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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-26T17:51:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26450</id>
		<title>40d Talk:Magma forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26450"/>
		<updated>2008-02-07T00:39:57Z</updated>

		<summary type="html">&lt;p&gt;Jayjayjuhwetplane: /* Operational Magma Depth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Operational Magma Depth ==&lt;br /&gt;
&lt;br /&gt;
More specifically, &amp;quot;nearby&amp;quot; means that at least one of its eight edge squares hangs over a hole which has magma at a depth of at least 4 on the level below. &amp;lt;br /&amp;gt;&lt;br /&gt;
:Verify - I've got a magma forge at the moment over 3 lava squares and it's not working, while the smelter next to it is. I think the building has to have at least one of those red circles over lava. Juckto 15:48, 14 November 2007 (EST)&lt;br /&gt;
::Sorry for moving this comment off the actual page, but this sort of thing is supposed to go in Talk. Anyway, I'm 100% certain of this information. &lt;br /&gt;
::Firstly, you're wrong about the &amp;quot;building has to have at least one red circle over lava&amp;quot; bit; the game explicitly says &amp;quot;At least one of the eight boundary squares must be over lava&amp;quot; when a magma building is not operational, and I've built a working magma forge whose upper-left corner is the only part over magma.&lt;br /&gt;
::Secondly, I built a tube to get magma over to my mineral deposits, on the other side of the map. I built a bunch of smelters and a couple of magma forges over it, and noticed that eventually they started flickering on and off. When I looked underneath, I saw that the entire tube in the area was at a depth of three or four, and the depths were shifting around like they do in water. The workshops only turned on when the depth under their open square was four.&lt;br /&gt;
::It's possible that if a magma workshop has more than one open area, the depth required to operate it is reduced. I wouldn't know. [[User:Tacroy|Tacroy]] 18:55, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Juckto, make sure the building is built over a channel square with lava in it, there actually needs to be a hole in the ground for the forges to operate. I didn't realise this at first and had to reassemble my workshops after some digging. [[User:Jimphraxia|Jimphraxia]] 12:17, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ive been having some problems with my magma forge...my glass to like when a give then a task they wont do it but it wont leave a message telling that they cancel it it just stops i watch them and they bring the material over to it and then walk away like they did it...(rock n rat)nov 20&lt;br /&gt;
:Please learn the following things:&lt;br /&gt;
:*Punctuation&lt;br /&gt;
:*Grammar&lt;br /&gt;
:*Capitalization&lt;br /&gt;
:*Proper sentences&lt;br /&gt;
:And then rewrite your question. It's very hard to understand right now. Also, you didn't properly sign your comment (please use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; instead of manually typing it out). --[[User:GreyMario|GreyMario]] 16:18, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think he's saying that dwarves haul materials to the magma forge and then stop. Probably a result of hunger/thirst/sleep cancellation-they haul the stuff, then decide they're too hungry to work. By the time they get back, some enterprising hauler has dragged the gold bars halfway across the fortress for some reason, and he'll be lucky to drag the heavy bars back before he gets tired again. -[[User:Kefkakrazy|Kefkakrazy]] 01:15, 28 November 2007 (EST)&lt;br /&gt;
:::Or that the flow of the magma is such that it quickly changes from too shallow to deep enough. [[User:Jayjayjuhwetplane|Jayjayjuhwetplane]] 15:39, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know the floor plan on this work shop?  It is the last one I haven't added. --[[User:DeadMilkman|DeadMilkman]] 23:49, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think he's saying that dwarves haul materials to the magma forge and then stop. Probably a result of&lt;br /&gt;
&lt;br /&gt;
Floor plan added --[[User:Skanky|Skanky]] 4 January 2008&lt;/div&gt;</summary>
		<author><name>Jayjayjuhwetplane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:River&amp;diff=26001</id>
		<title>40d:River</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:River&amp;diff=26001"/>
		<updated>2008-02-06T22:42:27Z</updated>

		<summary type="html">&lt;p&gt;Jayjayjuhwetplane: /* Surface Rivers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Surface Rivers ==&lt;br /&gt;
&lt;br /&gt;
Rivers are found on the surface of world maps. They vary in width and depth, some being more wide and some being more deep than others. They often flow through deep canyons or just across the flat surface of a level. On levels with cliffs, [[waterfall|waterfalls]] may be found.&lt;br /&gt;
&lt;br /&gt;
'''Major rivers, Minor rivers, Streams and Brooks'''''&lt;br /&gt;
&lt;br /&gt;
On the surface of the world you can find four different types of rivers. &lt;br /&gt;
&lt;br /&gt;
*Major Rivers are distinguished by a &amp;quot;=&amp;quot; as opposed to a &amp;quot;-&amp;quot;. Some worlds have no Major Rivers so they can be considered quite valuable. Usually they have minor river tributaries and can often feed large lakes. Major rivers are much wider than regular rivers. Besides this, the difference (if any) between major and minor rivers has yet to be discovered. However major rivers are beleived to lower the fps.&lt;br /&gt;
&lt;br /&gt;
*Minor Rivers are dark blue and usually have tributaries of brooks.&lt;br /&gt;
&lt;br /&gt;
*Streams are light blue and often converge with other streams, and have some tributaries of brooks.&lt;br /&gt;
&lt;br /&gt;
*[[Brook]]s are not visible on the region map. They are the smallest flowing body of water that can be found ingame. Brooks have a special water designation, dwarves and other units are capable of walking through a brook. Brooks are very common, almost every tile around a stream or larger river will have a brook running through it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Watersystems01.jpg|298px|thumb|Different sorts of rivers in action]]&lt;br /&gt;
&lt;br /&gt;
== Underground Rivers ==&lt;br /&gt;
&lt;br /&gt;
An underground river is, obviously, a river found underground. They are hard to find in the current version of Dwarf Fortress, particularly because you are not guaranteed to have one in your map.&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to find a cave river, you can use it as the basis of an [[underground forest]] operation.&lt;br /&gt;
&lt;br /&gt;
It is also possible to find cave rivers or pools which are actually visible from the surface - you may even see a few tower-caps growing on the surface. This may be rather rare, however, and cannot be spotted from site-selection. (You can tell it's a cave river/pool because of the frogmen or what-have-you in it)&lt;br /&gt;
&lt;br /&gt;
== Other Important Facts ==&lt;br /&gt;
&lt;br /&gt;
*Rivers presumably contain an unlimited amount of water and cannot be drained. They can, however, be dammed if you can *temporarily* drain part of them to 1/7 or less for long enough to install floodgates. For some reason, rivers will not overflow floodgates which are blocking them. The water just... stops. This demonstrates one way to drain and dam a river: http://mkv25.net/dfma/movie-196-draininganddammingamajorriver-i&lt;br /&gt;
*Rivers often contain an abundance of [[fishing|fish]], including highly dangerous dwarf-killing fish such as [[carp]], [[pike]], [[longnose gar]], etc.&lt;br /&gt;
*See [[water]].&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[category:Water bodies]][[Category:World]]&lt;/div&gt;</summary>
		<author><name>Jayjayjuhwetplane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13227</id>
		<title>40d:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13227"/>
		<updated>2008-02-06T22:36:36Z</updated>

		<summary type="html">&lt;p&gt;Jayjayjuhwetplane: /* Locating volcanoes */&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 [[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>Jayjayjuhwetplane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Region&amp;diff=1960</id>
		<title>40d:Region</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Region&amp;diff=1960"/>
		<updated>2008-02-06T22:33:01Z</updated>

		<summary type="html">&lt;p&gt;Jayjayjuhwetplane: /* Temperature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A ''region'' is an area of the world that you may select when choosing a location for your fort. There are 256x256 = 65536 regions in a world. Each one is composed of 16x16 = 256 blocks of 48x48 = 2304 tiles each. This results in 38,654,705,664 tiles total.&lt;br /&gt;
&lt;br /&gt;
Each region is made up of several [[biomes]] affecting available flora and fauna. A region also has a [[climate]], and may be in the presence of [[good]] or [[evil]] [[civilization]]s. Some information on what the region contains can be gathered from the [[Map legend]].&lt;br /&gt;
&lt;br /&gt;
== Choosing a Region ==&lt;br /&gt;
When starting a new fortress, the game allows you to choose almost any regions on the [[world map]]. Different regions have different creatures, [[tree]]s, or no trees, (depending on how mountainous the region is), different climates, maybe a source of water, and either good or evil alignment.&lt;br /&gt;
&lt;br /&gt;
A rough list of region types follows. The combination of these factors help make each game unique. &lt;br /&gt;
&lt;br /&gt;
=== Summary of Biomes ===&lt;br /&gt;
''See [[biomes]] for a complete list of combinations.''&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Temperate]]&lt;br /&gt;
* [[Tropical]]&lt;br /&gt;
* [[Broadleaf forest]]&lt;br /&gt;
* [[Conifer forest]]&lt;br /&gt;
* [[Savanna]]&lt;br /&gt;
* [[Shrubland]]&lt;br /&gt;
* [[Sand desert]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
''Too cold and you'll freeze, too hot and you'll die of thirst. Somewhere in the middle- dragons will get you.''&lt;br /&gt;
* Freezing&lt;br /&gt;
* Cold&lt;br /&gt;
* Temperate&lt;br /&gt;
* Warm&lt;br /&gt;
* Hot&lt;br /&gt;
* Scorching&lt;br /&gt;
&lt;br /&gt;
In colder environments, surface water will freeze for more of the year.&lt;br /&gt;
In hotter environments, surface water may evaporate faster than it is replaced by rainfall. (so if there is no brook or river then there may be no source of water after a few months)&lt;br /&gt;
&lt;br /&gt;
=== Trees ===&lt;br /&gt;
''[[Tree]]s are good for [[wood]].''&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:Red;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;None&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Scarce&lt;br /&gt;
* Sparse&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:Lime;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;Woodland&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Heavily forested&lt;br /&gt;
&lt;br /&gt;
=== Other Vegetation ===&lt;br /&gt;
''Other means [[shrub]]s and bushes, or maybe cactii.''&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:Red;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;None&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Scarce&lt;br /&gt;
* Moderate&lt;br /&gt;
* Thick&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
Surroundings affects the types of plant life and wild animals which will appear in play.&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* ''Note:'' With the new Embark interface, it is possible to start in a local region containing ALL THREE alignments of terrain type (good, evil, and neutral).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Biomes]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Jayjayjuhwetplane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10420</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10420"/>
		<updated>2008-02-06T21:47:07Z</updated>

		<summary type="html">&lt;p&gt;Jayjayjuhwetplane: /* Magma reactions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magma serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
While in previous versions of Dwarf Fortress, every map was guaranteed to have magma, since v0.27.169.32a magma is now a feature of terrain and may or may not be present.&lt;br /&gt;
&lt;br /&gt;
Magma that reaches all the way to the surface is visible on the &amp;quot;local&amp;quot; screen in the starting location chooser.  It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running water, or a mountain for minerals, or a healthy tree population, or even all three - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so the only way to identify them is to scroll past hundreds of local maps while keeping an eye out for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an obsidian &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  You can simply build a tunnel straight into the magma, or use channels to tap into the magma on the level below safely - this latter is easier if there is more magma on the lower level than the level on which you wish to build.  Tapping into magma directly is quite safe, provided that you are prepared for it.  Magma is much slower than water, and can be stopped by a simple floodgate.&lt;br /&gt;
&lt;br /&gt;
To build far away from the magma vent, a long channel will be needed to funnel the magma. Buildings that come in contact with the magma (such as forges) need not be built of steel - only bridges, which are conceptually submerged in magma, require steel items.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that at this time Toady has stated that magma doesn't replenish.[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504]  Therefore depending on the amount of magma available it may be inadvisable to attempt to move it across too great a distance or use it in any form of defense that consumes it in the process e.g. steam.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file.  It can still trap and suffocate or simply starve your dwarves in some situations.  It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: If magma happens to contact water it produces some steam and obsidian. This means there is no chance of using a prolonged contact between the two to create a steam trap.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Jayjayjuhwetplane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=35398</id>
		<title>40d Talk:Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cat&amp;diff=35398"/>
		<updated>2008-01-25T04:14:47Z</updated>

		<summary type="html">&lt;p&gt;Jayjayjuhwetplane: /* Bones, etc. count */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bones, etc. count==&lt;br /&gt;
Wile butchering cats I always got stacks of 3 bones... Anyone, check this, please.&lt;br /&gt;
     I have the same problem in real life&lt;/div&gt;</summary>
		<author><name>Jayjayjuhwetplane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=14989</id>
		<title>40d:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=14989"/>
		<updated>2007-11-05T07:34:08Z</updated>

		<summary type="html">&lt;p&gt;Jayjayjuhwetplane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A lever is a device that can be linked to other devices to control them. A lever is pulled through its {{k|q}} menu with {{k|a}}{{k|P}}. A nearby dwarf will then pull it. [[Pressure plate]]s are like levers, but are activated automatically by creatures stepping on it.&lt;br /&gt;
&lt;br /&gt;
A list of objects controlled by a lever:&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] &amp;amp;ndash; Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed. The lever will raise/lower/retract/extend the bridge.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] &amp;amp;ndash; Opens/closes the door. Note that once you connect a door, it is either completely open, or locked. There is no &amp;quot;closed, but can be opened by a dwarf&amp;quot; state anymore.&lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] &amp;amp;ndash; Opens/closes the floodgate. After the lever is installed, it's pretty much exactly like a door.&lt;br /&gt;
&lt;br /&gt;
* [[Cage/Chain]] &amp;amp;ndash; Opens the cage/chain/rope and releases whatever it held. This is permanent and you will have to reinstall and relink the cages/restraints after one use. You recover the mechanism used in the cage/restraint.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch|Hatch]] &amp;amp;ndash; Probably opens/closes the hatch&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] &amp;amp;ndash; Opens/closes the grate. When it it open, it just disappears. Water goes through it just the same, but it cannot be walked on anymore. Anybody on it will probably fall through (more testing needed).&lt;br /&gt;
&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, except without a dwarf next to it.&lt;br /&gt;
&lt;br /&gt;
* [[Spear/Spikes]] &amp;amp;ndash; Retracts spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] &amp;amp;ndash; Engages/disengages the gear assembly. When it is disengaged, no power goes through it and anything on top of it falls down&lt;/div&gt;</summary>
		<author><name>Jayjayjuhwetplane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18402</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18402"/>
		<updated>2007-11-05T07:14:19Z</updated>

		<summary type="html">&lt;p&gt;Jayjayjuhwetplane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does triggering an upright spike with a lever make it retract? I am testing this now.&lt;/div&gt;</summary>
		<author><name>Jayjayjuhwetplane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6083</id>
		<title>40d Talk:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6083"/>
		<updated>2007-11-05T06:21:05Z</updated>

		<summary type="html">&lt;p&gt;Jayjayjuhwetplane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maybe something about what the workshops actually do? --[[User:Mizipzor|Mizipzor]] 13:39, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should this page's title be singluar, in keeping with the rules on the community portal?--[[User:BahamutZERO|BahamutZERO]] 15:31, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Probably, if we choose to keep it.  However, I'm thinking that this page should really just be a redirect to [[:Category:Workshops]].  But not until we make sure that all the content here is also in the individual workshop pages. --[[User:Peristarkawan|Peristarkawan]] 15:35, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Too bad we can't get the hotkeys in the Category--[[User:Vaevictus|Vaevictus]] 15:57, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Do we need them?  There's a perfectly good list of workshops with their hotkeys in the game itself. --[[User:Peristarkawan|Peristarkawan]] 16:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::We could add the shortcut key to that little template thingy on the right. --[[User:Mizipzor|Mizipzor]] 21:25, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Either A: We will put many of the workshop descriptions on this page and have those workshop names redirect here, or B: We will delete this page and have any info on this page on the workshop pages.&amp;lt;br&amp;gt;&lt;br /&gt;
The old wiki had two sections as an introduction to workshops for newbies, a very brief list of the workshops and what they did, and a list of the workshop walls created by each workshop. Since the two sections would belong in a newbie tutorial page, and the descriptions of the workshops would belong in the workshop pages, [[workshop]] needs a &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt;. --[[User:Savok|Savok]] 22:47, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What does the CLT thing mean?&lt;/div&gt;</summary>
		<author><name>Jayjayjuhwetplane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5069</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5069"/>
		<updated>2007-10-30T08:35:09Z</updated>

		<summary type="html">&lt;p&gt;Jayjayjuhwetplane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;/div&gt;</summary>
		<author><name>Jayjayjuhwetplane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Engraving&amp;diff=4907</id>
		<title>40d Talk:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Engraving&amp;diff=4907"/>
		<updated>2007-10-30T08:22:45Z</updated>

		<summary type="html">&lt;p&gt;Jayjayjuhwetplane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I started a general page on engraving, mostly to point out that it appears possible to smooth tiles containing ore, since they have been placed in the category of stone now.  Haven't tried it on gems, but I'm quite giddy about being able to make an aesthetically pleasing fortress in the middle of an ore vein finally.&lt;br /&gt;
&lt;br /&gt;
:Yes, ore is now exactly the same as regular stone, so it can be smoothed just fine. Make for MUCH nicer fort designs then before. I am not 100% sure but I think gems work the same way too. --[[User:BurnedToast|BurnedToast]] 03:49, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note also that rewalling allows for even more aesthetic possibility. And you can extract the ore or gem from a wall and then rebuild it with less useful material.&lt;/div&gt;</summary>
		<author><name>Jayjayjuhwetplane</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Axle&amp;diff=5027</id>
		<title>40d Talk:Axle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Axle&amp;diff=5027"/>
		<updated>2007-10-30T08:18:57Z</updated>

		<summary type="html">&lt;p&gt;Jayjayjuhwetplane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;someone needs to find out what these thingies do&lt;br /&gt;
Yeah really. I'm guessing they transfer power but I can't test that yet.&lt;/div&gt;</summary>
		<author><name>Jayjayjuhwetplane</name></author>
	</entry>
</feed>