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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water_wheel&amp;diff=134690</id>
		<title>v0.31:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water_wheel&amp;diff=134690"/>
		<updated>2011-01-07T00:12:51Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: /* Perpetual motion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Machine_component|name=Water wheel|key=w&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 {{L|Wood|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
# {{L|Architecture|Architecture}}&lt;br /&gt;
# {{L|Carpenter|Carpenter}}&lt;br /&gt;
|power=Needs 10 power. &amp;lt;br&amp;gt;Generates 100 power. &amp;lt;br&amp;gt;Net gain of 90 power.&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''water wheel''' is a {{L|machine component}} that provides {{L|power}} via water {{L|flow}}. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 {{L|wood|wood}} and generates 90 net power, which can be used for operating a {{L|Screw pump|pump}} or {{L|mill}}. You can use {{L|axle|axles}} and {{L|Gear assembly|gears}} to access the power produced by a water wheel, or connect machinery like a {{L|Screw pump|pump}} or {{L|millstone}} directly.&lt;br /&gt;
&lt;br /&gt;
Waterwheels do ''not'' work with waterfalls, nor in magma - it takes water that is flowing according to the DF use of the term.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{L|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
The {{L|Building_designer|architecture}} and {{L|Carpenter|carpentry}} labors are needed for the construction.&lt;br /&gt;
&lt;br /&gt;
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).  It is the color of the first wood selected for it, so you could build a red wheel with one piece of goblin-cap and two of fungiwood.&lt;br /&gt;
&lt;br /&gt;
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this, build the water wheel on the z level directly above a water tile. The tile where the wheel is built should be open space (you can channel out a tile if necessary). A gear assembly or horizontal axle built on an adjacent tile will be necessary to support the wheel. Do not hang it from a gear assembly you wish to control with a switch, as a disconnected gear assembly can't support anything and will cause the waterwheel to deconstruct when toggled.&lt;br /&gt;
&lt;br /&gt;
{{L|Power}} is generated from a water wheel as long as it has {{L|flow}}ing water at a depth of 4/7 or greater under at least one of its tiles. The easiest way to achieve this is by placing the water wheel over a {{L|river}} or {{L|brook}}. With a brook you must first channel through the surface since brooks have a floor of sorts over them. &lt;br /&gt;
&lt;br /&gt;
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
 '''Key:'''&lt;br /&gt;
   &lt;br /&gt;
   '''#'''    = '''Wall'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#333&amp;quot;&amp;gt;○&amp;lt;/font&amp;gt;    = '''Millstone'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;    = '''Water'''  &lt;br /&gt;
   &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;    = '''Water Wheel'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;    = '''Gear Assembly'''  &lt;br /&gt;
   &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;═&amp;lt;/font&amp;gt;    = '''Axle'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|}&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Dual watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|}&lt;br /&gt;
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion ==&lt;br /&gt;
&lt;br /&gt;
Due to the relatively low power draw of a {{L|screw pump}}, a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an {{L|exploit}} (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so... &lt;br /&gt;
&lt;br /&gt;
To get it working, you must start the pump manually.*&lt;br /&gt;
&lt;br /&gt;
:''(* Exceptions are {{L|aquifer}}s, which can sometimes have naturally occurring {{L|flow}}.  This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional {{L|channel}}ing, so designs will have to be adapted if such are found.)''&lt;br /&gt;
&lt;br /&gt;
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''*REMEMBER TO BUILD AN ORTHOGONAL PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''&lt;br /&gt;
&lt;br /&gt;
===Dwarven Water Reactor===&lt;br /&gt;
====Key====&lt;br /&gt;
:{{Raw Tile|║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦ O|7:0:1}} = '''Wall'''&lt;br /&gt;
:{{Raw Tile|+|7:0:0}} = '''Floor'''&lt;br /&gt;
:{{Raw Tile|W|6:0:0}} = '''Water Wheel''' with floor underneath&lt;br /&gt;
:{{Raw Tile|W|6:1:0}} = '''Water Wheel''' with water underneath&lt;br /&gt;
:{{Raw Tile|≈|1:0:1}} = '''Water''' on current level&lt;br /&gt;
:{{Raw Tile|≈|3:0:1}} = '''Water''' on level below&lt;br /&gt;
:{{Raw Tile|X|2:0:0}}&amp;lt;br /&amp;gt;{{Raw Tile|X|2:0:1}} = '''Screw Pump''' drawing from south&lt;br /&gt;
&lt;br /&gt;
This compact design, once started, produces 170 surplus power (less additional power train).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin:2ex 20ex;&amp;quot;&amp;gt;    &amp;lt;!-- I wanted to float this on the left, but the wiki version of bulletpoints behave oddly with the margin. --&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
!'''Lower&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
!    &lt;br /&gt;
!'''Upper&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
|-&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a {{L|pond}}).  Meanwhile, construct the pump, pumping from the South.  Construct the two water wheels.  Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the &amp;quot;reactor&amp;quot; will start immediately and the pump operator will leave.  The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~5/7, but will not overflow back past the water wheel to the walkway area.    &amp;lt;s&amp;gt;Note that for the upper level, no southern walls are shown as none are needed&amp;lt;/s&amp;gt;. Without southern walls, the chamber in which the reactor is stationed will flood when connected to a water source such as a brook or river, that infinitely supplies the reactor. Make sure to prepare appropriately, with walls and such.&lt;br /&gt;
&lt;br /&gt;
*''(* Estimated minimum depth to prime the reactor is 3/7 to 4/7, though this is not guaranteed.)''&lt;br /&gt;
* The ideal amount of water in this design is apparently 63 units of water. In other words six tiles below in the V are full up to 7/7 and three more above are also full up to 7/7 which will generate reliable flow permanently without ever losing any of that water to evaporation. An easy way to do this is to simply leave your pond fill command on after the reactor activates. They will eventually fill it up to the optimal level and stop. &lt;br /&gt;
&lt;br /&gt;
The reactor can be safely halted either by blocking the tile the pump draws water from or &amp;quot;overloading&amp;quot; the reactor (since drawing more power than the reactor supplies will stop the pump that keeps the cycle going until the load is reduced and the pump is manually restarted by dorf-power),  More drastically, the reactor will obviously be halted by deconstructing the pump.  Deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and deconstructing the pump will cause both wheels to collapse (unless they are attached to {{L|machinery}} outside them, not shown).&lt;br /&gt;
&lt;br /&gt;
{{L|Power}} can routed up from the pump or off to the side from a wheel; the bottom of the pump is difficult to access without danger of water escaping.  Routing power from a wheel is typically safe in practice, but it's not impossible for a small amount of water to escape the reactor if it is temporarily overfilled.  Power can also be routed out of the reactor via a gear or horizontal axle over the pump's intake tile; while this does not interfere with the pump's operation or present a danger of flooding, it makes it more difficult to shut down the reactor.  In either case, it's typically wise to place a {{L|gear assembly}} linked to a {{L|lever}} early in the power train in order to allow disconnecting the power at that point, as opposed to needing to halt the entire reactor to stop the power supply.&lt;br /&gt;
&lt;br /&gt;
Expanded versions can produce more power, and can be added later with minimal advance planning; such extensibility is easily attainable by placing disengageable gears on either side of the two water wheels, then attaching minireactors at your leisure, or halting the original reactor by other means. Alternatively, it may be easier to simply produce a second reactor, then connect to the power train at another location.&lt;br /&gt;
&lt;br /&gt;
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural {{L|flow|water flow}} - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''&lt;br /&gt;
&lt;br /&gt;
===Mini Water Reactor===&lt;br /&gt;
&lt;br /&gt;
This even more compact design is quite similar to the original Dwarven Water Reactor, but can be used in tight spots that do not need more than 80 surplus power.  This plan can also be considered an extension unit to the DWR, in that it can be added to one or the other side to provide an additional 80 power to the resulting power train.  Safely constructing a mini reactor to add to a previously built reactor without potential flooding and/or loss of power is possible only if you first turn off the original reactor with floor hatches.  Planning ahead is a much better option, so if you're going to need more than 170 power, build a larger reactor to start with.&lt;br /&gt;
&lt;br /&gt;
As stated previously, the design below produces 80 surplus power (less additional power train).&lt;br /&gt;
&lt;br /&gt;
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Construction of the mini reactor follows the same order as for the DWR, though the channel is slightly different and only one water wheel is needed.  If this is an addition to a full size reactor or set of reactors, all channels will need to be fairly full with water to start the reactor.&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water_wheel&amp;diff=134689</id>
		<title>v0.31 Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water_wheel&amp;diff=134689"/>
		<updated>2011-01-07T00:09:23Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: /* Waterwheel Reactors -DO- need southern walls */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Perpetual Motion==&lt;br /&gt;
Done a few quick tests. Waterwheels and screw pumps still have the same numbers for power. Built a perpetual motion machine using the #3 reactor design which works as before. [[User:Doctorzuber|Doctorzuber]] 19:10, 2 April 2010 (UTC)&lt;br /&gt;
:Also tested the Dwarven Water Reactor, as well as a mini variant.  Both function fully and are repeatable.  Thus, I added the two designs into the page. [[User:Jjdorf|Jjdorf]] 09:27, 20 April 2010 (UTC)&lt;br /&gt;
::The Dwarven Water Reactor is working splendidly for me, although I subsequently discovered a siege engineer standing on the intake grate, apparently just staring at it... until, to my utter astonishment, he rather self-satisfiedly wandered off with a turtle fished out of the running device!  Apparently they're good for more than just power. --[[User:Onul Rigothzas|Onul Rigothzas]] 11:57, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have a weird one; i built a 5 waterwheel reactor to power a waterfall, with hatches over the pump uptake spots. I closed the hatches to stop the reactor, but it is still running. the lower level is all 7 water, and the upper level is dry, but the system keeps pumping out 500 power.&lt;br /&gt;
anyone else seen this? [[User:Dangerous Beans|Dangerous Beans]] 10:23, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion if Goldberg were a dwarf... ==&lt;br /&gt;
&lt;br /&gt;
I had a need to pump water out of my artificial underground lake.&amp;lt;br/&amp;gt;&lt;br /&gt;
I could have just built a windmill, but I figured that since I was pumping out the water anyway, I may as well have some fun with it.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here is what I plan to build.  I'll let you know how it goes...&lt;br /&gt;
&lt;br /&gt;
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'''&amp;lt;span style=&amp;quot;color:#080&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:#0F0&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;''' = '''Pumps from south'''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;''' = '''Floodgate'''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#777;&amp;quot;&amp;gt;*&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;*&amp;lt;/span&amp;gt;''' = '''Gear assembly'''&lt;br /&gt;
&lt;br /&gt;
Math as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
Water wheels generate: 90 power x 4 wheels = 360 power&amp;lt;br/&amp;gt;&lt;br /&gt;
Gears consume: 5 power x 5 gears = 25 power&amp;lt;br/&amp;gt;&lt;br /&gt;
Pumps consume: 10 power x 3 pumps = 30 power&amp;lt;br/&amp;gt;&lt;br /&gt;
Net power produced: 305 power&amp;lt;br/&amp;gt;&lt;br /&gt;
Assuming a windmill starter motor:&amp;lt;br/&amp;gt;&lt;br /&gt;
Dead weight = (2 pump x 10) + (5 gears x 5) + (4 wheels x 10) = 85 power&amp;lt;br/&amp;gt;&lt;br /&gt;
3 windmills at full output for 120 power or 5 at half output for 100 power.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you can't generate 85 units of wind power, add another lever to the middle of the top three gears to drop the load to 30&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
If you think you're going to restart them often, consider a second independent water reactor running connected to the first, to enable them to jump start each other and avoid the dodgy windmills..&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Some notes...'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The water source on the left of the lower two layers is the top of a larger lake.  The retaining wall is there to contain the top layer.  You may not need this wall, if you have other measures in place to properly control the level of the main body of water.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The top layer of the construction, if you can arrange it, should probably be the first layer below ground.  This has the advantage of letting you connect windmills, should you feel the need.  I wouldn't recommend putting the gearing itself on the surface... I expect it to scream target at more destructive monsters.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The red gear assemblies and floodgates are all connected to levers.  I will be linking them all to separate levers, but this may be over kill for your situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
The upshot of this linking is that you can turn the output power on and off without closing down the pumps, drain or fill the various component sections for maintainance, or selectively disable waterwheels (maybe shutdown one to build an extension?)&amp;lt;br/&amp;gt;&lt;br /&gt;
As I say, it may be overkill.&amp;lt;br/&amp;gt;&lt;br /&gt;
Although the system is self contained, and thus shouldn't be too subject to overflows, you should still take the usual precautions with the levers... in case of mad dwarf disease ;)&lt;br /&gt;
&lt;br /&gt;
Should this design prove functional to specs, I'll move it to the article.&amp;lt;br/&amp;gt;&lt;br /&gt;
Should this design prove utterly borked up, I'll report back with revised plans.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/89.238.157.212|89.238.157.212]] 21:00, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Revision 1:&amp;lt;br/&amp;gt;&lt;br /&gt;
It has been pointed out to me that 1 pump is unlikely to handle the flow generated.  Extra pumps and wheels added to ensure flow.&amp;lt;/br&amp;gt;&lt;br /&gt;
Additionally, think out how you intend to start this contraption if you want to build one.  The plans leave the pumps inaccessible (for good reason on my map), so you can't manually start them or dump water in to get it going.  I plan to use a windmill for a starter motor.&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh, and I fixed the questionable math :p&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Special:Contributions/89.238.157.212|89.238.157.212]] 22:13, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== must be hanging? ==&lt;br /&gt;
&lt;br /&gt;
According to the tower reactor diagram, it looks like the wheels were build on solid ground. Am I mistaken? Do they work this way?[[User:Uzu Bash|Uzu Bash]] 16:27, 28 October 2010 (UTC)&lt;br /&gt;
:No, they are not built on solid ground. I just made a tower reactor the other day. All three tiles under the wheel are channeled out. The wheels are suppported by the gear assemblies to the side. The pump sucks from under the closest wheel tile. Power was horribly intermittent, I don't think the upper wheels were generating power at all. In fact, I don't see how they can. I was trying to use it as a self-powered waterfall, and it worked for that, sort of. But you couldn't power anything off of it, constant job cancellations occur. As it depowers, water starts flowing back down the stack, powering the upper wheels which aren't actually powered when it is pumping, because the pumps above are sucking water out as fast as it goes in, and the upper tunnels never fill with water. Maybe I just didn't have enough water in the contraption, but too much water means a flooding waterfall. I finally built a mini-reactor connected by a gear to a conventional pump stack, that makes a perfect waterfall. [[User:GhostDwemer|GhostDwemer]] 17:25, 28 October 2010 (UTC)&lt;br /&gt;
::You're right, the design currently there doesn't work.  I'm gonna replace it with my own design, once I get it built and tested.  Just offhand, though, I don't think it'll be any more useful than a separate &amp;quot;pump stack plus water reactor&amp;quot; arrangement. --[[User:DeMatt|DeMatt]] 18:56, 29 October 2010 (UTC)&lt;br /&gt;
::Hrumph.  Well, I'm glad I said &amp;quot;tested&amp;quot;.  Here's the design I thought up:&lt;br /&gt;
&amp;lt;pre&amp;gt;Z=0:        Z+1:        Z+2:        Z+3:&lt;br /&gt;
 ╔═╗         ╔═╗            ╔═╗         ╔═╗&lt;br /&gt;
 ║*╚═╗       ║o║          ╔═╝*║         ║o║&lt;br /&gt;
╔╝*=*╚═╗    ╔╩═╩═══╗    ╔═╝*=*╚╗    ╔═══╩═╩╗&lt;br /&gt;
║WWWxX≈║    ║≈≈≈Xx~║    ║≈XxWWW║    ║~xX≈≈≈║&lt;br /&gt;
╚══════╝    ╚══════╝    ╚══════╝    ╚══════╝&amp;lt;/pre&amp;gt;&lt;br /&gt;
:: Where the northernmost gears and vertical shafts are all lined up above one another.  It does, sort of, work... but the water doesn't spread fast enough to keep it running smoothly.  So wheels kick on and off, sometimes it freezes up until the water sloshes back under enough water wheels, etc. etc.  So I'm gonna just trash that section - it's much less headache-inducing just to build some separate DWR's to power a simple pump stack. --[[User:DeMatt|DeMatt]] 06:24, 3 November 2010 (UTC)&lt;br /&gt;
::: I agree, no reason for it to be listed if it doesn't work right, the problem is inherent in the design. To work, the water would need to flow through each water wheel in turn, which means the pumps could not be in a vertical stack, which means incredibly complicated gearing and axles to make the whole thing work, which means it won't be as efficient as any other DWR. Just put in a standard DWR and a pump stack. That being said, I believe the best way to connect a DWR to a pump stack is vertically, so you do not have to worry about water flowing from the DWR to the stack through the axle tunnel. I have that problem on my current fort, it means that I need to refill the DWR every now and then. [[User:GhostDwemer|GhostDwemer]] 19:52, 3 November 2010 (UTC)&lt;br /&gt;
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== Waterwheel Reactors -DO- need southern walls ==&lt;br /&gt;
&lt;br /&gt;
I tried these things, and followed design to the letter. Turns out, it flooded the entire room. I'm editing this page to reflect that, but I'm surprised that the original author claimed that there was no danger of this. [[User:Jwguy|Jwguy]] 00:09, 7 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30303</id>
		<title>40d Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30303"/>
		<updated>2009-07-08T11:12:02Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: /* Artifact millstones and gems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What can become an artifact?==&lt;br /&gt;
What are some of the things that dwarfs can make into artifacts? [[User:Diabl0658|Diabl0658]] 03:59, 1 December 2007 (EST)&lt;br /&gt;
:Any item that your dwarves can craft and has a quality modifier can be made into artifacts. This includes armor, clothing, weapons, all kinds of crafts, furniture, cut gems and whatnot. Notable exceptions include coins(dunnae have quality modifiers), buildings(aint items) and babies(those rascals!). Bars, blocks, raw glass and other such base materials have no quality modifier and cannot be artifacts. I've never seen or heard about legendary meals, drinks and cloth/thread, so I think they can't be artifacts either. Though dwarves will say that they've eaten a legendary meal, when they've consumed a masterpiece meal. [[User:Noctis|Noctis]] 06:02, 1 December 2007 (EST)&lt;br /&gt;
::Ive heard of someone creating a artifact meal and almost having it rot away before getting it into the food stockpile [[User:Diabl0658|Diabl0658]] 11:00, 1 December 2007 (EST)&lt;br /&gt;
==Destruction==&lt;br /&gt;
On #bay12games, there was some question about artifacts being destroyed by magma. Can anyone confirm or deny this? Also ways to destroy artifacts which aren't listed: Trading, dumping in magma vent (the floorless bottom seems to count as chasm), and dropping a bridge on it. [[User:Rkyeun|Rkyeun]] 02:10, 20 January 2008 (EST)&lt;br /&gt;
:I can't imagine anything not made of a [[magma-proof]] base material *not* being destroyed by any significant immersion in magma. --[[User:N9103|Edward]] 20:29, 20 January 2008 (EST)&lt;br /&gt;
::And yet because it's an artifact, it may have a special flag that prevents specifically that. Can anyone confirm non-magma-proof artifact destruction in magma? [[User:Rkyeun|Rkyeun]] 11:52, 24 January 2008 (EST)&lt;br /&gt;
::Nevermind. I did. Artifact mechanism melted in magma. [[User:Rkyeun|Rkyeun]] 02:34, 16 May 2008 (EDT)&lt;br /&gt;
Can artifacts burn? After a very large confrontation with a couple dozen spirits of fire, my artifact kobold bone shield is putting off lots of smoke and burning anyone that comes near it, but isn't actually on fire (there's no !! next to the name). After about a year of it smoking up my fort, I channeled the ground under it and built a floor on top of it. 5 years later, it's still there, still smoking, and apparently hot enough to make the walls around it warm. [[User:HeWhoIsPale|HeWhoIsPale]] 16:44, 13 November 2008 (EST)&lt;br /&gt;
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:By any chance is it encircled with bands of plutonium?--[[User:Maximus|Maximus]] 17:33, 13 November 2008 (EST)&lt;br /&gt;
::Whoops, wrong bone shield. My other artifact bone shield is the buggered one: ''Tabaralen, &amp;quot;The Faithful Moth&amp;quot; This is a giant cave spider chitin shield. All craftsdwarfship is of the highest quality. Is is decorated with turtle shell and goblin bone. This object menaces with spikes of giant cave spider chitin, Native gold and Tower-cap. On the item is an image of two shields in Phyllite. On the item is an image of Tirist Leaderhammer the dwarf and dwarves in turtle shell. Tirist Leaderhammer is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Tirist Leaderhammer to leadership of The Boats of Swallowing in 98. On the item is an image of Mosus Autumnstockade the dwarf in Phyllite.'' [[User:HeWhoIsPale|HeWhoIsPale]] 10:06, 14 November 2008 (EST)&lt;br /&gt;
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== Furniture ==&lt;br /&gt;
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All right, so what can I do with a legendary [[lace agate]] [[hatch cover]]?[[User:GarrieIrons|GarrieIrons]] 03:20, 22 January 2008 (EST)&lt;br /&gt;
:&amp;lt;s&amp;gt;Same thing as 90% of Artis. Sell it or&amp;lt;/s&amp;gt; Build it in a Noble's room. --[[User:N9103|Edward]] 06:04, 28 April 2008 (EDT)&lt;br /&gt;
:: Artifacts are not tradeable. --[[User:Koltom|Koltom]] 08:19, 28 April 2008 (EDT)&lt;br /&gt;
:::Really... that's weird then since I would swear that I sold a particularly valuable bracelet after killing off it's creator that was otherwise useless... Being that it was a good amount of time ago (possibly even pre-3D) that I actually *tried* to sell an arti, it's quite likely that time has muddled an attempt to sell into a successful sale. I suppose this somewhat nullifies my previous comment, since it's far less than 90% of artis which are buildable. --[[User:N9103|Edward]] 08:46, 28 April 2008 (EDT)&lt;br /&gt;
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We just endured a rather nasty goblin ambush (I'd built a nice castle but hadn't yet built a real military to go with it, so we huddled inside with the drawbridge up for a whole season while I had my dwarves equip and train a small army to &amp;quot;break out&amp;quot; with) and one of my peasants gave me the nicest present after we cleaned up; a legendary goblin bone door made out of the bones of our fallen enemies. I very much want to use this as our castle's main entrance door now. Does anyone know if an artifact's indestructibility applies to trolls and similar door-wreckers? Oh, I've got magma, so I'll make a copy of the save game and test whether magma can burn through such a thing too. [[User:Bryan Derksen|Bryan Derksen]] 15:30, 5 May 2008 (EDT)&lt;br /&gt;
:It's a constructed nonterrain feature, thus it's going to be knocked down by anything that deconstructs constructions. --[[User:GreyMario|GreyMario]] 17:38, 5 May 2008 (EDT)&lt;br /&gt;
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::Hmph. I'll put it a couple of layers deep inside my fortifications, then. Guests will pass through it but invaders will have to fight pretty hard to get there. I'll just have to be satisfied with my giant electrum drawbridge as a fancy front door. [[User:Bryan Derksen|Bryan Derksen]] 18:10, 5 May 2008 (EDT)&lt;br /&gt;
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My current fortress desperately needs display cases or pedestals for artifacts... or statues could hold them; a legendary blowgun, two scepters and a mask would look cool on statues holding them or in cases. You can build furniture artifacts but currently the only way to &amp;quot;display&amp;quot; other artifacts is to create a stockpile for them.&amp;lt;br /&amp;gt;Hmm... imagine a legendary king's statue holding several other artifacts. Forced happyness on anyone walking past it.&amp;lt;br /&amp;gt;--[[User:Karpatius|Karp]] 05:42, 5 December 2008 (EST)&lt;br /&gt;
:I build museums; small, deeply-cloistered rooms with only one entrance from above and a sort of checkered fringe of alcoves.  I put stockpiles in the fringe and traps in every other allowable space, forbid artifacts from all stockpiles, and watch them trickle in.  Sometimes I let large gems in too.  Still not quite a pedestal but a rather more decorous display than some random pile...  --[[User:Corona688|Corona688]] 15:23, 10 December 2008 (EST)&lt;br /&gt;
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== Artifact menu ==&lt;br /&gt;
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I seem to recall stumbling across a list of the various legendary artifacts I had created. Can anyone tell me how to get to it again?&lt;br /&gt;
:If you're talking about current artifacts in a given fortress, you get a new menu option once you've produced atleast one in that fortress. (lowercase {{k|L}}) --[[User:N9103|Edward]] 21:59, 22 January 2008 (EST)&lt;br /&gt;
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much better&lt;br /&gt;
--[[User:NateAustin|NateAustin]] 17:36, 29 February 2008 (EST)&lt;br /&gt;
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== Trade ==&lt;br /&gt;
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Is it possible to trade legendary artifacts? I just got a legendary statue and it currently sitting my furniture storage. I 've tried to get my dwarves to bring it to the depot, but it doesnt show up on the trade list. Is it possible? [[User:Robje|Robje]] 18:09, 12 March 2008 (EDT)&lt;br /&gt;
:No, Artifacts are not tradeable. They will not even take them to the depot if they sit in a bin marked for trade. --[[User:Koltom|Koltom]] 08:20, 28 April 2008 (EDT)&lt;br /&gt;
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== Value ==&lt;br /&gt;
The value can be found under the artifact menur &amp;quot;l&amp;quot;&lt;br /&gt;
what is the maximum calue you have found on an artifact, mine is platnium high boot for 146400? --[[User:Corhen|Corhen]]&lt;br /&gt;
:There is a thread on the forums somewhere with this specific purpose. --[[User:GreyMario|GreyMario]] 17:02, 28 April 2008 (EDT)&lt;br /&gt;
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== &amp;quot;Finished Goods&amp;quot;-type Artifacts...? ==&lt;br /&gt;
&lt;br /&gt;
I understand the point of furniture artifacts- they can be built and are great for nobles- but what the heck are you supposed to do with artifact rings/amulets/crowns/scepters/et cetera? I'm sitting on over 300,000 value worth of &amp;quot;Finished Goods&amp;quot; artifacts. I guess my dwarves don't like building furniture... --[[User:Borgin|Borgin]]&lt;br /&gt;
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:You could abandon the fortress and come back in adventure mode.  Artifact rings?  Too good! --[[User:Marble Dice|Marble Dice]] 11:01, 15 May 2008 (EDT)&lt;br /&gt;
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:There might be more point to those types if/when artifacts start getting special magical effects. That's probably a long ways off though. --[[User:BahamutZERO|BahamutZERO]] 12:16, 15 May 2008 (EDT)&lt;br /&gt;
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:But even in Adventure Mode, artifacts (besides weapons/armor) don't have much of a point, right? To be honest, I've never gone through Adventure Mode- ''it lags my laptop''. Sad, I know. But like BahamutZERO said, at least they'll gain some point ''eventually''... And hopefully soon. --[[User:Borgin|Borgin]] 23:46, 15 May 2008 (CST)&lt;br /&gt;
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::Well you can trade 'em to merchants in Adventure mode, I'd imagine?  Maybe not, I've never tried, and I doubt the shops sell anything you'd care about (ie masterpiece steel or adamantine weapons and armor). Still, I think it's fun to walk around wearing an artifact ring or amulet! At least until an archer kills you. --[[User:Marble Dice|Marble Dice]] 02:45, 16 May 2008 (EDT)&lt;br /&gt;
:::As far as I can tell, artifact crafts/goblets/etc are used entirely for boosting your fortress created wealth stat.  There is rarely a time when a sudden 200k added to that is trivial.--[[User:Dadamh|Dadamh]] 14:36, 30 May 2008 (EDT)&lt;br /&gt;
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:::Artifact craft items work weird in Adventure mode: you can sell them to a shopkeeper for all their goods and cash, and just pick it back up and walk away without guards jumping you for thievery; you can even re-sell it to the same guy if he has any money left. This is a pretty blatant exploit, though of limited use (coins is heavy!). You cannot, however, fast travel with an artifact you've already sold. But what does a wandering professional spearelf do with a turtle bone crown, anyway? --[[User:Zombiejustice|Zombiejustice]] 21:25, 1 July 2008 (EDT)&lt;br /&gt;
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== selling ==&lt;br /&gt;
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is there a way to hack DF and be able to sell artifacts? --[[User:0todd0|0todd0]] 20:58, 2 June 2008 (EDT)&lt;br /&gt;
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== Artifact millstones and gems ==&lt;br /&gt;
My dwarves have made three artifacts so far; I know that my emerald flask is just for style, but what of the &amp;quot;Perfect Aquamarine&amp;quot; and the Millstone?  Will some noble love having a mill placed in his bedroom, grinding away at all hours of the night when he's trying to sleep, or is it just going to annoy him?  As for the aquamarine, can it be crafted into furniture?  Will this raise the item's value exponentially?  Will it still serve to elevate a room to royal status for satisfying noble needs?  If no one has the answers to these questions, I'll do the research myself and post findings.&lt;br /&gt;
--[[User:Eddie|Eddie]] 14:33, 2 July 2008 (EDT)&lt;br /&gt;
::Go ahead and use the millstone -- it'll work just fine.  As for the gem, it just looks pretty.  Sometimes gem cutters make large gems, and you can trade them away.[[User:Mirthmanor|Mirthmanor]] 11:16, 16 August 2008 (EDT)&lt;br /&gt;
:::Curious on this note, Can you make gem windows with artifact gems? If so, there is a use for it. [[Gem Window]]s are windows that are made from 3 gems, alike or different, and their quality is derived from their components. [[User:Jwguy|Jwguy]] 11:12, 8 July 2009 (UTC)&lt;br /&gt;
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== Artifact quality modifier? ==&lt;br /&gt;
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I know that the quality modifier for regular equipped items is 1.0... for masterful it's 2.0... But what is the modifier for artifact level items? I can't find it anywhere. --[[User:PrettyGrizzly|PrettyGrizzly]] 11:04, 4 July 2008 (EDT)&lt;br /&gt;
:The QUALITY modifier for artifacts is the same as Masterful, 2.0. The VALUE modifier of artifacts is MUCH higher than the Masterful's x12, though. :) AFAIK, the only difference is that only Legendary weapon/armor users can equip legendary weapons/armors. I may be wrong but I believe I read something to that effect a few months back. ----[[User:Borgin|Borgin]] 20:00, 12 August 2008&lt;br /&gt;
::I have yet to run into anybody who knows the quality modifier for sure.  If you can find where either testing or a statement from Toady confirms what the modifier is, it would clear that up and be useful in several pages of this wiki. [[User:LegacyCWAL|LegacyCWAL]] 15:14, 11 December 2008 (EST)&lt;br /&gt;
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== Too precious to put down ==&lt;br /&gt;
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Am I the only one whose dwarves create legendary... [[floodgate]]s, put them down in the workshop and immediately pick them up again... then continue on with their merry lives just significantly weighed down?&lt;br /&gt;
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I have never been able to use an artifact yet. My dwarves just never let them go!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:04, 6 July 2008 (EDT)&lt;br /&gt;
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:That's never happened to me, fortunately. I've seen three legendary doors, a legendary grate, a legendary bed, and a legendary batman cabinet, and was able to place them all normally. In fact, I've never had a military dwarf who was skillful enough to be worthy of picking up a legendary weapon or piece of armor. [[User:Bryan Derksen|Bryan Derksen]] 04:37, 6 July 2008 (EDT)&lt;br /&gt;
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:I do believe that, in earlier versions, artificiers would carry their artifacts with them until death ripped them from their icy fingers. Perhaps you're just using an older version...? [[User:Borgin|Borgin]] 20:04, 12 August 2008&lt;br /&gt;
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== Weird Materials (and armour?) ==&lt;br /&gt;
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&amp;quot;Artifact weapons won't be used by recruits and normal warriors, only by elites and champions.&amp;quot; Does this include armour? Also, should we add somewhere that weird materials are possible? Platinum plate armour (which is AWESOME) and the like that aren't normally possible? (I know I've seen it said ''somewhere'', but it's not here) [[User:Droqen|Droqen]] 10:58, 27 July 2008 (EST)&lt;br /&gt;
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: My Charbone Battle Axe says it should be written down SOMEWHERE :P  ...as does my Kunzite Cabinet and Blue Garnet Statue.  I have some crazy dwarves.  Oh, and that thing about any room with an artifact in it being royal....bunk.  I have an artifact Bismuth Chain in a throne room, place didn't get bumped up to royal status until I also threw in the artifact Oaken Hatch Cover.  --[[User:Eddie|Eddie]] 11:51, 26 July 2008 (EDT)&lt;br /&gt;
:: I think that, more specifically, it is that ''most'' artifacts will bump up a room to royal but all. Example: I have a Purple Spinel Door (worth 48000) that bumped up three rooms at once to royal quality. --[[User:Toloran|Toloran]] 20:07, 10 August 2008 (EDT)&lt;br /&gt;
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Um, my craftsdwarf just got possessed, and he made a bone spear. &amp;quot;this is a rhesus macaque bone spear, highest quality craftsdwarfship, adorned with hanging rings of birch. does anyone how much damage it will do? is it even possible? [[User:Destor|Destor]] 10:32, 28 September 2008 (EDT)&lt;br /&gt;
:Bone gives a 0.5 damage multiplier, but being an artifact gives it a massive (though unknown) damage multiplier also. [[User:HeWhoIsPale|HeWhoIsPale]] 09:32, 29 September 2008 (EDT)&lt;br /&gt;
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== availability ==&lt;br /&gt;
Is there a way to hack the game so you can make artifact weapons, even if the dwarf isn't in a fey mood? Or better, for them out of nothing? -Eddren, Fortress extraordinar&lt;br /&gt;
&lt;br /&gt;
:Firstly, you signed incorrectly. Use four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;) to sign with the name and date.&lt;br /&gt;
&lt;br /&gt;
:Secondly, you spelled 'extraordinaire' incorrectly.&lt;br /&gt;
&lt;br /&gt;
:Thirdly, no, not without modifying the source, which would mean you'd need to be a developer (which is, at the time of writing, just one person--Toady), or you'd need to decompile the executable to the base code (good luck with that). And after that, you'd need to be knowledgeable enough in the language it's written in to modify the code to suit your needs.&lt;br /&gt;
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:In short, no. Wait for moods, like the ''rest'' of us do. And don't expect to be able to create '''artifacts''' out of '''nothing'''. ~ [[User:Midna|Midna]] 02:55, 27 October 2008 (EDT)&lt;br /&gt;
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== Artifact Quine! ==&lt;br /&gt;
&lt;br /&gt;
My Tanner claimed a leatherworking shop and produced a self-referential artifact: Lathonnunùr, &amp;quot;The Mythical Crevices&amp;quot;, a donkey leather mask.&lt;br /&gt;
:This is a donkey leather mask. All craftsdwarfship is of the highest quality. This object menaces with spikes of dog leather and Alunite. '''On the item is an image of The Mythical Crevices the donkey leather mask in donkey leather.''' On the item is an image of Portalshades the alligator and dwarves in muskox leather. Portalshades in surrounded by the dwarves. The artwork relates to the rise of the alligator Portalshades as an enemy of The Problematic Sack in 29.&lt;br /&gt;
Presumably the image is recursive? Anyway, this artifact was apparently ''so cool'' that it created a disturbance in the Force which the dwarves back home managed to pick up, because the very next caravan to arrive offered an empty lead cage decorated with a (presumably also recursive) picture of The Mythical Crevices:&lt;br /&gt;
:This is a well-crafted Lead cage. It is decorated with exceptionally worked giant eagle leather and encircled with bands of exceptionally worked Ruby. On the item is a finely-designed image of The Mythical Crevices the donkey leather mask in Cassiterite.&lt;br /&gt;
(Note that I'm running with &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;, and my fortress started in the year 88. I didn't feel like waiting for the whole thousand-year history to generate &amp;amp;mdash; if you hit Escape during worldgen, you can start playing with the universe &amp;quot;so far&amp;quot;. Useful thing to know.)&lt;br /&gt;
--[[User:Quuxplusone|Quuxplusone]] 23:40, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've several recursive artifacts like you mention, as well as caravans arriving with gear decked out in pictures of my artifacts. Maybe a little cave swallow told them? [[User:RedKing|RedKing]] 02:12, 19 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reclaim Mode and Artifacts ==&lt;br /&gt;
&lt;br /&gt;
It seems that if you have artifacts, lose your fortress, then reclaim, the artifacts are weirdly affected. Artifacts become sellable, for a start. This kinda makes sense because your dwarves don't care so much about someone else's artifacts, I suppose. The really odd thing, though, is that constructed artifacts (grates, doors, etc) seem to stop being artifacts. Shislugbumal becomes merely an elf bone throne - and if you view the items in the &amp;quot;building&amp;quot; the throne contains a Shislugbumal which isn't marked [B], can't be dumped or claimed, isn't listed in the stocks screen etc. And if the throne is deconstructed, it ceases to exist entirely. It does, however, still give a huge boost to the room value. Is this normal behavior?&lt;br /&gt;
&lt;br /&gt;
PS: Damnit, every time I look to this wiki my dwarves all run off to be eaten by skeletal horses. Bastards. --[[User:Groveller|Groveller]] 10:57, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode Artfact Oddity ==&lt;br /&gt;
So I go to my fortress where two artifacts, a spear and a boot, happen to be still inside the forge. I take the spear and boot out, equip the spear, drop the boot, and look again. It shows that the spear and boot are still in the forge, with an additional boot outside the forge. Further, when I fast travel and end up fighting a bear, the spear is gone from my hand. Thankfully I'd kept the old one as a spare.  Any ideas what's going on here? --[[User:Zombiejustice|Zombiejustice]] 14:57, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Only dwarves with a legendary skill will use artifact weapons or armor? ==&lt;br /&gt;
This bit was just added, but I thought it had been established that [[Soldiers#Heroes_and_Champions|heroes]] (&amp;quot;great&amp;quot; skill level or higher) can also use them, not just champions (legendary skill level). That selfsame data is referenced under [[Legendary_artifact#Usage|Usage]] in this article. I'd edit the article accordingly, but I'm not really sure of that fact; I just remember Toady mentioning offhand at one point something along those lines, that heroes could use them or similar. --[[User:Janus|Janus]] 03:23, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No fuel needed ==&lt;br /&gt;
Just noticed that one of my dwarves used a forge to create some artifact greaves with no fuel... Mainly noticed this due to the fact that he wouldn't use my magma forge, and I had to build a non-magma one to get him to make them... Not sure where to add this, and whether anyone else wants to confirm? [[User:Tr00st|Tr00st]] 04:36, 2 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Consider it confirmed.  I've taken advantage of this multiple times. --[[User:Squirrelloid|Squirrelloid]] 04:51, 2 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Also of note:  Moody Dwarves that use a magma forge will only do so if and as long as it is powered.  I've had a dwarf go into a frenzy when the forge he was using lost its power due to the shifting of the magma beneath causing it to lose power.  --[[User:Eddie|Eddie]] 14:13, 2 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Controlled 'glitches' in item number ==&lt;br /&gt;
If you forbid an item the moody dwarf has already brought to the shop, it will grab a replacement item for that slot.  However, if you unforbid the item afterwards, and the item is still there when he begins (ends?) construction, the previously forbidden items may be incorporated into the artifact.&lt;br /&gt;
&lt;br /&gt;
:Example: Mangrodkast &amp;quot;Ashamed Genius&amp;quot;: a fire imp leather shield&lt;br /&gt;
:This is a fire imp leather shield.  All craftdwarfship is of the highest quality. It is encrusted with bauxite,  decorated with leopard leather, and encircled with bands of fire imp leather, sturgeon leather, red diamond, green tourmaline, and nickel.  This object is adorned with hanging rings of yellow diamond, donkey leather, and groundhog leather.  On the item is an image of a cave spider in green diamond.&lt;br /&gt;
:On the item is an image of Ashamedgenius the fire imp leather shield in cave spider silk.&lt;br /&gt;
:On the item is an image of dwarves in yellow zircon. The dwarves are traveling.  The artwork relates to the founding of Archspears by the Vestibule of Utterances of The Rags of Excavation in 30.&lt;br /&gt;
&lt;br /&gt;
So, it includes: Fire imp leather, sturgeon leather, leopard leather, '''donkey leather''', '''groundhog leather''', bauxite, red diamond, green diamond, yellow diamond, '''green tourmaline''', nickel, cave spider silk, and (rough) yellow zircon, a total of 13 items.  The bolded items I had forbade after they made it to the workshop because I wanted the dwarf to use more valuable items, and unforbade them after the dwarf brought such items to the workshop.  I actually forbade a third piece of leather, which must have been put away (or possibly simply added to the job queue and thus unavailable) since it was not also added to the artifact.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 05:03, 17 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Losing an artifact? ==&lt;br /&gt;
&lt;br /&gt;
I just had my worst artifact ever (first and only of this fort, a possession, created a turtle shell idol worth 3k) stolen by a kobold thief. However, there's no note about the artifact being lost on the artifact menu like the page says. Bug, or should the page be updated?&lt;br /&gt;
&lt;br /&gt;
:Re: Losing an artifact&lt;br /&gt;
&lt;br /&gt;
:Not sure if i'm editting this right, I'm not good at wikis. Anyway, several seasons after losing that artifact, it's name simply -disappeared- from the list of my artifacts. Again this seems to disagree with the article...&lt;br /&gt;
&lt;br /&gt;
== Automatic Royal Wrong==&lt;br /&gt;
: An artifact furniture does NOT automatically make the room Royal. Case in point, my first artifact in my current fort- a wood bed with an image of cloud in pine. Only worth 3600, so no royal. Only grand. I suppose I should edit the article...&lt;br /&gt;
&lt;br /&gt;
::Pretty much everything on the wiki regarding to room value is either wrong or hopelessly outdated =( --[[User:LegacyCWAL|LegacyCWAL]] 21:15, 16 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug with Cloth in Artifacts ==&lt;br /&gt;
:A mechanic got possessed and made an artifact mica mechanism. He used a mica, cave spider silk ''cloth'' and pig tail ''cloth''. However, when the artifact was made, it said &amp;quot;...It is encircled with bands of cave spider silk and Pig tail..&amp;quot;. Does the artifact-making process reduce the cloth to the raw material it was made of?&lt;br /&gt;
&lt;br /&gt;
::When describing the clothes you wear, would you usually say it's made from cotton and polyester, or that it was made from cotton cloth and sheets of polyester?  Given that thread is not used as crafting materials, it should be quite obvious that those bands are of cloth.&lt;br /&gt;
&lt;br /&gt;
== Crossbow ==&lt;br /&gt;
I think the small entry about artifact crossbows needs to be changed, it's a tad confusing. &amp;quot;Note that the material of a crossbow, artifact or not, does not change its '''''shooting abilities''''', only its viability in melee. However, higher quality crossbows '''''shoot better'''''.&amp;quot; -[[User:Lamp|Lamp]] 22:27, 29 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bones in artifacts ==&lt;br /&gt;
How do bones contribute to artifact value, considering their value is zero? Does it make a difference if it is dog's or giant eagle's? --[[User:Confused|Confused]] 16:35, 7 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33338</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33338"/>
		<updated>2009-07-05T07:55:19Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I did some cleaning (actually I just removed most of it).&lt;br /&gt;
&lt;br /&gt;
== Compatibility with Mods ==&lt;br /&gt;
&lt;br /&gt;
Was working with the Dig Deeper mod, and found that it doesn't work with modded in creatures at all. That's a let-down. [[User:Jwguy|Jwguy]] 07:55, 5 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
I'm on 40d, and have followed the instructions on the page, (GTK Win32 runtime, Python 2.5, All three modules, and the Program), started the program up before and after Dwarf Fortress, just to see if I did it wrong the first time, and it doesn't work. The Program just has some category tabs and a few buttons, but never shows any data. [[User:Jwguy|Jwguy]] 18:31, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Additionally, in case it might help, all I am getting is a single box with Refresh, All Creatures, Only Dwarves, etc. There doesn't seem to be a load function or anything. I'd really appreciate some help with this. [[User:Jwguy|Jwguy]] 18:41, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Here's a screenshot of what I am dealing with, also: http://i64.photobucket.com/albums/h178/Jwguy/Notworking2.jpg . It was also suggested to me that I may need something called Pango, which doesn't seem to be mentioned on the wiki, anywhere. [[User:Jwguy|Jwguy]] 21:06, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
** I believe I was able to correct the problem. Apparently, the program is centered around the C:/ drive only. I normally play Dwarf Fortress from my portable hard-drive, and tried initializing the program on both devices. After a bit of trial and error, I moved both to my desktop, and it seems to work, now. Hopefully, if anyone else has this problem, they can fix it like this; I still can't get my dwarves to stop dying from heat after running through a flow of lava, though. I threw them in water, doused the clothes and healed, but I digress. [[User:Jwguy|Jwguy]] 00:31, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
There are a few known bugs :&lt;br /&gt;
* exhaustion is sometimes maxed out when you edit a creature&lt;br /&gt;
* bleeding seems not to be stoppable in most case : just turn the creature undead&lt;br /&gt;
* if there is a problem related to python and/or gtk, just make sure you followed the installation instructions. If it doesn't work anyway, it is unlikely I can help you (would be a python or gtk problem, not a DC problem)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
What would be the chances of dwarf item manipulation?  I'd love to be able to get rid of the rotting clothes that these stinking dwarves insist on wearing. [[User:Aristoi|Aristoi]] 15:01, 20 May 2009 (UTC)&lt;br /&gt;
:Or maybe destroy that burning fire imp fat... [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Most Dwarves acquire dabbling level in all the social skills very quickly, which leaves these skills at the top of their skill list for all time.  Even if they later become a Legendary Mason, you still have to scroll down to see it.  Can you add something that reorders their skills by highest level, so the things they're best at show up first?  --[[User:Oddrune|Oddrune]] 05:19, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
:Please sign your additions to the discussion page. [[User:Forsaken1111|Forsaken1111]] 06:09, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this ! [[User:Bartavelle|Bartavelle]] 09:20, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Happydorf.py ==&lt;br /&gt;
&lt;br /&gt;
I ran into a bug with a fortress that my dorfs were suiciding so I hacked this up to force their happiness to max, and it got me over the hump.  It might help someone someday.  Save as happydorf.py and dump it in your DC/scripts folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
from dwarfdbg import *&lt;br /&gt;
from eventname import jobName&lt;br /&gt;
import sys&lt;br /&gt;
dbg = dwarfdbg() #init dbg&lt;br /&gt;
cl = dbg.getCreatures(0) #get the whole creature list (slow)&lt;br /&gt;
for id in cl:&lt;br /&gt;
     if cl[id][1] != 'dwarf': #keep Dwarf (both alive and dead)&lt;br /&gt;
          continue&lt;br /&gt;
     c = cl[id][13] # creature structure&lt;br /&gt;
     if c.fe4&amp;amp;2:&lt;br /&gt;
          continue&lt;br /&gt;
     c.happiness = 65534 #Set happy to max -1, (max is 65535 as of 40D)&lt;br /&gt;
     dbg.saveCreature(c) #save&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
--[[User:Kittyz|Kittyz]] 14:56, 27 January 2009 (EST) Kittyz&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
&lt;br /&gt;
Does this work in 0.28.181.40d11? It says DF isn't running or can't be found when I try. --[[User:Simmura McCrea|Simmura McCrea]] 18:16, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Nope. --[[User:Bartavelle|Bartavelle]] 08:48, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Damn. Cheers anyway. --[[User:Simmura McCrea|Simmura McCrea]] 15:25, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Workaround: Transport save file to a 40d folder, mess around, transport it back. 40d/40d11 are mutually compatible. -[[User:Heartofgoldfish|Heartofgoldfish]] 00:18, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Are there any plans to update the memory locations? I tried simply renaming the file to dwarfort.exe as it is in 40d but it would not work as the memory locations are out of date. [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The problem lies in the name of the file, change Dwarf Fortress.exe to dwarfort.exe and the utility will find it, gave me a memory error, but it may work for you once you have the right name.  [[User:Janizary|Janizary]] 19:39, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::[[Dwarf Fortress Wiki:Community Portal#B|&amp;quot;B&amp;quot;]] is for Bold.  You should put this out on the wiki proper, where it will be found by those who need it - start a Linux article, perhaps. Jo no habla linuxol, but once you do it will only grow.--[[User:Albedo|Albedo]] 15:08, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown flags ==&lt;br /&gt;
&lt;br /&gt;
0x1.6b seems to be 'caught in web'&lt;br /&gt;
&lt;br /&gt;
== FTP SERVER DOWN! ==&lt;br /&gt;
THE FTP SERVER FOR THE PyObject AND WHATEVER THE OTHER TWO ARE IS DOWN! THE DAMN FTP SERVER IS DOWN! GOD DAMN IT THE FTP SERVER IS DOWN! I NEED FTP SERVER! FTP SERVER DOWN! FTP SERVER NOT WORKING! FTP SERVER DEAD! FTP SERVER SUFFERING MANGLED HEART!&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10125</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10125"/>
		<updated>2009-06-06T12:56:16Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Nobles affected by Reclaiming? ==&lt;br /&gt;
&lt;br /&gt;
My current fortress is a reclaimed one, due to a fire that got into one of my guardtowers' food storage. In the old fortress, I had managed to get a Baron, who was soon skipping right up to Duke and Incoming king after a couple of immigrants. Well, after reclaiming, I proceeded as normal, except, even though my value is still incredibly high from the fortress (1 million+ created wealth, and 400k exported, now), I recieved a count within it's specified area of requirement, but not the Baron before. Even still, My Count does not seem to be upgrading to Duke anytime soon, seeing as I have 188 dwarves, now. Anyone have any ideas, now? [[User:Jwguy|Jwguy]] 12:56, 6 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Noble Additions and Requirements ==&lt;br /&gt;
&lt;br /&gt;
Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
&lt;br /&gt;
I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
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::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
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&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
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I had a Philosopher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version. I also divided the page structure between Appointed and Immigrant nobles, since the current header was misleading (Dungeon Master and Philosopher cannot be appointed). --[[User:Zurai|Zurai]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
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I had the king show up tonight.  &amp;quot;The King arrives, dressed as a peasant.&amp;quot;  I have no idea what the requirements were.  I missed the 1051 and 1052 dwarf caravans due to prolonged sieges, and had no immigrants those years.  1053 I had the caravan; a season later a wave of immigration brought my total dwarves up to 37.  In the spring the king arrived, along with enough others to bring the population to 63.  At that time I was notified that the Captain of the Guard position was available.  Only thing I can think is that I hit adamantine during the siege years, and mistakenly built a number of ridiculously valuable adamantine objects. (Door, Coffin, etc.)  This has raised my fortress value to 1.3 million.  Is 1 million value perhaps the trigger?  I have no coins, and no nobles other than the starting 4 positions.  I did not appoint a sheriff. [[User:Doctorlucky|Doctorlucky]] 04:15, 15 November 2007 (EST)&lt;br /&gt;
:In the last version, hitting adamantine without proper requirement for the king triggered the reaction of having the king arrive dressed as a paysant. Maybe it's the same here. --[[User:Eagle of Fire|Eagle of Fire]] 04:20, 15 November 2007 (EST)&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
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There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
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:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
::::It's almost always been the first dwarf for me (assuming no one had leadership skills), but I could have sworn one time it assigned someone else. Maybe it defaults to the first dwarf on the list but can sometimes choose someone else under certain conditions. [[User:Rpb|Rpb]] 22:29, 10 November 2007 (EST)&lt;br /&gt;
:::::Perhaps the first dwarf didn't get it because of negative preferences? Some dwarves have a line in their thoughts/prefs that reads something like &amp;quot;X prefers to let others take leadership roles&amp;quot;. [[User:Tocky|Tocky]] 11:04, 11 November 2007 (EST)&lt;br /&gt;
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==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;br /&gt;
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== Not 100? ==&lt;br /&gt;
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I just received migrants.  My population went from 76 to 100, and my settlement went from a village to a town.  No nobles arrived with the migrants. [[User:Geekwad|Geekwad]] 17:14, 18 November 2007 (EST)&lt;br /&gt;
:Still a town at 108&lt;br /&gt;
:Another wave, and we're a city at 111 (migrants still incoming)&lt;br /&gt;
::My population went from 101 to 126 in one wave.  A Baroness arrived at the same time and turned my settlement into a Barony.  Shortly afterwards, my settlement turned into a County (125+ dwarves?).  Then Baroness upgraded into a Countess.  Baron consort upgraded to a Count Consort.--[[User:Slumber|Slumber]] 16:49, 19 November 2007 (EST)&lt;br /&gt;
::Next immigration wave, my pop hit 138.  Nothing happens.  Then next immigration wave, my pop hits 141, the Countess upgrades to Duchess and the Count Consort upgrades to Duke Consort.  Also, &amp;quot;Incoming King&amp;quot; is the top line on the Nobles screen.  When you select it, it shows you what you need to achieve in terms of 1. architecture value (15000) 2. road value (5000) and 3. offerings value. (5000).  I'm not sure what criteria triggers the King as it happened at the same time as my Duchess.  I did just hit 200k exported wealth.  Conincedence? --[[User:Slumber|Slumber]] 10:27, 20 November 2007 (EST)&lt;br /&gt;
::Another wave, jumped to 161 pop, and some more nobles, a Duke and his Duke Consort.  Now I have both a Duke and Duchess!--[[User:Slumber|Slumber]] 14:06, 20 November 2007 (EST)&lt;br /&gt;
:I was made a city and a barony at 110, and promoted to county almost immediately after. No new immigration happened, and I hadn't reached the 120 mark yet. [[User:Rpb|Rpb]] 16:27, 24 November 2007 (EST)&lt;br /&gt;
:The last immigration wave brought me from 98 to a total of 124 including baron/consort, tax collector and hammerer. It is now a City and a Barony. I'll watch out if it changes on the first immigrant from the next wave.I currently have over 500k created wealth and 17000 exported.--[[User:Another|Another]] 16:05, 24 November 2007 (EST)&lt;br /&gt;
:One child is born and now my total population is 125. Still a City and a Barony.--[[User:Another|Another]] 09:23, 25 November 2007 (EST)&lt;br /&gt;
:My fortress was upgraded to County when the caravan left the map and my exported wealth leaped from 17k to 26k. The trigger for the County must be either 20k or 25k exported wealth. --[[User:Another|Another]] 12:47, 25 November 2007 (EST)&lt;br /&gt;
::Baron arrived during an immigration wave going from 88 to 112 dwarves, and upgraded to a Count not long after arrival but ''not'' immediately either (perhaps as the population went over 100?). Exported wealth was probably around 50k at the time. Now at 119 (and 80k exported) and not yet a Duke. Looks like there's a combination of factors involved. [[User:Cim|Cim]] 11:10, 14 December 2007 (EST)&lt;br /&gt;
:Upgrade of the fortress to Duchy was at exactly 140th dwarf from an immigration wave. &amp;quot;The Incoming King&amp;quot; included. Total created wealth - 950k, total exported - 30k.--[[User:Another|Another]] 16:37, 1 December 2007 (EST)&lt;br /&gt;
: My Baron arrived in the immigration wave that took me over 100 (I had peaked at 96 previously) but this was also the season where I crossed the 50,000 threshold on exported wealth. I actually went from 48,000 to 62,000 over the course of the year, and the baron arrived in the Spring, I did have an immigration wave after crossing 50,000 in the fall. Almost immediately after my baron arrived, he was promoted to count. My population is 119. --[[User:Mitchy|Mitchy]] 16:41, 3 January 2008 (EST)&lt;br /&gt;
:At exported wealth 45k, my Baron promoted to Count at the 110th immigrant. (Baron arrived in the first immigration wave after getting 80 population, can't remember what exported wealth was then) [[User:Cim|Cim]] 20:12, 5 January 2008 (EST)&lt;br /&gt;
:Population at 93 no Baron. Next wave - first person to arrive is a Countess, with this wave population went to 114. (So, had no Baron at all) --[[User:Dorten|Dorten]] 23:39, 10 January 2008 (EST)&lt;br /&gt;
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Verified about 140 limit for Duke. My Wrestler have given birth to a boy, the populationd got to 140, and the next message is about the fortress becoming a capital of Duchy. --[[User:Dorten|Dorten]] 00:10, 24 January 2008 (EST)&lt;br /&gt;
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== Queen As Peasant ==&lt;br /&gt;
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I had dug out some raw adamantine, not done anything with it, and I got a notification that 'Your ruler has arrived disguised as a peasant.'  At the same time, my Dungeon Master arrived.  I don't have an announcement in the log about the Queen, but I do about the DM.  I'm treating her like it's legit, what's the deal?&lt;br /&gt;
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:Your ruler has heard of the discovery of adamantine, and hurried to yuor fort to oversee the digging. She turned up &amp;quot;disguised as a peasant&amp;quot; because your fort doesn't meet the regular requirements for attracting the monarch and moving to your site officially would be embarassing (in roleplaying/story terms of course). She's perfectly legit, just wasn't attracted in the &amp;quot;conventional&amp;quot; sense by having the largest, wealthiest fort in the civilisation you belong to.--[[User:TangoThree|TangoThree]] 06:42, 26 April 2008 (EDT)&lt;br /&gt;
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== Baron mandates &amp;quot;crowns&amp;quot;? ==&lt;br /&gt;
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I just got a baron, and the first thing he mandates is two crowns. So i type Crown into the jobs/manager list. nothing. So I type crown in dwarf wiki. Nothing. Can anyone help before I have to drop this noble into a pit to keep him from locking up my crafters?&lt;br /&gt;
:Info about specific crafts isn't present in the new wiki, but a crown is in fact a &amp;quot;craft&amp;quot; item. [http://archive.dwarffortresswiki.net/index.php/Craftsdwarf%27s_Workshop#Crafts You can see the old wiki info about crafts here]. You'll probably need to set several crafting jobs to get a crown since the item produced by a crafting task is random with several possibilities. --[[User:Janus|Janus]] 00:06, 1 February 2008 (EST)&lt;br /&gt;
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== Killing nobles ? ==&lt;br /&gt;
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Is killing nobles dangerous ? (does it stop immigrations or something ?) &lt;br /&gt;
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Because I've got a Count totally uncontrolable, who can't stop throwing tantrums in the middle of my fortress, which is somewhat tiresome... So, if I just can lock him into his bedroom and let him starve to death, it would be great, but I don't know if it won't cause more problems..&lt;br /&gt;
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(Also, sorry for my bad english, I'm french) &lt;br /&gt;
[[User:Timst|Timst]] 05:40, 26 April 2008 (EDT)&lt;br /&gt;
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:Killing off your nobles only really has the penalties associated with killing any other dwarf - their friends and family will be upset, and you lose that dwarf's abilities. In the case of nobles a replacement will usually turn up with the next migrant wave, unless your fort no longer meets the requirements for that noble. You can, of course, kill the replacement too - with lesser repercussions as he won't have had time to make any friends yet.--[[User:TangoThree|TangoThree]] 06:38, 26 April 2008 (EDT)&lt;br /&gt;
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::Ok, thanks :) I was afraid that the death of a count could induct a reaction of the mountainhomes or something like that... If the only reaction will be the one of the countess, it will be ok :) [[User:Timst|Timst]] 07:00, 26 April 2008 (EDT)&lt;br /&gt;
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:::In the future, killing off a noble will have repercussions, however, so don't depend on that behaviour forever. ;-)&lt;br /&gt;
:::''Req291, NOBLE DEATH, (Future): Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.''&lt;br /&gt;
:::--[[User:JT|JT]] 15:11, 26 April 2008 (EDT)&lt;br /&gt;
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::::This doesn't sound like it has much effect on a &amp;quot;kill early, kill often&amp;quot; approach &amp;amp;mdash; e.g. preparing their death room immediately upon their arrival, and luring them in via a profile-set lever pull job.  The count won't be popular (at least in your fort) if nobody knows him, unless he's popular by reputation or something.  Angry relatives?  If they show up friendly but ready to tantrum, I draft / lure them into killing rooms; if they're hostile, I deal with them like a siege.  Nobles all being upset by the tax collector means nothing if I've killed all the nobles.  And it's not like I'm going to make tombs for them, either.  Only the law enforcement one looks like an issue.&lt;br /&gt;
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::::On the other hand, maybe that's the point &amp;amp;mdash; you're penalised if you just randomly kill nobles because you don't like them, but you're also allowed to run a &amp;quot;screw the nobility, we're a free communal fortress&amp;quot; game (or have a &amp;quot;kill the entire current regime, we want a revolution&amp;quot; event) so long as you actively enforce it. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 19:02, 31 May 2009 (UTC)&lt;br /&gt;
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: Another issue that can pop up is killing your Baron/Count/Duke, their spouse will stick around and remain a noble even after the replacement and their spouse has shown up. On one fortress my count had 3 Countess Consorts, one was his wife and the other 2 were leftovers from the previous 2 counts. One Baron happened to be standing under a drawbridge as it came down (don't ask what a drawbridge was doing in his room, lets just say he wasn't going to get that rock crystal item he wanted) and his widow was promoted to Countess Consort when the new Count showed up to replace him a few seasons later. That Count was tending a farm when a squad of gobs beat the living tar out of him and his widow remained a Countess Consort even after the third noble arrived to replace the dead Count. They all still make demands/mandates and still require rooms/tombs and all that as before. [[User:Lando242|Lando242]] 20:55, 18 January 2009 (EST)&lt;br /&gt;
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== Sorting nobles ==&lt;br /&gt;
I find it rather silly to have the Expedition leader in the ''Appointed'' section just to be immediately told (s)he can not be appointed. I'm too newbie in terms of nobles to draft sections that make sense, but I feel this needs changing.[[User:Aykavil|Aykavil]] 08:23, 7 July 2008 (EDT)&lt;br /&gt;
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== Selling Nobles ==&lt;br /&gt;
&amp;lt;tt&amp;gt;╔═╦═╗&amp;lt;/tt&amp;gt; Unlock doors, assign lever to noble, order lever pulled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;║ò┼^┼&amp;lt;/tt&amp;gt; Wait for noble to stand on cage trap, lock both doors.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;╚═╩═╝&amp;lt;/tt&amp;gt; Wait for noble to fall asleep, sell caged noble to elves.&amp;lt;br/&amp;gt;&lt;br /&gt;
:Sorry for the crude drawing. My wiki format skills are weak. [[User:Rkyeun|Rkyeun]] 14:36, 20 September 2008 (EDT)&lt;br /&gt;
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:Eh... except for the small known bug where trying to haul an occupied cage to the trading depot results in whatever is caged being freed and the empty cage being brought in. But once they fix that bug, maybe. -[[User:Fuzzy|Fuzzy]] 16:30, 20 September 2008 (EDT)&lt;br /&gt;
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::I've been trying to sell my dwarves for ages, as a 'clean' approach to dealing with nobles and unwanted immigration.  Sadly, they always seem to die of thirst first.  If I let them out just once to drink, they die of hunger.  Maybe if I let them out twice... but that's a lot of effort.  Better to just let them die, unless they're very popular or something. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 19:06, 31 May 2009 (UTC)&lt;br /&gt;
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== Category? ==&lt;br /&gt;
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I would do this myself if I knew how, but perhaps someone should make a noble category, with all the noble related articles (Unfortunate accident, mandate, types of nobles, etc) in it. I think it would be useful. [[User:Spoggerific|Spoggerific]] 20:53, 10 August 2008 (EDT)&lt;br /&gt;
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==Nobles Working==&lt;br /&gt;
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Actually, nobles not only gather harvest if you put all dwarves harvest on, but they also help demolishing constructed walls.=--[[User:Stinhad Limarezum|Stinhad Limarezum]] 00:53, 23 October 2008 (EDT)&lt;br /&gt;
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:Thanks, I'll add that to [[labor]].--[[User:Maximus|Maximus]] 03:16, 23 October 2008 (EDT)&lt;br /&gt;
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==Arrival Requirements Verified==&lt;br /&gt;
Ok, I just had the Baroness, Hammerer, and Tax Collector arrive simultaneously with no other dwarves.  I'm playing with a population cap of 50, and births (plus overflow of last immigration wave) has finally taken me up to exactly 80 dwarves.  Despite the population cap, the Baroness, Tax Collector, and Hammerer arrived by themselves.&lt;br /&gt;
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&amp;lt;s&amp;gt;Note that the Baroness Consort has not arrived, presumably because he takes the place of a normal dwarf during the immigration wave and can't be generated in violation of the population cap (whereas the other three can).&amp;lt;/s&amp;gt;  nevermind, he just showed up.&lt;br /&gt;
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I should also note that I earlier had the King arrive as a peasant by himself despite being at the population cap.  He also brought no consort nor advisor (although I've never had him arrive as a peasant before, so I don't know if that's normal).&lt;br /&gt;
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I have not seen a philosopher as of yet.&lt;br /&gt;
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As my fortress wealth is past 8 million at this point, I think its safe to say I can rule that out as a cause (having seen them at much lower wealth in default pop cap games).&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 19:30, 7 December 2008 (EST)&lt;br /&gt;
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:I had the usual five nobles show up once in an immigration wave that took me over 80 dwarves, and promptly killed them, along with most of the immigrants.  I subsequently set my population max to 50.  My current population (minus nobles) is 69, yet those same nobles continue to show up every few seasons, suggesting that once you become a barony (80 pop, initial baron/ess arrival), they'll continue to show up again, regardless of your current status. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 19:10, 31 May 2009 (UTC)&lt;br /&gt;
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==Noble demands==&lt;br /&gt;
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I currently have a Baroness demanding &amp;quot;item in Dining Room&amp;quot;. Any idea what could satisfy this? I tried a bismuth bronze statue, no luck. [[User:JubalHarshaw|JubalHarshaw]] 00:24, 5 January 2009 (EST)&lt;br /&gt;
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: This is a bug. Check # 000491 @ http://www.bay12games.com/dwarves/dev_bugs.html --[[User:Sinergistic|Sinergistic]] 00:47, 5 January 2009 (EST)&lt;br /&gt;
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==Pretentious Arrangements==&lt;br /&gt;
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Thoughts about a lesser's pretentious &amp;lt;whatever&amp;gt; arrangements seem to be a common source of noble unhappiness. (this is especially annoying for me as my mayor has an artifact in her bedroom raising it to Royal and my queen has no list of likes and dislikes, so I can't make her happy just by having the right booze) it would be interesting to know what exactly causes the difference between &amp;quot;upset&amp;quot; and &amp;quot;shattered&amp;quot;, how to avoid it, and good ways to mitigate it's effects. I might have to do some research on my old fort to check this myself. --[[User:Pyrite|Pyrite]] 13:58, 6 January 2009 (EST)&lt;br /&gt;
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:Well, I suspect that the difference is related to the difference in room value, although I suppose that's stating the obvious. Another obvious solution would be to move the artefact into the higher-ranked Noble's room, assuming that's possible. Otherwise, I suppose the simplest (if not the easiest) way to mitigate its effects is to add as much value as possible to the Queen's room. As well as furniture, you can get surprising results with smoothings, engravings, and building an expensive floor over the engraved one if you have no qualms about exploiting such strangeness.--[[User:Quil|Quil]] 18:07, 6 January 2009 (EST)&lt;br /&gt;
::I can confirm it's the difference between relative worth.  I kept getting these annoying messages in my count + consort until I stuffed a platinum statue in their rooms.  Obviously, this increased the worth of the room by 12K, easily dominating the 'lesser' quarters.&lt;br /&gt;
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::It does require that there be a significant difference; having them at roughly equal worth will cause unhappy thoughts, which was my problem in my most recent fortress.  I just housed all my nobles in the same residential stack as everyone else, adding extra room additions off the main design for offices, dining rooms, etc.  The Count's room was a LITTLE better as his walls happened to be ore-bearing, but it wasn't enough to please him, hence the statue.--[[User:ThunderClaw|ThunderClaw]] 10:04, 7 January 2009 (EST)&lt;br /&gt;
:::Alright, I've put the artefact cabinet back in my mayor's room, and now will proceed to test this principle by making the Queen's rooms incredibly nice. I'm going to start by replacing all her furniture with gold and platinum, and move up from there.--[[User:Pyrite|Pyrite]] 15:49, 7 January 2009 (EST)&lt;br /&gt;
::::You may have a long way to go.  Artifact furniture can easily be 50 or 60K, whereas the most expensive single piece of furniture I've ever been able to produce is a masterwork platinum statue, which is 12K. --[[User:ThunderClaw|ThunderClaw]] 16:36, 7 January 2009 (EST)&lt;br /&gt;
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::::While you can't order artifacts dumped, you can apparently order them forbidden.  So maybe you could forbid it and then move the creator's quarters elsewhere, leaving the original one vacant.  Or maybe you could make them temporary quarters elsewhere, wait for them to move the artifact, then forbid it and move them back. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 19:22, 31 May 2009 (UTC)&lt;br /&gt;
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== Noble upgrade size. ==&lt;br /&gt;
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I have a count still event though I have 148 dwarves.  Could it be dependant on more than just the 140, or is it different now?   [[User:PierreMonteux|PierreMonteux]] 21:55, 11 February 2009 (EST)&lt;br /&gt;
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: I'm at 188 dwarves still with a count not a duke.  Could there be a dependancy on metal jobs?  Other than melting down the goblin metal, I don't have any metal jobs going. [[User:PierreMonteux|PierreMonteux]] 10:47, 14 February 2009 (EST)&lt;br /&gt;
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I just had a peasant give birth to a baby.  This put my population at 110, and I immediately got a message that my fortress had been made into a county.  So, I will remove the &amp;quot;verify&amp;quot; tags from the count/count consort promotion info.--[[User:Scrotch|Scrotch]] 18:59, 27 May 2009 (UTC)&lt;br /&gt;
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::I'm certain that exports are a requirement. Remember that only wealth you have created can count as exports, trading goblin items won't raise the number. If you can't offer it, it doesn't count. I had a fortress with 140+ dwarves that jumped up to a barony from nothing when I started exporting. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 20:03, 31 May 2009 (UTC)&lt;br /&gt;
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== Failure to comply ==&lt;br /&gt;
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I'm surprised this hasn't come up yet, but what happens if you don't give a noble the room he/she requires?  I know they get unhappy thoughts, but is that all?  Will they punish anyone?  Or just start throwing tantrums?  Next useless noble I get is sleeping in the barracks.  On the floor.&lt;br /&gt;
:Unhappy thoughts? I don't think there is any repercusions. --[[User:Zchris13|Zchris13]] 16:26, 12 May 2009 (UTC)&lt;br /&gt;
::Unhappy nobles means more mandates, more demands and harsher sentences. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 20:04, 31 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18503</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18503"/>
		<updated>2009-06-04T06:15:51Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: /* Cage Trap Question */&lt;/p&gt;
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&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
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I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
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== cage traps for food ==&lt;br /&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;
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: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
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==berserk dwarves==&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;
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On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
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[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
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It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
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==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
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I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
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==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
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==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
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:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
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::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
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:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
::::: I think traps have a chance to trigger against theives, not an absolute yes or no. Also, remember that a citizen going unconscious on a trap will trigger it. The reason animals do so is because they ignore traffic designations, of which I presume traps create an invisible 'no sleep' tile. I've tested locking a dwarf in a room where the entire floor space was covered with traps, they starved to death before sleeping on the traps. However, if a dwarf is knocked unconscious by fighting or a bridge, then they will still trigger traps. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 23:43, 13 May 2009 (UTC)&lt;br /&gt;
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== Crossbow Trap? ==&lt;br /&gt;
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How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
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How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
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:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
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== Trapping cave dwellers ==&lt;br /&gt;
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Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
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as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
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==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
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:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
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Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
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Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
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I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
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: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
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::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
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:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
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== Cage Trap Question ==&lt;br /&gt;
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I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
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:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
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:Goblin Cage(Material) is usually a good indication that you've caught them. In fact, the &amp;quot;____&amp;quot; cage (Material) is a name that's given when something occupies the cage, I believe, so it definitely means the Goblin is trapped inside, as otherwise it would simply be a &amp;quot;Larch Cage&amp;quot;. [[User:Jwguy|Jwguy]] 06:15, 4 June 2009 (UTC)&lt;br /&gt;
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== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
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This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
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:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
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== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
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Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
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== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
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its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
:Forbid the traps, at least until the siege is over.  --[[User:Smartmo|Smartmo]] 17:20, 6 May 2009 (UTC)&lt;br /&gt;
:Build the traps well outside (removing the roof and rebuilding with blocks still counts as &amp;quot;outside&amp;quot;), and forbid your dwarves to go out. [[User:Qwertyu|Qwertyu]] 12:17, 7 May 2009 (UTC)&lt;br /&gt;
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I'm having a similar problem with this, they dont want to clean the traps anymore, oh no, they want to clean the damned splatters of blood off the walls after! luckily my fortress entrance is so convoluted that it takes a full day to traverse it, but It could become a problem in the future. [[User:Heliman|Heliman]] 11:16, 16 May 2009 (EST)&lt;br /&gt;
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== Caged Creatures and Loot ==&lt;br /&gt;
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''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
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I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
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== weapon trap ==&lt;br /&gt;
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anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
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: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
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:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
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::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
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== Dwarven Flame Belcher ==&lt;br /&gt;
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I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
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[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
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It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
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:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
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::Do you mean napalm?--[[User:Mrdudeguy|Mrdudeguy]] 20:24, 14 May 2009 (UTC)&lt;br /&gt;
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: Refined coal is [[coke]] in the game. Whiskey is a nice burny liquid your dwarves know how to make, but it's wasted on goblins. --[[User:Jellyfishgreen|Jellyfishgreen]] 19:29, 30 May 2009 (UTC)&lt;br /&gt;
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== Spike Trap hit falling goblin ==&lt;br /&gt;
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I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
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== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
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Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
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Well it depends, if the trap in question is a spike trap, it will not discriminate between friend or foe, otherwise a trap shouldn't harm any conscious ally--[[User:Heliman|Heliman]] 2:12, May 17 2009 (EST)&lt;br /&gt;
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== Traps + Caravans = very bad ==&lt;br /&gt;
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Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
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Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;br /&gt;
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:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)&lt;br /&gt;
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== Caged Dwarfs not immortal ==&lt;br /&gt;
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So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.&lt;br /&gt;
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== Stonefall traps not being reloaded?==&lt;br /&gt;
I don't know what is going on, but in my game, some of the stonefall traps don't seem to get reloaded since they show a whole bunch of stone on top of it which blinks as it should when icons are on top of each other, however, I'm not sure if this is normal or not.--[[User:Smjjames|Smjjames]] 21:56, 13 May 2009 (UTC)&lt;br /&gt;
:Sure they reload them, just not with the same stone.  Because dwarves are stupid like that.  I just dump the excess stones once they get annoying enough.  --[[User:Corona688|Corona688]] 23:47, 13 May 2009 (UTC)&lt;br /&gt;
:: Apparently so. Anyways, it was looking like the stones were actually blocking the traps from working right, so I cleared them anyway. Those goblin seiges are pretty skittish, once they take a few casualties from my traps, they run like chickens.--[[User:Smjjames|Smjjames]] 01:28, 14 May 2009 (UTC)&lt;br /&gt;
:: It seems that when dwarves are assigned a job to load a trap, they will pick up stone closest to their current location, not closest to trap. --[[User:Denspb|Denspb]] 18:16, 14 May 2009 (UTC)&lt;br /&gt;
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== Cage trap bug ==&lt;br /&gt;
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recently I caught about 15 goblins in a siege so I decided to drop them in my volcano to prove a point to the rest. Well I dropped them in and then I noticed that one of my cage traps was smoking and that there was everything that a goblin bowmen would where in it. So after a couple of minutes I had gotten a screw pump ready to try and get rid of the smoke when my game crashed then I tried it again and the exact same thing happened. Im pretty sure that this is a bug but I cant be sure.--[[User:Cerol The Elf Hunter|Cerol The Elf Hunter]] 00:32, 3 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Shop&amp;diff=43833</id>
		<title>40d Talk:Shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Shop&amp;diff=43833"/>
		<updated>2009-06-04T03:35:23Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: /* Buying/selling shops */&lt;/p&gt;
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&lt;div&gt;I think we should have something about Adventure Mode shops here too, including: How to buy things, where to buy certain things, how theft is handled and how to avoid it accidentally, and a mention of people becoming shopkeepers as a profession in legends mode. --[[User:DDouble|DDouble]] 21:56, 27 July 2008 (EDT)&lt;br /&gt;
:Somebody fill it in please.--[[User:Zchris13|Zchris13]] 17:59, 7 March 2009 (EST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
When a shop is bought from the bookkeeper does the money go into their pockets? Or somewhere else? --[[User:Niaba|Niaba]] 12:30, 23 August 2008 (EDT)&lt;br /&gt;
: After the economy kicks in, even if you haven't minted coins, every dwarf in a fort has a &amp;quot;hidden account&amp;quot; that gets added to or detracted from.  If you have made some coins that the dwarf claims, it is up to their algorithms entirely to determine how to exchange for goods. --[[User:FJH|FJH]] 10:34, 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Benefit? ==&lt;br /&gt;
&lt;br /&gt;
The article recommends creating several shops. Is there any real benefit to more then one of each type? -[[User:Fuzzy|Fuzzy]] 21:39, 20 September 2008 (EDT)&lt;br /&gt;
:Having multiple shops increases the chance that there will be something in stock that the dwarf in question likes when he/she goes shopping; when it comes to the craft or clothes shops, 10 is a pretty small number when compared to the variety of choices. [[User:HeWhoIsPale|HeWhoIsPale]] 08:34, 22 September 2008 (EDT)&lt;br /&gt;
::Do you mean that each shop only stocks 10 items at a time? If that's the case then a) that should be made clear in the main article and b) it is a good argument for having multiple shops.--[[User:MrMustard|MrMustard]] 06:12, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Buying/selling shops==&lt;br /&gt;
can dwarves sell the shops once they've used them?&amp;lt;br&amp;gt;i built 10, and whilst a couple of them are still for sale, one's popped up as for sale by the new owner (i.e. he bought it for a while, traded, and is now selling it on again). anyone know a reason why? --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
*Chapter 11: Bankruptcy. But no, I joke. I'm curious as to why, as well.&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=11997</id>
		<title>40d Talk:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=11997"/>
		<updated>2009-06-02T12:29:21Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Putting out fire==&lt;br /&gt;
&lt;br /&gt;
Not that it'll make much difference, as putting out fires in time to save a dwarf any injuries is nigh impossible, save for luck's intervention, but how do you put out fire?&lt;br /&gt;
&lt;br /&gt;
I've been experimenting with this a bit, using the Dwarf Companion to help in this. I've managed to catch dwarfs and their clothing on fire by making paths through low-level magma (1 or 2 depth); No problems there. I do seem to have a few bugs in the next bit, however. My three experimental dwarves, (Each with different stages of fire injuries. One with only his upper body, another with both bodies and limbs at minimal, and another with all body parts, including internal organs in brown. After moving them into water, their clothes lose the flaming tag, with the exclamation points (!!) and flashing signature dissipating as well. However, this does nothing to actually remove the fire's effects. Even using Dwarf Companion's heal feature afterwards, the dwarves steadily lost health in the affected body parts until death, even though they were technically healed and no longer burning, or so the appearance of such was made.&lt;br /&gt;
&lt;br /&gt;
I also tried placing them a Z-level above the Water, upon which, their falling caused an interesting thing to happen. The water immediately surrounding them instantly evaporated, and removed their burning tags, but the effect continued, as well. This makes me believe that the clothes may still be listed as burning, regardless of how they appear, and I am thus going to be trying to remove them from the dwarf, and see where that goes.&lt;br /&gt;
&lt;br /&gt;
In the meantime, anyone got any suggestions? [[User:Jwguy|Jwguy]] 12:29, 2 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Spreads?==&lt;br /&gt;
&lt;br /&gt;
How does fire spread in the new version. I don't have magma on my map so I haven't been able to experiment.&lt;br /&gt;
&lt;br /&gt;
Maybe someone with experience could write up on the risks, ie how it spreads, how long it burns, how dwarfs react and what can be done to fight/prevent it. --[[User:Lucid|Lucid]] 21:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could someone test to see what levels of water will extinguish fire somehow?  Perhaps a fortress at high risk for fire could have emergency floodgates set up to dump precise reservoirs of water at important areas like the living quarters or food/booze stockpiles.&lt;br /&gt;
&lt;br /&gt;
god save us if it is affected by the mud/blood bug too [[User:Thatguyyaknow|Thatguyyaknow]] 13:07, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
no it ain't the blood bug, it's the fire bug.  Someone copy and paste it from the old wiki. --[[User:Frostedfire|Frostedfire]] 22:14, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I can confirm that fire spreads to adjucent squares. My fortress catched fire (long story) and wooden barrels and bins on stockpiles burned. When they completety burned out their contents catched fire and many piles of 20 !!leather!!, 20 !!cloth!! and 20 or more !!seeds!! generated '''very''' heavy lags. I didn't pay attention if it spreads diagonally but a burning item on the floor makes all 8 squares around it &amp;quot;warm stone wall&amp;quot; just as magma do to it's 4 directly adjacent squares.--[[User:Another|Another]] 14:26, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there a way to intentionally start a fire? [[User:Diabl0658|Diabl0658]] 20:12, 5 January 2008 (EST)&lt;br /&gt;
:Dig into the side of a pool of lava. Remove a construction holding back lava. Open a wooden door holding back lava. Open a floodgate to lava. Some combination of pumps, stairs, ramps, walls, and stockpiles will allow you to choose what gets set on fire and where. [[User:Rkyeun|Rkyeun]] 00:59, 9 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Fire doesn't seem to spread by walking near it though...  I forbade a few burning corpses and the dwarves had no problem stepping over it without catching fire.&lt;br /&gt;
&lt;br /&gt;
Possibly fire on items like clothing or corpses will only spread to dwarves touching it.&lt;br /&gt;
&lt;br /&gt;
A more informative page than &amp;quot;fire sucks&amp;quot; might be useful.  Maybe a list of fire sources, what objects will and won't burn, how fire spreads and measures you can take to limit the damage or stop it.  Maybe telling your dwarves to dump water in your hallways to keep a nice [1/7] coating?&lt;br /&gt;
&lt;br /&gt;
In the 2D version 0.23, fire was like an invisible disease - dwarves didn't know they had it, it was contagious, and it killed them. Thus it was a major source of [[fun]]. In this version - I don't know yet. --[[User:Jellyfishgreen|Jellyfishgreen]] 09:05, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fireproof silk? ==&lt;br /&gt;
&lt;br /&gt;
i noticed that cave spider silk clothes dont catch fire. i had a guy incinerated by magma touching him - he managed to move away and his silk clothing was all that was left [[User:Twiggie|Twiggie]] 14:06, 29 August 2008 (EDT)&lt;br /&gt;
:If you get silk hot enough for long enough, it'll burn.  It can take a while though.  Odds are that if he managed to move away, then he wasn't touching the magma long enough to ignite the silk. --[[User:LegacyCWAL|LegacyCWAL]] 18:40, 26 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Forest Fire ==&lt;br /&gt;
&lt;br /&gt;
I just started a new game near a volcano, in a forest. In the first winter, a fire imp left the caldera, and the forest burst into flame. Anyone see this before? The entire map went up in smoke... I lost 5 dwarves to it.&lt;br /&gt;
--[[User:Mabmoro|mabmoro]] 22:01, 31 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've seen this multiple times on my current map, haven't lost dwarves, but did have a dwarf caravan run straight into one... As when I tried to pin down what started it and why, all the fire imps were back in the volcano (if they ever left to begin with), but at the exact center of the ring of fire was a pile of groundhog bones - so I think a fire imp wandered out, saw a groundhog, and fried it, causing a massive fire... that or groundhogs spontaneously combust now.  Could probably use channels or walls as firebreaks to keep the whole map from burning when it happens, embark with a magma vent that (hopefully) doesn't reach the surface rather than a volcano, or try to close off the top of the volcano.  Probably simpler to wall in any surface areas you're using and just tell your dwarves to stay inside when you see a fire though. --[[User:Nethras|Nethras]] 15:02, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I had a forest fire the other day - the burn pattern indicated it started in two places approximately simultaneously, in the vicinity of a [[Fire_man|Fire Man]] and a Cougar (though I never saw any bones). The Fire Man had been busy elsewhere with no such effect though, despite killing numerous groundhogs, a couple of Mules, a pet cat, and one of my dwarves.&lt;br /&gt;
:The fire didn't manage to enter my encampment, probably due to the foot traffic killing off the vegetation around the entrance, but it did spread across the rest of that z-level. No harm was done to any living creature which encountered it though, as far as I could tell. --[[User:Raumkraut|Raumkraut]] 16:50, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Similar situation, I used a forest fire to kill a bunch of satyrs by trapping single satyrs in cage traps. I couldn't kill them otherwise because they aren't hostile and aren't animals, so military and hunters wouldn't touch them, but they do set off cage traps and once one is trapped, the other satyrs stayed close. So I scattered some traps near the caldera and waited; eventually a fire imp popped out, started a fire, and about fifteen satyrs all got roasted by the fire. [[User:Calenth|Calenth]]&lt;br /&gt;
&lt;br /&gt;
: I've seen the aftermath of similar (burnt forest, caldera, fire imps, missing wildlife) and can verify forest fires are currently (40d) restricted to the same Z-level. --[[User:Jellyfishgreen|Jellyfishgreen]] 06:16, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stockpile exploit ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fires won't cross an empty stockpile, providing an even fast way to create firebreaks.&amp;quot;...not what happened at my own fortress.  Maybe it doesn't apply if there's grass underneath?  Needs more testing... &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:MagicGuigz|MagicGuigz]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: I'll admit I'm not talking from my own experience. I got it off of the bug reports forum. [http://www.bay12games.com/forum/index.php?topic=25600.0] &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Fuzzy|Fuzzy]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I just checked, and fire will go right through as stockpile as if it wasn't there.  Thus, I took that part out of the article. --[[User:LegacyCWAL|LegacyCWAL]] 18:40, 26 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Spontaneous Combustion?==&lt;br /&gt;
A bunch of goblin clothes and bodies in my entrance hall just went up in flames mysteriously.  There are no fire imps left on the map, the Magma Man is far away in the magma vent near the bottom (10 z-levels and 3 screens away - the site isn't even near the magma pipe).  There's just a bunch of smoke and burning goblin clothes.  The heck?  --[[User:Squirrelloid|Squirrelloid]] 15:12, 12 December 2008 (EST)&lt;br /&gt;
:Maybe it was in the bug forum, but I remember hearing of a similar known bug. {racks brain} Something to do with materials left in cages remaining tied to their owner. So if you strip the clothing off a goblin while he's in a cage, then drop the cage into lava, his clothes catch on fire. Or maybe it was the other way around. Assuming, of course, this is an example of this bug. -[[User:Fuzzy|Fuzzy]] 16:02, 12 December 2008 (EST)&lt;br /&gt;
::I did drop a goblin cage into lava... I don't remember actually stripping gear off of him, but he may have dropped something before getting caged... Must find a way to use this offensively... probably involving a goblin cage stockpile near lava, a goblin clothes stockpile near the entrance, and a booze stockpile immediately adjacent... --[[User:Squirrelloid|Squirrelloid]] 16:17, 12 December 2008 (EST)&lt;br /&gt;
:What actually happens is thus:  When the cage is destroyed by magma, the items inside mysteriously teleport to the precise location the caged goblin was trapped in, on fire.  This bug is 100% repeatable and afaik not fixed yet.  Hmmm!  Replace the trap with a barrel after capture, and you might have a fairly reliable booze bomb. --[[User:Corona688|Corona688]] 17:56, 12 December 2008 (EST)&lt;br /&gt;
:: If you figure it out, be sure to post the method in [[Talk:Alcohol#Booze Bombs]]. If you're going to be experimenting, why don't you try testing out the existing theoretical methods?&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 14:44, 17 December 2008 (EST)&lt;br /&gt;
:::So, I haven't tried it with booze bombs yet, but I have used it for trap hall cleaning (goblins drop so much crap).  Its really too bad silk doesn't burn.&lt;br /&gt;
:::There seems to be some preconditions to the item teleportation actually working - I think its a cage material thing but it could be a goblin equipment thing.  I have had a 0% success rate with wooden cage traps and nickel cage traps.  Metal cage traps which will melt in magma seem to trigger the bug upon destruction of the cage.&lt;br /&gt;
:::Now, my sample sizes aren't huge, so it could be that those trap types have only caught wrestlers.  Since leather items burn up instantly in magma, and silk doesn't seem to have temperature, the goblin will need some metal items to hold the heat when teleported back to the cage trap square.  That said, I haven't seen any items teleported if there wasn't also metal (all teleported piles have included metal), so maybe its a metal equipment specific bug.&lt;br /&gt;
:::Anyway, this definitely produces fire in the area (I have been using it to burn up leather items dropped by goblins), which means it should ignite barrrels and cause explosions - specific testing is obviously required.&lt;br /&gt;
:::--[[User:Squirrelloid|Squirrelloid]] 23:14, 26 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33335</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33335"/>
		<updated>2009-05-30T00:31:23Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: /* Not working */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I did some cleaning (actually I just removed most of it).&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
I'm on 40d, and have followed the instructions on the page, (GTK Win32 runtime, Python 2.5, All three modules, and the Program), started the program up before and after Dwarf Fortress, just to see if I did it wrong the first time, and it doesn't work. The Program just has some category tabs and a few buttons, but never shows any data. [[User:Jwguy|Jwguy]] 18:31, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Additionally, in case it might help, all I am getting is a single box with Refresh, All Creatures, Only Dwarves, etc. There doesn't seem to be a load function or anything. I'd really appreciate some help with this. [[User:Jwguy|Jwguy]] 18:41, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Here's a screenshot of what I am dealing with, also: http://i64.photobucket.com/albums/h178/Jwguy/Notworking2.jpg . It was also suggested to me that I may need something called Pango, which doesn't seem to be mentioned on the wiki, anywhere. [[User:Jwguy|Jwguy]] 21:06, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
** I believe I was able to correct the problem. Apparently, the program is centered around the C:/ drive only. I normally play Dwarf Fortress from my portable hard-drive, and tried initializing the program on both devices. After a bit of trial and error, I moved both to my desktop, and it seems to work, now. Hopefully, if anyone else has this problem, they can fix it like this; I still can't get my dwarves to stop dying from heat after running through a flow of lava, though. I threw them in water, doused the clothes and healed, but I digress. [[User:Jwguy|Jwguy]] 00:31, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
There are a few known bugs :&lt;br /&gt;
* exhaustion is sometimes maxed out when you edit a creature&lt;br /&gt;
* bleeding seems not to be stoppable in most case : just turn the creature undead&lt;br /&gt;
* if there is a problem related to python and/or gtk, just make sure you followed the installation instructions. If it doesn't work anyway, it is unlikely I can help you (would be a python or gtk problem, not a DC problem)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
What would be the chances of dwarf item manipulation?  I'd love to be able to get rid of the rotting clothes that these stinking dwarves insist on wearing. [[User:Aristoi|Aristoi]] 15:01, 20 May 2009 (UTC)&lt;br /&gt;
:Or maybe destroy that burning fire imp fat... [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
:Please sign your additions to the discussion page. [[User:Forsaken1111|Forsaken1111]] 06:09, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this ! [[User:Bartavelle|Bartavelle]] 09:20, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Happydorf.py ==&lt;br /&gt;
&lt;br /&gt;
I ran into a bug with a fortress that my dorfs were suiciding so I hacked this up to force their happiness to max, and it got me over the hump.  It might help someone someday.  Save as happydorf.py and dump it in your DC/scripts folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
from dwarfdbg import *&lt;br /&gt;
from eventname import jobName&lt;br /&gt;
import sys&lt;br /&gt;
dbg = dwarfdbg() #init dbg&lt;br /&gt;
cl = dbg.getCreatures(0) #get the whole creature list (slow)&lt;br /&gt;
for id in cl:&lt;br /&gt;
     if cl[id][1] != 'dwarf': #keep Dwarf (both alive and dead)&lt;br /&gt;
          continue&lt;br /&gt;
     c = cl[id][13] # creature structure&lt;br /&gt;
     if c.fe4&amp;amp;2:&lt;br /&gt;
          continue&lt;br /&gt;
     c.happiness = 65534 #Set happy to max -1, (max is 65535 as of 40D)&lt;br /&gt;
     dbg.saveCreature(c) #save&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
--[[User:Kittyz|Kittyz]] 14:56, 27 January 2009 (EST) Kittyz&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
&lt;br /&gt;
Does this work in 0.28.181.40d11? It says DF isn't running or can't be found when I try. --[[User:Simmura McCrea|Simmura McCrea]] 18:16, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Nope. --[[User:Bartavelle|Bartavelle]] 08:48, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Damn. Cheers anyway. --[[User:Simmura McCrea|Simmura McCrea]] 15:25, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Workaround: Transport save file to a 40d folder, mess around, transport it back. 40d/40d11 are mutually compatible. -[[User:Heartofgoldfish|Heartofgoldfish]] 00:18, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Are there any plans to update the memory locations? I tried simply renaming the file to dwarfort.exe as it is in 40d but it would not work as the memory locations are out of date. [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The problem lies in the name of the file, change Dwarf Fortress.exe to dwarfort.exe and the utility will find it, gave me a memory error, but it may work for you once you have the right name.  [[User:Janizary|Janizary]] 19:39, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::[[Dwarf Fortress Wiki:Community Portal#B|&amp;quot;B&amp;quot;]] is for Bold.  You should put this out on the wiki proper, where it will be found by those who need it - start a Linux article, perhaps. Jo no habla linuxol, but once you do it will only grow.--[[User:Albedo|Albedo]] 15:08, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown flags ==&lt;br /&gt;
&lt;br /&gt;
0x1.6b seems to be 'caught in web'&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Valdemar&amp;diff=41008</id>
		<title>User talk:Valdemar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Valdemar&amp;diff=41008"/>
		<updated>2009-05-29T22:30:01Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarf Companion Disfunctional ==&lt;br /&gt;
&lt;br /&gt;
I'm having massive problems getting both the normal version and your own version of the program working. Please look at the utility's talk page and see if you can help. The utility presents no data, and no option to collect data, only a few buttons with no function. [[User:Jwguy|Jwguy]] 22:30, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Suggestion==&lt;br /&gt;
Perhaps I'm overly efficient in some things, but it would seem needless to have the AHK link in there past the introduction at the top. (Not to mention, it would probably discourage any other &amp;lt;s&amp;gt;unneeded&amp;lt;/s&amp;gt; &amp;quot;helpful&amp;quot; edits to your page.) --[[User:N9103|Edward]] 06:14, 28 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33097</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=33097"/>
		<updated>2009-05-29T22:27:37Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: /* What? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports versions 33d to 40d, supposedly. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= Self-packaged executables =&lt;br /&gt;
There is an executable version by [[User:Valdemar|Valdemar]] available that does not require Python or any of the other of the dependencies to be installed. Unzip it and run &amp;quot;dfcompanion_prototype.exe&amp;quot; to bring up the core companion window. The scripts available in the pure python version also have exe equivalents:&lt;br /&gt;
* revealVeins.exe - run with no arguments to reveal all vein tiles&lt;br /&gt;
* reveal.exe - run with no arguments to reveal the whole map (very slow, a C utility like Tweak is recommended for this task)&lt;br /&gt;
* designator.exe - see [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
* changeProfession.exe - run through command prompt like &amp;quot;changeProfession [id] [profession]&amp;quot; where id is the ID of the dwarf you want to change (find this through core companion; pull up the profile of a dwarf and look in the window title) and profession is the profession to change to (Mason, Peasant, Speardwarf, etc)&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/df/dfcompanion-0.15-exe.zip Download (Version 0.15)].&lt;br /&gt;
&lt;br /&gt;
= How =&lt;br /&gt;
You need to install several things first. Do it right, or it will not work.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (should work with any version, 2.5 is prefered)&lt;br /&gt;
* from [http://sourceforge.net/project/showfiles.php?group_id=98754 this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software at [http://bartabox.banquise.net/df/companion-0.15-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
An installer that contains all needed modules can be found here:&lt;br /&gt;
http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= Random questions =&lt;br /&gt;
* How to prevent a dwarf from bleeding to death ? Turn him zombie. It will make him hostile, but cure his bleeding. Turn him back when happy.&lt;br /&gt;
* Reveal like tools and discovering the underground features : you have to uncover a tile belonging to an underground feature for it to be officially found. Just unreveal some tiles and dig through them.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
* companion.0.14-any.zip - 14/09/2008&lt;br /&gt;
** zoom is back&lt;br /&gt;
** custom alerts are easier to add&lt;br /&gt;
** corrected the map offsets, added a &amp;quot;revealVein.py&amp;quot; script&lt;br /&gt;
* companion.0.15-any.zip - to be released&lt;br /&gt;
** linux support is back&lt;br /&gt;
** and now, it is fast&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33334</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33334"/>
		<updated>2009-05-29T21:07:25Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I did some cleaning (actually I just removed most of it).&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
I'm on 40d, and have followed the instructions on the page, (GTK Win32 runtime, Python 2.5, All three modules, and the Program), started the program up before and after Dwarf Fortress, just to see if I did it wrong the first time, and it doesn't work. The Program just has some category tabs and a few buttons, but never shows any data. [[User:Jwguy|Jwguy]] 18:31, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Additionally, in case it might help, all I am getting is a single box with Refresh, All Creatures, Only Dwarves, etc. There doesn't seem to be a load function or anything. I'd really appreciate some help with this. [[User:Jwguy|Jwguy]] 18:41, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Here's a screenshot of what I am dealing with, also: http://i64.photobucket.com/albums/h178/Jwguy/Notworking2.jpg . It was also suggested to me that I may need something called Pango, which doesn't seem to be mentioned on the wiki, anywhere. [[User:Jwguy|Jwguy]] 21:06, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
There are a few known bugs :&lt;br /&gt;
* exhaustion is sometimes maxed out when you edit a creature&lt;br /&gt;
* bleeding seems not to be stoppable in most case : just turn the creature undead&lt;br /&gt;
* if there is a problem related to python and/or gtk, just make sure you followed the installation instructions. If it doesn't work anyway, it is unlikely I can help you (would be a python or gtk problem, not a DC problem)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
What would be the chances of dwarf item manipulation?  I'd love to be able to get rid of the rotting clothes that these stinking dwarves insist on wearing. [[User:Aristoi|Aristoi]] 15:01, 20 May 2009 (UTC)&lt;br /&gt;
:Or maybe destroy that burning fire imp fat... [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
:Please sign your additions to the discussion page. [[User:Forsaken1111|Forsaken1111]] 06:09, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this ! [[User:Bartavelle|Bartavelle]] 09:20, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Happydorf.py ==&lt;br /&gt;
&lt;br /&gt;
I ran into a bug with a fortress that my dorfs were suiciding so I hacked this up to force their happiness to max, and it got me over the hump.  It might help someone someday.  Save as happydorf.py and dump it in your DC/scripts folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
from dwarfdbg import *&lt;br /&gt;
from eventname import jobName&lt;br /&gt;
import sys&lt;br /&gt;
dbg = dwarfdbg() #init dbg&lt;br /&gt;
cl = dbg.getCreatures(0) #get the whole creature list (slow)&lt;br /&gt;
for id in cl:&lt;br /&gt;
     if cl[id][1] != 'dwarf': #keep Dwarf (both alive and dead)&lt;br /&gt;
          continue&lt;br /&gt;
     c = cl[id][13] # creature structure&lt;br /&gt;
     if c.fe4&amp;amp;2:&lt;br /&gt;
          continue&lt;br /&gt;
     c.happiness = 65534 #Set happy to max -1, (max is 65535 as of 40D)&lt;br /&gt;
     dbg.saveCreature(c) #save&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
--[[User:Kittyz|Kittyz]] 14:56, 27 January 2009 (EST) Kittyz&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
&lt;br /&gt;
Does this work in 0.28.181.40d11? It says DF isn't running or can't be found when I try. --[[User:Simmura McCrea|Simmura McCrea]] 18:16, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Nope. --[[User:Bartavelle|Bartavelle]] 08:48, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Damn. Cheers anyway. --[[User:Simmura McCrea|Simmura McCrea]] 15:25, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Workaround: Transport save file to a 40d folder, mess around, transport it back. 40d/40d11 are mutually compatible. -[[User:Heartofgoldfish|Heartofgoldfish]] 00:18, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Are there any plans to update the memory locations? I tried simply renaming the file to dwarfort.exe as it is in 40d but it would not work as the memory locations are out of date. [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The problem lies in the name of the file, change Dwarf Fortress.exe to dwarfort.exe and the utility will find it, gave me a memory error, but it may work for you once you have the right name.  [[User:Janizary|Janizary]] 19:39, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::[[Dwarf Fortress Wiki:Community Portal#B|&amp;quot;B&amp;quot;]] is for Bold.  You should put this out on the wiki proper, where it will be found by those who need it - start a Linux article, perhaps. Jo no habla linuxol, but once you do it will only grow.--[[User:Albedo|Albedo]] 15:08, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown flags ==&lt;br /&gt;
&lt;br /&gt;
0x1.6b seems to be 'caught in web'&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33333</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33333"/>
		<updated>2009-05-29T21:06:05Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: /* Not working */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I did some cleaning (actually I just removed most of it).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
There are a few known bugs :&lt;br /&gt;
* exhaustion is sometimes maxed out when you edit a creature&lt;br /&gt;
* bleeding seems not to be stoppable in most case : just turn the creature undead&lt;br /&gt;
* if there is a problem related to python and/or gtk, just make sure you followed the installation instructions. If it doesn't work anyway, it is unlikely I can help you (would be a python or gtk problem, not a DC problem)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
What would be the chances of dwarf item manipulation?  I'd love to be able to get rid of the rotting clothes that these stinking dwarves insist on wearing. [[User:Aristoi|Aristoi]] 15:01, 20 May 2009 (UTC)&lt;br /&gt;
:Or maybe destroy that burning fire imp fat... [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
:Please sign your additions to the discussion page. [[User:Forsaken1111|Forsaken1111]] 06:09, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this ! [[User:Bartavelle|Bartavelle]] 09:20, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Happydorf.py ==&lt;br /&gt;
&lt;br /&gt;
I ran into a bug with a fortress that my dorfs were suiciding so I hacked this up to force their happiness to max, and it got me over the hump.  It might help someone someday.  Save as happydorf.py and dump it in your DC/scripts folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
from dwarfdbg import *&lt;br /&gt;
from eventname import jobName&lt;br /&gt;
import sys&lt;br /&gt;
dbg = dwarfdbg() #init dbg&lt;br /&gt;
cl = dbg.getCreatures(0) #get the whole creature list (slow)&lt;br /&gt;
for id in cl:&lt;br /&gt;
     if cl[id][1] != 'dwarf': #keep Dwarf (both alive and dead)&lt;br /&gt;
          continue&lt;br /&gt;
     c = cl[id][13] # creature structure&lt;br /&gt;
     if c.fe4&amp;amp;2:&lt;br /&gt;
          continue&lt;br /&gt;
     c.happiness = 65534 #Set happy to max -1, (max is 65535 as of 40D)&lt;br /&gt;
     dbg.saveCreature(c) #save&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
--[[User:Kittyz|Kittyz]] 14:56, 27 January 2009 (EST) Kittyz&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
&lt;br /&gt;
Does this work in 0.28.181.40d11? It says DF isn't running or can't be found when I try. --[[User:Simmura McCrea|Simmura McCrea]] 18:16, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Nope. --[[User:Bartavelle|Bartavelle]] 08:48, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Damn. Cheers anyway. --[[User:Simmura McCrea|Simmura McCrea]] 15:25, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Workaround: Transport save file to a 40d folder, mess around, transport it back. 40d/40d11 are mutually compatible. -[[User:Heartofgoldfish|Heartofgoldfish]] 00:18, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Are there any plans to update the memory locations? I tried simply renaming the file to dwarfort.exe as it is in 40d but it would not work as the memory locations are out of date. [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The problem lies in the name of the file, change Dwarf Fortress.exe to dwarfort.exe and the utility will find it, gave me a memory error, but it may work for you once you have the right name.  [[User:Janizary|Janizary]] 19:39, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::[[Dwarf Fortress Wiki:Community Portal#B|&amp;quot;B&amp;quot;]] is for Bold.  You should put this out on the wiki proper, where it will be found by those who need it - start a Linux article, perhaps. Jo no habla linuxol, but once you do it will only grow.--[[User:Albedo|Albedo]] 15:08, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown flags ==&lt;br /&gt;
&lt;br /&gt;
0x1.6b seems to be 'caught in web'&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
I'm on 40d, and have followed the instructions on the page, (GTK Win32 runtime, Python 2.5, All three modules, and the Program), started the program up before and after Dwarf Fortress, just to see if I did it wrong the first time, and it doesn't work. The Program just has some category tabs and a few buttons, but never shows any data. [[User:Jwguy|Jwguy]] 18:31, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Additionally, in case it might help, all I am getting is a single box with Refresh, All Creatures, Only Dwarves, etc. There doesn't seem to be a load function or anything. I'd really appreciate some help with this. [[User:Jwguy|Jwguy]] 18:41, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Here's a screenshot of what I am dealing with, also: http://i64.photobucket.com/albums/h178/Jwguy/Notworking2.jpg . It was also suggested to me that I may need something called Pango, which doesn't seem to be mentioned on the wiki, anywhere. [[User:Jwguy|Jwguy]] 21:06, 29 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33332</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33332"/>
		<updated>2009-05-29T18:41:56Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: /* Not working */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I did some cleaning (actually I just removed most of it).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
There are a few known bugs :&lt;br /&gt;
* exhaustion is sometimes maxed out when you edit a creature&lt;br /&gt;
* bleeding seems not to be stoppable in most case : just turn the creature undead&lt;br /&gt;
* if there is a problem related to python and/or gtk, just make sure you followed the installation instructions. If it doesn't work anyway, it is unlikely I can help you (would be a python or gtk problem, not a DC problem)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
What would be the chances of dwarf item manipulation?  I'd love to be able to get rid of the rotting clothes that these stinking dwarves insist on wearing. [[User:Aristoi|Aristoi]] 15:01, 20 May 2009 (UTC)&lt;br /&gt;
:Or maybe destroy that burning fire imp fat... [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
:Please sign your additions to the discussion page. [[User:Forsaken1111|Forsaken1111]] 06:09, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this ! [[User:Bartavelle|Bartavelle]] 09:20, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Happydorf.py ==&lt;br /&gt;
&lt;br /&gt;
I ran into a bug with a fortress that my dorfs were suiciding so I hacked this up to force their happiness to max, and it got me over the hump.  It might help someone someday.  Save as happydorf.py and dump it in your DC/scripts folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
from dwarfdbg import *&lt;br /&gt;
from eventname import jobName&lt;br /&gt;
import sys&lt;br /&gt;
dbg = dwarfdbg() #init dbg&lt;br /&gt;
cl = dbg.getCreatures(0) #get the whole creature list (slow)&lt;br /&gt;
for id in cl:&lt;br /&gt;
     if cl[id][1] != 'dwarf': #keep Dwarf (both alive and dead)&lt;br /&gt;
          continue&lt;br /&gt;
     c = cl[id][13] # creature structure&lt;br /&gt;
     if c.fe4&amp;amp;2:&lt;br /&gt;
          continue&lt;br /&gt;
     c.happiness = 65534 #Set happy to max -1, (max is 65535 as of 40D)&lt;br /&gt;
     dbg.saveCreature(c) #save&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
--[[User:Kittyz|Kittyz]] 14:56, 27 January 2009 (EST) Kittyz&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
&lt;br /&gt;
Does this work in 0.28.181.40d11? It says DF isn't running or can't be found when I try. --[[User:Simmura McCrea|Simmura McCrea]] 18:16, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Nope. --[[User:Bartavelle|Bartavelle]] 08:48, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Damn. Cheers anyway. --[[User:Simmura McCrea|Simmura McCrea]] 15:25, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Workaround: Transport save file to a 40d folder, mess around, transport it back. 40d/40d11 are mutually compatible. -[[User:Heartofgoldfish|Heartofgoldfish]] 00:18, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Are there any plans to update the memory locations? I tried simply renaming the file to dwarfort.exe as it is in 40d but it would not work as the memory locations are out of date. [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The problem lies in the name of the file, change Dwarf Fortress.exe to dwarfort.exe and the utility will find it, gave me a memory error, but it may work for you once you have the right name.  [[User:Janizary|Janizary]] 19:39, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::[[Dwarf Fortress Wiki:Community Portal#B|&amp;quot;B&amp;quot;]] is for Bold.  You should put this out on the wiki proper, where it will be found by those who need it - start a Linux article, perhaps. Jo no habla linuxol, but once you do it will only grow.--[[User:Albedo|Albedo]] 15:08, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown flags ==&lt;br /&gt;
&lt;br /&gt;
0x1.6b seems to be 'caught in web'&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
I'm on 40d, and have followed the instructions on the page, (GTK Win32 runtime, Python 2.5, All three modules, and the Program), started the program up before and after Dwarf Fortress, just to see if I did it wrong the first time, and it doesn't work. The Program just has some category tabs and a few buttons, but never shows any data. [[User:Jwguy|Jwguy]] 18:31, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Additionally, in case it might help, all I am getting is a single box with Refresh, All Creatures, Only Dwarves, etc. There doesn't seem to be a load function or anything. I'd really appreciate some help with this. [[User:Jwguy|Jwguy]] 18:41, 29 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33331</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=33331"/>
		<updated>2009-05-29T18:31:06Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I did some cleaning (actually I just removed most of it).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
There are a few known bugs :&lt;br /&gt;
* exhaustion is sometimes maxed out when you edit a creature&lt;br /&gt;
* bleeding seems not to be stoppable in most case : just turn the creature undead&lt;br /&gt;
* if there is a problem related to python and/or gtk, just make sure you followed the installation instructions. If it doesn't work anyway, it is unlikely I can help you (would be a python or gtk problem, not a DC problem)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
What would be the chances of dwarf item manipulation?  I'd love to be able to get rid of the rotting clothes that these stinking dwarves insist on wearing. [[User:Aristoi|Aristoi]] 15:01, 20 May 2009 (UTC)&lt;br /&gt;
:Or maybe destroy that burning fire imp fat... [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
:Please sign your additions to the discussion page. [[User:Forsaken1111|Forsaken1111]] 06:09, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this ! [[User:Bartavelle|Bartavelle]] 09:20, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Happydorf.py ==&lt;br /&gt;
&lt;br /&gt;
I ran into a bug with a fortress that my dorfs were suiciding so I hacked this up to force their happiness to max, and it got me over the hump.  It might help someone someday.  Save as happydorf.py and dump it in your DC/scripts folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
from dwarfdbg import *&lt;br /&gt;
from eventname import jobName&lt;br /&gt;
import sys&lt;br /&gt;
dbg = dwarfdbg() #init dbg&lt;br /&gt;
cl = dbg.getCreatures(0) #get the whole creature list (slow)&lt;br /&gt;
for id in cl:&lt;br /&gt;
     if cl[id][1] != 'dwarf': #keep Dwarf (both alive and dead)&lt;br /&gt;
          continue&lt;br /&gt;
     c = cl[id][13] # creature structure&lt;br /&gt;
     if c.fe4&amp;amp;2:&lt;br /&gt;
          continue&lt;br /&gt;
     c.happiness = 65534 #Set happy to max -1, (max is 65535 as of 40D)&lt;br /&gt;
     dbg.saveCreature(c) #save&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
--[[User:Kittyz|Kittyz]] 14:56, 27 January 2009 (EST) Kittyz&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
&lt;br /&gt;
Does this work in 0.28.181.40d11? It says DF isn't running or can't be found when I try. --[[User:Simmura McCrea|Simmura McCrea]] 18:16, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Nope. --[[User:Bartavelle|Bartavelle]] 08:48, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Damn. Cheers anyway. --[[User:Simmura McCrea|Simmura McCrea]] 15:25, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Workaround: Transport save file to a 40d folder, mess around, transport it back. 40d/40d11 are mutually compatible. -[[User:Heartofgoldfish|Heartofgoldfish]] 00:18, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Are there any plans to update the memory locations? I tried simply renaming the file to dwarfort.exe as it is in 40d but it would not work as the memory locations are out of date. [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The problem lies in the name of the file, change Dwarf Fortress.exe to dwarfort.exe and the utility will find it, gave me a memory error, but it may work for you once you have the right name.  [[User:Janizary|Janizary]] 19:39, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::[[Dwarf Fortress Wiki:Community Portal#B|&amp;quot;B&amp;quot;]] is for Bold.  You should put this out on the wiki proper, where it will be found by those who need it - start a Linux article, perhaps. Jo no habla linuxol, but once you do it will only grow.--[[User:Albedo|Albedo]] 15:08, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown flags ==&lt;br /&gt;
&lt;br /&gt;
0x1.6b seems to be 'caught in web'&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
I'm on 40d, and have followed the instructions on the page, (GTK Win32 runtime, Python 2.5, All three modules, and the Program), started the program up before and after Dwarf Fortress, just to see if I did it wrong the first time, and it doesn't work. The Program just has some category tabs and a few buttons, but never shows any data. [[User:Jwguy|Jwguy]] 18:31, 29 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bin&amp;diff=31029</id>
		<title>40d Talk:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bin&amp;diff=31029"/>
		<updated>2009-05-26T15:13:04Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Looking inside?==&lt;br /&gt;
&lt;br /&gt;
I'm trying to find out where what the contents of my bins and barrels are, but I can't seem to get much but a description of the barrels/bins instead of their contents. Any idea how to figure this out? I am essentially trying to build a Artifact Vault. [[User:Jwguy|Jwguy]] 15:13, 26 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Material to build a bin==&lt;br /&gt;
How many bars does it take to make a bin? Does it depend on what kind of metal? I've gotten canceled messages for &amp;quot;Can't find 2 iron bars&amp;quot; or &amp;quot;can't find 3 platinum bars&amp;quot;...&lt;br /&gt;
* 3 bars or 1 log, see the [[metalsmith]] page [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
::or the [[carpenter]] page for wood![[User:GarrieIrons|GarrieIrons]] 10:52, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== to do ==&lt;br /&gt;
*Is there a max of items per bin?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Koltom|Koltom]] ([[User talk:Koltom|talk]]•[[Special:Contributions/Koltom|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Yes, but it varies by item type. A bin can always fit at least 10 (I think). If you're storing socks, it can hold many more. [[User:VengefulDonut|VengefulDonut]] 11:37, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==problem ==&lt;br /&gt;
I fail to have an armor bin, they always carry them of to cloth piles and whatnot. Any tricks? Maybe needs a metal bin?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Koltom|Koltom]] ([[User talk:Koltom|talk]]•[[Special:Contributions/Koltom|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Edit the settings on your stockpiles to keep out the things that you dont want to go there. [[User:VengefulDonut|VengefulDonut]] 11:37, 21 February 2008 (EST)&lt;br /&gt;
:: yeah, i limited bins on all stockpiles to what was already there. For a change they now put the bins on furniture piles -empty- but at least 3 of 10 arrived on armor piles and the clutter is gone. But its terrible micromanagement to adjust the piles every time one needs a new bin - i will just have to mass produce... --[[User:Koltom|Koltom]] 20:46, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Bin transfer?==&lt;br /&gt;
When making a new stockpile and deleting the previous, the dwarves only decide to move the goods that are not within bins. The new stockpile isn't close to full, and the filled bins sit in the old room without the designation. Is there a (non-tedious) way to make the dwarves move the bins to my new stockpile?&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 06:13, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I would have designated the new as taking from the old before deleting it... Though, I can't recall ever having bins left behind that weren't empty. --[[User:N9103|Edward]] 08:20, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==How Bins are Allocated==&lt;br /&gt;
It would be cool to add info on how and when bins are allocated.  I know it's dynamic based on the forums answer I got, but I don't know enough to take a good stab at adding it to the wiki.  -- [[User:Macguffin|Macguffin]] 10:54, 29 June (EDT)&lt;br /&gt;
&lt;br /&gt;
:As far as I know, the bins are automatically allocated based on how many stockpiles are 'in need of bins'. They usually try to fulfil one stockpiles need for bins before all of the others. Try to keep one bin limit on all of them before increasing the limits. --[[User:AlexFili|AlexFili]] 04:30, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Magma safe bins==&lt;br /&gt;
If I have a bin made of magma safe material, such as nickel, and I pour lava onto the bin will its contents be safe or will I end up with an undamaged bin full of ashes? [[User:Diabl0658|Diabl0658]] 16:46, 24 July 2008 (EDT)&lt;br /&gt;
:Bin full of ashes. Or in the case of coal, a nuclear reactor.--[[User:Zchris13|Zchris13]] 01:32, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==arggh==&lt;br /&gt;
I've got an armor bin, and my Dwarves keep putting the narrow armor that I want to smelt in there. How do I get the items out, or at the least mark them for smelting. When I try and hit the m ke in the menu, it just marks the bin for melting.--[[User:Destor|Destor]] 01:41, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use +- to navigate the items in the bin and hit 'enter' to go to the selected item.  While viewing the selected item (after hitting 'enter'), hit 'm' to designate it for melting.  Yes, its mildly annoying, but it works. --[[User:Squirrelloid|Squirrelloid]] 02:31, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Destor thanks Squirrelloid for his help, and offers him a cookie.&amp;quot; that's how happy I am. Now I'll stop running out of iron!--[[User:Destor|Destor]] 10:56, 9 December 2008 (EST)&lt;br /&gt;
:There is also the option of designating items from the stock menu if you know which ones you're looking for (or want to melt all the narrow items) by navigating to them and hittimg 'm', -[[User:Fuzzy|Fuzzy]] 11:27, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nuclear reaction ==&lt;br /&gt;
&lt;br /&gt;
Does anyone else think that the nuclear reaction section deserves its own page? I'd like to link to it from [[stupid dwarf trick]]s. &lt;br /&gt;
--[[User:Strangething|Strangething]] 19:23, 18 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Calendar&amp;diff=22250</id>
		<title>40d Talk:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Calendar&amp;diff=22250"/>
		<updated>2009-05-26T00:37:43Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Autumn to Spring? ==&lt;br /&gt;
&lt;br /&gt;
My Current game seems to skip right from Autumn to Spring, and Winter never comes. I noticed because I've been camped in a temperate zone, waiting for an Aquifer layer to freeze so I can tunnel through it, erecting walls along the way. I have indeed messed with some of the raw files from time to time, though many creature ones, mostly, such as modding stats or making entirely new creatures. What could have caused this? [[User:Jwguy|Jwguy]] 00:37, 26 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
''Calendar'' isn't even a term used in DF; what makes you think it should be highlighted in '''bold''' and be the redirect for '''season'''? I'm being picky, but why would anyone -search- for calendar? I'd argue this is a meta information page (guide?) that which doesn't deserve a direct search term. (In opposition to Season being Redirected here). Thoughts? --[[User:Markavian|Markavian]] 14:48, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Not to rain molten death on your rant, but my game actually says: &amp;quot;Autumn has arrived on the calender.&amp;quot; as the season changes. So it is used in the game. But this only happens when your region also has dry and wet seasons. Not all have these, so some use the old system of reporting the seasons. This is a bit unclear, and I only figured it out after someone discussed this, and then it happend to me. So what terminoligy the game uses depends on your [edit]strike this: 'version'[/edit] type of map, such as desert or ice. --[[User:Soyweiser|Soyweiser]] 15:01, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Depend of the version? I'm not sure I really understand what that mean, but if it's not in use in the new version then it should not be done here. There is an archived wiki for the older version... --[[User:Eagle of Fire|Eagle of Fire]] 16:24, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I meant the version of the map you are playing on. Of course I'm talking about the newest version of the game. Sorry for the confusion. But I meant the type of the map you are playing on instaid of version.  --[[User:Soyweiser|Soyweiser]] 17:18, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;...has arrived on the calender&amp;quot; is used to differentiate calendar seasons from local seasonal patterns (i.e. &amp;quot;summer&amp;quot; and &amp;quot;winter&amp;quot; don't mean much in a desert, &amp;quot;wet&amp;quot; and &amp;quot;dry&amp;quot; season mean everything). It is used in the current version, and I think anyone wishing to know about the dates and months would search for &amp;quot;calendar&amp;quot;. That's what I searched for. The word &amp;quot;season&amp;quot; doesn't cover things like names of the months and length of the year. [[Season]] could have it's own article or not, but calander should stay, IMO. --[[User:Turgid Bolk|Turgid Bolk]] 16:35, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: ''Yay for molten death, and healthy discussion.'' I like the coloured table of seasons, the content of the article is good. I did not know about the &amp;quot;Autumn has arrived on the calender&amp;quot; type messages, that should definitely be added if its a fact. I suppose the question is; how would separate Calendar and Season pages differ? If they don't differ enough, then they should stay merged. I think 'farming' is the more useful topic for seasons, I would like to see a short definition of 'A season' and 'Farming seasons' on a season page, with a healthy pointer to this Calendar page for more information about the dwarven year. At least there would be a definition for 'Season' which I feel is missing from the Calendar page. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
== How Long is a Year? ==&lt;br /&gt;
&lt;br /&gt;
Time seems to pass more slowly in the new version, even with the same frame rate, so the number of frames/ticks per day must have increased.  Has anyone yet bothered to measure the duration of a day?  -[[User:EarthquakeDamage|EarthquakeDamage]] 22:41, 13 November 2007 (EST)&lt;br /&gt;
:My own personnal guess would be to blame the greatly increased pathing calculation that the game need to do now that we can span the game over several levels. Not only does the game have to make calculation for your dwarves, but if there is some kind of chasm (I have one in my current fortress) it also need to calculate their pathing and AI behavior too. Not to talk about wilderness animals. Add to that weather (which can also have to be calculated on a nonfixed area, which mean it can be greater than the last version), water flow calculation (very well made but ought to take a little weight on the CPU), etc... --[[User:Eagle of Fire|Eagle of Fire]] 23:16, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The number 100,800 is used all over the place in the game code, in various time-related uses.  I ''think'' it's the length of a month in game ticks.  Unfortunately for this idea, the number 12*100,800 does not occur at all in the game code.  It's possible, then, that 100,800 is the number of, call them tocks, that are in a game year, with an unknown ratio between ticks and tocks.  So that's not much help.  Anyway, it is suggestive that 100800 is divisible by (12*28).  Is it really possible that there are only 300 ticks in a day?  I don't think so.  More info as I discover it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:56, 19 November 2007 (EST)&lt;br /&gt;
::I had read on the forums that one day is 1200 ticks.  100800/1200 = 84 which is how many days there are in a season.  So 100800 would be the number of ticks(frames) in a season --[[User:Karlito|Karlito]] 01:07, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Current version changes ==&lt;br /&gt;
&lt;br /&gt;
39a and beyond has brought about quite a few changes. We should try to compile a list and update the page. Here's some off the top of my head.&lt;br /&gt;
&lt;br /&gt;
-Time seems to be flowing even slower now.&lt;br /&gt;
-The world doesn't stop at a fixed value anymore.&lt;br /&gt;
-Ages also are not fixed, and depend on the status of the world.&lt;br /&gt;
(Post by SirPenguin)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Seasons&amp;quot; Redirect ==&lt;br /&gt;
&lt;br /&gt;
Season redirects here, but if you make it plural it doesn't redirect at all, maybe someone should fix that.  That may just be the way things are done, and if that's the case feel free to ignore this, but it took me a minute to find this page the first time, because when searching &amp;quot;seasons&amp;quot; to find the names of the seasons it didn't come up with anything relevant.  [EDIT]: Forgot to sign, sorry... --[[User:Timmeh|Timmeh]] 02:42, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I added the &amp;quot;seasons&amp;quot; redirect.  If anyone feels this shouldn't have been done, feel free to delete it. --[[User:Timmeh|Timmeh]] 15:05, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I think this is fine, but we need more information about each season and what happens during it to be here. --[[User:Khimaera UK|JK]] 12:00, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
i think the ages section should get a more detailed section about known sections.&lt;br /&gt;
like age of emtiness, age of demons, age of hydras, age of myth, age of legends, age of heros, age of fairy tales and so on with a little description what in worldgen should happen to get this age name. --[[User:Rhenaya|Rhenaya]] 10:45, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seasonal Events ==&lt;br /&gt;
&lt;br /&gt;
It might be worth noting on the calendar page that the four seasons each have their own special days.  Spring has either the Elven Caravan or the Elvish Army arriving; Summer has humans; Autumn has dwarves and a goblin ambush; and winter is often a great time to do yard-work because there are rarely any armies out and about. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Jurph|Jurph]]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creatures&amp;diff=25432</id>
		<title>40d Talk:Creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creatures&amp;diff=25432"/>
		<updated>2009-05-23T19:20:30Z</updated>

		<summary type="html">&lt;p&gt;Jwguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Surviving Megabeasts===&lt;br /&gt;
&lt;br /&gt;
Hey, I've got the latest version of Dwarf Fortress, and I've been trying to improve the survival rate of Megabeasts by increasing their GENPOWER tags and their attack abilities, but for some reason, they keep dying out really early. I assume this means I have no chance of capturing and taming them, which is my intention. How would I go about better doing this, does anyone know?&lt;br /&gt;
&lt;br /&gt;
[[User:Jwguy|Jwguy]] 19:20, 23 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Here kitty!===&lt;br /&gt;
What are the triggers for semi- and megabeasts? Is there any way to encourage them? [[User:Runspotrun|Runspotrun]] 16:47, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Pretty sure semimegabeasts don't attack in fortress mode. Don't know what triggers megabeasts in this version. On my current fort, I saw my first (a hydra) after 100 pop, don't know if that's the trigger or if it was just a coincidence.&lt;br /&gt;
&lt;br /&gt;
::Megabeasts used to attack based on your total fortress value. Semi-megabeasts are found in caves and such. --[[User:Nitem4re|Nitem4re]] 17:23, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reason for ordering? ==&lt;br /&gt;
&lt;br /&gt;
Is there any particular reason why these aren't alphabetised? --[[User:Nunix|Nunix]] 17:20, 5 March 2008 (EST)&lt;br /&gt;
: You could put each group of creatures into a table, such as:&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name!!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Dog]]||style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Common domestic&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rhesus macaque]]||style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Temperate shrubland, Temperate savanna, Temperate grassland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If this is acceptable, I can begin changing them to use this format (perhaps a template would be useful?). --[[User:SeiferTim|SeiferTim]] 13:53, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Page Cleanup ==&lt;br /&gt;
&lt;br /&gt;
Okay, so I've begun a mission to clean up the creatures page.  So far, I made a couple of templates for the sortable table, and I've started converting the currently existing lists into tables.  Phase II will be to alphabetize the tables.&lt;br /&gt;
Would it make sense to change the way the creatures are categorized?  It seems less helpful (at least to me) to have them grouped by Neutral, Benign, Evil, etc, then to group them by type or biome?&lt;br /&gt;
&lt;br /&gt;
For example, would it be better to have the table look like this:&lt;br /&gt;
&lt;br /&gt;
=== Natural ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:6:0:0}};&amp;quot; |  d&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Dog]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|None&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:0:0:1}};&amp;quot; |  r&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Large rat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Neutral&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chasm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:1:0:0}};&amp;quot; |  c&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Coelacanth]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:7:0:0}};&amp;quot; |  ~&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Eel conger|Eel, conger]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Arctic ocean, Temperate ocean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amphibious ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:7:0:0}};&amp;quot; |  C&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave crocodile]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Predator&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Subterranean water&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:2:0:0}};&amp;quot; |  f&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Frogman]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Predator&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Subterranean water&lt;br /&gt;
|}&lt;br /&gt;
--[[User:SeiferTim|SeiferTim]] 04:50, 8 March 2008 (EST)&lt;br /&gt;
:Perhaps it would be easier to automatically convert the raw data to wikitext than do this all by hand. That way we can avoid errors like listing dogs as benign. If you tell me what creature properties and format you want, I can start doing that. Although if you really prefer doing it by hand, I guess that's fine, too. [[User:VengefulDonut|VengefulDonut]] 11:48, 9 March 2008 (EDT)&lt;br /&gt;
:: If you can do that, it would be a lot easier ;)&lt;br /&gt;
The format I have for each row is this:&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Creature table row|symbol= |color= (format X:0:X) |name= |type= |align= |size= |biome= }}&amp;lt;/nowiki&amp;gt;--[[User:SeiferTim|SeiferTim]] 12:13, 9 March 2008 (EDT)&lt;br /&gt;
::: Also, I'm curious to know what you would do to convert the raw data... --[[User:SeiferTim|SeiferTim]] 14:38, 10 March 2008 (EDT)&lt;br /&gt;
::Wrote a c++ program to do it. What do you mean by type? What values can type have? Also, you can see what it's currently producing [[User:VengefulDonut/r|here]]. [[User:VengefulDonut|VengefulDonut]] 19:11, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I haven't used C++ in like 8 years... I've been meaning to brush up on it.... Anyway, I think what you have looks brilliant (and here I was using Copy/Paste like a sucker!)  I was planning to use 'Type' to be able to group different creatures, such as Aquatic, Fliers, Natural, etc... but as I dig deeper into the various creatures, I'm seeing that it's very, very hard to split them up in a way that would make sense to someone who just wants to browse a list... we can't very well say &amp;quot;Type: Aquatic, Natural, Predator&amp;quot; and &amp;quot;Type: Flier, Intelligent, Evil&amp;quot;,  etc, it would end up being too cluttered... unless you can think of anyway to catogorize them in a sensible fashion, I say we just throw that column out...  --[[User:SeiferTim|SeiferTim]] 23:22, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmm. Right now sorting by alignment doesn't mean very much. Perhaps we should split it into a good/neutral/evil column and a benign/neutral/savage column. With what I have now, adding more properties to pull and format won't take much effort. Is there anything else you think we could use? Maybe modvalue? It would be nice if we could have hideable table sections that would have other misc properties to sort by. Without that I guess we need to stick to those common to most creatures. [[User:VengefulDonut|VengefulDonut]] 01:52, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: It looks great!  I'm going to go through and try to add in the missing creature pages.  I realized that we could probably use the name of the file to determine the creature type... for example: creature_reptiles, creature_large_tundra, etc, could drop the &amp;quot;creatures_&amp;quot;, and convert the remaining &amp;quot;_&amp;quot; into spaces... I don't know that it would be particularly necessary... --[[User:SeiferTim|SeiferTim]] 16:23, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Magma Creatures ===&lt;br /&gt;
&lt;br /&gt;
We really need a page just listing all the magma creatures and vermin. --[[User:RomeoFalling|RomeoFalling]] 22:52, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[Fire imp]], [[fire man]], [[magma man]], [[fire snake]].  That's it, according to the raws.--[[User:Maximus|Maximus]] 18:48, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Think I should list that under the [[magma]] page. I was trying to search for &amp;quot;magma creature&amp;quot; and found nothing. --[[User:RomeoFalling|RomeoFalling]] 19:32, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Sounds good to me.--[[User:Maximus|Maximus]] 23:34, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
Is there any way for you to make your own creatures for use in the game? You like messing around with the files and stuff? I really want to make Triffid you know from 'Day of the Triffids' [[User:Hoborobo|Hoborobo]] 11:52, 9 May 2008 (EDT)Hoborobo&lt;br /&gt;
:You can try the [[Modding Guide]]. [[User:Hex Decimal|Hex Decimal]] 12:36, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spawning ==&lt;br /&gt;
&lt;br /&gt;
is there anything about how creatures spawn naturally out in the &amp;quot;wild&amp;quot;?&lt;br /&gt;
like if you hunt too much of them they will go extinct or disappear&lt;br /&gt;
but if you leave them alone, more will be available or something?--[[User:Seaneat|Seaneat]] 13:33, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Named creatures ==&lt;br /&gt;
&lt;br /&gt;
I think it should be noted that any creature that kills a dwarf receives a specific name. I noticed this a while back when wolves would kill my marksn00bs. My friend also concluded that this might be the case (All the elephants in his fortress had names. ;-)  --[[User:PrettyGrizzly|PrettyGrizzly]] 05:46, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes, this can happen in both fortress and adventure mode. I guess hunters often give nicknames to dangerous/well-known animals that have been harassing local citizens. Note that your own wolves can get names as well. Also, I think that mass killings will cause even more names to appear, and possibly even a nickname as well? --[[User:AlexFili|AlexFili]] 05:36, 16 July 2008 (EDT)&lt;br /&gt;
::They don't appear to need to even be dangerous. I have quite the colony of cave swallowmen sharing the chasm with me, none of them have interrupted/attacked my dwarfs, but after about two seasons (right after the first dwarven caravan left) I got a whole swath of &amp;quot;The dwarves have given a resident Cave Swallowman the name ...&amp;quot;. [[User:HeWhoIsPale|HeWhoIsPale]] 12:01, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tamed Dangerous Creatures? ==&lt;br /&gt;
&lt;br /&gt;
If you train a dangerous creature like a Tiger or alligator or Megabeast will they help you defend your fortress?&lt;br /&gt;
&lt;br /&gt;
:I believe tamed creatures will attempt to run from danger, just like civilian dwarves, although I expect they'll fight to defend themselves if cornered. Trained creatures (e.g. War dogs) will attack, though. However, IIRC only dogs can be war trained at the moment. I believe it's possible to mod any creature to be trainable though - probably a simple operation if you learn the basics. [[User:MMad|MMad]] 17:57, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes but on the wiki page for creatures it says that tiger's will help defend the fortress, and I can't really imagine a hydra running from a kobold archer...&lt;br /&gt;
&lt;br /&gt;
== Missing Creatures pages ==&lt;br /&gt;
&lt;br /&gt;
Several creatures lack even a basic page, leaving their entry red-linked. This includes such interesting monsters as gremlins and nightwings. Would any enterprising editors that know their way around the raw files be interested in creating these pages and filling them with the basic information? [[User:MMad|MMad]] 17:57, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== healing rates ==&lt;br /&gt;
&lt;br /&gt;
is there anywhere that says how long it takes for a creature to heal? my poor marksdwarf managed to inflict some slight injuries to an iron man before the iron man beat the marksdwarf to pulp ... is the iron man gonna get better or not?&lt;br /&gt;
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my postscript is, novices with obsidian short swords seemed more effective than marksdwarves against the iron man.[[User:GarrieIrons|GarrieIrons]] 23:27, 10 September 2008 (EDT)&lt;br /&gt;
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== The dwarves have given a resident Cave Swallowman the name Ducim Isethilral. ==&lt;br /&gt;
They can do that now? What gives? Someone explain me. --[[User:GreyMario|GreyMaria]] 23:19, 28 September 2008 (EDT)&lt;br /&gt;
:Basically, any creature near your fortress that is suitably badass can be given a name by the Dwarfs. For example, if the creature in question has a high kill count or something similarly infamous. [[User:HeWhoIsPale|HeWhoIsPale]] 09:12, 29 September 2008 (EDT)&lt;br /&gt;
::But these cave swallowmen did nothing. Just flew 'round. --[[User:GreyMario|GreyMaria]] 14:38, 29 September 2008 (EDT)&lt;br /&gt;
:::He may be a historical badass, was he named on embark or have you been there for a while before it happened? Perhaps [[Urist]] just likes him for his coloration. [[User:HeWhoIsPale|HeWhoIsPale]] 20:24, 29 September 2008 (EDT)&lt;br /&gt;
::::I'll have to check the preferences of my original seven dwarves, then. I was there for like about 3/4 of a year before they were all named. --[[User:GreyMario|GreyMaria]] 20:37, 29 September 2008 (EDT)&lt;br /&gt;
:::::As per my new comment above, it seems that dwarves may just decide to name wild creatures that don't migrate in and off site after a few seasons. [[User:HeWhoIsPale|HeWhoIsPale]] 12:10, 13 November 2008 (EST)&lt;br /&gt;
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:Any creature who kills another named creature gets a name.  Some creatures have a history and start out with a name (I had a named tiger at my fort when I first started out).  Any individual creature that your dwarves encounter often or long enough (not sure of the exact details) gets named by the dwarves, even if they do nothing special.  I had a few zombie cave swallowmen and batman that were named by my dwarves, though they only did so about 4 years in.  There were dozens more that were not encountered by my dwarves until I finally sent someone to kill them all -- none of them got a name.--[[User:Maximus|Maximus]] 13:06, 13 November 2008 (EST)&lt;br /&gt;
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== Value of creatures ==&lt;br /&gt;
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I'm rather sure the value of caged creatures must have something to do with it's modvalue.  However, I don't see it stated clearly anywhere.  Anyone help? (Probably a good thing to add to the page)&lt;br /&gt;
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== Metamorphosis ==&lt;br /&gt;
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This is rather weird.  I had 7 elks on my map when I started, just by the (frozen) brook (I remember for sur because I looked them up).  I dig out stuff, make stockpiles, start to build farms and then I look around the brook again.  At exactly the same spot, there is now 7 two-humped camels.&lt;br /&gt;
No more elks on my map, at all (also checked on the units page). What the hell?  For the info, my game isn't modded at all and I didn't leave the game meanwhile.  Is it possible for wild animals to leave the map or am I facing some supernatural metamorphosis/bug here?  Do elks become two-humped camels when they lose their horns lol?&lt;br /&gt;
It's rather annoying because it seems elks are less violent then camels.&lt;br /&gt;
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I have had animals come and go, so I am pretty sure that this is a normal happening. the number is probably just a coincidence. also, sign your posts with -- ~ ~ ~ ~ (without the spaces) --[[User:Destor|Destor]] 19:46, 5 November 2008 (EST)&lt;br /&gt;
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== Creature Skill Increases ==&lt;br /&gt;
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I've been looking around for this, and I haven't been able to find it so far, figured this was the best place to ask. Do creatures gain skill increases? And, in the case that they do, do they show up on their general profile? I've seen Kobolds and Goblins with varying levels of strength, but I'm not sure if that's because they're one of the &amp;quot;civilization&amp;quot; species or not. I'm asking this because I've got a school of Carp in the river (and I'm carefully avoiding them right now, no casualties yet except one [possibly mentally challenged] puppy); I've been sending out migrants I don't want to fight them (to their deaths, of course... Forty Carp make the river run red with the blood of civilians).&lt;br /&gt;
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While I plan to use a safer method to dispose of them than waves of trained Marksdwarves eventually, should I be worried about Carp strong enough to nudge mountains around and faster than your average Horse?&lt;br /&gt;
[[User:Pariah|Pariah]] 01:47, 1 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Jwguy</name></author>
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