 7/7 unit of lava on the currently selected square.  Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e. To hack this executable for a later version of dwarf fortress see the [[Talk:Utilities#Lavasquare|talk page]].&lt;br /&gt;
&lt;br /&gt;
33g version plus autohotkey script: http://www.sendspace.com/file/xsl6gs --[[User:Jackard|Jackard]] 09:43, 13 January 2008 (EST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.  See [[Macros and Keymaps]] for a how-to and some example scripts.&lt;br /&gt;
----&lt;br /&gt;
See [[:Category:ahk scripts]] for a list of user submitted scripts.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winmerge ==&lt;br /&gt;
&lt;br /&gt;
This utility allows you to compare folders or files. It highlights anything that does not fit in with the other file, so that you can see if you want to merge them into one file or not..&lt;br /&gt;
&lt;br /&gt;
Download at [http://winmerge.org/].&lt;br /&gt;
[[User:Omagaalpha|Omagaalpha]] 08:30, 13 February 2008 (EST)&lt;br /&gt;
Edit:--[[User:AtomicTroop|AtomicTroop]] 12:15, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DFWall ==&lt;br /&gt;
&lt;br /&gt;
An utility for automatisation of mass constructions. Features three modes:&lt;br /&gt;
&lt;br /&gt;
1. Rectangle rewalling - quickly build a rectangle of walls/floors using:&lt;br /&gt;
&lt;br /&gt;
a) the same saved material every time ([http://mkv25.net/dfma/movie-495-dfwalldemo DEMO])&lt;br /&gt;
&lt;br /&gt;
b) any material with at least 1/10/99 units&lt;br /&gt;
&lt;br /&gt;
2. Quick reselect (for ANY single unit construction) - save that green glass box and never again have to look for it between all the bags!&lt;br /&gt;
&lt;br /&gt;
3. Pattern construction - make a pattern file and have stuff constructed according to it ([http://mkv25.net/dfma/movie-520-dfwalldemo2 DEMO]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more details look here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001847 link]&lt;br /&gt;
&lt;br /&gt;
Get the newest version here: [http://dffd.wimbli.com/file.php?id=108 link]&lt;br /&gt;
&lt;br /&gt;
== Accent Removal ==&lt;br /&gt;
&lt;br /&gt;
This is a batch file compatible with [http://www.inforapid.de/html/searchreplace.htm InfoRapid Search &amp;amp; Replace.]&lt;br /&gt;
&lt;br /&gt;
It is used on the following raws to remove accented letters from translations:&lt;br /&gt;
*language_DWARF.txt&lt;br /&gt;
*language_ELF.txt&lt;br /&gt;
*language_GOBLIN.txt&lt;br /&gt;
*language_HUMAN.txt&lt;br /&gt;
&lt;br /&gt;
This could be useful for character sets that render accents improperly. Please remember to backup your raws before doing crazy things like this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;„&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt; &amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;ƒ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;†&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;…&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‡&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;c&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‚&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;Š&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;ˆ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‰&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¡&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;Œ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‹&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¤&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;n&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;•&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;”&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;“&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¢&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;—&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;–&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;£&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;˜&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;y&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dtil ==&lt;br /&gt;
*[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001843 Forum Thread]&lt;br /&gt;
Dtil is a general purpose tool host that supplies a dynamically generated SDK for plugin authors.&lt;br /&gt;
&lt;br /&gt;
== Modbase ==&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
== DF World Generator ==&lt;br /&gt;
&lt;br /&gt;
Swiftly written supplement to the command line world generator. Written in Python, so you have to have Python installed to use this.&lt;br /&gt;
Follow [http://dffd.wimbli.com/file.php?id=278 this] link to get to the file. It must be run from the command line and be in the DF Directory to work. Running the program with no parameters will provoke a short help-me dialog which will explain how to run it properly.&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
== DF Log Parser ==&lt;br /&gt;
Written by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This is a perl script that parses through the logs to show what civs owned what sites, what thier overall populations were, and what the overall population levels of cave critters were. The output file makes it pretty easy to see how the various races are doing.&lt;br /&gt;
&lt;br /&gt;
You will see:&lt;br /&gt;
Each Civilization, with overall ruler. Each site in that civ, with the local ruler. A summary of every entity in that civ.&lt;br /&gt;
A summary of every civ, by race&lt;br /&gt;
A listing of every Ruin&lt;br /&gt;
A listing of the total populations of cave critters&lt;br /&gt;
A listing of the total populations of civilized creatures&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=299 Raw perl script] - requires perl&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=311 Executable version] - does not require perl&lt;br /&gt;
&lt;br /&gt;
== Just dig it out! ==&lt;br /&gt;
A utility by Jifodus. Disables warning messages about damp stone and hot stone.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=21892.0 Thread] [http://www.geocities.com/jifodus/justdigitout.zip Utility]&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17962</id>
		<title>40d:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17962"/>
		<updated>2008-07-15T02:06:19Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Elf|symbol=E|color={{COLOR:3:0:0}}|butcher=no|&lt;br /&gt;
bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* In their retreats, usually in [[forest]]s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Elves''' are intelligent [[humanoid]] [[creature]]s who live in [[forest retreat]]s. They are one of the races playable in [[Adventure Mode]]. Their retreats have no buildings, but the [[tree]]s in the area are named.{{ver|0.23.130.23a}}They love nature and are ready to defend it, typically with [[bow]]s. They may invade a fortress which violates their tree-cutting limit.{{ver|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
They are often found eating the corpses of their victims.&lt;br /&gt;
&lt;br /&gt;
== Elves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Elves are a [[trading]] race and send small [[caravan]]s without [[wagon]]s in [[Calendar|spring]]. They usually bring [[Thread]], [[cloth]], [[rope]], various [[plants]] and [[seed]]s, and [[wood]]en items. The may also bring some [[tame]] [[animal]]s. Elves also bring a crapload of useless stuff: [[armor]] and clothes too large to wear, inferior wooden [[weapons]], inferior [[alcohol|booze]], inferior redroot [[dye]], [[bow]]s and [[arrow]]s. They are very picky about what they will accept in return: Elven traders do not like to be offered any dead animal or tree byproducts.&lt;br /&gt;
&lt;br /&gt;
Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* [[Bone]], [[shell]], [[leather]], or [[chitin]] items&lt;br /&gt;
* [[Wood]]en items, and items derived from wood, such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* Any item they normally would accept that has [[Blood|blood]] on it, for instance from a slain enemy.  [[Vomit]] may also have this effect{{verify}}.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-based products such as [[plump helmet]]s, seeds, and ☼Dwarven syrup biscuits[45]☼. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. This also applies to goods in [[barrel]]s. Living [[animals]] are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Although [[tower-cap]]s are giant mushrooms, they are considered trees by the elves and thus are not acceptable.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Living with Elves is pretty much the same as living among [[Humans]], but they don't build houses, [[furniture]], or anything else that uses wood. So basically, it's just like living anywhere else, but with guards.&lt;br /&gt;
&lt;br /&gt;
== Elves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Elven forest retreats are represented by yellow symbols in [[forest]]s on the world map. They do not have any [[shop]]s, but they seem to have a great amount of elite marksmen to recruit. The leader and quest giver of a retreat is called the &amp;quot;druid&amp;quot;, who can be found wandering the forest floor with the other elves.&lt;br /&gt;
&lt;br /&gt;
Elven characters start with a wooden [[weapon]] and a full set of basic wooden [[armor]]. They may not wear metal armor, though they may wield metal weapons and [[shield]]s if they find them. These limitations often lead to a quick death. They do have some advantages, however: they're one [[size]] larger than [[dwarves]], which makes them hit harder and absorb more damage, but they also have a slight natural armor penalty. Their main redeeming trait is their speed, which is noticeably higher than the other playable races.&lt;br /&gt;
&lt;br /&gt;
Elves are at peace with wildlife, which means they won't be attacked by most animals (verify if most or all). In addition, they can talk to the animal-man races (such as [[snakeman|snakemen]] and [[batman|batmen]]) and even get the most excitement-seeking ones to join their party.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELF]&lt;br /&gt;
	[NAME:elf:elves:elven]&lt;br /&gt;
	[TILE:'E'][COLOR:3:0:0]&lt;br /&gt;
	[SPEED:700][GRASSTRAMPLE:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:grace]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[NARROW]&lt;br /&gt;
	[DAMBLOCK:-1]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SPEECH:elf.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
	[PERSONALITY:ARTISTIC_INTEREST:0:60:100]&lt;br /&gt;
	[PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]&lt;br /&gt;
	[PERSONALITY:SELF_DISCIPLINE:0:45:100]&lt;br /&gt;
	[PERSONALITY:ACTIVITY_LEVEL:0:40:100]&lt;br /&gt;
}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13228</id>
		<title>40d:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13228"/>
		<updated>2008-02-06T23:01:52Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''volcano''' is a vent in the planet's crust through which lava and pyroclastic materials are expelled. They're usually created through plate tectonics in subduction zones, but they can form anywhere magma is capable of breaking through to the surface.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Locating volcanoes ==&lt;br /&gt;
[[Image:Volcanoes-located.gif|thumb|400px|right|In order to begin on the volcano the starting plot must cover the ≈. Also note the volcano's name displayed under the biome information - this will be shown even if your plot isn't over the caldera. Click on this image to see the larger version.]]&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, volcanoes are named [[mountain]]s that additionally provide a source of [[magma]].&lt;br /&gt;
&lt;br /&gt;
Volcanoes tend to occur around the rim of [[ocean]]s. Sometimes, probably in a nod to shield volcanoes which form from heavy molten rocks, volcanoes also form in the middle of oceans. In other locations their placement appears to be random; they are not always associated with [[mountain]] ranges or other rocky terrain.&lt;br /&gt;
&lt;br /&gt;
To start on a map that includes a volcano, you will have to search for one on the fortress location selection screen. Most of the time they are not visible on the world map. Scroll around the world looking for a red ^ in the regional map. Select that space, and in the local map, move your starting area to include the square with a dark red ≈, which is the caldera.  There may also be additional local magma vents in nearby tiles around the volcano.&lt;br /&gt;
&lt;br /&gt;
Sometimes a [[magma vent]] will exist in an area with no volcanoes nearby.&lt;br /&gt;
&lt;br /&gt;
== Living on a volcano ==&lt;br /&gt;
&lt;br /&gt;
'''Volcanoes''' provide ready access to [[obsidian]], which a [[craftsdwarf]] can form into a rock short sword. It can also be used to make more valuable rock crafts and furniture. It's possible to divert water into magma to form your own obsidian, although it's often present in great quantities.&lt;br /&gt;
&lt;br /&gt;
The volcanic activity also leads to an abundance of heavy [[igneous extrusive layer|extrusive igneous]] rock (such as [[basalt]], [[felsite]] and [[andesite]]) under a layer of farmable materials. The nature of these rock layers also provides for many useful [[ore]]s such as [[iron]] (through [[hematite]] or other means), [[gold]], [[galena]], and other non-precious metals. The rock also provides useful gems such as [[turquoise]]s and [[gem|zircons]], and occasionally [[gem|diamonds]]. Genuine '''volcanoes''' sometimes have other interesting features, similar to named mountains: they are frequently sites for [[cave]]s, often have a wider than usual variety of [[stone]] and [[ore]], and may include unusual features such as [[cave river]]s, [[chasm]]s or [[pit]]s.&lt;br /&gt;
&lt;br /&gt;
Occasionally your group may end up embarking over [[magma|lava]], and it may be time to reembark. Other times a message about the cavern collapsing may occur, and this may be due to a pool of water which was spawned above the '''volcano's''' crater, instantly crystalizing the magma and then falling into the crater.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Broker_skills&amp;diff=23675</id>
		<title>40d:Broker skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Broker_skills&amp;diff=23675"/>
		<updated>2008-01-31T17:19:52Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: /* Judge of intent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Broker Skills==&lt;br /&gt;
Broker skills are the ones used by the outpost broker to conduct trades. They are:&lt;br /&gt;
* Conversationalist&lt;br /&gt;
* Comedian&lt;br /&gt;
* Flatterer&lt;br /&gt;
* Intimidator&lt;br /&gt;
* Persuader&lt;br /&gt;
* Negotiator&lt;br /&gt;
* Liar&lt;br /&gt;
* Judge of intent&lt;br /&gt;
&lt;br /&gt;
They are gained by:&lt;br /&gt;
* Successful trades at the [[trade depot]].&lt;br /&gt;
* Finalizing an export agreement. &lt;br /&gt;
&lt;br /&gt;
Notable ways through which they are '''not''' gained include:&lt;br /&gt;
* Proposing an unsuccessful trade at the depot (except Judge of Intent).&lt;br /&gt;
* Offering goods to foreign traders.&lt;br /&gt;
* Simply being assigned as the broker noble.&lt;br /&gt;
* Sitting around at the depot, whether there are traders there or not.&lt;br /&gt;
* Liaison meeting steps that occur before the export agreement. &lt;br /&gt;
&lt;br /&gt;
===Judge of intent===&lt;br /&gt;
&lt;br /&gt;
At Novice or better skill, the trade dialog will include an extra line about the traders' mood. So far I have only observed &amp;quot;the merchant seems happy with the trading&amp;quot;, &amp;quot;the merchant is pleased with the trading&amp;quot;, and &amp;quot;the merchant seems ecstatic with the trading&amp;quot; as successful deals are made. &lt;br /&gt;
&lt;br /&gt;
It is gained by:&lt;br /&gt;
* Proposing an unsuccessful trade at the depot.&lt;br /&gt;
* Meeting with a [[Liaison]] or [[Diplomat]]&lt;br /&gt;
&lt;br /&gt;
most traders have several levels, eg {{verify}}&lt;br /&gt;
&lt;br /&gt;
-ecstatic with trading&lt;br /&gt;
&lt;br /&gt;
-happy with trading&lt;br /&gt;
&lt;br /&gt;
-pleased with trading&lt;br /&gt;
&lt;br /&gt;
-willing to trade (neutral)&lt;br /&gt;
&lt;br /&gt;
-rapidly losing patience&lt;br /&gt;
&lt;br /&gt;
-not having much more of this&lt;br /&gt;
&lt;br /&gt;
-refuses to trade&lt;br /&gt;
&lt;br /&gt;
at the lowest level, the traders will pack up and go home, from eg repeated offers of 1001 for a 1000-coin anvil, and you can't trade anymore.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Noble Skills]]&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30930</id>
		<title>40d Talk:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30930"/>
		<updated>2007-12-28T09:23:27Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: /* Fastest Growing Beer Crop? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What kind of damage do explosions do? I've searched the raw files but can't find it. I'd either have to guess it's concussive (like a cave in) or fire (not burn) damage. --[[User:Heliopios|Heliopios]] 09:22, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, someone should probably put in a part talking about explosions in this article. Notably how to use them as weapons. I currently have no idea.--[[User:Smoking Gnu|Smoking Gnu]] 16:41, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I tried some experiments with alcohol and magma, but the booze just evaporated instead of exploding. Then the fire imps came.--[[User:Smoking Gnu|Smoking Gnu]] 16:10, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does eating cooked booze still count as alcohol intake for happiness, work speed, etc.? It seems to quench thirst and hunger simultaneously. --[[User:HotSake|HotSake]] 20:15, 12 December 2007 (EST)&lt;br /&gt;
:If this is true, I'm cooking all of my booze right now.--[[User:Heliopios|Heliopios]] 21:11, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fastest Growing Beer Crop? ==&lt;br /&gt;
&lt;br /&gt;
So, anyone know offhand what's the fastest crop to grow if you want to grow a LOT of alcohol really quickly?  I'm mostly interested in it for cooking, so it doesn't really have to match a dwarf's favorite beer or anything.  [[User:KiTA|KiTA]] 03:31, 28 December 2007 (EST)&lt;br /&gt;
:Plump helmets.--[[User:Heliopios|Heliopios]] 04:23, 28 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:How_do_I_construct_a_wall_from_a_particular_direction&amp;diff=33409</id>
		<title>40d Talk:How do I construct a wall from a particular direction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:How_do_I_construct_a_wall_from_a_particular_direction&amp;diff=33409"/>
		<updated>2007-12-25T05:43:28Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: New page: This doesnt work. They ignore the restricted designation. --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This doesnt work. They ignore the restricted designation. --[[User:Heliopios|Heliopios]] 00:43, 25 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5542</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5542"/>
		<updated>2007-12-21T05:03:46Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: /* The Future Dimensions (Or Fibonacci's sweet world) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== Relevant News ==&lt;br /&gt;
&lt;br /&gt;
Since version 0.27.169.33f changed the way world generation works slightly, seeds from earlier versions will generate different worlds. Seeds from those versions are archived at [[Seed archive]].&lt;br /&gt;
&lt;br /&gt;
In soon-to-be news, Custom Names will no longer affect seed generation according to the [http://www.bay12games.com/dwarves/dev_now.html Dev Log] entry on 18Dec07.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Future Dimensions (Or Fibonacci's sweet world) ===&lt;br /&gt;
'''Download:''' http://www.megaupload.com/?d=PPYJXSDH&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Fibonacci.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Title: Fibonacci&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 1123581321&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: random&amp;lt;br/&amp;gt;&lt;br /&gt;
Generated under version v0.27.169.33e - Intel processor/windowsXP - file included because other machines have had different results with more or less sand/flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Quick 16 rejects&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Map features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Small 3 by 8 (So good frame rate on older computers)&amp;lt;br/&amp;gt;&lt;br /&gt;
Magma (obviously)&amp;lt;br/&amp;gt;&lt;br /&gt;
Sand (top of map)&amp;lt;br/&amp;gt;&lt;br /&gt;
Flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Trees (top)&amp;lt;br/&amp;gt;&lt;br /&gt;
Adamantine (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Demon/Eerie glowing pits (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Chasm (2 z-levels down in the top of map with iron man and more)&amp;lt;br/&amp;gt;&lt;br /&gt;
You can add the river by expanding two squares right (those of you with fast machines)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== 4265985437 - The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Random name, 51 rejects.&amp;lt;br/&amp;gt;&lt;br /&gt;
Generated with version v0.27.169.33f using windows XP with an AMD processor.&amp;lt;br/&amp;gt;&lt;br /&gt;
Originally submitted by Paul on the forums. Minerals have changed with version changes, but features remain the same.&amp;lt;br/&amp;gt;&lt;br /&gt;
Takes a few minutes to generate (but if you're downloading it that hardly matters), but has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Testing of Template ===&lt;br /&gt;
&lt;br /&gt;
{{Seeded World&lt;br /&gt;
|seed     = 4265985437&lt;br /&gt;
|name     = The Legendary Ever-Realm&lt;br /&gt;
|rejects  = 51           &lt;br /&gt;
|version  = .33f&lt;br /&gt;
|genname  = RANDOM&lt;br /&gt;
|link     = http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
|comment  = This is a most rude stealing of Paul's map above for the purpose of testing this template, changes are bound to happen, please comment in discussion thread/make improvements as you see fit.&lt;br /&gt;
|image    = [[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
|features = [[Magma]], cave river, chasm, adamantine, sand, trees, flux and iron.&lt;br /&gt;
|missing  = Giant cave spiders??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected.  This disrupts the sequence of psudeorandom numbers.  As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name.  Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system.  If you generate a world different from one described here, with the same seed and the same name, please mention it with the relevant details (operating system including any service packs, processor type, and game version) here.&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version 0.23.169.33f or later. Seeds for earlier versions are located at the [[seed archive]].&lt;br /&gt;
&lt;br /&gt;
=== Quick generating seeds ===&lt;br /&gt;
&lt;br /&gt;
=== Seeds and maps with many features (May run slower on older computers) ===&lt;br /&gt;
===='''Seed: 20717035'''====&lt;br /&gt;
&lt;br /&gt;
[[Image:Df1.jpg|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
biome 1: Rhyolite:Granite:Gabbro &lt;br /&gt;
&lt;br /&gt;
Biome 2:  Chalk:Granite:Diorite\&lt;br /&gt;
&lt;br /&gt;
Biome 3:  Sandy loom: Rhyolite:Granite:Gabbro Trees: Scarce Other Veg. Scarce&lt;br /&gt;
&lt;br /&gt;
Biome 4: Black Sand (Aquifer):Sandstone (Aquifer): Diorite:Granite Trees: Scarce (they are not kidding!), Other Veg. Scarce&lt;br /&gt;
&lt;br /&gt;
Contact - everyone&lt;br /&gt;
&lt;br /&gt;
* Adamantite in the bottom left quadrant.&lt;br /&gt;
* Bauxite&lt;br /&gt;
* Flux&lt;br /&gt;
* Sand&lt;br /&gt;
* A few trees&lt;br /&gt;
* 2 lava pits (visible at start)&lt;br /&gt;
* One cave&lt;br /&gt;
* One gargantuan chasm&lt;br /&gt;
* One long cave river &lt;br /&gt;
* Several pages of monsters after chasm and river discovered&lt;br /&gt;
* No surface river&lt;br /&gt;
* Top 198, bottom 134&lt;br /&gt;
&lt;br /&gt;
The Chasm and cave can easily be found after starting by looking for clues during game play (not cheating by using the stock menu.)&lt;br /&gt;
&lt;br /&gt;
If you extend the area upward 2 rows you will get the full chasm.&lt;br /&gt;
&lt;br /&gt;
Recommended small playing area: (have not verified that this still gives lava and part of the chasm) 6 wide and 8 high starting from the bottom left. You will loose 1 lava pit and the cave river as well as sections of the chasm. Cut in 2 columns from the left to give a 4 wide and 8 high section with very few trees. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===='''196405198'''====&lt;br /&gt;
&lt;br /&gt;
full info at [[User:Chariot/SEED 196405198|SEED 196405198]]&lt;br /&gt;
&lt;br /&gt;
0 rejects&lt;br /&gt;
&lt;br /&gt;
10 locations pointed out with magma, flux, sand, water, magnetite(in sedementary layers), and trees(well, 1 location lacks sand)&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Liaison&amp;diff=32541</id>
		<title>40d:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Liaison&amp;diff=32541"/>
		<updated>2007-12-20T23:13:12Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Liaisons''' are emissaries from different civilizations that will sometimes accompany traders to your fortress.  They can have different names ([[Humans]] will send a guild representative, dwarves may send an outpost liaison, etc.) their functions are the same.  They will ask your [[expedition leader]] or [[mayor]] for goods you would like sent with their next caravan, and inform you of the goods they would like you to sell to them the next time, which they will pay extra to purchase.&lt;br /&gt;
&lt;br /&gt;
Make sure to turn off all labor for the dwarf who needs to meet with the liaison, because they will eventually get [[insanity|depressed]] or go [[berserk]] if they do not get their meeting.  This causes a message saying &amp;quot;A trader went away unhappy&amp;quot; although it's unknown if this has any current in-game effect.&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Skill&amp;diff=2534</id>
		<title>40d Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Skill&amp;diff=2534"/>
		<updated>2007-12-20T22:45:11Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: /* Skill Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Skill Notes==&lt;br /&gt;
&lt;br /&gt;
;Miner&lt;br /&gt;
:Allows a Dwarf to strike the earth at a more rapid pace.&lt;br /&gt;
;Wood Cutter&lt;br /&gt;
;Carpenter&lt;br /&gt;
;Mason&lt;br /&gt;
;Engraver&lt;br /&gt;
;Building Designer&lt;br /&gt;
;Weaponsmith&lt;br /&gt;
;Bowyer&lt;br /&gt;
;Armorsmith&lt;br /&gt;
;Metalsmith&lt;br /&gt;
;Furnace Operator&lt;br /&gt;
;Wood Burner&lt;br /&gt;
;Metal Crafter&lt;br /&gt;
;Stone Crafter&lt;br /&gt;
;Wood Crafter&lt;br /&gt;
;Bone Carver&lt;br /&gt;
;Gem Cutter&lt;br /&gt;
;Gem Setter&lt;br /&gt;
;Mechanic&lt;br /&gt;
;Fisherdwarf&lt;br /&gt;
;Miller&lt;br /&gt;
;Thresher&lt;br /&gt;
;Grower&lt;br /&gt;
;Herbalist&lt;br /&gt;
;Brewer&lt;br /&gt;
;Cook&lt;br /&gt;
;Weaver&lt;br /&gt;
;Clothier&lt;br /&gt;
;Dyer&lt;br /&gt;
:Allows a dwarf to dye with honor.&lt;br /&gt;
;Trapper&lt;br /&gt;
;Ambusher&lt;br /&gt;
;Butcher&lt;br /&gt;
;Tanner&lt;br /&gt;
;Leatherworker&lt;br /&gt;
;Fish Dissector&lt;br /&gt;
;Animal Dissector&lt;br /&gt;
;Fish Cleaner&lt;br /&gt;
;Cheese Maker&lt;br /&gt;
;Milker&lt;br /&gt;
;Animal Trainer&lt;br /&gt;
;Animal Caretaker&lt;br /&gt;
;Soaper&lt;br /&gt;
;Lye Maker&lt;br /&gt;
;Potash Maker&lt;br /&gt;
;Glassmaker&lt;br /&gt;
;Wrestler&lt;br /&gt;
;Axedwarf&lt;br /&gt;
;Swordsdwarf&lt;br /&gt;
;Macedwarf&lt;br /&gt;
;Hammerdwarf&lt;br /&gt;
;Speardwarf&lt;br /&gt;
;Marksdwarf&lt;br /&gt;
;Shield User&lt;br /&gt;
;Armor User&lt;br /&gt;
;Siege Engineer&lt;br /&gt;
;Siege Operator&lt;br /&gt;
;Pump Operator&lt;br /&gt;
;Swimmer&lt;br /&gt;
:Gives you a small amount of hope that this dwarf will not drown.&lt;br /&gt;
;Persuader&lt;br /&gt;
;Negociator&lt;br /&gt;
:Typo in the game: ought to be &amp;quot;Negotiator.&amp;quot; ''(Note: Toady has openly noted to fixing this on his dev log.)''&lt;br /&gt;
;Liar&lt;br /&gt;
: &amp;quot;It's not a [[carp]], it's a gibbon, I swear!&amp;quot;&lt;br /&gt;
;Intimidator&lt;br /&gt;
;Judge of Intent&lt;br /&gt;
;Appraiser&lt;br /&gt;
;Organizer&lt;br /&gt;
;Record Keeper&lt;br /&gt;
;Conversationalist&lt;br /&gt;
;Comedian&lt;br /&gt;
;Flatterer&lt;br /&gt;
;Consoler&lt;br /&gt;
;Pacifier&lt;br /&gt;
&lt;br /&gt;
==Skill Ranks Notes==&lt;br /&gt;
#Not Skilled, Dabbling&lt;br /&gt;
#Novice&lt;br /&gt;
#Named, Titular&lt;br /&gt;
#Competent&lt;br /&gt;
#Proficient&lt;br /&gt;
#etc.&lt;br /&gt;
&lt;br /&gt;
:It's looking like it's the same as before for rank names. --[[User:Shades|Shades]] 05:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
===User Notes and Changes===&lt;br /&gt;
[[User:Renditelitan|Renditelitan]] 22:01, 29 October 2007 (EDT)&lt;br /&gt;
:Moved this to the talk page for discussion on what should go on the main skills page [[User:Alfador]].  I hope you don't mind.  Anyone have ideas on how to categorize the all the skills?  Also, would making the list of skills in their place in the game time frame make since? Like founding skills vs. town skills?&lt;br /&gt;
&lt;br /&gt;
::It would make sense; Proficient and below are founding skills, Dabbling and anything above Proficient are fortress skills. (Also anything Adamantine-oriented if that's still in.) And of COURSE I don't mind, I'm ecstatic that someone more skilled in wiki format than I took it upon themselves to make something more useful out of my rudimentary list! [[User:Alfador|Alfador]] 23:02, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should we put lists of activities that improve a skill for every skill, or just for the ones that aren't immediately obvious like those new noble skills? --[[User:BahamutZERO|BahamutZERO]] 16:13, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think it's important to enumerate all the activities that give skill, and it would be nice to get numbers on the skill increases for these actions as well.  It's especially important to note ALL information for what gives or doesn't give skill points for the new noble skills, but everything is useful.  Like, for a miner, do ramps and channels give mining skill?  Do floodgates?  Does a fisherdwarf get fisherdwarf skill for constructing a fishery?  If we can enumerate all possible sources of skill points for a given skill, I think we should definately do so.  --[[User:Sowelu|Sowelu]] 16:52, 30 October 2007 (EDT)&lt;br /&gt;
:One thing we might also want is a listing of what skills are USED by what job tasks. For example: whatever skill is used by the &amp;quot;Strand Extraction&amp;quot; labor, which presumably fulfills &amp;quot;Extract Metal Strands&amp;quot; manager tasks... well, presumably that's the new version of the old Adamantine skills, Adamantine Smelting having been assumed to have been unified with other smelting skill. But whatever skill that is, it can't be had from the starting screen, and so is not listed here. This will naturally require LOTS of testing on the part of all of us, since we're no longer guaranteed to even have a magma flow in a given region, much less pits and adamantine. --[[User:Alfador|Alfador]] 10:20, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I almost think that that kind of data should be made into a separate list, as well as listed under each skill's individual page.  Lets's not clutter this one up that much.  Also, anyone FOUND pits/addy yet?  I'm almost certain it's too early for that, but one never knows.--[[User:Draco18s|Draco18s]] 05:07, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;Also, anyone FOUND pits/addy yet?&amp;quot; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000793&amp;amp;p=3 Yes.] --[[User:Alfador|Alfador]] 09:10, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Yes, and there's horrible things under it. Possibly also the adamantine-triggered monarch. --[[User:BahamutZERO|BahamutZERO]] 15:38, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should skills be a category?--[[User:BahamutZERO|BahamutZERO]] 19:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I made one anyway. --[[User:JT|JT]] 21:31, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====This is too specific====&lt;br /&gt;
&lt;br /&gt;
This list is specific to Fortress Mode.  It's missing some of the Adventure Mode skills, like [[Bowman]] and such, and lists the dwarven names for skills. --[[User:JT|JT]] 21:31, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== administrator ==&lt;br /&gt;
&lt;br /&gt;
Is there really such a profession? I have been trying to get a dwarf to gain this job title without luck so far. Has anyone managed to do it? [[User:VengefulDonut|VengefulDonut]] 15:22, 20 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sphr&amp;diff=32442</id>
		<title>User talk:Sphr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sphr&amp;diff=32442"/>
		<updated>2007-12-19T19:09:00Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: Your Graphic Set,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey '''Sphr''', I uploaded a working version of the graphic tileset, read about it on the [[Talk:List_of_user_graphics_sets|talk page]]. I ran your rescaled tileset through PaintShop pro, I did Ctrl+A (Select All) Ctrl+T (Remove Background Colour) with Magenta and a sensitivity of 70 to remove half-coloured pixels which had turned quite pink; this makes the pixels sharper in game. Regards --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
== Your Graphic Set, ==&lt;br /&gt;
&lt;br /&gt;
More specifically the Hammerer, is amazing.--[[User:Heliopios|Heliopios]] 14:09, 19 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Shell&amp;diff=32473</id>
		<title>40d Talk:Shell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Shell&amp;diff=32473"/>
		<updated>2007-12-19T18:05:44Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shells can be made into bolts?  Are we sure? --Gotthard 12:41, 19 December 2007 (EST)&lt;br /&gt;
:They cant.--[[User:Heliopios|Heliopios]] 13:05, 19 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Shell&amp;diff=19020</id>
		<title>40d:Shell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Shell&amp;diff=19020"/>
		<updated>2007-12-19T18:05:24Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Shell''' is what is left behind when a dwarf eat a [[fish cleaner | prepared]] but not [[Kitchen | cooked]] [[turtle]] or [[cave lobster]].&lt;br /&gt;
&lt;br /&gt;
Cooking those fishes does not leave behind bone nor shell, so you may want to order dwarves not to use them in cooking. You can do that from the Kitchen menu ( {{key|z}} ).&lt;br /&gt;
&lt;br /&gt;
These shells are automatically [[refuse]], but despite that they can be worked by a [[bone carver]] into [[armor]], or [[crafts]].&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Rick&amp;diff=25101</id>
		<title>User talk:Rick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Rick&amp;diff=25101"/>
		<updated>2007-12-19T18:04:50Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: Update of utilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requests ==&lt;br /&gt;
Hey there. Thanks for writing reveal.exe. It's made my dwarves' lives so much easier!&lt;br /&gt;
&lt;br /&gt;
Do you take requests?&lt;br /&gt;
&lt;br /&gt;
And is this the right place to ask? [[User:Runspotrun|Runspotrun]] 20:32, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yes, and yes. --[[User:Rick|Rick]] 20:49, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Excellent! Now, I don't know how many people would use it, but I'd love to see a utility that would allow me to choose the temperature/forest/shrub/surroundings/neighbours when starting out. I like to stick to the same sort of areas, but it can be a pain finding them on the map - if they exist at all. Problem is, I think most people take what they're given, region-wise... so I don't think it'd have much of an audience. What do you think? [[User:Runspotrun|Runspotrun]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Er, I haven't just described startpoints.exe, have I? [[User:Runspotrun|Runspotrun]] 21:01, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, if you're not averse to requests...  A utility to activate the subterranean flag on indoor areas would be awesome for those of us who'd like to build surface castles in cold/freezing terrain without our dwarves dying of frostbite.  -[[User:EarthquakeDamage|EarthquakeDamage]] 22:45, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'd like a rock/gem/ore tool. Would be really neat. Especially the ore/gem one. Also, maybe water/magma creation tools if possible?--[[User:Spelguru|Spelguru]] 01:29, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Something similar to the old skills.exe would be great! --[[User:Vanan|Vanan]] 11:44, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::What I'd like is some way to search for a particular tile on the map.  Probably the easiest thing for you to code is to have reveal.exe have an option where it prints the map data to a file in some simple text format (Just a simple list of 'Z,X,Y &amp;quot;tile code&amp;quot;' would be sufficient.  mapping what tiles have what value would be nice, but not necessary.)  I want to answer the question &amp;quot;Is the raw material for the item the possessed dwarf is asking for somewhere on my map, and if so, where?&amp;quot;  --[[User:Warnold|Warnold]] 23:08, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I would like to request something that teleports items. --[[User:Demosthenes|Demosthenes]] 02:05, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Is it possible for a utility to remove excess stone? (name and amount in command line) --[[User:Jackard|Jackard]] 07:35, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wild Praise ==&lt;br /&gt;
Thank you so much for your incredible work! Your applications add so much fun to the game! --[[User:Vanan|Vanan]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Astonishing response time for 33e!  --[[User:Geofferic|Geofferic]] 01:04, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== In reply to ==&lt;br /&gt;
Your statement to me on my page, &amp;quot;Don't subject your opinion unto others. (Though I think you were just trying to be funny...) --Rick 03:54, 31 October 2007 (EDT)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course I was. But some people have no real sense of humor. &lt;br /&gt;
&lt;br /&gt;
Also, some people believe they can do things they tell others NOT to do. Your statement is a perfect example of this. You tell me not to subject others to MY opinion, but in doing so you are subjecting me to YOUR opinion. Oh yes, you are one of the VIPs in the DF community, because you wrote a couple utilities. So I suppose I should be humble in your presence, and bow to someone so great. I would do that, but when I bow, I do it facing AWAY from that person, and I drop my trousers at the same time. Still want me to bow to your greatness?&lt;br /&gt;
&lt;br /&gt;
I read other contributions here that voice their opinions the same as I did. I wonder if you said the same thing to all of them as well? Tho since I was able to read the pages they wrote, you clearly did not delete their words as you did mine. And while other entries I made were either deleted or edited, as I expected them to be, since I am not a great wiki writer, you were the only one to send me a somewhat nasty note. &lt;br /&gt;
&lt;br /&gt;
Think whatever you like of me, but at least I was contributing, and trying to give a few smiles along the way. Seems to me tho, that DF is fun, and it's wiki should be too. And, from other pages I read, others feel the same way I do. Maybe you should take a look around at some of their pages, and lighten up yourself a bit? Maybe trade with the elves for a tame blue jay, and drop it down your shorts. If that doesnt get a giggle out of you, maybe you should go join the undead at one of their ruins?&lt;br /&gt;
&lt;br /&gt;
: Wow, way to blow up that up, I was just jesting. I think I'll leave your words here, [[User:Darknight|Darknight]]. --[[User:Rick|Rick]] 19:25, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Oh, and for the record, I did not remove your message, someone else did that. Check the page history. --[[User:Rick|Rick]] 19:29, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== heal.exe bug? ==&lt;br /&gt;
&lt;br /&gt;
Hmm... I've found that heal -hurt doesn't work on fire men, at least in 33b. It sets all their body parts to red, but the fire man just keeps wandering around and scaring my poor witless dwarves. I haven't found a living fire man yet in 33c so I can't check. [[User:Runspotrun|Runspotrun]] 06:59, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Are firemen immune to pain? Hurt just nukes bodyparts, not kills creatures, most creatures who feel pain will die from that, but I guess ones who don't won't. --[[User:Rick|Rick]] 12:08, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Just checked - yes they are. That'd explain it then, ta. [[User:Runspotrun|Runspotrun]] 14:38, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== INI? ==&lt;br /&gt;
&lt;br /&gt;
Does anyone see anything obviously wrong about this? I used various comparisons to come to these values (as well as what the hex fellow posted in the memory hacking section), and editing them as such into the reveal.exe allowed me to get that program to function, but the ini isn't reenabling the executables on its own:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[address]&lt;br /&gt;
DWARF_FORTRESS=0x0089C414 ; correct&lt;br /&gt;
MENU_STATE=0x0124565C ; maybe&lt;br /&gt;
FOCUSED_CREATURE=0x00C39548 ; correct&lt;br /&gt;
CREATURE_VECTOR=0x01420A48 ; correct&lt;br /&gt;
MOUSE_X=0x008FF290 ; pretty sure should be 008FF288&lt;br /&gt;
MOUSE_Y=0x008FF294 ; pretty sure should be 008FF28C&lt;br /&gt;
MOUSE_Z=0x008FF298 ; pretty sure should be 008FF290&lt;br /&gt;
MAP_DATA=0x01462568 ; correct&lt;br /&gt;
MAP_X_COUNT=0x01462580 ; correct&lt;br /&gt;
MAP_Y_COUNT=0x01462584 ; correct&lt;br /&gt;
MAP_Z_COUNT=0x01462588 ; correct&lt;br /&gt;
STARTING_DWARF_COUNT=0x0078A54E ; wrong.  0078A554 (value actually is dword at 0078A555)&lt;br /&gt;
STARTING_POINT_COUNT=0x00789703 ; correct (value actually is word at 0078970A)&lt;br /&gt;
&lt;br /&gt;
[offset]&lt;br /&gt;
MAP_DATA_DESIGNATION_OFFSET=0x0260 ; dunno&lt;br /&gt;
MAP_DATA_OCCUPANCY_OFFSET=0x660 ; dunno&lt;br /&gt;
CREATURE_NAME_OFFSET=0x000 ; yes&lt;br /&gt;
CREATURE_BODY_PART_HEALTH_VECTOR_OFFSET=0x308 ; probably&lt;br /&gt;
CREATURE_X_OFFSET=0x0094 ; probably&lt;br /&gt;
CREATURE_Y_OFFSET=0x0096 ; probably&lt;br /&gt;
CREATURE_Z_OFFSET=0x0098 ; probably&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Qalnor|Qalnor]] 14:05, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I commented the above.  none of the corrections should affect reveal.  I don't know what's going wrong.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:53, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I made a few mistakes when documenting the existing data, which probably threw you guys off. My user page has been updated for 33f. --[[User:Rick|Rick]] 20:41, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Thanks, to both of you. I'll have to go over what I was doing when I get home to try and see where I was going wrong.  [[User:Qalnor|Qalnor]] 15:11, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible adjuststart enhancement ==&lt;br /&gt;
Hi!  Merry culturally-appropriate politically-correct generic holiday!&lt;br /&gt;
&lt;br /&gt;
I have found some interesting addresses that work well with adjuststart.&lt;br /&gt;
&lt;br /&gt;
In .33f, the byte at 0078654B holds a constant that is the upper limit that starting skills can be advanced to.  It is normally 5 (proficient).  If you change it to 15, skills can be advanced to legendary.  If you change it to 20, skills can be advanced to legendary+5.&lt;br /&gt;
&lt;br /&gt;
Also in .33f, there's a pair of bytes at 00786466 and 00786608.  If you set both to 0, then the 10 skills per dwarf limit is removed.&lt;br /&gt;
&lt;br /&gt;
I've found equivalant addresses for all the .33 releases.  They're in the memory hacking subpages.&lt;br /&gt;
&lt;br /&gt;
== Update of utilities ==&lt;br /&gt;
&lt;br /&gt;
So how much longer do you suppose it might take to transition the utilities to 33f?--[[User:Heliopios|Heliopios]] 13:04, 19 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adamantine&amp;diff=14275</id>
		<title>40d:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adamantine&amp;diff=14275"/>
		<updated>2007-12-19T07:22:39Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: /* Processing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{minorspoiler}}&lt;br /&gt;
{{Metal|color=#0FF|bgcolor=#0CC|name=Adamantine|&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Raw adamantine]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Damage]]% 500&lt;br /&gt;
* [[Armor|Block]]% 500&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
* [[Clothing]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Adamantine''' is by far the most rare and valuable [[metal]] in the game. It can only be found in small amounts in mountainous areas. Care should be taken if it is found, since digging down several levels through it will lead you to the demon pits. After you reach the [[Glowing pits|pits]], a horde of demons will eventually be loosed on your fortress. These demons are very powerful and can wipe out even a mature, heavily defended fortress.&lt;br /&gt;
&lt;br /&gt;
Discovery of adamantine will also bring the attention of the [[King]], who will immigrate to your fortress once news of your discovery reaches him. If you have not otherwise met the criteria for attracting the King, he will arrive &amp;quot;disguised as a peasant.&amp;quot; His requirements appears to be the same in any case, so be prepared!&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
To start in a location which has adamantine (and the accompanying demon pits), you must start on a mountain tile ({{Raw Tile|∆|#FFFFFF|#000000}},{{Raw Tile|∆|#808080|#000000}},{{Raw Tile|▲|#FFFFFF|#000000}},{{Raw Tile|▲|#C0C0C0|#000000}},{{Raw Tile|▲|#808080|#000000}},{{Raw Tile|▲|#00FFFF|#000000}},{{Raw Tile|^|#FFFFFF|#000000}},{{Raw Tile|^|#808080|#000000}},{{Raw Tile|^|#00FFFF|#000000}}) or volcano tile ({{Raw Tile|^|#FF0000|#000000}}) in the Region map. The adamantine and pits will be located somewhere within the Local map of that region. It is more likely to be found on a Local map square which also shows as mountain.{{verify}} The adamantine will occupy only one Local square, though the demon pits may extend beyond it. Finding it can be very difficult without [[cheating]].&lt;br /&gt;
&lt;br /&gt;
== Processing ==&lt;br /&gt;
&lt;br /&gt;
Adamantine strands are extracted from [[raw adamantine]] at a [[craftsdwarf's workshop]]. The [[strand extraction]] labor must be enabled for a dwarf to perform the extraction. Adamantine strands are worth 1800 [[Currency|monies]] each, while the raw adamantine is worth 750.  &lt;br /&gt;
&lt;br /&gt;
Subsequent processing of the strands requires no adamantine-specific skills or labor permissions. Adamantine strands are processed into adamantine wafers at any [[smelter]] (at least as of 33f). Adamantine wafers are treated much like [[bar]]s of other metal, and can be forged into a variety of useful items. Adamantine strands may also be woven into cloth using the Weave Metal Cloth task in a [[loom]].&lt;br /&gt;
&lt;br /&gt;
Raw adamantine may also be processed into [[stone]] goods in the same way as other economic stone.  In its raw form, it has a [[Item value|value multiplier]] of x250 (as opposed to adamantine metal, which is x300).  Raw adamantine blocks are worth 1250 monies.&lt;br /&gt;
&lt;br /&gt;
Adamantine items are incredibly light: they weigh about 2.5% as much as an equivalent article crafted from iron.&lt;br /&gt;
&lt;br /&gt;
Adamantine is so valuable that a special message pops up when you discover a vein of it.&lt;br /&gt;
&lt;br /&gt;
[[Image:000006 - Praise the miners!.png||500px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Windmill&amp;diff=3141</id>
		<title>40d Talk:Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Windmill&amp;diff=3141"/>
		<updated>2007-12-17T14:28:39Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: /* 33f */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I changed the number of required pieces to 4, apparently thats all it needs on my game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know if it's possible to connect multiple windmills together with gearboxes and axles, then send a single shaft over to your workshops? Will you get twice as much power from twice as many windmills? (I know common sense says you should, but has anyone tried it in the game?)&lt;br /&gt;
&lt;br /&gt;
:I verified that connecting two windmills does double the power.  Also, added how to get power back to the surface, some folks were having problems with that.    -- Infinity&lt;br /&gt;
&lt;br /&gt;
:Infinity: Doesn't using so many gear assemblies virtually drain all of the power? Would it not be a better idea to build a pedestal from a series of walls and floors to support a raised windmill, with a single gear assembly underneath it on the surface level? [[User:Matryx|Matryx]] 06:06, 31 October 2007 (EDT)  &lt;br /&gt;
::Yes, good idea.  I like the windmill tower!  --[[User:Infinity|Infinity]] 01:19, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
There's an assumption in this article which states that all windmills generate the same amount of power.  I think there is wind-dependancy or height above the land changes how much power is generated.  I've had windmills that power up to 20, but never 40 (yet). We need more information to confirm how it works. --[[User:Gibbonofdoom|Gibbonofdoom]] 05:17, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have removed &amp;lt;blockquote&amp;gt;It is not presently possible to build the gear assembly or axle ''before'' building the windmill&amp;amp;mdash;doing so will prevent the windmill from connecting to the assembly or axle.  Build the windmill first, and then build the axle or gear assembly beneath it.  You can of course still have the remainder of your machine built. ???? --[[User:Markavian|Markavian]]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
from the article. In addition to Markavian, I've also confirmed it to be false. [[User:VengefulDonut|VengefulDonut]] 09:00, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:In my experience, Markavian is correct. --[[User:Savok|Savok]] 13:52, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have built a gear and then a windmill on the layer above of it via an adjacent walkway. --[[User:Markavian|Markavian]] 23:50, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Sometimes my windmills just self-destruct. I think it's because I turned off the gear assembly under it (with a lever). It might also be because the gear assembly floods with water from the pump it powers. Has anyone else had this happen to them? [[User:Valdemar|Valdemar]] 11:54, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
- Yeah.  That's the catalyst.  a gear under the windmill supports the windmill.  (it's still hanging though) ... when you lever the gear off, the support is lost... and the windmill can fall over.  It's very ;_;  To verify this, build your gear and attach it to the lever first... with the lever in the &amp;quot;on&amp;quot; position, the windmill can be built over it.  in the other position, it cannot.  This also explains why the user thought it wasn't possible to build the gear first.  of course you'd want to build it and immediately turn it off... otherwise, you'll flood your area before your containing wall gets finished :) --[[User:Vaevictus|Vae]] 12:55, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== how does it connect? ==&lt;br /&gt;
&lt;br /&gt;
When you place/remove windmills, do they leave a hole in the ground/roof, or is it a non-contact force they are using to apply torque on the assemblies (magnets maybe?).  Do they punch a hole in like the wells-of-old?&lt;br /&gt;
&lt;br /&gt;
-- When placed, it's a small hole with a sealed wooden grommet to prevent liquid penetration.  Part of the removal process is to fill this small hole. --[[User:Vaevictus|Vae]] 13:25, 08 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
i think i have a problem with my connections i buildit the windmill but nothing happens it just sits there?&lt;br /&gt;
&lt;br /&gt;
== Is the construction example a bad idea? ==&lt;br /&gt;
-- Just wondering.  I put it there, but wouldn't be upset it it was replaced with something prettier. --[[User:Vaevictus|Vae]] 14:15, 08 November 2007 (EDT)&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This allows water to flow past the pump when the pump is off, allowing for two pumps to use a single set of walls to contain the flowing water, with the direction based on which pump is on. It also allows for maintenance access from the pipe, at the cost of 3 extra wall sections and one extra floor.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; Could you explain this in more detail? allowing two pumps to use a single set of walls? [[User:VengefulDonut|VengefulDonut]] 23:24, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==33f==&lt;br /&gt;
&lt;br /&gt;
I've built several windmills in .33f and none of them are producing any power.  Someone please check if their windmills are working properly.  I've also have had the same problem with watermills.  This is on a map generated with the new patch.  [[User:Bouchart|Bouchart]] 21:50, 16 December 2007 (EST)&lt;br /&gt;
:The only one i've build with the new version .33f worked fine. It was built on the ground level that I started on just in case that makes a difference, it's currently turning a millstone via a single gear on the level below. The map was also generated with .33f. Sorry I can't be more help :/ --[[User:Shades|Shades]] 08:24, 17 December 2007 (EST)&lt;br /&gt;
::Some maps dont have wind.--[[User:Heliopios|Heliopios]] 09:28, 17 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Tinbolt_Chapter_3&amp;diff=32192</id>
		<title>Bloodline Talk:Tinbolt Chapter 3</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Tinbolt_Chapter_3&amp;diff=32192"/>
		<updated>2007-12-16T22:06:46Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; 15th Sandstone&lt;br /&gt;
 Rith Ilrallikot, the Axedwarf, has starved to death. I don't know why, I have the feeling he was too &lt;br /&gt;
 stupid to live&lt;br /&gt;
&lt;br /&gt;
OH god that made me cry --[[User:Heliopios|Heliopios]] 17:06, 16 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Tinbolt_Chapter_3&amp;diff=32191</id>
		<title>Bloodline Talk:Tinbolt Chapter 3</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Tinbolt_Chapter_3&amp;diff=32191"/>
		<updated>2007-12-16T22:06:09Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: New page:  15th Sandstone Rith Ilrallikot, the Axedwarf, has starved to death. I don't know why, I have the feeling he was too stupid to live  OH god that made me cry --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; 15th Sandstone&lt;br /&gt;
Rith Ilrallikot, the Axedwarf, has starved to death. I don't know why, I have the feeling he was too stupid to live&lt;br /&gt;
&lt;br /&gt;
OH god that made me cry --[[User:Heliopios|Heliopios]] 17:06, 16 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Obsidian&amp;diff=16637</id>
		<title>40d:Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Obsidian&amp;diff=16637"/>
		<updated>2007-12-15T23:14:55Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Obsidian|tile=▒|color=#888|basic_color=#888|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Sword]]s&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous extrusive layer]]&lt;br /&gt;
* [[Material value]] 9&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Hematite]]&lt;br /&gt;
* [[Native gold]]&lt;br /&gt;
* [[Native copper]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
* [[Native aluminum]]&lt;br /&gt;
* Brimstone&lt;br /&gt;
* Realgar&lt;br /&gt;
* Orpiment&lt;br /&gt;
* Stibnite&lt;br /&gt;
* Rutile&lt;br /&gt;
* Hornblende&lt;br /&gt;
* Alunite&lt;br /&gt;
* Microline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Obsidian is produced by cooling [[magma]]. It is the only stone that can be used to make swords at a [[craftsdwarf's workshop]]. The [[damage]] of an obsidian weapon is the same as for a [[steel]] weapon of the same [[quality]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Igneous Extrusive Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Seeded_World&amp;diff=32108</id>
		<title>Template talk:Seeded World</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Seeded_World&amp;diff=32108"/>
		<updated>2007-12-14T23:36:08Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: FUCK&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Good template, but it's been proven that Operating system has no effect on world gen.--[[User:Heliopios|Heliopios]] 18:36, 14 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Seeded_World&amp;diff=32107</id>
		<title>Template talk:Seeded World</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Seeded_World&amp;diff=32107"/>
		<updated>2007-12-14T23:35:55Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: New page: Good template, but it's been proven that Operating system has no effect on world gen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Good template, but it's been proven that Operating system has no effect on world gen.&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Damage&amp;diff=28152</id>
		<title>40d:Damage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Damage&amp;diff=28152"/>
		<updated>2007-12-14T23:08:24Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[weapon|Weapons]] and [[trap|traps]] do one of four types of damage, the type of damage influences what type of critical hits it can inflict.&lt;br /&gt;
Damage is reduced by the targets [[armor]] and [[toughness]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Criticals&lt;br /&gt;
!Weapons and Traps&lt;br /&gt;
|-&lt;br /&gt;
|Slash&lt;br /&gt;
|Sever Limbs&lt;br /&gt;
|[[axe]], [[sword]], [[dagger]], [[giant axe blade]], [[large, serrated disc|serrated disc]]&lt;br /&gt;
|-&lt;br /&gt;
|Pierce&lt;br /&gt;
|Organ damage&lt;br /&gt;
|[[pike (weapon)]], [[pick]], [[spear]], [[bolt]], [[arrow]], [[enormous corkscrew]], [[menacing spike]], [[spiked ball]]&lt;br /&gt;
|-&lt;br /&gt;
|Bludgeon&lt;br /&gt;
|Break bones&lt;br /&gt;
|[[war hammer]], [[mace]], unloaded [[crossbow]] or [[bow]] or [[blowgun]], [[maul]], [[flail]], [[morningstar]], [[fist]]&lt;br /&gt;
|-&lt;br /&gt;
|Gore&lt;br /&gt;
|Heavy Bleeding and Pain(?)&lt;br /&gt;
|[[whip]]&lt;br /&gt;
|-&lt;br /&gt;
|Burn&lt;br /&gt;
|Extreme Pain&lt;br /&gt;
|Special [[Creature Tokens]](Attack)&lt;br /&gt;
|-&lt;br /&gt;
|Heat&lt;br /&gt;
|Ignition of target&lt;br /&gt;
|Special [[Creature Tokens]](Attack)&lt;br /&gt;
|-&lt;br /&gt;
|Cold&lt;br /&gt;
|Freezing/Frostbite&lt;br /&gt;
|Special [[Creature Tokens]](Attack)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=29789</id>
		<title>40d:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Maximizing_framerate&amp;diff=29789"/>
		<updated>2007-12-13T14:34:40Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: Lies, all items have an effect on speed, no matter which.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress is an extremely CPU-intensive application that currently requires a fast, modern machine.  The objective of this page is to help you reduce game lag, a crippling problem for many players.&lt;br /&gt;
&lt;br /&gt;
Please mark all advice with the most recent game version it is known to work for.  This game is under rapid development, ToadyOne clearly intends to reduce lag where possible, and so methods that worked in, say, v0.27.169.33c may not a few months later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33b-e ==&lt;br /&gt;
&lt;br /&gt;
=== OpenGL ===&lt;br /&gt;
* If framerate is extremely slow with an otherwise CPU-friendly fortress and a decent machine, your graphic card's interaction with the OpenGL code used by the game may be at fault.  Updating your drivers usually works; you may also have to adjust some settings in your graphic card's control software, such as turning vertical synchronization off.&lt;br /&gt;
&lt;br /&gt;
=== Game options ===&lt;br /&gt;
In the folder &amp;quot;\data\init&amp;quot; is a file named &amp;quot;init.txt&amp;quot;.  Edits to this file can greatly increase game speed.  Keep backups for safety and to save yourself having to re-enter values every time you upgrade.&lt;br /&gt;
&lt;br /&gt;
* [SOUND:OFF]:  Slightly increases speed.  Cost is lack of sounds.&lt;br /&gt;
* [FPS:YES], [FPS_CAP:100]:  Handy indicator of how fast your game is running.&lt;br /&gt;
* [G_FPS_CAP:15]:  Controls refresh rate.  Lower values often boost speed dramatically ... at the cost of less frequent visual updates, which can pose a problem during battles.&lt;br /&gt;
* [VSYNC:OFF]:  Attempting to synchronize refreshes can kill game speed for some players (depending on your OS, graphics card, and OpenGL settings).&lt;br /&gt;
* [PRIORITY:HIGH]: This option automatically makes the game run in high priority.  This will probably prevent your computer from effectively running anything at the same time as the game and, for some players, causes major lag in the DF interface as well.  Still worth a try, though.  [PRIORITY:REALTIME] devotes even more resources to Dwarf Fortress, but has been known to cause stuttering gameplay.  Increasing priority will make the game difficult to kill using task manager if it locks up.&lt;br /&gt;
* [TEMPERATURE:NO]:  Turning off temperature greatly increases speed.  It also kills off some rather nice lava warming effects, stops rivers from freezing and (importantly!) thawing, makes glacial maps less interesting, and prevents sudden deaths from exposure.  You're well-advised to stick with &amp;quot;warm&amp;quot; or &amp;quot;hot&amp;quot; fortress sites if you turn temperature off and your source of water is a stream.&lt;br /&gt;
* [WEATHER:NO]:  Turning off weather increases speed noticeably.  No obvious disadvantages are known.&lt;br /&gt;
* [CAVEINS:NO]: Turning off cave-ins increases speed only fractionally.&lt;br /&gt;
* [POPULATION_CAP:40]:  Keep your population under control to prevent the game bogging down.  Pathfinding for numerous dwarves can bring even a fast machine to its knees.&lt;br /&gt;
&lt;br /&gt;
=== Fortress site ===&lt;br /&gt;
* Moving fluids are the major source of lag in most maps at game start.  Magma and (to a lesser extent) running water are CPU hogs in the current version.  If you haven't got the hardware to run DF with a magma site, suck it up and go without.  Aquifers (until tapped) and stagnant pools seem not to cause major speed issues.&lt;br /&gt;
* Avoid elevation extremes.  The fewer the z-levels, the faster the game runs.&lt;br /&gt;
* Minimize map size.  Smaller maps get you substantially more speed.&lt;br /&gt;
* Avoid caves, towns, ruins, or anything populated.  Everything in them invokes the pathfinding code frequently.&lt;br /&gt;
&lt;br /&gt;
=== Fortress layout and gameplay ===&lt;br /&gt;
* Narrow paths and bottlenecks cause the pathfinding algorithm to repeatedly recompute a faster route for each dwarf (and pet) as the paths empty and clear.  Use large hallways and multiple one-way stairways to connect any two spots where lots of dwarves will want to be.&lt;br /&gt;
* Keep wandering pets and wild animals to a minimum and cage livestock.  The AI for all of these has become more efficient of late and each one costs much less CPU time than a dwarf, but sheer numbers matter.&lt;br /&gt;
* Avoid designating very large areas for chopping, gathering, detailing, or mining, especially if many dwarves do these things.&lt;br /&gt;
* Some observers suspect that having massive numbers of objects in stockpiles also impacts FPS; others believe any effect is minor{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Cheating ===&lt;br /&gt;
* Fully revealed areas are faster than hidden ones. Running reveal.exe will make the game faster.&lt;br /&gt;
&lt;br /&gt;
=== Non-factors ===&lt;br /&gt;
The following things ''don't'' have a significant effect on game speed, at least as tested.&lt;br /&gt;
&lt;br /&gt;
* Fullscreen or windowed (if OpenGL settings are compatible with the game)&lt;br /&gt;
* Use of graphics, choice of graphics tileset&lt;br /&gt;
* Size of tiles&lt;br /&gt;
* Number of z-levels mined out (fortress pathfinding complexity matters; mere distance up and down doesn't)&lt;br /&gt;
&lt;br /&gt;
== Advice for v0.27.169.33a ==&lt;br /&gt;
&lt;br /&gt;
*  Upgrade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advice for earlier versions ==&lt;br /&gt;
&lt;br /&gt;
* If framerate is always slow at startup, your graphic card's interaction with the OpenGL code used by the game is likely to be at fault.  Turning off vertical synchronization and updating your drivers usually works.&lt;br /&gt;
&lt;br /&gt;
*  Put animals in cages.  Never keep them behind locked doors and reduce wandering pets to a reasonable number.&lt;br /&gt;
*  Do not specify huge areas for mining or (especially) detailing.&lt;br /&gt;
*  Open up \data\init\init.txt.  Turn off TEMPERATURE and WEATHER and reduce POPULATION_CAP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hardware- and OS-specific Advice ==&lt;br /&gt;
&lt;br /&gt;
=== Laptop computers ===&lt;br /&gt;
* Frame rate is higher when running off mains power.  This is because laptops reduce CPU performance to extend the battery life.&lt;br /&gt;
* You can disable that feature in MS Windows, at the expense of the battery running out much more quickly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Game_Interface FAQ}}&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30927</id>
		<title>40d Talk:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30927"/>
		<updated>2007-12-13T02:11:53Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What kind of damage do explosions do? I've searched the raw files but can't find it. I'd either have to guess it's concussive (like a cave in) or fire (not burn) damage. --[[User:Heliopios|Heliopios]] 09:22, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, someone should probably put in a part talking about explosions in this article. Notably how to use them as weapons. I currently have no idea.--[[User:Smoking Gnu|Smoking Gnu]] 16:41, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does eating cooked booze still count as alcohol intake for happiness, work speed, etc.? It seems to quench thirst and hunger simultaneously. --[[User:HotSake|HotSake]] 20:15, 12 December 2007 (EST)&lt;br /&gt;
:If this is true, I'm cooking all of my booze right now.--[[User:Heliopios|Heliopios]] 21:11, 12 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31805</id>
		<title>40d:Department of Dwarven Veteran's Affairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Department_of_Dwarven_Veteran%27s_Affairs&amp;diff=31805"/>
		<updated>2007-12-13T00:50:07Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Fortress/Royal Guard&lt;br /&gt;
| quarters=Decent Bedroom&lt;br /&gt;
| dining=Decent Dining Room&lt;br /&gt;
| office=&lt;br /&gt;
| tomb=Tomb (if you want one for them)&lt;br /&gt;
| stands=1 &lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* [[Siege|Goblins]]&lt;br /&gt;
* [[Elf|The Green Party]]&lt;br /&gt;
* [[Murder|Accidents]]&lt;br /&gt;
| function=&lt;br /&gt;
* Assist the [[Sheriff]]&lt;br /&gt;
* Dupe nobles into thinking they safe here and not 2&amp;quot; away from dying&lt;br /&gt;
* Killing [[Goblin|Child snatchers]]&lt;br /&gt;
* Living off the government&lt;br /&gt;
* Sparring practice&lt;br /&gt;
* Retirement for mangled champions, to stop death-by-tantrum&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Department of Dwarven Veteran's Affairs (also known as the Fortress/Royal Guard), is an organisation dedicated to helping those brave dwarves that have become injured to the point of combat ineffectiveness, and are also relatively unskilled (so putting them into the [[Craftsdwarf's workshop]] to make +goblin bone bolts+ until the end of time is out of the question).  They are usually &amp;lt;s&amp;gt;relieved of&amp;lt;/s&amp;gt; promoted up from their military duties due to [[Baron|Some snooty noble]] turning up and wanting to be all protected (until, of course, said noble makes one-too-many demands and find themselves in the dwarven departure lounge).&lt;br /&gt;
&lt;br /&gt;
These dwarves who have sustained their injuries in whatever way (through physical combat, goblin snipers, [[Elves|Hippies]], sparring matches, [[Carp|The watery menace]] or otherwise), may be promoted through the military menu.  The fortress guard itself doesn't do much, apart from telling the various nobles that he is not in danger of [[Goblin_Child_Snatcher|assassination]], assisting the [[Sheriff]] (now [[Captain of the guard]]) in [[Justice|intoxicating sober dwarves]] and spending all their spare time [[Military#Training / Sparring|Sparring]].  The sparring can be a problem, in that some dwarves may receive a speedy recovery (you know the ones), but has trained himself up to an elite level - which prohibits his removal from the  payrolls of DDVA.  Thus active dwarves that can spend their time better [[Hauling|Pulling levers]], are now only assisting with some engraver who is too busy smashing something other than a [[bridge]] over a [[Chasm]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dwarffortpike.jpg&amp;diff=31689</id>
		<title>File:Dwarffortpike.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dwarffortpike.jpg&amp;diff=31689"/>
		<updated>2007-12-11T06:57:58Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: Pike skill exists.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pike skill exists.&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Troglodyte&amp;diff=24823</id>
		<title>40d:Troglodyte</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Troglodyte&amp;diff=24823"/>
		<updated>2007-12-10T23:57:37Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Troglodyte|symbol=t|color=#C90|bones=6|fat=3|skin=1|skulls=1|chunks=?|meat=6|biome=* [[Chasm]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Troglodytes are common monsters that live in caves in tribes of 5 to 10. Being the size of a Dwarf, they are not very dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fist&amp;diff=31638</id>
		<title>40d:Fist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fist&amp;diff=31638"/>
		<updated>2007-12-10T23:43:31Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basically punches from a creature's bare hands.  Damage depends on [[strength]], [[wrestling]], and [[size]].  Attacks from most creatures punches are bludgeoning.  There are few creatures, such as the [[magma man]], that have burning punches.&lt;br /&gt;
&lt;br /&gt;
Attacking with bare hands uses the [[wrestling]] skill.&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13225</id>
		<title>40d:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13225"/>
		<updated>2007-12-06T22:59:53Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: It's not &amp;quot;very rare&amp;quot; it's actually pretty common.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''volcano''' is a vent in the planet's crust through which lava and pyroclastic materials are expelled. They're usually created through plate tectonics in subduction zones, but they can form anywhere magma is capable of breaking through to the surface.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Locating volcanoes ==&lt;br /&gt;
[[Image:Volcanoes-located.gif|thumb|400px|right|In order to begin on the volcano the starting plot must cover the ≈. Also note the volcano's name displayed under the biome information - this will be shown even if your plot isn't over the caldera. Click on this image to see the larger version.]]&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, volcanoes are named [[mountain]]s that additionally provide a source of [[magma]].&lt;br /&gt;
&lt;br /&gt;
Volcanoes tend to occur around the rim of [[ocean]]s. Sometimes, probably in a nod to shield volcanoes which form from heavy molten rocks, volcanoes also form in the middle of oceans. In other locations their placement appears to be random; they are not always associated with [[mountain]] ranges or other rocky terrain. They do not appear on the World Map window and must be found through the Region Map.&lt;br /&gt;
&lt;br /&gt;
To start on a map that includes a volcano, you will have to search for one. On the fortress location selection screen, most of the time they are not visible on the world map. Scroll around the world looking for a red ^ in the regional map. Select that space, and in the local map, move your starting area to include the square with a dark red ≈, which is the caldera.  There may also be additional local magma vents in nearby tiles around the volcano.&lt;br /&gt;
&lt;br /&gt;
Sometimes a [[magma vent]] will exist in an area with no volcanoes nearby.&lt;br /&gt;
&lt;br /&gt;
== Living on a volcano ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes provide ready access to [[obsidian]], which a [[craftsdwarf]] can form into a rock short sword. It can also be used to make more valuable rock crafts and furniture. It's possible to divert water into magma to form your own obsidian, although it's often present in great quantities.&lt;br /&gt;
&lt;br /&gt;
The volcanic activity also leads to an abundance of heavy extrusive igneous rock (such as basalt, felsite and andesite) under a layer of farmable materials. The nature of these rock layers also provides for many useful ores such as [[iron]] (through hematite or other means), [[gold]], [[galena]], and other non-precious metals. The rock also provides useful gems such as [[turquoise]]s and [[zircon]]s, and occasionally [[diamond]]s. Genuine volcanoes sometimes have other interesting features, similar to named mountains: they are frequently sites for [[cave]]s, often have a wider than usual variety of [[stone]] and [[ore]], and may include unusual features such as [[cave river]]s, [[chasm]]s or [[pit]]s.&lt;br /&gt;
&lt;br /&gt;
Occasionally your group may end up embarking over lava, and it may be time to reembark. Other times a message about the cavern collapsing may occur, and this may be due to a pool of water which was spawned above the volcano's crater, instantly crystalizing the magma and then falling into the crater.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27506</id>
		<title>40d Talk:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarven_economy&amp;diff=27506"/>
		<updated>2007-12-06T06:05:44Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1) Wages paid --- dwarves gain credit for tasks completed.  Credit is either maintained or transferred into physical value when the dwarf in question claims coins.&lt;br /&gt;
&lt;br /&gt;
2) Rent --- bedrooms have a rent assigned to them based on their room value.  The rent schedule is unknown.  How the dwarves physically pay the rent is unknown.  If a dwarf cannot pay the rent an eviction notice is placed on the room.  The specifics of eviction are unknown.  Dwarves that cannot afford one of the available bedrooms will sleep in available barracks.&lt;br /&gt;
&lt;br /&gt;
3) Shops --- Once the economy begins, shops may be constructed.  There are several types of shops - clothing, general goods, exotic clothing and possibly others.  A type of shop may not be specified; it seems to be selected randomly.  Shops have an associated cost, which is assumed to be paid by the dwarf that takes control of the shop.  Once a shop is owned, items will be moved to the shop corresponding to which type of shop it is.  Dwarves then may buy items for the shop, presumably using the same credit system that may or may not correspond to actual physical coins.&lt;br /&gt;
&lt;br /&gt;
4) Item cost - all physical items are given a cost, whether for sale or in a shop.  It is unknown if dwarves pay a cost for an item picked up that was not for sale in a shop.&lt;br /&gt;
&lt;br /&gt;
also - kids have combined wealth of their parents, which can lead to paris hilton-syndrome in DF - children with wealth of several thousand buying out the noble/admin rooms and owning shops filled with =giant cave spider silk dress= --[[User:Frostedfire|Frostedfire]] 04:07, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It seems that the dwarven economy is now triggered by the coming of a Baron /Baroness{{verify}}. I haven't seen it for myself but it's what I gather from the forums. There also seems to be a bug where all coins minted appear as the same coin type (e.g., copper, silver, and gold coins all appearing as silver) on the economy window. --[[User:Keizo|Keizo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just got the dwarven economy started for the first time. The game is a bit tricky to play in wine. ^^;;. Anyway, since there isn't any page here yet, I'm sort of lost, so I've added what I already know so other folks will be at least a *little* less lost :-P&lt;br /&gt;
&lt;br /&gt;
Typically a page will be expanded a lot more quickly if you actually already have some content on it,.Please expand!  --[[User:Kim Bruning|Kim Bruning]] 19:48, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
None of my legendary dwarves have an account in their status screen.&lt;br /&gt;
Does this mean that they are exempt from prices or something?--[[User:Pigbuster|Pigbuster]]&lt;br /&gt;
:They always have been.--[[User:Heliopios|Heliopios]] 01:05, 6 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=29370</id>
		<title>40d:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=29370"/>
		<updated>2007-12-05T02:11:47Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain events/conditions can drive a dwarf insane.&lt;br /&gt;
* Entering a [[strange mood]] but failing to complete a [[legendary artifact]].&lt;br /&gt;
* A diplomat who is trapped inside the fortress for a long time.&lt;br /&gt;
* Being very [[thought|unhappy]] for a long time.&lt;br /&gt;
&lt;br /&gt;
There are three types of insanity:&lt;br /&gt;
&lt;br /&gt;
* Stark, raving mad&lt;br /&gt;
The afflicted dwarf will drop all their items and stand around babbling until they die of hunger or thirst.&lt;br /&gt;
* Melancholy&lt;br /&gt;
The afflicted dwarf refuses to eat or drink, and will eventually starve to death.&lt;br /&gt;
If possible, the dwarf will commit suicide by jumping off a cliff or into water/magma.&lt;br /&gt;
* Berserk&lt;br /&gt;
The afflicted dwarf attacks randomly, this can be dangerous if it happens to an experienced dwarf; [[war dog]]s will quickly pull down an unskilled dwarf though.&lt;br /&gt;
&lt;br /&gt;
Insanity always ends in the death of the afflicted dwarf, which will upset their friends and family.  This can lead to a vicious circle of depression and [[tantrum]]s. Make sure to build [[coffin]]s to avoid compounded unhappiness from their friends decaying on open air.&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glass_furnace&amp;diff=22727</id>
		<title>40d:Glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glass_furnace&amp;diff=22727"/>
		<updated>2007-12-05T01:33:58Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Furnace|name=Glass furnace|key=g|job=[[Glassmaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Sand]] bag&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Raw [[rock crystal]]&lt;br /&gt;
* [[Coke]] or [[Charcoal]]&lt;br /&gt;
|production=&lt;br /&gt;
* Raw glass&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* Items&lt;br /&gt;
* [[Window]]s&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are used to make raw glass (a gem), blocks, and furniture items. All furniture made at a glass furnace can be made out of either metal, stone or wood, with the exception of windows, which can be made from gems. Glass furnaces can make craft goods, and vials, used to make extracts.  Clear glass vials are needed to build an [[alchemist's laboratory]]. Raw glass is sometimes a component needed to make [[Legendary artifact|artifacts]].&lt;br /&gt;
&lt;br /&gt;
Glass furnaces can make goods from green glass, clear glass, and crystal glass. Green glass requires sand, clear glass requires sand and pearlash, and crystal glass requires raw rock crystals and pearlash.  Raw rock crystals are a type of gem and are usually very difficult to find.&lt;br /&gt;
&lt;br /&gt;
Many of the names of glass furniture are different. A glass door is called a portal, and a glass coffer is called a box.&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are also needed to issue the &amp;quot;collect sand&amp;quot; order. This requires an empty bag, and Item Hauler, and a zone designated for sand collection. Collection of sand and making of glass items is usually alot more efficient if you make a Glass furnace and set it to collect sand, and then have another ([[Magma glass furnace]]) churn out glass items, almost doubling the productivity.&lt;br /&gt;
&lt;br /&gt;
Not all maps have a source of sand, and sand may not be imported. Raw or cut glass may not be imported. Raw crystal glass may not be imported. Foreign merchants never have glass furniture for sale.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Underground_river&amp;diff=30949</id>
		<title>40d:Underground river</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Underground_river&amp;diff=30949"/>
		<updated>2007-12-04T22:51:44Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: General Update and some information on it's usefulness.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Underground rivers occur on some maps, mostly maps that have a stream starting from it's tile, and if there is an unnatural abundance (for any regular mountain) of limestone.&lt;br /&gt;
&lt;br /&gt;
In maps without any underground soil or aboveground herbs to harvest (so you can therefore get their seeds and begin farming aboveground) these can be a blessing, but on others it can be a hinderance.&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Butchering&amp;diff=30913</id>
		<title>Butchering</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Butchering&amp;diff=30913"/>
		<updated>2007-12-04T14:26:02Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Butchering is performed automatically at a [[butcher's workshop]] only if there is an edible carcass created somewhere on the map, whether by hunting or by specifying an animal to be butchered using [z] -&amp;gt; [enter] on the &amp;quot;Animals&amp;quot; tab, and then hitting [b] to mark an animal for slaughter. Their status will say &amp;quot;Ready for slaughter.&amp;quot; Animals taken as pets by someone cannot be slaughtered, which poses a problem for reducing the number of animals, or trying to get food. You can circumvent this by killing the animal, by having it thrown into a deep pit or off a high cliff, using [[zones]] -&amp;gt; [[pit/pond]]. But this is not recommended unless you really need food, because losing a pet lowers happiness two whole units (Meaning going from exstatic to content, or happy to unhappy, or from content to miserable.)&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Friend&amp;diff=30904</id>
		<title>40d Talk:Friend</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Friend&amp;diff=30904"/>
		<updated>2007-12-04T14:23:57Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do dwarves only make friends at parties? --[[User:DDouble|DDouble]] 00:25, 4 December 2007 (EST)&lt;br /&gt;
:No. I have no parties at my forts and dwarves still make friends. --[[User:Jackard|Jackard]] 05:48, 4 December 2007 (EST)&lt;br /&gt;
::Seems that dwarves just make friends with whoever's near them, and if they're both idle.--[[User:Heliopios|Heliopios]] 09:23, 4 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30922</id>
		<title>40d Talk:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30922"/>
		<updated>2007-12-04T14:22:05Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: goddamn signature again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What kind of damage do explosions do? I've search the raw files but cant find it. I'd either have to guess it's concussive (live a cave in) or fire (not burn) damage. --[[User:Heliopios|Heliopios]] 09:22, 4 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30921</id>
		<title>40d Talk:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30921"/>
		<updated>2007-12-04T14:21:38Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: Explosion's type of damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What kind of damage do explosions do? I've search the raw files but cant find it. I'd either have to guess it's concussive (live a cave in) or fire (not burn) damage.&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Volcano&amp;diff=30822</id>
		<title>40d Talk:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Volcano&amp;diff=30822"/>
		<updated>2007-12-04T01:15:29Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: Volcano on world map.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Volcano on world map. ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarffortressvolcanoonworldmap.jpg|600px]]&lt;br /&gt;
Changes to articles were made as needed.&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dwarffortressvolcanoonworldmap.jpg&amp;diff=30821</id>
		<title>File:Dwarffortressvolcanoonworldmap.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dwarffortressvolcanoonworldmap.jpg&amp;diff=30821"/>
		<updated>2007-12-04T01:14:10Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: Yes they can.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes they can.&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13224</id>
		<title>40d:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13224"/>
		<updated>2007-12-04T01:10:48Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: Misinformation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''volcano''' is a vent in the planet's crust through which lava and pyroclastic materials are expelled. They're usually created through plate tectonics in subduction zones, but they can form anywhere magma is capable of breaking through to the surface.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Locating volcanoes ==&lt;br /&gt;
[[Image:Volcanoes-located.gif|thumb|400px|right|In order to begin on the volcano the starting plot must cover the ≈. Also note the volcano's name displayed under the biome information - this will be shown even if your plot isn't over the caldera. Click on this image to see the larger version.]]&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, volcanoes are named [[mountain]]s that additionally provide a source of [[magma]].&lt;br /&gt;
&lt;br /&gt;
Volcanoes tend to occur around the rim of [[ocean]]s. Sometimes, probably in a nod to shield volcanoes which form from heavy molten rocks, volcanoes also form in the middle of oceans. In other locations their placement appears to be random; they are not always associated with [[mountain]] ranges or other rocky terrain. They do not appear on the World Map window and must be found through the Region Map.&lt;br /&gt;
&lt;br /&gt;
To start on a map that includes a volcano, you will have to search for one. On the fortress location selection screen, most of the time they are not visible on the world map. Scroll around the world looking for a red ^ in the regional map. Select that space, and in the local map, move your starting area to include the square with a dark red ≈, which is the caldera.  There may also be additional local magma vents in nearby tiles around the volcano.&lt;br /&gt;
&lt;br /&gt;
Very rarely a [[magma vent]] will exist in an area with no volcanoes nearby.&lt;br /&gt;
&lt;br /&gt;
== Living on a volcano ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes provide ready access to [[obsidian]], which a [[craftsdwarf]] can form into a rock short sword. It can also be used to make more valuable rock crafts and furniture. It's possible to divert water into magma to form your own obsidian, although it's often present in great quantities.&lt;br /&gt;
&lt;br /&gt;
The volcanic activity also leads to an abundance of heavy extrusive igneous rock (such as basalt, felsite and andesite) under a layer of farmable materials. The nature of these rock layers also provides for many useful ores such as [[iron]] (through hematite or other means), [[gold]], [[galena]], and other non-precious metals. The rock also provides useful gems such as [[turquoise]]s and [[zircon]]s, and occasionally [[diamond]]s. Genuine volcanoes sometimes have other interesting features, similar to named mountains: they are frequently sites for [[cave]]s, often have a wider than usual variety of [[stone]] and [[ore]], and may include unusual features such as [[cave river]]s, [[chasm]]s or [[pit]]s.&lt;br /&gt;
&lt;br /&gt;
Occasionally your group may end up embarking over lava, and it may be time to reembark. Other times a message about the cavern collapsing may occur, and this may be due to a pool of water which was spawned above the volcano's crater, instantly crystalizing the magma and then falling into the crater.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Heliopios&amp;diff=30321</id>
		<title>User:Heliopios</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Heliopios&amp;diff=30321"/>
		<updated>2007-12-03T22:46:58Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: oop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Banned forever on the forums, but I will be back.&lt;br /&gt;
&lt;br /&gt;
Can anyone say adamantine donations?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Towerseer, abandoned on 1055, or on December 3rd, 2007. ==&lt;br /&gt;
&lt;br /&gt;
Gallery of my artifacts from Towerseer&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DWARFFORTNESS.jpg|The first one that started it all&lt;br /&gt;
Image:DWARFFORTNESSXBOW.jpg|Yes, I was shocked too.I had to make a glass industry really fast for this guy.Now that I think about it, I shouldve taken the time to get him some crystal glass, but oh well.&lt;br /&gt;
Image:DWARFFORTNESSPICK.jpg|I was utterly amazed when my fisherdwarf had a fey mood and made this, mostly because he made it out of all FISH bones, and it's another weapon/utensil so my streak of ARTIFACT weapons still holds!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortress abandoned due to the devastating goblin seige of 1055, they broke my defences and managed to decimate my entire population, excluding an artifact weapon holder and a few elite adamantine decked-out soldiers.&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Heliopios&amp;diff=30320</id>
		<title>User:Heliopios</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Heliopios&amp;diff=30320"/>
		<updated>2007-12-03T22:46:25Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Banned forever on the forums, but I will be back.&lt;br /&gt;
&lt;br /&gt;
Can anyone say adamantine donations?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Towerseer, abandoned on 1574, or on December 3rd, 2007. ==&lt;br /&gt;
&lt;br /&gt;
Gallery of my artifacts from Towerseer&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DWARFFORTNESS.jpg|The first one that started it all&lt;br /&gt;
Image:DWARFFORTNESSXBOW.jpg|Yes, I was shocked too.I had to make a glass industry really fast for this guy.Now that I think about it, I shouldve taken the time to get him some crystal glass, but oh well.&lt;br /&gt;
Image:DWARFFORTNESSPICK.jpg|I was utterly amazed when my fisherdwarf had a fey mood and made this, mostly because he made it out of all FISH bones, and it's another weapon/utensil so my streak of ARTIFACT weapons still holds!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortress abandoned due to the devastating goblin seige of 1055, they broke my defences and managed to decimate my entire population, excluding an artifact weapon holder and a few elite adamantine decked-out soldiers.&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Heliopios&amp;diff=30319</id>
		<title>User:Heliopios</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Heliopios&amp;diff=30319"/>
		<updated>2007-12-03T22:45:01Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Banned forever on the forums, but I will be back.&lt;br /&gt;
&lt;br /&gt;
Can anyone say adamantine donations?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gallery of my artifacts from Towerseeks, abandoned on 1574, or on December 3rd, 2007.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DWARFFORTNESS.jpg|The first one that started it all&lt;br /&gt;
Image:DWARFFORTNESSXBOW.jpg|Yes, I was shocked too.I had to make a glass industry really fast for this guy.Now that I think about it, I shouldve taken the time to get him some crystal glass, but oh well.&lt;br /&gt;
Image:DWARFFORTNESSPICK.jpg|I was utterly amazed when my fisherdwarf had a fey mood and made this, mostly because he made it out of all FISH bones, and it's another weapon/utensil so my streak of ARTIFACT weapons still holds!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
 Fortress abandoned due to the devastating goblin seige of 1574, they broke my defences and managed to decimate my entire population, excluding an artifact weapon holder and a few elite adamantine decked-out soldiers.&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5857</id>
		<title>40d:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5857"/>
		<updated>2007-12-02T22:20:01Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Goblins''' are intelligent [[humanoid]] [[creatures]] that live in dark fortresses in the [[mountain]]s. They are primarily interested in killing [[Dwarf|dwarves]]. They will [[siege]] any sufficiently wealthy fortress, and frequently employ [[troll]]s in their armies to destroy [[door]]s and other [[building]]s.&lt;br /&gt;
&lt;br /&gt;
Occasionally, one or more goblin &amp;quot;snatchers&amp;quot; may arrive and attempt to kidnap any children they come across. They are quite stealthy (better than kobolds, anyway) and can get well into your fortress before being discovered. After a few attempts goblin master thieves will start showing up – besides being generally more competent, these can also evade traps. Later, the sieges begin: your primary adversary in an invasion, goblin numbers increase every year once they start attacking, and eventually begin besieging your fortress more than once a year. Fortunately, they are not very bright, and will walk into traps by the hundreds. They may sometimes come riding beak dogs as cavalry.&lt;br /&gt;
&lt;br /&gt;
Currently their sieges are bugged, so they seem to enjoy lurking around on the edge of the map instead of actually attacking. A workaround is adding the [CURIOUSBEAST] tag to their creature file, which makes them go for your entrance.&lt;br /&gt;
&lt;br /&gt;
Goblins carry somewhat valuable gear.  They often wear silk or plant fiber clothing, sometimes they wear [[steel]] armor that can be melted down, and some may have steel weapons and crossbow bolts.  Goblin clothing is considered &amp;quot;narrow&amp;quot; and dwarves cannot wear it.  Goblin bones  and skulls are not particularly valuable.&lt;br /&gt;
&lt;br /&gt;
== Living among them ==&lt;br /&gt;
&lt;br /&gt;
Starting a fortress with a goblin stronghold in the local area is not for the faint of heart.  If you take on this challenge, be careful in choosing a starting position; if your wagon starts inside the stronghold, your dwarves will come to a brief and bloody end.  Reclaiming the resulting miasmal pit causes a bloodless eviction of the goblins and leaves one with a broad selection of odd items scattered throughout the now deserted towers.&lt;br /&gt;
&lt;br /&gt;
Because the goblin master thieves can avoid your traps, even though you can spam falling stones and stick a +bronze giant axe blade+ in every square of your fortress's entrance, sometimes it's useful to get restraints and chain a few war dogs at the entrance. Cage traps also seem to be more effective than other traps at catching those sneaking goblin masters, although I can't verify this.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
&lt;br /&gt;
If starting in a goblin fort you should definitely ditch your anvil if you have a soil level you can probably get by bringing less food and less booze thus allowing you to bring lots of dogs, a large enough pack of dogs should be able to at least allow you to survive long enough to escape the fort and start building your own army which survive will also provide you with a nice source of meat. &lt;br /&gt;
&lt;br /&gt;
{{Notice Box|In Progress|This article needs to be expanded. Please add appropriate information.}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Heliopios&amp;diff=30318</id>
		<title>User:Heliopios</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Heliopios&amp;diff=30318"/>
		<updated>2007-12-02T22:15:42Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Banned forever on the forums, but I will be back.&lt;br /&gt;
&lt;br /&gt;
Can anyone say adamantine donations?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gallery of my artifacts (last updated on December 02, 2007)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DWARFFORTNESS.jpg|The first one that started it all&lt;br /&gt;
Image:DWARFFORTNESSXBOW.jpg|Yes, I was shocked too.I had to make a glass industry really fast for this guy.Now that I think about it, I shouldve taken the time to get him some crystal glass, but oh well.&lt;br /&gt;
Image:DWARFFORTNESSPICK.jpg|I was utterly amazed when my fisherdwarf had a fey mood and made this, mostly because he made it out of all FISH bones, and it's another weapon/utensil so my streak of ARTIFACT weapons still holds!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Heliopios&amp;diff=30317</id>
		<title>User:Heliopios</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Heliopios&amp;diff=30317"/>
		<updated>2007-12-02T22:15:08Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Banned forever on the forums, but I will be back.&lt;br /&gt;
&lt;br /&gt;
Can anyone say adamantine donations?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Or maybe I can just chuck this beauty&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gallery of my artifacts (last updated on December 02, 2007)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DWARFFORTNESS.jpg|The first one that started it all&lt;br /&gt;
Image:DWARFFORTNESSXBOW.jpg|Yes, I was shocked too.I has to make a glass industry really fast for this guy.Now that I think about it, I shouldve taken the time to get him some crystal glass, but oh well.&lt;br /&gt;
Image:DWARFFORTNESSPICK.jpg|I was utterly amazed when my fisherdwarf had a fey mood and made this, mostly because he made it out of all FISH bones, and it's another weapon/utensil so my streak of ARTIFACT weapons still holds!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DWARFFORTNESSPICK.jpg&amp;diff=30595</id>
		<title>File:DWARFFORTNESSPICK.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DWARFFORTNESSPICK.jpg&amp;diff=30595"/>
		<updated>2007-12-02T22:12:20Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: What a twist!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What a twist!&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Miasma&amp;diff=13819</id>
		<title>40d:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Miasma&amp;diff=13819"/>
		<updated>2007-12-02T19:43:27Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Miasma''' is a &amp;quot;noxious odor&amp;quot; or otherwise-poisoned air, believed to spread disease.  The theory of miasma as the general cause of disease propagation was quite widespread prior to the 19th century, and although in some respects it is correct that some diseases may be transmitted via the air, not all diseases are transmitted by such mediums.&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, the only impact a miasma will have is to disgust dwarves encountering it, giving them bad [[thought]]s.  However, one miasma can disgust a large number of dwarves, especially if it is in a main corridor.&lt;br /&gt;
&lt;br /&gt;
The most common cause of in-game miasma are rotting corpses or body parts left inside.  Often the corpses of small [[vermin]] killed by cats will cause a miasma. You can limit your dwarves' exposure to miasma by setting up a refuse pile (outdoors, or in an enclosed space -- see [[refuse]]).  Rotting items left outside will not generate miasma.&lt;br /&gt;
&lt;br /&gt;
Miasma will not travel through walls, ceilings or doors.&lt;br /&gt;
&lt;br /&gt;
It also does not &amp;quot;spread&amp;quot; diagonally.&lt;br /&gt;
&lt;br /&gt;
==Miasma Trap==&lt;br /&gt;
&lt;br /&gt;
A Miasma Trap consists simply of positioning your refuse piles (or custom piles if you have a magma pit as your garbage &amp;quot;disposal&amp;quot;) next to/parallel with your entrance, and floodgates attached to a lever in your control room.&lt;br /&gt;
&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21633</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21633"/>
		<updated>2007-12-02T10:42:46Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: Since when did Ancient Greeks use iron?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This article was originally taken from the DF forums thread [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001269 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players eventually experiment with [[Starting builds#Challenge builds|challenge builds]] or other goals. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
== Howdy neighbors ==&lt;br /&gt;
&lt;br /&gt;
Build your fortress on a site with a [[goblin]] fort or other race. Dig in and take over their town.&lt;br /&gt;
&lt;br /&gt;
== Human &amp;quot;alliance&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the [[aquifer]] and flood the town.&lt;br /&gt;
&lt;br /&gt;
== Stealth ==&lt;br /&gt;
&lt;br /&gt;
Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once your army is ready, launch a surprise attack.&lt;br /&gt;
&lt;br /&gt;
== Temple ==&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[Blood|blood]].&lt;br /&gt;
&lt;br /&gt;
== The great brewery ==&lt;br /&gt;
&lt;br /&gt;
Disaster has struck the kingdom. A strangely  glowing [[Fire|‼]] peasant [[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping - create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible and give trade it to the dwarven caravan each year.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
== Artifact ==&lt;br /&gt;
&lt;br /&gt;
There are rumors that a haunted locale was once home to a legendary artifact crafter. No one has returned with any of his artifacts, but they were not as dedicated as your dwarves - you're staying until you can claim an artifact! Found a fort in a haunted or terrifying location and survive until a dwarf successfully crafts an artifact via possession.&lt;br /&gt;
&lt;br /&gt;
== Assassination ==&lt;br /&gt;
&lt;br /&gt;
Your group of seven has been chosen to assault a goblin fortress - and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.&lt;br /&gt;
&lt;br /&gt;
== Biodome ==&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants, well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
== Retirement resort ==&lt;br /&gt;
&lt;br /&gt;
Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.&lt;br /&gt;
&lt;br /&gt;
== Sparta ==&lt;br /&gt;
&lt;br /&gt;
Maintain a military of at least 50% of your dwarves; only use bronze melee weapons (no crossbows). Use no traps, and kill any maimed dwarf. Seek out military conflict with all non-Greek...er, non-dwarves.&lt;br /&gt;
&lt;br /&gt;
== Commune ==&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[Blood|blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)&lt;br /&gt;
&lt;br /&gt;
== Glass fortress ==&lt;br /&gt;
&lt;br /&gt;
Anything that can be made out of [[glass]], will be made only from glass. Doors, tables, chairs, floodgates, bridges, stairs, workshops (except the first workshops needed to make glass), you name it. Extra points for clear and crystal glass. For even more challenge, build it entirely above ground with glass walls and windows.&lt;br /&gt;
&lt;br /&gt;
A similar challenge could be done with metal or wood.&lt;br /&gt;
&lt;br /&gt;
== Underwater fortress ==&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed, and surrounded by water against all [[wall]]s. Water should be covering the top of your fortress as well.&lt;br /&gt;
You can achieve this by diverting a lots of water, or digging into a frozen lake.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bonus: Build all water-touching walls/roof in clear glass!&amp;lt;br/&amp;gt;&lt;br /&gt;
Alternative: Use [[magma]] instead of water!&lt;br /&gt;
&lt;br /&gt;
== Mountain audit/core sample ==&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
== Single dwarf challenge ==&lt;br /&gt;
&lt;br /&gt;
One dwarf. Bring only a set of [[armor]], a [[weapon]], and a few meat. Spend time working on fighting skills. Fight off enemies by yourself. No [[workshops]], pets, [[farming]], [[fishing]], gathering, or digging.&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;[[Adventure Mode]]&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== Hippy challenge ==&lt;br /&gt;
&lt;br /&gt;
Peace, man.  Don't harm any plants except those you plant yourself.  Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do.  You can trade for plants with the elves, they understand your environmental code.  Don't burn any coal, do you know what that does to the environment, man?  Never cause any creature's death, so no military, and no lethal traps.  You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.  &lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a goblin fort or cave.&lt;br /&gt;
&lt;br /&gt;
== Segregation ==&lt;br /&gt;
&lt;br /&gt;
Make two seperate,working, independant fortresses. All the men go in one, all the women in the other.&lt;br /&gt;
&lt;br /&gt;
== No singles ==&lt;br /&gt;
&lt;br /&gt;
As soon as you get a married couple with an immigration wave, kill all single dwarves. Continue to do so with all immigration waves. Try to lose no children.&lt;br /&gt;
OR: kill all children and try to deal with the tantruming parents. In that case: no legendary dining rooms/statue gardens/zoo's allowed.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Heliopios&amp;diff=30316</id>
		<title>User:Heliopios</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Heliopios&amp;diff=30316"/>
		<updated>2007-12-02T09:35:01Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Banned forever on the forums, but I will be back.&lt;br /&gt;
&lt;br /&gt;
Can anyone say adamantine donations?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Or maybe I can just chuck this beauty&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gallery of my artifacts (last updated on December 02, 2007)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DWARFFORTNESS.jpg|The first one that started it all&lt;br /&gt;
Image:DWARFFORTNESSXBOW.jpg|Yes, I was shocked too.I has to make a glass industry really fast for this guy.Now that I think about it, I shouldve taken the time to get him some crystal glass, but oh well.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DWARFFORTNESSXBOW.jpg&amp;diff=30563</id>
		<title>File:DWARFFORTNESSXBOW.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DWARFFORTNESSXBOW.jpg&amp;diff=30563"/>
		<updated>2007-12-02T09:31:38Z</updated>

		<summary type="html">&lt;p&gt;Heliopios: Another weapon?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Another weapon?&lt;/div&gt;</summary>
		<author><name>Heliopios</name></author>
	</entry>
</feed>