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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kaypy</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kaypy"/>
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	<updated>2026-05-27T17:23:19Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Gravity&amp;diff=171613</id>
		<title>v0.34 Talk:Gravity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Gravity&amp;diff=171613"/>
		<updated>2012-05-14T13:06:17Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: new !!science!!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some new 34.08 !!science!!&lt;br /&gt;
&lt;br /&gt;
If you drop a creature from a hatch onto another creature, the falling creature will be unharmed. The creature acting as a cushion, however, can sustain injuries.&lt;br /&gt;
&lt;br /&gt;
It used to be that a single level fall would only stun- this is no longer the case, although the injuries are likely to be minor bruising&lt;br /&gt;
&lt;br /&gt;
[[User:Kaypy|Kaypy]] 13:06, 14 May 2012 (UTC)kaypy&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=130430</id>
		<title>v0.31 Talk:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Baron&amp;diff=130430"/>
		<updated>2010-10-30T07:24:56Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I definitely got a Baron at 55 population, 60 may be a bit high? --[[User:Nobu|Nobu]] 21:09, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have 113 population and nearly a million of created wealth, but no Baron. I don't have any imported wealth though (I made a living for my fortress robbing caravans), so maybe it's required also required.&lt;br /&gt;
&lt;br /&gt;
::In the old version, you had to export a certain amount of wealth, and have at least 25 jobs a year in four different categories. I don't know how much of that is still in, but I'm guessing the export requirement at least. Caravans are for loading down with useless trinkets; they don't have anything you REALLY want. Except steel. And booze. --[[User:Zombiejustice|Zombiejustice]] 22:38, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Being that nobles are now defined in the raws, we can use what we know from there, which is 20 pop, 100000 created wealth, and 10000 exported wealth.  Other information needs to be tested for.  -Commondragon&lt;br /&gt;
&lt;br /&gt;
::::I can't confirm it solidly, but it looks like the job thing is still in effect.  I had well in excess of the other requirements for years.  -Anon&lt;br /&gt;
&lt;br /&gt;
Is the appointment of the Baron perhaps linked to the &amp;quot;Becoming the Capital&amp;quot; requirements listed in n -&amp;gt; c? Mine is listing 10000 architecture, 5000 road value, and 7500 offerings as &amp;quot;desired&amp;quot; amounts. I don't see anything about this screen in the wiki, but I am now pushing forward with road construction to see what happens when the targets are met.&lt;br /&gt;
&lt;br /&gt;
:Following up, as soon as my fortress met these requirements (after 20+ years of meeting the old criteria), the liaison asked me to nominate a Dwarf to become Baron. Looks like the n -&amp;gt; c requirements are what triggers the upgrade to Barony.&lt;br /&gt;
&lt;br /&gt;
::What is this n -&amp;gt; c screen?  I don't see any c option on the nobles screen...&lt;br /&gt;
&lt;br /&gt;
:::I didn't see it at first, but it (the screen) eventually showed up, I think there is some basic criteria to having that screen available at all.--[[User:OmathErius|OmathErius]] 14:39, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I think the c option requires a broker with minimum skill requirements - it is a fortress valuation measure after all.&lt;br /&gt;
&lt;br /&gt;
::::Well, visible or not, as soon as I built a road, I got a baron. Thanks for the tip! --[[User:Zombiejustice|Zombiejustice]] 02:31, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Did the road have to be connected to the edge of the map? I have done all requirements and no baron [[User:Jimi12|Jimi12]] 23:42, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::My broker is a high master appraiser, and there's no {{k|n}}-{{k|c}} option available.--[[User:Doub|Doub]] 16:23, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think its just random once you meet the requirements. I got a baron at 218 population, 1 mil created wealth and 40K imported wealth.&lt;br /&gt;
&lt;br /&gt;
-- they say &amp;quot;Due to strange requirement for getting baron (the present caravan must leave before the meeting is held)&amp;quot; (http://www.bay12forums.com/smf/index.php?topic=52208.msg1494806#msg1494806) --[[User:TomiTapio|TomiTapio]] 01:53, 19 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
-- The &amp;quot;have caravan leave&amp;quot;-method worked for me. I got a baron exactly when I had hit the requirements, and made him the count in the following year via the same method. --[[User:Aavemursu|Aavemursu]]&lt;br /&gt;
&lt;br /&gt;
-- Another works-for-me for the &amp;quot;have caravan leave&amp;quot;. More importantly than the me-too: An easy way to get your leader to avoid meetings is to assign them to a lever set to repeat pull. This avoids bad-thoughts from drafting, and allows them to eat/drink/sleep as necessary. --[[User:Kaypy|Kaypy]] 07:24, 30 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Consort unfo ==&lt;br /&gt;
&lt;br /&gt;
Just in case someone wants to check the validity of my addition about married Baron's/Baroness' spouses becoming consorts, here's some screenshots:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Showing that I have a Baroness consort: http://img253.imageshack.us/img253/3162/201010111923561282x423s.png&lt;br /&gt;
Showing that she's married to the Baron: http://img254.imageshack.us/img254/8941/201010111926131282x423s.png&lt;br /&gt;
Showing that she doesn't show up in the noble menu: http://img176.imageshack.us/img176/9444/201010111919461282x423s.png&lt;br /&gt;
&lt;br /&gt;
== Working Baron ==&lt;br /&gt;
&lt;br /&gt;
I'll just note that if you promote your Baron from within the fortress, he'll still have all his labors active, and allow you to mess with them.  Dunno if it might be a bug from 31.12 or not, given that that's what I'm playing with... --[[User:DeMatt|DeMatt]] 02:11, 22 October 2010 (UTC)&lt;br /&gt;
:Is it even possible to get a baron that '''isn't''' appointed from your existing population? Aborting the conversation with the Liaison doesn't seem to work (if you press &amp;quot;a&amp;quot; but then don't select a dwarf, or if you just press &amp;quot;b&amp;quot;, he'll just leave without even suggesting trade agreements and then come back next year and do the whole thing over again), and others have reported that dead barons never get replaced. --[[User:Quietust|Quietust]] 13:54, 22 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Building_token&amp;diff=109652</id>
		<title>v0.31:Building token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Building_token&amp;diff=109652"/>
		<updated>2010-05-13T15:16:06Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens control the functionality of custom buildings.&lt;br /&gt;
&lt;br /&gt;
A good first try at modding buildings is building a bug burning workshop. http://www.bay12forums.com/smf/index.php?topic=54058.0&lt;br /&gt;
&lt;br /&gt;
This works around the bug with critters not rotting by giving you a building to cremate them into ash.&lt;br /&gt;
&lt;br /&gt;
The raw text for the building itself:&lt;br /&gt;
&lt;br /&gt;
 start tag and lookup ID for adding the building to entities&lt;br /&gt;
 [BUILDING_WORKSHOP:MAGMA_CREMATORIUM]&lt;br /&gt;
 &lt;br /&gt;
 	name to display on menus&lt;br /&gt;
 	[NAME:Magma Crematorium]&lt;br /&gt;
 &lt;br /&gt;
 	color to use for name&lt;br /&gt;
 	[NAME_COLOR:7:0:1]&lt;br /&gt;
 &lt;br /&gt;
 	dimensions of building&lt;br /&gt;
 	[DIM:3:3]&lt;br /&gt;
 &lt;br /&gt;
 	location where your dwarf will stand while working&lt;br /&gt;
 	[WORK_LOCATION:2:3]&lt;br /&gt;
 &lt;br /&gt;
 	labor used to construct building (can be hard to guess- try running the .exe through a hex editor)&lt;br /&gt;
 	[BUILD_LABOR:MASON]&lt;br /&gt;
 &lt;br /&gt;
 	shortcut in build menu&lt;br /&gt;
 	[BUILD_KEY:CUSTOM_SHIFT_C]&lt;br /&gt;
 &lt;br /&gt;
 	which tiles block movement- 1 blocks, 0 is passable; [BLOCK:line number:tile1:tile2...]&lt;br /&gt;
 	[BLOCK:1:0:0:0]&lt;br /&gt;
 	[BLOCK:2:0:0:0]&lt;br /&gt;
 	[BLOCK:3:0:0:0]&lt;br /&gt;
 &lt;br /&gt;
 	graphics for unbuilt workshop tiles [TILE:build_state:line:tile1:tile2...]&lt;br /&gt;
 	[TILE:0:1:' ':' ':236]&lt;br /&gt;
 	[TILE:0:2:' ':236:'/']&lt;br /&gt;
 	[TILE:0:3:'|':' ':' ']&lt;br /&gt;
 &lt;br /&gt;
 	color for unbuilt workshop tiles [COLOR:build_state:line:tile1fg:tile1bg:tile1brightness:...]&lt;br /&gt;
 	[COLOR:0:1:0:0:0:0:0:0:0:0:1]&lt;br /&gt;
 	[COLOR:0:2:0:0:0:0:0:1:6:0:0]&lt;br /&gt;
 	[COLOR:0:3:6:0:0:0:0:0:0:0:0]&lt;br /&gt;
 &lt;br /&gt;
 	graphics for the rest of the build states&lt;br /&gt;
 	[TILE:1:1:236:' ':227]&lt;br /&gt;
 	[TILE:1:2:'|':' ':8]&lt;br /&gt;
 	[TILE:1:3:' ':' ':236]&lt;br /&gt;
 &lt;br /&gt;
 	[COLOR:1:1:0:0:1:0:0:0:0:0:1]&lt;br /&gt;
 	[COLOR:1:2:6:0:0:0:0:0:0:0:1]&lt;br /&gt;
 	[COLOR:1:3:0:0:0:0:0:0:0:0:1]&lt;br /&gt;
 &lt;br /&gt;
 	[TILE:2:1:201:227:187]&lt;br /&gt;
 	[TILE:2:2:200:8:188]&lt;br /&gt;
 	[TILE:2:3:' ':' ':' ']&lt;br /&gt;
 &lt;br /&gt;
 	[COLOR:2:1:0:0:1:0:0:1:0:0:1]&lt;br /&gt;
 	[COLOR:2:2:0:0:1:0:0:1:0:0:1]&lt;br /&gt;
 	[COLOR:2:3:0:0:0:0:0:0:0:0:0]&lt;br /&gt;
 &lt;br /&gt;
 	[TILE:3:1:201:227:187]&lt;br /&gt;
 	[TILE:3:2:200:8:188]&lt;br /&gt;
 	[TILE:3:3:150:210:253]&lt;br /&gt;
 &lt;br /&gt;
 	[COLOR:3:1:0:0:1:0:0:1:0:0:1] &lt;br /&gt;
 	[COLOR:3:2:0:0:1:0:4:1:0:0:1]&lt;br /&gt;
 	[COLOR:3:3:0:0:1:6:0:0:7:0:1]&lt;br /&gt;
 &lt;br /&gt;
 	materials used to construct the&lt;br /&gt;
 	workshop [BUILD_ITEM:quantity:item type:item subtype:mat type:mat subtype] tokens&lt;br /&gt;
 	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tokens that are availabe (from hexdump of the exe)&lt;br /&gt;
 BUILDING_FURNACE&lt;br /&gt;
 REACTION_CLASS&lt;br /&gt;
 HAS_MATERIAL_REACTION_PRODUCT&lt;br /&gt;
 UNROTTEN&lt;br /&gt;
 CONTAINS_LYE&lt;br /&gt;
 POTASHABLE&lt;br /&gt;
 NOT_WEB&lt;br /&gt;
 WEB_ONLY&lt;br /&gt;
 EMPTY&lt;br /&gt;
 NOT_CONTAIN_BARREL_ITEM&lt;br /&gt;
 BAG&lt;br /&gt;
 GLASS_MATERIAL&lt;br /&gt;
 BUILDMAT&lt;br /&gt;
 FIRE_BUILD_SAFE&lt;br /&gt;
 MAGMA_BUILD_SAFE&lt;br /&gt;
 CAN_USE_ARTIFACT&lt;br /&gt;
 WORTHLESS_STONE_ONLY&lt;br /&gt;
 ANY_PLANT_MATERIAL&lt;br /&gt;
 ANY_SILK_MATERIAL&lt;br /&gt;
 ANY_SOAP_MATERIAL&lt;br /&gt;
 ANY_LEATHER_MATERIAL&lt;br /&gt;
 ANY_BONE_MATERIAL&lt;br /&gt;
 ANY_SHELL_MATERIAL&lt;br /&gt;
 ANY_TOOTH_MATERIAL&lt;br /&gt;
 ANY_HORN_MATERIAL.&lt;br /&gt;
 ANY_PEARL_MATERIAL&lt;br /&gt;
 USE_BODY_COMPONENT&lt;br /&gt;
 METAL_ORE&lt;br /&gt;
 MIN_DIMENSION&lt;br /&gt;
 BUILD_ITEM&lt;br /&gt;
 NAME&lt;br /&gt;
 NAME_COLOR&lt;br /&gt;
 BUILD_LABOR&lt;br /&gt;
 DIM&lt;br /&gt;
 WORK_LOCATION&lt;br /&gt;
 BUILD_KEY&lt;br /&gt;
 NEEDS_MAGMA&lt;br /&gt;
 BLOCK&lt;br /&gt;
 TILE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'll come back later to add definitions for these, but many can be found at [[Reactions]]&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Building_token&amp;diff=109651</id>
		<title>v0.31 Talk:Building token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Building_token&amp;diff=109651"/>
		<updated>2010-05-13T15:00:37Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: Created page with 'If you make a building out of meat, then it will eventually rot and self destruct. Plans for gingerbread cottages should also be put on hold.--~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you make a building out of meat, then it will eventually rot and self destruct. Plans for gingerbread cottages should also be put on hold.--[[User:Kaypy|Kaypy]] 15:00, 13 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Channel&amp;diff=101209</id>
		<title>v0.31:Channel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Channel&amp;diff=101209"/>
		<updated>2010-04-30T16:34:28Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Digging a Channel seems to create a ramp instead of a clear channel. Removing the bottom ramp by {{K|d}}esignating them to be removed ({{K|z}}).  Channels dug above a layer that has been dug out will not create ramps.&lt;br /&gt;
&lt;br /&gt;
Channels, once the ramps have been removed, can be used to create moats which non-flying enemies will be unable to cross.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Some notes on dealing with channels:&lt;br /&gt;
&lt;br /&gt;
Removing ramps:&lt;br /&gt;
[[Image:Rampremoval.png|thumb|154px|Support and floor collapse removing a ramp (cross section)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not shown: clouds of lethal dust and a hole punched through to your dining area]]&lt;br /&gt;
&lt;br /&gt;
If you want a channel with no exits at all, then you will have difficulty, as dwarves will only be able to remove the exit stairs/ramps from inside the channel. The easy option is to wall off a separate exit area. If this offends your aesthetic sense and are willing to go to the effort, there is another solution: Make a constructed ramp to get your miners out, then collapse a tile of constructed floor to reduce the ramp to rubble (which you can then hide).&lt;br /&gt;
&lt;br /&gt;
Preventing channel access:&lt;br /&gt;
[[Image:Safechannel.png|thumb|154px|The miner will not be able to access the ramp from a floor tile (cross section)]]&lt;br /&gt;
&lt;br /&gt;
You will sometimes want to dig a channel without risking your dwarves entering it (eg fun with magma). This can be achieved if you (ab)use the ramp access rules. If the tiles adjacent to the critical channeling tile are either impassable or have empty space below, then the ramp will not be accessible after being dug, so your dwarf will remain safely on the upper level.&lt;br /&gt;
[[Image:Unsafechannel.png|thumb|154px|A solid tile allows the miner to reach the level below (cross section)]]&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Rampremoval.png&amp;diff=101207</id>
		<title>File:Rampremoval.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Rampremoval.png&amp;diff=101207"/>
		<updated>2010-04-30T16:30:43Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: Showing a method to remove a ramp without access&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Showing a method to remove a ramp without access&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Channel&amp;diff=101206</id>
		<title>v0.31:Channel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Channel&amp;diff=101206"/>
		<updated>2010-04-30T16:24:10Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Digging a Channel seems to create a ramp instead of a clear channel. Removing the bottom ramp by {{K|d}}esignating them to be removed ({{K|z}}).  Channels dug above a layer that has been dug out will not create ramps.&lt;br /&gt;
&lt;br /&gt;
Channels, once the ramps have been removed, can be used to create moats which non-flying enemies will be unable to cross.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Some notes on dealing with channels:&lt;br /&gt;
&lt;br /&gt;
Removing ramps:&lt;br /&gt;
&lt;br /&gt;
If you want a channel with no exits at all, then you will have difficulty, as dwarves will only be able to remove the exit stairs/ramps from inside the channel. The easy option is to wall off a separate exit area. If this offends your aesthetic sense and are willing to go to the effort, there is another solution: Make a constructed ramp to get your miners out, then collapse a tile of constructed floor to reduce the ramp to rubble (which you can then hide).&lt;br /&gt;
&lt;br /&gt;
Preventing channel access:&lt;br /&gt;
[[Image:Safechannel.png|thumb|154px|The miner will not be able to access the ramp from a floor tile (cross section)]]&lt;br /&gt;
&lt;br /&gt;
You will sometimes want to dig a channel without risking your dwarves entering it (eg fun with magma). This can be achieved if you (ab)use the ramp access rules. If the tiles adjacent to the critical channeling tile are either impassable or have empty space below, then the ramp will not be accessible after being dug, so your dwarf will remain safely on the upper level.&lt;br /&gt;
[[Image:Unsafechannel.png|thumb|154px|A solid tile allows the miner to reach the level below (cross section)]]&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Unsafechannel.png&amp;diff=101204</id>
		<title>File:Unsafechannel.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Unsafechannel.png&amp;diff=101204"/>
		<updated>2010-04-30T16:19:38Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: Example of a dwarf entering a channel while digging it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example of a dwarf entering a channel while digging it&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Safechannel.png&amp;diff=101202</id>
		<title>File:Safechannel.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Safechannel.png&amp;diff=101202"/>
		<updated>2010-04-30T16:18:51Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: Example of digging a channel without the dwarf entering it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example of digging a channel without the dwarf entering it&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Content_repository&amp;diff=60297</id>
		<title>Utility:Stonesense/Content repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Content_repository&amp;diff=60297"/>
		<updated>2009-12-30T11:10:52Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: /* Additional Ramps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Stonesense (visualizer)|Stonesense Main page]].&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
=== Official Stonesense Trees and Shrubs ===&lt;br /&gt;
&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[Image:SC_Vegitation.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/download.php?id=1673&amp;amp;f=vegetation.rar DFFD File]&lt;br /&gt;
|author=Stonesense Community&lt;br /&gt;
|installation= Extract files to the ''vegetation'' sub-folder, and add ''shrubs.xml'' and ''trees.xml'' to the index file.&lt;br /&gt;
|comments=This pack adds no extra content as compared to the vanilla Stonesense distribution, but serves as a template for uploading content and for people who would need it for whatever reason.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seuss's Tweaked Vegetation ===&lt;br /&gt;
&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:STV1.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1699 DFFD File]&lt;br /&gt;
|author=Seuss&lt;br /&gt;
|installation=Replace vegetation folder in your stonesense directory with this one and make sure the line &amp;quot;vegetation/index.txt&amp;quot; is above &amp;quot;terrain/index.txt&amp;quot; in the main index file.&lt;br /&gt;
|comments=These are the vegetation files I use. I edit and change stuff as I play so this may be more updated than the official vegetation files.&lt;br /&gt;
&lt;br /&gt;
An Important note:&lt;br /&gt;
There is a small fix to the terrain under vegetation but it will only work if in your main index.txt file you have &amp;quot;vegetation/index.txt&amp;quot; above &amp;quot;terrain/index.txt&amp;quot;.&lt;br /&gt;
This is not necessary but it does improve visual quality.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
=== Greiger's Dracon Race Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:GreigerDracon.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1696 DFFD File]&lt;br /&gt;
|author=Greiger&lt;br /&gt;
|installation=Simply extract into Stonesense/Creatures and add Dracon.xml to the index file.&lt;br /&gt;
|comments=A set of sprites for custom dragonman races.  Not useful for vanilla, but folks with a dragonman race could use these sprites to have fewer ? icons around.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beefmo's Subterranean Animal Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Beefmo sub.gif‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1698 DFFD File]&lt;br /&gt;
|author=Beefmo&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures and add beefmo_subterranean.xml to the index.txt&lt;br /&gt;
|comments=Animated Subterranean Animal pack that does not include the animal men yet. Although there are undead sprites in the png, stonesense currently does not recognise this status so don't fret when they show up normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
&lt;br /&gt;
=== Alternate well ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:TundraStonesenseAltWell.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1725 DFFD File]&lt;br /&gt;
|author=Dark_Tundra&lt;br /&gt;
|installation=Extract files into Stonesense/buildings and add TundraAltWell.xml to the top of /buildings/index.txt&lt;br /&gt;
|comments=A round well for Stonesense&lt;br /&gt;
(also first time using a wiki.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
=== Additional Ramps ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Stoneramps.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1717 DFFD File]&lt;br /&gt;
|author=kaypy&lt;br /&gt;
|installation=Extract files into Stonesense/terrain and add UpdatedRamps.xml to the top of /terrain/index.txt&lt;br /&gt;
|comments=Additional ramps. I will try to keep this updated as I get around to adding more.&lt;br /&gt;
&lt;br /&gt;
Stone&lt;br /&gt;
&lt;br /&gt;
Stone Brick (thanks Dark_Tundra)&lt;br /&gt;
&lt;br /&gt;
Glass x 2&lt;br /&gt;
&lt;br /&gt;
Ice&lt;br /&gt;
&lt;br /&gt;
Wood (v2)&lt;br /&gt;
&lt;br /&gt;
Dirt&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== How do I add my Content Pack? ==&lt;br /&gt;
&lt;br /&gt;
=== Name of Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=&lt;br /&gt;
|download link=''Link to download''&lt;br /&gt;
|author=''Your user name''&lt;br /&gt;
|installation=''Instructions on how to install your content pack''&lt;br /&gt;
|comments=''Description of your content pack''&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Stonesense]]&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Content_repository&amp;diff=60209</id>
		<title>Utility:Stonesense/Content repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Content_repository&amp;diff=60209"/>
		<updated>2009-12-27T22:48:05Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: /* Additional Ramps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Stonesense (visualizer)|Stonesense Main page]].&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
=== Official Stonesense Trees and Shrubs ===&lt;br /&gt;
&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[Image:SC_Vegitation.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/download.php?id=1673&amp;amp;f=vegetation.rar DFFD File]&lt;br /&gt;
|author=Stonesense Community&lt;br /&gt;
|installation= Extract files to the ''vegetation'' sub-folder, and add ''shrubs.xml'' and ''trees.xml'' to the index file.&lt;br /&gt;
|comments=This pack adds no extra content as compared to the vanilla Stonesense distribution, but serves as a template for uploading content and for people who would need it for whatever reason.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seuss's Tweaked Vegetation ===&lt;br /&gt;
&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:STV1.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1699 DFFD File]&lt;br /&gt;
|author=Seuss&lt;br /&gt;
|installation=Replace vegetation folder in your stonesense directory with this one and make sure the line &amp;quot;vegetation/index.txt&amp;quot; is above &amp;quot;terrain/index.txt&amp;quot; in the main index file.&lt;br /&gt;
|comments=These are the vegetation files I use. I edit and change stuff as I play so this may be more updated than the official vegetation files.&lt;br /&gt;
&lt;br /&gt;
An Important note:&lt;br /&gt;
There is a small fix to the terrain under vegetation but it will only work if in your main index.txt file you have &amp;quot;vegetation/index.txt&amp;quot; above &amp;quot;terrain/index.txt&amp;quot;.&lt;br /&gt;
This is not necessary but it does improve visual quality.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
=== Greiger's Dracon Race Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:GreigerDracon.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1696 DFFD File]&lt;br /&gt;
|author=Greiger&lt;br /&gt;
|installation=Simply extract into Stonesense/Creatures and add Dracon.xml to the index file.&lt;br /&gt;
|comments=A set of sprites for custom dragonman races.  Not useful for vanilla, but folks with a dragonman race could use these sprites to have fewer ? icons around.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beefmo's Subterranean Animal Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Beefmo sub.gif‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1698 DFFD File]&lt;br /&gt;
|author=Beefmo&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures and add beefmo_subterranean.xml to the index.txt&lt;br /&gt;
|comments=Animated Subterranean Animal pack that does not include the animal men yet. Although there are undead sprites in the png, stonesense currently does not recognise this status so don't fret when they show up normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
 &lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
=== Additional Ramps ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Stoneramps.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1717 DFFD File]&lt;br /&gt;
|author=kaypy&lt;br /&gt;
|installation=Extract files into Stonesense/terrain and add UpdatedRamps.xml to the top of /terrain/index.txt&lt;br /&gt;
|comments=Additional ramps. I will try to keep this updated as I get around to adding more.&lt;br /&gt;
&lt;br /&gt;
Stone&lt;br /&gt;
&lt;br /&gt;
Stone Brick (thanks Dark_Tundra)&lt;br /&gt;
&lt;br /&gt;
Glass x 2&lt;br /&gt;
&lt;br /&gt;
Ice&lt;br /&gt;
&lt;br /&gt;
Wood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== How do I add my Content Pack? ==&lt;br /&gt;
&lt;br /&gt;
=== Name of Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=&lt;br /&gt;
|download link=''Link to download''&lt;br /&gt;
|author=''Your user name''&lt;br /&gt;
|installation=''Instructions on how to install your content pack''&lt;br /&gt;
|comments=''Description of your content pack''&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Stonesense]]&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Content_repository&amp;diff=60199</id>
		<title>Utility:Stonesense/Content repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Content_repository&amp;diff=60199"/>
		<updated>2009-12-27T15:14:11Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: /* Additional Ramps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Stonesense (visualizer)|Stonesense Main page]].&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
=== Official Stonesense Trees and Shrubs ===&lt;br /&gt;
&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[Image:SC_Vegitation.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/download.php?id=1673&amp;amp;f=vegetation.rar DFFD File]&lt;br /&gt;
|author=Stonesense Community&lt;br /&gt;
|installation= Extract files to the ''vegetation'' sub-folder, and add ''shrubs.xml'' and ''trees.xml'' to the index file.&lt;br /&gt;
|comments=This pack adds no extra content as compared to the vanilla Stonesense distribution, but serves as a template for uploading content and for people who would need it for whatever reason.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seuss's Tweaked Vegetation ===&lt;br /&gt;
&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:STV1.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1699 DFFD File]&lt;br /&gt;
|author=Seuss&lt;br /&gt;
|installation=Replace vegetation folder in your stonesense directory with this one and make sure the line &amp;quot;vegetation/index.txt&amp;quot; is above &amp;quot;terrain/index.txt&amp;quot; in the main index file.&lt;br /&gt;
|comments=These are the vegetation files I use. I edit and change stuff as I play so this may be more updated than the official vegetation files.&lt;br /&gt;
&lt;br /&gt;
An Important note:&lt;br /&gt;
There is a small fix to the terrain under vegetation but it will only work if in your main index.txt file you have &amp;quot;vegetation/index.txt&amp;quot; above &amp;quot;terrain/index.txt&amp;quot;.&lt;br /&gt;
This is not necessary but it does improve visual quality.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
=== Greiger's Dracon Race Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:GreigerDracon.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1696 DFFD File]&lt;br /&gt;
|author=Greiger&lt;br /&gt;
|installation=Simply extract into Stonesense/Creatures and add Dracon.xml to the index file.&lt;br /&gt;
|comments=A set of sprites for custom dragonman races.  Not useful for vanilla, but folks with a dragonman race could use these sprites to have fewer ? icons around.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beefmo's Subterranean Animal Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Beefmo sub.gif‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1698 DFFD File]&lt;br /&gt;
|author=Beefmo&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures and add beefmo_subterranean.xml to the index.txt&lt;br /&gt;
|comments=Animated Subterranean Animal pack that does not include the animal men yet. Although there are undead sprites in the png, stonesense currently does not recognise this status so don't fret when they show up normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
 &lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
=== Additional Ramps ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Stoneramps.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1717 DFFD File]&lt;br /&gt;
|author=kaypy&lt;br /&gt;
|installation=Extract files into Stonesense/terrain and add UpdatedRamps.xml to the top of /terrain/index.txt&lt;br /&gt;
|comments=Additional ramps. I will try to keep this updated as I get around to adding more.&lt;br /&gt;
&lt;br /&gt;
Stone&lt;br /&gt;
&lt;br /&gt;
Stone Brick&lt;br /&gt;
&lt;br /&gt;
Glass x 2&lt;br /&gt;
&lt;br /&gt;
Ice&lt;br /&gt;
&lt;br /&gt;
Wood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== How do I add my Content Pack? ==&lt;br /&gt;
&lt;br /&gt;
=== Name of Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=&lt;br /&gt;
|download link=''Link to download''&lt;br /&gt;
|author=''Your user name''&lt;br /&gt;
|installation=''Instructions on how to install your content pack''&lt;br /&gt;
|comments=''Description of your content pack''&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Stonesense]]&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Stoneramps.png&amp;diff=60159</id>
		<title>File:Stoneramps.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Stoneramps.png&amp;diff=60159"/>
		<updated>2009-12-26T06:34:59Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: uploaded a new version of &amp;quot;File:Stoneramps.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Content_repository&amp;diff=60154</id>
		<title>Utility:Stonesense/Content repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Content_repository&amp;diff=60154"/>
		<updated>2009-12-26T03:53:32Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Stonesense (visualizer)|Stonesense Main page]].&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
=== Official Stonesense Trees and Shrubs ===&lt;br /&gt;
&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[Image:SC_Vegitation.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/download.php?id=1673&amp;amp;f=vegetation.rar DFFD File]&lt;br /&gt;
|author=Stonesense Community&lt;br /&gt;
|installation= Extract files to the ''vegetation'' sub-folder, and add ''shrubs.xml'' and ''trees.xml'' to the index file.&lt;br /&gt;
|comments=This pack adds no extra content as compared to the vanilla Stonesense distribution, but serves as a template for uploading content and for people who would need it for whatever reason.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seuss's Tweaked Vegetation ===&lt;br /&gt;
&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:STV1.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1699 DFFD File]&lt;br /&gt;
|author=Seuss&lt;br /&gt;
|installation=Replace vegetation folder in your stonesense directory with this one and make sure the line &amp;quot;vegetation/index.txt&amp;quot; is above &amp;quot;terrain/index.txt&amp;quot; in the main index file.&lt;br /&gt;
|comments=These are the vegetation files I use. I edit and change stuff as I play so this may be more updated than the official vegetation files.&lt;br /&gt;
&lt;br /&gt;
An Important note:&lt;br /&gt;
There is a small fix to the terrain under vegetation but it will only work if in your main index.txt file you have &amp;quot;vegetation/index.txt&amp;quot; above &amp;quot;terrain/index.txt&amp;quot;.&lt;br /&gt;
This is not necessary but it does improve visual quality.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
=== Greiger's Dracon Race Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:GreigerDracon.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1696 DFFD File]&lt;br /&gt;
|author=Greiger&lt;br /&gt;
|installation=Simply extract into Stonesense/Creatures and add Dracon.xml to the index file.&lt;br /&gt;
|comments=A set of sprites for custom dragonman races.  Not useful for vanilla, but folks with a dragonman race could use these sprites to have fewer ? icons around.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beefmo's Subterranean Animal Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Beefmo sub.gif‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1698 DFFD File]&lt;br /&gt;
|author=Beefmo&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures and add beefmo_subterranean.xml to the index.txt&lt;br /&gt;
|comments=Animated Subterranean Animal pack that does not include the animal men yet. Although there are undead sprites in the png, stonesense currently does not recognise this status so don't fret when they show up normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
 &lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
=== Additional Ramps ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Stoneramps.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1717 DFFD File]&lt;br /&gt;
|author=kaypy&lt;br /&gt;
|installation=Extract files into Stonesense/terrain and add UpdatedRamps.xml to the /terrain/index.txt&lt;br /&gt;
|comments=Additional ramps. Just a basic stone ramp for now, but I will try to keep this updated as I get around to adding more.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How do I add my Content Pack? ==&lt;br /&gt;
&lt;br /&gt;
=== Name of Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=&lt;br /&gt;
|download link=''Link to download''&lt;br /&gt;
|author=''Your user name''&lt;br /&gt;
|installation=''Instructions on how to install your content pack''&lt;br /&gt;
|comments=''Description of your content pack''&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Stonesense]]&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Content_repository&amp;diff=60153</id>
		<title>Utility:Stonesense/Content repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Content_repository&amp;diff=60153"/>
		<updated>2009-12-26T03:48:43Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Stonesense (visualizer)|Stonesense Main page]].&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
=== Official Stonesense Trees and Shrubs ===&lt;br /&gt;
&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[Image:SC_Vegitation.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/download.php?id=1673&amp;amp;f=vegetation.rar DFFD File]&lt;br /&gt;
|author=Stonesense Community&lt;br /&gt;
|installation= Extract files to the ''vegetation'' sub-folder, and add ''shrubs.xml'' and ''trees.xml'' to the index file.&lt;br /&gt;
|comments=This pack adds no extra content as compared to the vanilla Stonesense distribution, but serves as a template for uploading content and for people who would need it for whatever reason.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seuss's Tweaked Vegetation ===&lt;br /&gt;
&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:STV1.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1699 DFFD File]&lt;br /&gt;
|author=Seuss&lt;br /&gt;
|installation=Replace vegetation folder in your stonesense directory with this one and make sure the line &amp;quot;vegetation/index.txt&amp;quot; is above &amp;quot;terrain/index.txt&amp;quot; in the main index file.&lt;br /&gt;
|comments=These are the vegetation files I use. I edit and change stuff as I play so this may be more updated than the official vegetation files.&lt;br /&gt;
&lt;br /&gt;
An Important note:&lt;br /&gt;
There is a small fix to the terrain under vegetation but it will only work if in your main index.txt file you have &amp;quot;vegetation/index.txt&amp;quot; above &amp;quot;terrain/index.txt&amp;quot;.&lt;br /&gt;
This is not necessary but it does improve visual quality.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
=== Greiger's Dracon Race Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:GreigerDracon.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1696 DFFD File]&lt;br /&gt;
|author=Greiger&lt;br /&gt;
|installation=Simply extract into Stonesense/Creatures and add Dracon.xml to the index file.&lt;br /&gt;
|comments=A set of sprites for custom dragonman races.  Not useful for vanilla, but folks with a dragonman race could use these sprites to have fewer ? icons around.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beefmo's Subterranean Animal Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Beefmo sub.gif‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1698 DFFD File]&lt;br /&gt;
|author=Beefmo&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures and add beefmo_subterranean.xml to the index.txt&lt;br /&gt;
|comments=Animated Subterranean Animal pack that does not include the animal men yet. Although there are undead sprites in the png, stonesense currently does not recognise this status so don't fret when they show up normal.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
 &lt;br /&gt;
== Terrain ==&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Stoneramps.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1717 DFFD File]&lt;br /&gt;
|author=kaypy&lt;br /&gt;
|installation=Extract files into Stonesense/terrain and add UpdatedRamps.xml to the /terrain/index.txt&lt;br /&gt;
|comments=Additional ramps. Just a basic stone ramp for now, but I will try to keep this updated as I get around to adding more.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How do I add my Content Pack? ==&lt;br /&gt;
&lt;br /&gt;
=== Name of Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=&lt;br /&gt;
|download link=''Link to download''&lt;br /&gt;
|author=''Your user name''&lt;br /&gt;
|installation=''Instructions on how to install your content pack''&lt;br /&gt;
|comments=''Description of your content pack''&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Stonesense]]&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Stoneramps.png&amp;diff=60152</id>
		<title>File:Stoneramps.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Stoneramps.png&amp;diff=60152"/>
		<updated>2009-12-26T03:44:59Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ramp&amp;diff=42940</id>
		<title>40d Talk:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ramp&amp;diff=42940"/>
		<updated>2009-09-02T15:15:21Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;redirect slope to this place?&lt;br /&gt;
took a while for me to find this.&lt;br /&gt;
helps in making traps and controlling movements.&lt;br /&gt;
thank god things can't fly...i think.&lt;br /&gt;
oh right and i don't know how to do whatever. redirect.--[[User:Seaneat|Seaneat]] 17:22, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, things can totally fly. Angrystalk the Giant Bat, I know you're out there, come join your brothers in my cages! ---[[User:Zombiejustice|Zombiejustice]] 20:02, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Downward Ramp====&lt;br /&gt;
I am in my digging designation menu and I don't see an option to dig a ramp down? If I want to do that do I need to use stairs to get down, then construct ramps up? Then replace the stairs with ramps? --[[User:Ehertlein|Ehertlein]] 12:21, 29 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:One thing you can do is to dig one tile further than the ramp shall be, and dig a channel there.&lt;br /&gt;
:Then, your miners are able to dig from there an upward ramp on the level below:&lt;br /&gt;
:(side view)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXX                  &lt;br /&gt;
               cXXXXXXXXX Level Z              c (c)hannel here at first&lt;br /&gt;
XXXXXXXXXXXXXX&amp;gt;______XXXX Level Z-1            &amp;gt;  then place an upward ramp here&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If anyone is able to explain this better, fell free to edit.--[[User:Doub|Doub]]&lt;br /&gt;
::I am going to load up a different game and try this out. :) I don't have anything built at Z-1 yet so I hope I can dig the ramp from higher up.&lt;br /&gt;
::Ok so this was simpler then I thought I simply changed the Z level one lower and designated ups. No channels, no stairs, just go one lower and designate the up. --[[User:Ehertlein|Ehertlein]] 13:57, 29 August 2008 (EDT)&lt;br /&gt;
:::Forget that complicated process - to dig a downward ramp, simply move the screen down one z-level and designate an upward ramp. --[[User:Juckto|Juckto]] 20:56, 3 September 2008 (EDT)&lt;br /&gt;
::::Indeed, you are right. How simple! Thx. --[[User:Doub|Doub]] 10:44, 4 September 2008 (EDT)&lt;br /&gt;
::  Quirk: if you designate a downward stairway, then a ramp instead of an upward stairway on the level below, the finished product will be a ramp. A bit of strangeness, I saw it on the forums, tried it myself, it worked and a stuck miner rescued himself, leaving only a ramp behind. Version 40d. --[[User:Jellyfishgreen|Jellyfishgreen]] 18:39, 9 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Current Oddities caused by ramp? ==&lt;br /&gt;
&lt;br /&gt;
I'm gonna upload a new map on DFMA, Tongsgate. The savefile will be available. I'm having an oddity with a sealed artificial lake with a ramp in it (for transportation. It has a current just like a river. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Erathoniel|Erathoniel]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Speaking of ramp oddities, mine saved my dwarves life. I had a proficient swimmer dwarf fall into a river building a channel, and he just sat there being pushed with the current. With a little clever manipulation, I shoved him into 1/7 water quickly and had him build a ramp to the surface. He lived. Woo! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Milskidasith|Milskidasith]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently, I have on one level ramps leading down, and the level underneath it is open space. Is there any way to fix this? It may have been caused by me clearing a lot of ground by using a controlled cave-in.--[[User:Sphexx|Sphexx]] 09:57, 22 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Construction of upward ramps underneath the already present downward ramps should make them usable again, if that is what you want. --[[User:Elvang|Elvang]] 14:40, 22 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I currently want to remove them. Right now they are submerged in magma, and cave-ins are not working. I might end up cooling it and just re-mine all of it, but if there is an easier way, I'd like to know. --[[User:Sphexx|Sphexx]] 20:17, 22 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== People don't use ramps? ==&lt;br /&gt;
&lt;br /&gt;
I've put my trade depot a floor aboveground, with ramps then a bridge leading to it.  Wagons get there fine, but people never take the ramps -- they always get there through the auxilliary tunnels.  In fact if I bar the gates traders just sit in place, unable to find a path.  --[[User:Corona688|Corona688]] 16:16, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Do you have traffic designations making the people want to go through the tunnels? Are the tunnels simply more direct routes to the depot? --[[User:Savok|Savok]] 00:32, 25 November 2008 (EST)&lt;br /&gt;
::I don't have traffic designations making them want to go through the tunnels instead, no.  Not that merchants would obey such things anyway. --[[User:Corona688|Corona688]] 18:45, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
On a related note, I've never seen nor can I get goblins to use ramps. The entrance to my fort is usually a long hallway with ramps at the end and a second long hallway a z-level down with a depot at the end. To save time when hauling stuff from the surface there's a stairway with a door I can lock during sieges. Siege comes, I lock the door(only door to be locked during siege), and the goblins will move halfway down the first hallway and then just sit there, never approaching the ramps even if I station a dwarf on them. --[[User:Elvang|Elvang]] 22:30, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Picture is wrong ==&lt;br /&gt;
Just a bit: the upper ramp is valid, since it has supporting wall (diagonal one (even two of them)). Need to repaint it as floor also. --[[User:Dorten|Dorten]] 23:06, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wagon torque / horsepower? ==&lt;br /&gt;
&lt;br /&gt;
Is there any limit to how many adjacent ramp squares a wagon can traverse?  Aesthetically, I had always placed 3 or more tiles of flat space between two ramps, on the assumption that the wagon needed to &amp;quot;level out&amp;quot; before negotiating another hill... but I've seen them do some crazy off-roading on their way to my fortress.  Can I have an underground depot at Z-6 that is served by a single continuous down-ramp?  --[[User:Jurph|Jurph]] 16:54, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yep.--[[User:Maximus|Maximus]] 17:33, 4 December 2008 (EST)&lt;br /&gt;
:...or a floodable pit through which everything coming in must pass, if you're not a bridge person. [[User:Sharp|Sharp]] 09:18, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Downward only ramp ==&lt;br /&gt;
&lt;br /&gt;
The following text has been removed for innacuracy: Dwarfs on the upper floor will be able to descend to the lower, by walking onto the ramp and then off of the ramp, but dwarfs from the lower floor will not be able to go up.&lt;br /&gt;
see [http://mkv25.net/dfma/movie-1649-ramptest ramp test video] --[[User:Kaypy|Kaypy]] 15:15, 2 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=1625</id>
		<title>40d:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ramp&amp;diff=1625"/>
		<updated>2009-09-02T15:13:08Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''ramp''' is a map feature that allows dwarves and caravans to move between levels.  A natural (non-dwarf-constructed) ramp is called a '''slope''', and act as hillsides on the map.  Both use the ▲ symbol (pointing &amp;quot;up&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Unlike [[stair]]s, a single ramp on a lower level is all that is needed for access, no &amp;quot;down ramp&amp;quot; is required to complete the path between levels.  However, the ramp will be visible from the upper level, shown as a ▼ symbol (pointing &amp;quot;down&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Also unlike stairs, they do not feed every lower and upper tile they are adjacent to, which can cause [[path]]ing problems if used incorrectly. (See &amp;quot;Using ramps&amp;quot;, below.)&lt;br /&gt;
&lt;br /&gt;
Ramps are the only way that [[wagon]]s can move between levels in order to access an underground [[trade depot]]. &lt;br /&gt;
&lt;br /&gt;
== Using ramps ==&lt;br /&gt;
Ramps have two common problems - collapsing because they are unsupported, and not allowing a path because they have been constructed as &amp;quot;dead ends&amp;quot; to upper levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_df_ramp.png|left|frame|'''Diagram A:''' The lower ramp is connected to another tile on its level; the upper ramp is not and may collapse.]] &lt;br /&gt;
*The tile above a ramp must be open space for it to operate (it will appear on screen as a down triangle).&lt;br /&gt;
*The ramp must have at least one wall adjacent to it for it to not collapse (however, this does not guarantee it will function as a path, see below). Any adjacent ramps are considered part of the same, larger ramp for this purpose; for example, the following is allowed even though the ramp tile in the center is not next to any wall:&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; margin-left: 1cm&amp;quot;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
*The tile above the wall must be non-solid e.g. a floor, stair, 2nd ramp, etc. (&amp;lt;b&amp;gt;Not&amp;lt;/b&amp;gt; a wall, statue, floodgate, etc.). Whatever it is, it will be destroyed when a ramp is dug out under it.&lt;br /&gt;
A creature can then move from the square the ramp is on to the square above it.&lt;br /&gt;
&lt;br /&gt;
In Diagram A, you can see the difference: because the upper ramp is adjacent on all sides to empty space, it cannot be used to reach the tile to the west&lt;br /&gt;
:*&amp;lt;b&amp;gt;Note&amp;lt;/b&amp;gt;: It ''can'' be used to reach the tiles to the northwest or northeast of the ramp (not shown in picture). Also, if the tile to the west had a natural rock wall on top of it, it '''can''' be mined from the ramp. {{ver|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
If the upper right of Diagram A is the &amp;quot;top&amp;quot; of the map, with the ramps moving up from right to left, it would appear in DF like this (top level is Z, middle (unsupported, red ramp) is Z-1, bottom level (supported, grey ramp) is Z-2):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; margin-left: 1cm&amp;quot;&lt;br /&gt;
|(&lt;br /&gt;
|Z &lt;br /&gt;
|&lt;br /&gt;
|)&lt;br /&gt;
|&lt;br /&gt;
|(&lt;br /&gt;
|Z&lt;br /&gt;
| -&lt;br /&gt;
|1)&lt;br /&gt;
|&lt;br /&gt;
|(&lt;br /&gt;
|Z&lt;br /&gt;
| -&lt;br /&gt;
|2)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25BC;}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RTF|&amp;amp;#x25B2;}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|{{C.C}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the ramp (▲) on the Z-1 level is not supported by any adjacent walls or ramps.  The ▼ symbol next to it represents the ramp on the next level down.&lt;br /&gt;
&lt;br /&gt;
[[File:invalidramp.png|200px|thumb|left|'''Diagram B:''' a supported ramp with an invalid path]] &lt;br /&gt;
&lt;br /&gt;
Diagram B represents a ramp system that will not collapse, but will not work as expected: Dwarfs will not be able to go up or down the ramp.&lt;br /&gt;
&lt;br /&gt;
The top of the ramp must feed into a tile to act as a landing platform for upwards traffic.  A ramp cannot &amp;quot;double back&amp;quot;, leading up and then expecting the traffic to jump to the tile behind them.&lt;br /&gt;
&lt;br /&gt;
{{Template:-}}&lt;br /&gt;
=== Short Version ===&lt;br /&gt;
&lt;br /&gt;
# The ramp must have a wall next to it.&lt;br /&gt;
# The space above the ramp must be open.&lt;br /&gt;
# The space above one of the walls next to the ramp must be open.&lt;br /&gt;
&lt;br /&gt;
== Construction and Materials ==&lt;br /&gt;
&lt;br /&gt;
There are two ways for your dwarves to create ramps. The first is to carve a slope into the earth itself (see [[digging]]), using the ground below or walls of stone, dirt, etc.. The second is to build a ramp out of materials such as [[stone]], [[wood]] or [[block]]s or [[bar]]s.&lt;br /&gt;
* Digging a slope uses the material and colour of the designated tile.&lt;br /&gt;
* Constructing a ramp uses the colour of the material used.&lt;br /&gt;
&lt;br /&gt;
Remember that the physical ramp is always &amp;quot;up&amp;quot;, so to dig out a ramp which goes downward from a flat surface (for example, a ground level slope down into earth), you need to shift one level down and designate the ramp from that level.  Dwarfs can dig out a ramp from above or from the level it's been designated on.&lt;br /&gt;
&lt;br /&gt;
== Collapse ==&lt;br /&gt;
&lt;br /&gt;
Be sure to avoid mining out all of the floor tiles surrounding a ramp or staircase above and below it. If you do this, not only will the structures themselves be useless, they'll collapse, both of which can leave your dwarves trapped.&lt;br /&gt;
&lt;br /&gt;
Also be extremely careful with digging ramps into areas that have [[tree]]s growing on them. If you dig a ramp under a tile with a tree on it there will be a collapse that can easily kill the dwarf doing the digging and even injure or kill other dwarves in the immediate area. There is no risk in digging under boulders, shrubs or saplings.&lt;br /&gt;
&lt;br /&gt;
== Removing Natural Slopes==&lt;br /&gt;
&lt;br /&gt;
Natural slopes can be mined out via the designation menu using the Remove Up Stairs/Ramps selection ({{k|d}} -&amp;gt; {{k|z}}, using the ingame interface).  Like the selection says, only upwards slopes (and carved stairs) can be removed in such a manner, and only from the same level as the (upward) ramp.  Selecting a downwards ramp in such a manner has no effect, and constructed ramps must be removed differently (see below). Removing the upward ramp will automatically remove the downward ramp designation from the level above, replacing it with &amp;quot;open space&amp;quot;. (The downward part of a ramp doesn't really exist, not like a &amp;quot;[[stair|down stair]]&amp;quot; does - a creature standing on a ramp tile will be on the lower tile until they move out of the tile.&lt;br /&gt;
&lt;br /&gt;
The only way to remove a ramp on the edge of the map is to build a construction, such as a floor, on the ramp's base.&lt;br /&gt;
&lt;br /&gt;
== Removing Constructed Ramps ==&lt;br /&gt;
&lt;br /&gt;
Constructed ramps can be removed like any other construction via the designation menu using the Remove Construction selection ({{k|d}} -&amp;gt; {{k|n}}, using the ingame interface). Constructed ramps will leave one stone of the sort the ramp was constructed from.&lt;br /&gt;
&lt;br /&gt;
== Ramps Versus Stairways ==&lt;br /&gt;
&lt;br /&gt;
As explained above, ramps have important limitations, but if constructed correctly they can allow slightly faster movement than stairways.  For example, if a dwarf wants to go down and to the north using a stairway, it will have to take two steps: one step down a stairway and one step to the north.  Going to the same place using a ramp only requires 1 step.  Thus ramps are good for underground entrances to your fortress, even if they aren't going to be used by wagons.&lt;br /&gt;
&lt;br /&gt;
== Ramps Versus Channeling ==&lt;br /&gt;
&lt;br /&gt;
Ramps are better suited to carving rooms spanning multiple z-levels than channels. They are safer, because your miners will not channel the stone from underneath each other and will not get stranded on a single rocky outcrop because they could not channel out the tile they're standing on.&lt;br /&gt;
&lt;br /&gt;
For example, to build a dining room three z-levels high, carve a single ramp on the first (bottommost) floor, another ramp on the second floor next to it and designate the whole third (topmost) floor for digging. After that, designate the second floor to be filled with ramps, then to be cleared of them (you might need to channel out the floor above the downward ramp). Repeat on the first floor. Voila, you have a large dining room your dwarves won't appreciate.&lt;br /&gt;
&lt;br /&gt;
Digging an execution pit is even simpler. Start carving ramps from the very top, and you'll need to remove them only on the bottommost floor.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Designations]]&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weapon&amp;diff=13898</id>
		<title>40d:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weapon&amp;diff=13898"/>
		<updated>2009-08-16T01:28:25Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Weapons''' are items that increase the [[damage]] dealt by [[creatures]] in combat.  In fortress mode, after accessing the [[military]] screen with {{K|m}}, pressing {{K|w}} gives a list of which weapons you desire your [[dwarves]] to use. Dwarves only carry a weapon if their profession requires one: that is, if they are a [[miner]], [[woodcutter]], [[hunter]], or soldier. Dwarves working in other trades will only collect a weapon upon being drafted, which may cause a long walk to '''collect equipment''' depending on weapon availability and settings.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
Some weapons cannot be used by dwarves in Fortress mode, such as [[bow]]s, nor can they be manufactured. If recovered from enemies or gained by trade, they can however be used in [[Traps|weapon traps]] just fine. &lt;br /&gt;
&lt;br /&gt;
In Adventure mode, all weapons are usable; an adventurer can become a bowdwarf, or use a [[human]] great axe or longsword in one hand despite the fact that he is smaller than the minimum size required to use the axe at all, with both hands or one. It is not clear if there are any penalties associated with using over-sized weapons.&lt;br /&gt;
&lt;br /&gt;
==Manufacture==&lt;br /&gt;
Dwarves with relevant [[skill]]s can create weapons using an appropriate [[workshop]] and [[material|raw material]].  [[Wood|Wooden]] and [[bone]] crossbow bolts and [[Obsidian]] short swords can be created at the [[craftsdwarf's workshop]].  (Metal) bolts and melee weapons can be created at a [[metalsmith's forge]] (or the [[magma forge|magma equivalent]]).  Crossbows can be made at a [[bowyer's workshop]].  Dwarves can only create weapons they themselves can wield, with the occasional exception of [[legendary artifact|artifacts]].&lt;br /&gt;
&lt;br /&gt;
Most weapons can be made of a single bar of [[iron]], [[silver]], [[copper]], [[bronze]], [[steel]], [[bismuth bronze]], or [[adamantine]].  A handful of weapons can be made of other [[material|materials]] such as wood or [[obsidian]] (obsidian swords require [[stonecrafting]] not [[weaponsmithing]]).  The material of crossbows does not affect the damage of fired bolts, although it does affect the damage of the crossbow when it is used as a bludgeon (when striking the opponent with the weapon itself - bolts determine the damage when fired at range).&lt;br /&gt;
&lt;br /&gt;
There are a few enormous weapons that no race can wield, these are only usable when mounted into weapon [[trap]]s.  These are the [[spike|menacing spike]], the [[large, serrated disc]], the [[spiked ball]], [[enormous corkscrew]], and the [[giant axe blade]].&lt;br /&gt;
&lt;br /&gt;
==Use in Fortress mode==&lt;br /&gt;
Upon being drafted, dwarves will get a &amp;quot;pick up equipment&amp;quot; job and go and pick up the assigned weapon and armor.  However, there are three labors, when enabled, allow the dwarf to be fully equipped (but not in the military). This can be very useful to quickly defend against an ambush or attack.&lt;br /&gt;
*A [[woodcutter]] carries a [[battle axe]] even as a civilian. If a woodcutter is assigned to use an axe as a weapon he or she will only need get the assigned [[armor]]. The caveat is that woodcutters need to be cross-trained as axedwarfs (as wielding an axe requires the axe skill) and if you designate a section of trees for wood-cutting, all your dwarves will rush out to cut them down.&lt;br /&gt;
*A [[miner]] carries a [[pick]] at all times. The drawback is that picks are mediocre weapons (see [[Weapon#Weapon_statistics|below]]) and a miner will still need to equip the desired armor. Because wielding the pick is based on the civilian &amp;quot;mining&amp;quot; skill, miners don't have to train as soldiers to be semi-effective fighters. Picks will only be used as weapons by miners who are holding picks and instructed to fight unarmed.&lt;br /&gt;
*A [[hunter]] will equip the armor and weapon assigned to hunt with (Note: this needn't be a crossbow with leather armor).  Military dwarves that are deactivated while fully equipped with a weapon and armor '''and''' have the hunting labor enabled will keep their weapon and armor equipped. This case is only practical when the surrounding wild animals have been depleted and armor and weapons are plentiful.&lt;br /&gt;
&lt;br /&gt;
==Effectiveness==&lt;br /&gt;
Weapons vary in the amount and type of damage inflicted, according to raw/objects/item_weapon.txt{{version|0.28.181.40d}}. Blunt weapons like hammers and [[mace]]s tend to deal large amounts of damage to external body parts, and never get stuck in targets. Slashing or cutting weapons such as [[axe]]s or swords have a tendency to sever limbs on good hits, but sometimes get stuck in their victims.  Piercing weapons such as [[spear]]s or crossbow bolts have a high chance to deal damage to internal organs, possibly resulting in instant kills, but have the highest chance to get stuck in victims.  Weapons that get stuck in their victims cannot be reused until pulled free, which can leave the attacker vulnerable.  While stuck, the weapon can be twisted in the wound, possibly causing the victim to pass out from pain.&lt;br /&gt;
&lt;br /&gt;
High &amp;quot;Crit. Boost&amp;quot; is a better chance of causing internal injuries, rather than simply wounding body parts. This is useful against big, hard-to-damage enemies -- piercing weapons like [[spear]]s will tend to damage their organs, which is usually a faster way to take them out.&lt;br /&gt;
&lt;br /&gt;
==Weapon statistics==&lt;br /&gt;
These have been taken from /raw/objects/item_weapon.txt:&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
====Dwarf weapons====&lt;br /&gt;
In Fortress mode, these are the only weapons dwarves can manufacture themselves.&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost &lt;br /&gt;
|-&lt;br /&gt;
| [[Battle axe]] || 110 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow]]&amp;amp;dagger; (melee) || 70 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Short sword]] || 100 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Spear]] || 100 || Pierce || Spear || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[War hammer]] || 120 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Mace]] || 120 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Other weapons====&lt;br /&gt;
(Note - dwarves can use most of these in [[adventure mode]] only.)&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost &lt;br /&gt;
|-&lt;br /&gt;
| [[Blowgun]]&amp;amp;dagger; (melee) || 20 || Bludgeon || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bow]]&amp;amp;dagger; (melee) || 40 || Bludgeon || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Dagger]] || 70 || Slash || Dagger || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Flail]] || 130 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Great axe]]&amp;amp;Dagger; || 150 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| Halberd&amp;amp;Dagger; || 140 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| Long sword&amp;amp;dagger; || 120 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Maul]]&amp;amp;Dagger; || 160 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Morningstar]] || 120 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Pick]]&amp;amp;dagger; || 70 || Pierce || Mining || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Scimitar]] || 100 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Scourge]] || 30 || Gore || Whip/Lasher || None&lt;br /&gt;
|- Two handed sword&amp;amp;Dagger; || 140 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip]]&amp;amp;dagger; || 20 || Gore || Whip/Lasher || None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;dagger; ''Dwarves wield weapon two-handed'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''Dwarves cannot wield weapon (too large)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Missile ammunition statistics===&lt;br /&gt;
These have been taken from /raw/objects/item_ammo.txt:&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Arrow]] || 100 || Pierce || Invaders' weapon&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowdart]] || 10 || Pierce || Invaders' weapon&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt]] || 100 || Pierce || Dwarf &amp;amp; Invaders' weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trap weapon statistics===&lt;br /&gt;
&lt;br /&gt;
(See [[Trap component|Trap Weapon]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Damage calculation ==&lt;br /&gt;
[[Weapon]]s and [[trap]]s do one of four types of damage, the type of damage influences what type of critical hits it can inflict.&lt;br /&gt;
Damage is reduced by the targets [[armor]] and [[toughness]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Criticals&lt;br /&gt;
!Weapons and Traps&lt;br /&gt;
|-&lt;br /&gt;
|Slash&lt;br /&gt;
|Sever Limbs&lt;br /&gt;
|[[axe]], sword, [[dagger]], [[giant axe blade]], [[large, serrated disc|serrated disc]]&lt;br /&gt;
|-&lt;br /&gt;
|Pierce&lt;br /&gt;
|Organ damage&lt;br /&gt;
|[[pike (weapon)|pike]], [[pick]], [[spear]], [[bolt]], [[arrow]], [[blowdart]], [[enormous corkscrew]], [[menacing spike]], [[spiked ball]]&lt;br /&gt;
|-&lt;br /&gt;
|Bludgeon&lt;br /&gt;
|Break bones&lt;br /&gt;
|[[war hammer]], [[mace]], unloaded [[crossbow]] or [[bow]] or [[blowgun]], [[maul]], [[flail]], [[morningstar]], [[fist]], stone-fall [[trap]]&lt;br /&gt;
|-&lt;br /&gt;
|Gore&lt;br /&gt;
|Heavy Bleeding and Pain(?)&lt;br /&gt;
|[[whip]], [[Scourge]]&lt;br /&gt;
|-&lt;br /&gt;
|Burn&lt;br /&gt;
|Extreme Pain&lt;br /&gt;
|Special [[Creature token|Creature Tokens]](Attack)&lt;br /&gt;
|-&lt;br /&gt;
|Heat&lt;br /&gt;
|Ignition of target&lt;br /&gt;
|Special [[Creature token|Creature Tokens]](Attack)&lt;br /&gt;
|-&lt;br /&gt;
|Cold&lt;br /&gt;
|Freezing/Frostbite&lt;br /&gt;
|Special [[Creature token|Creature Tokens]](Attack)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material damage modifiers===&lt;br /&gt;
Actual weapon damage depends partially on the material from which the weapon was forged. An iron battle axe does 110 damage for example, while a steel axe does 146 damage etc.&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Damage %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] and [[Obsidian]]&amp;amp;dagger; || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] and [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| All other materials&amp;amp;dagger; ([[wood]], [[silver]], etc.) || 50&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &amp;amp;dagger; ''This value could not be verified from the raws. It is believed to still be accurate but use at your own risk.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Item quality ===&lt;br /&gt;
&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000013 stated] that [[quality]] increases its protection (or damage, in the case of weapons), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Item Name : Basic crafted weapon - x1.0 damage&lt;br /&gt;
* -Item Name- : Well-Crafted weapon - x1.2 damage&lt;br /&gt;
* +Item Name+ : Finely Crafted weapon - x1.4 damage&lt;br /&gt;
* *Item Name* : Superior Quality weapon - x1.6 damage&lt;br /&gt;
* ≡Item Name≡ : Exceptional weapon - x1.8 damage&lt;br /&gt;
* ☼Item Name☼ : Masterful weapon - x2.0 damage&lt;br /&gt;
&lt;br /&gt;
=== Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
Toady One recently revealed the actual damage formula for normal hits. This formula is in effect until the next version comes out, at which point there will be a new one.&lt;br /&gt;
&lt;br /&gt;
[prone]{standing} 2*( RND(DMG*QLT*MAT/10) + RND(STR) + {berserk} RND(4) + {charging} RND(5) +RND(DMBL*2) + {bigger} RND(DIFFSIZE) - {smaller} DIFFSIZE - RND(TOU*2) - [berserk] RND(4) )&lt;br /&gt;
&lt;br /&gt;
* RND(X) = random number from 0 to X&lt;br /&gt;
* DMG = weapon damage&lt;br /&gt;
* QLT = weapon quality modifier&lt;br /&gt;
* MAT = material modifier&lt;br /&gt;
* STR = strength level of attacker&lt;br /&gt;
* DMBL = damblock of defender&lt;br /&gt;
* DIFFSIZE = size difference between attack and defender&lt;br /&gt;
* TOU = toughness level of defender&lt;br /&gt;
* {xxx} = if attacker is xxx, then apply the following&lt;br /&gt;
* [xxx] = if defender is xxx, then apply the following&lt;br /&gt;
&lt;br /&gt;
Skill modifiers and armor values also apply into the formula. Criticals are not included in the formula.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* [[Soldier]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fortress defense]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Traps]]&lt;br /&gt;
[[Category:Weapons| ]]&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=22330</id>
		<title>40d:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=22330"/>
		<updated>2009-07-17T09:22:07Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| speciality = [[Hunter]]&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
[[Dwarves]] with the '''hunting''' [[labor]] enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey.  Dwarves using the ambush skill move [[speed|slower]], but cannot be seen by enemies.  Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard [[combat]] with their prey using whatever [[weapon]] they are carrying.  If a hunter carries no weapon, they will [[wrestle]] their prey.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside and drink water, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time. Make sure he drops the waterskin or don't produce any in the first place.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your rabbit hunter suddenly having an unpleasant chitchat with an elephant, sasquatch or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode ==&lt;br /&gt;
In [[adventurer mode]], ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your [[speed]] just as it does in dwarf mode, but will cause hostile [[creatures]] not to attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of [[experience]] in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while traveling on the world map.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies.  As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
When the dwarf is close enough (or once spotted), they will move to engage, or to within shooting range if they are using a crossbow.  From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will carry it home to the [[butcher's shop]]. A hunter may kill other [[creatures]] that are closer to them than the fleeing mark he is intent on catching. This happens frequently with [[crossbow]]s due to their range. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ([[corpse]]s count as refuse). If you do this and have a good system of [[stockpile]]s, available dwarf haulers and a map free of menacing critters (like with calm surroundings), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery, which will make it cluttered very fast. Animals upon being butchered explode into [[chunk]]s, [[meat]], [[skin]], [[bone]]s, [[fat]] and [[skull]], and the clutter will make the [[butcher]] work many times slower. Stockpiles and haulers are required, or your animal corpses will rot even while in the butchery and you will lose the skin, the meat and the fat ([[food]]). Bones and skulls can be salvaged even from rotting corpses. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get all of the kill, and the [[craftsdwarf]] unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign [[hunting dog]]s to [[hunter]]s, as they will sneak just as the hunter. [[War dog]]s die more often for hunters even if they are stronger, since the dogs outrun the sneaking hunter and thus the hunter never gets the first shot and sometimes never even has time to arrive at the combat before the dog is either dead or wounded.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
Dwarves can hunt with any [[weapon]], or even unarmed, but a [[crossbow]] is the most sensible choice, due to its range.  They will use whatever [[weapon]]/[[armor]] is assigned to them.  (See [[Military]])&lt;br /&gt;
&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help him to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal.  If your hunters use crossbows (as is recommended), you should also consider training them in [[hammerdwarf]] skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of [[bolt]]s.  Without bolts, he must fight with the butt of the crossbow which is counted as a weak [[hammer]]. &lt;br /&gt;
&lt;br /&gt;
Using your military to hunt (with the &amp;quot;chase dangerous animals&amp;quot; setting) can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.  However, you may find that they maim an animal so badly that they refuse to fight it any more, as they no longer consider it a threat.  If there are no other huntable animals on the map, it is generally safe to send an otherwise untrained dwarf with high statistics and a melee weapon (e.g. a woodcutter or miner) out to hunt it.  However, be warned that hunters will not stop their current hunt if you disable their hunting labour; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labour while hunting or returning the kill, or drafting the dwarf in question after the kill has been returned.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
&lt;br /&gt;
Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap); a crossbow (made of copper, bronze, bismuth bronze, iron, or steel); and a quiver with 30-40 steel bolts.  All of these items will be of ordinary [[quality]].&lt;br /&gt;
&lt;br /&gt;
This equipment will only be given if ambusher is the dwarf's highest skill; a Proficient Ambusher/Proficient Cook will have [[farmer]] as a profession, and will not receive any equipment.  However, ambushers with other [[ranger]] skills, even ones higher than their ambusher skill, will still receive this equipment, as will ambushers with [[military]] skills at any level.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  [[Armor user]] and [[shield user]] have no effect either.)&lt;br /&gt;
&lt;br /&gt;
You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher.&lt;br /&gt;
&lt;br /&gt;
Any [[immigration|immigrating]] rangers with ambusher skill will also receive this equipment.&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
A hunter armed with a [[crossbow]] will increase both his [[marksdwarf]] and ambusher [[skill]]s. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Evaporation&amp;diff=12799</id>
		<title>40d:Evaporation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Evaporation&amp;diff=12799"/>
		<updated>2009-07-13T12:47:41Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Evaporation''' is the spontaneous process of molecules changing from a liquid to a gaseous state.&lt;br /&gt;
&lt;br /&gt;
[[Water]] (and, oddly, [[magma]]) with a depth of one will slowly disappear (a tile of one water resting on a full tile below will also evaporate in this fashion). Outdoor water of any depth will evaporate (and possibly disappear completely) during hot or [[dry season|dry seasons]].&lt;br /&gt;
&lt;br /&gt;
Deeper water seems to lose water at a slower rate:  Over a couple of seasons, a depth 2 pool has been observed to vanish completely while a depth 5 pool didn't lose any water at all.&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3902</id>
		<title>40d Talk:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3902"/>
		<updated>2009-07-11T08:02:03Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this still valid? I recall that only truly disconnected areas cave in these days...&lt;br /&gt;
&lt;br /&gt;
Yeah, this is what I've heard.  I'm digging out a bunch of greater than 7x7 rooms now so we'll find out shortly.&lt;br /&gt;
--[[User:Karlito|Karlito]] 00:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've dug out some big rooms (10x10 I think is the biggest so far) and not had a cave-in for a season or so. I'm thinking it only does it on disconnects. makes it ALOT easier to plan your fort out. --[[User:BurnedToast|BurnedToast]] 00:33, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::No kidding.  What are the chances of accidentally completely disconnecting an area?  I think that Toady One is going to continue to tweak the cave-in circumstances, though, so some things that don't cave in now may in later versions. --[[User:Peristarkawan|Peristarkawan]] 12:56, 30 October 2007 (EDT)&lt;br /&gt;
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::Sorry, but I don't understand what a disconnected area is.  Could you try to explain?  [[User:Sinoth|sinoth]] 12:50, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::A disconnected section doesn't connect to the rest of the map. As far as I know, that means it checks above, below, north, south, east, and west of a block of stone for connecting blocks, and continues checking through them to make sure the section isn't isolated. Toady mentioned something along the lines of it only checking for disconnects around the area you are mining. If the section is isolated, each block of the disconnected section will fall straight down. That's the general idea, I believe, and such disconnects are not easy to create. --[[User:Janus|Janus]] 13:12, 30 October 2007 (EDT)&lt;br /&gt;
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::::I can easily see how to create an isolated support, but how would you create an isolated room? The dwarves would have to get there somehow... Also, wouldn't an isolated room (with nothing on any side of it, including above) be less likely to collapse because there's nothing nearby to collapse into it? --[[User:Bobson|Bobson]] 13:49, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::1. Build a box with constructed walls from the ground.&lt;br /&gt;
:::::2. Remove the construction connecting it to the ground.&lt;br /&gt;
:::::Also, an isolated room, would ''have'' to collapse, unless we've got anti-gravity-field-generators. --[[User:Savok|Savok]] 14:59, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've mined out several levels underground.  Then I dug channels (carefully) around the edge of the top layer.  Once the last channel section was finished... bam! Cave-in.  Only, it didn't stop at the first level below.  It kept going to the last level dug out, taking with it all the loose debris.  If there are any BUILDINGS in the region that collapsed, they will break apart. --[[User:AzureLightning|AzureLightning]] 14:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't pay any attention to the information below this line! It is simply a placeholder!&amp;quot; - Why have it there if doesnt need to be? Take it away and re-add when something worthwhile is to be said. --[[User:Mizipzor|Mizipzor]] 17:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
When building my underground farms with light access I had a lot of collapses but once the room was finished they ceased. There 8 by 8 and three floors down with open air access. I think a collapse happens if you have a room greater the 7x7 horizontally and more than 3 vertically. From what I've observed it seems like it only checks for a collapse every time a square is dug. --[[User:Lucid|Lucid]] 20:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I dug an open pit in a sandy grassland region. The pit was 4x6 and one level below the surface. And yet, somehow I had a cave-in. It was minor, and only knocked my miner out for a few ticks, but I'm still trying to figure out why an open-air pit would register a cave-in. (In addition, nothing actually changed as far as the pit topography.) --[[User:RedKing|RedKing]] 01:58, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you dig all the way around the edge then that causes a cave in, i.e if you make a C shape and then dig out the remaining wall the center will fall down. This will destroy any buildings underneath.[[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
== Avoiding ==&lt;br /&gt;
&lt;br /&gt;
I removed the 7x7 info until someone can verify that it's relevant in the new version. I'd also be interested to know when rockslides or shearing happens. --[[User:Turgid Bolk|Turgid Bolk]] 16:44, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm that the 7x7 thing ISN'T valid as of 39e.  I've had a 10x20 room with two solid layers on top of it for years and it hasn't collapsed.  Only three walls, too. --[[User:CrazyEyes|CrazyEyes]] 11:00, 06 August 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
On the safe collapse front, it might be worth noting that you can also take advantage of dust not passing diagonals to safely cause collapses without mechanics.--[[User:Kaypy|Kaypy]] 08:02, 11 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins In and ice... ==&lt;br /&gt;
&lt;br /&gt;
Cave ins aren't supposed to damage the floor below? Is this still valid? I found an occasion where they do.&lt;br /&gt;
&lt;br /&gt;
As sometimes happens, one pond froze over on my map. I dug down under the ice, and removed the support from under an island in the centre of the pond. I also dug a room (crypt) under the pond.&lt;br /&gt;
&lt;br /&gt;
When the ice melted come spring, the 'ground' on the surface of the pond lasted a few seconds before realising it should collapse, and when it DID collapse it punched a hole into the room BELOW the pond. I know the hole was punched there becase next winter the ice froze down to the room below ONLY in the tils right below where the cave in occured, the rest staying distinctly wet.&lt;br /&gt;
&lt;br /&gt;
== Cave-ins and Ramps ==&lt;br /&gt;
&lt;br /&gt;
I was under the impression that ramping the floor will dodge any cave in or isolation concerns that occur  with channels, however, this is not the case, if a tile has water on it and is the last of adjacent tiles to be ramped there will be a cave-in.  Is this due to water having weight and a feature or a bug?&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 11:56, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmed ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Any item caught under falling natural terrain is encased in stone and must be dug out destroyed completely.&amp;quot;&lt;br /&gt;
I saw this has a &amp;quot;Verify&amp;quot; next to it. I have a video that confirmed it(started a hermit challenge). Here is the link -&amp;gt;http://mkv25.net/dfma/movie-1001#lastComment --[[User:0todd0|0todd0]] 01:04, 23 December 2008 (EST)&lt;br /&gt;
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:I honestly don't see how this verifies the statement. --[[User:N9103|Edward]] 00:31, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've verified that falling floor tiles will cause damage to whatever they hit but they don't destroy items. Falling walls will completely obliterate anything beneath them, with the exception of constructed walls which work like floor tiles. I've also noticed dust pushes items as well as units. Note that I'm using version 40d9. --[[User:Xonara|Xonara]] 00:54, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cave-in vs. objects ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty damn sure I've destroyed a unit of fire imp fat using a dropped (and constructed, no less) floor tile. 40d, too. --[[User:GreyMario|GreyMaria]] 19:21, 24 January 2009 (EST)&lt;br /&gt;
:IIRC the movie above shows some bituminous coal surviving some falling floor. I tested it with some kind of yellow stone and a mechanism and it didn't seem to destroy anything, just pushed the stuff around. Are you sure it didn't get pushed off a cliff or into some magma or something? I don't know :/ --[[User:Xonara|Xonara]] 04:32, 25 January 2009 (EST)&lt;br /&gt;
::It was nowhere near magma or cliff. --[[User:GreyMario|GreyMaria]] 12:37, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cave-in vs. creatures ==&lt;br /&gt;
&lt;br /&gt;
I have had many instances where my dwarf stands underneath a section of semi-support cave connected to the ceiling above him, and then survive mining out the supporting wall and have the ceiling fall on him.  He was superdwarvenly tough, but this seems to contradict &amp;quot;Any creature caught under the falling material is crushed and killed.&amp;quot; --[[User:FJH|FJH]] 13:24, 8 March 2009&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, demons. At least SoF have [NOSTUN], so I'm curious if they will get stunned by cave-in-dust. Can someone test this? I don't have a demon chamber right now. [[User:MC Dirty|MC Dirty]] 08:48, 24 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11244</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11244"/>
		<updated>2008-10-09T01:16:38Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: /* Flow? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
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:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? {{unsigned|Zara}}&lt;br /&gt;
&lt;br /&gt;
::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaiproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Anyone clear on Vertical Bars in magma?  I am attempting to keep imps and such from moving through my magma feeding tunnel and was curious if anyone had any good solutions to this problem. --[[User:Stalinbulldog|Stalinbulldog]] 16:23, 14 June 2008 (EDT)&lt;br /&gt;
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:I just use a bauxite wall grate, it works fine for me. --[[User:Zombiejustice|Zombiejustice]] 01:02, 15 June 2008 (EDT)&lt;br /&gt;
:: Ah, thank you, I just wanted to be sure they didn't melt regardless --[[User:Stalinbulldog|Stalinbulldog]] 02:32, 15 June 2008 (EDT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I made a few tests with magma and buildings/constructions and I can confirm some known results and I can provide a few new aspects. Constructions (b-&amp;gt;C) are magma safe (walls, floors, stairs, others not tested). No matter what the material is.&lt;br /&gt;
*&amp;lt;s&amp;gt;bridges build with bauxite *rocks* are not magma safe (bauxite mechanism or not)&amp;lt;/s&amp;gt;&lt;br /&gt;
*bridges build with bauxite *blocks* are magma safe (test with mechanism is pending)&lt;br /&gt;
*bridges build with steel bars are magma safe (test with mechanism is pending)&lt;br /&gt;
Open test: bridge with blocks considered as not magma safe.&lt;br /&gt;
&amp;lt;br&amp;gt;[[User:Imajia|Imajia]] 12:14, 11 July 2008 (EDT)&lt;br /&gt;
::I'm sorry, I made a mistake. The bridges build with bauxite rocks were previously connected with a lever. Unfortunately the mechanism is not removed from the bridge when you remove the lever. Well, at least it seems that the rules for magma safe materials are valid for bridges. With one exception: raised bridges can contain any mechanism, only when magma flows over the bridge it is destroyed.--[[User:Imajia|Imajia]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Replenishing Magma ==&lt;br /&gt;
&lt;br /&gt;
Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a very good feeling that the replenishing magma is just &amp;quot;pressurized&amp;quot; magma. I haven't tested fully, but i have poured water over a magma pipe and re-mined it, and in that case the magma flow was upwards. --[[User:Sphexx|Sphexx]] 03:49, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
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==Flow?==&lt;br /&gt;
&lt;br /&gt;
I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I have added a section to the main page on magma flow, based on frequent confusion in the forums, and on some investigations I have been making into the behavior of magma when pumped (I'm not the first to discover this behavior, but I did go to a fair degree of effort to test how it behaves in differing circumstances) --[[User:Kaypy|Kaypy]] 21:16, 8 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Criteria for Magma Buildings==&lt;br /&gt;
&lt;br /&gt;
Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
&lt;br /&gt;
:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
:Reclaimed fortresses may be bugged. If you reclaimed you fortress you probably can't do anything with it without 3rd party programs (like one mentioned above). Magma in [[pit]]s isn't enough to allow magma buildings. You need to discover true magma pipe and get pop-up informing about this. --[[User:Someone-else|Someone-else]] 08:37, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Infinity Generators? ==&lt;br /&gt;
&lt;br /&gt;
Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lava vs. Magma ==&lt;br /&gt;
&lt;br /&gt;
I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma vs puppy? ==&lt;br /&gt;
&lt;br /&gt;
I have encountered an interesting glitch. I have 2 puppies and a kitten in magma that aren't dying, and yes I have temperature setting on. http://mkv25.net/dfma/movie-570-magmavspuppy&lt;br /&gt;
&lt;br /&gt;
For those interested in trying to recreate it, I believe it has to do with designating the animal to slaughter while trying to throw it into a pit. A few of my dwarves were having pathing errors to try and slaughter them when I noticed the 3 invulnerable pests. After saving and reloading, the critters were insta-gibbed.&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 04:59, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Chasm Confusion ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magma, at least in my experience, has always been surrounded only by Obsidian, as a result you cannot get any kind of insight as to the surrounding minerals, this differs from a chasm where the veins coming up to a chasm are directly reflected in the walls.&lt;br /&gt;
&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 04:18, 26 July 2008 (EDT)&lt;br /&gt;
:volcanoes and magmapipes can form large &amp;quot;chasms&amp;quot; above them, though it depends on how rocky the map is&lt;br /&gt;
&lt;br /&gt;
== gruesome accident in reall really older 2d version ==&lt;br /&gt;
&lt;br /&gt;
beware wooden floodgates&lt;br /&gt;
not only do they burn(as I planned)&lt;br /&gt;
but i scattered magma all around the room&lt;br /&gt;
it rolled around quickly in all directions, flooding the tunnels, burning miners, smelters, war dogs and puppies alike without remorse.&lt;br /&gt;
it has thus far filled the entire message screen with &amp;quot; someone&amp;quot; or &amp;quot;something&amp;quot; has burned to death &lt;br /&gt;
it appears to gain mass from creeping down hallways! oh god...&lt;br /&gt;
60 deaths, at least 25 dwarves and 15 puppies22:08, 28 July 2008 (EDT)[[User:Eerr|Eerr]]&lt;br /&gt;
&lt;br /&gt;
== Magma cooling? ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed at a 1/7 depth, the magma seems to cool and go away. v40d  --[[User:OmegaX|OmegaX]] 17:28, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That is probably what the author meant by &amp;quot;Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&amp;quot; [[User:MagicGuigz|MagicGuigz]] 19:58, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mechanisms on Non-Floodgates ==&lt;br /&gt;
&lt;br /&gt;
I want to power my underground smelting operations with magma, so I'm digging a tunnel into the side of a magma pipe. I don't want magma creatures coming in that way, so I need a set of [[bars]] across it. However, once I set up the bars, I need to open them to get a miner past and cut the last bit of stone and open the tunnel to the magma. I was going to just attach the bars to a level, but the question of what to use for the [[mechanism]] is bugging me. I don't want to waste my precious imported [[Bauxite]] on the mechanism, and once it closes behind the miner it never need to open again so it's fine it it melts, but not if the melting mechanism will cause the bars to deconstruct! Anyone know what happens to things other than floodgates when their mechanisms get melted off?&lt;br /&gt;
--17:11, 7 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10475</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10475"/>
		<updated>2008-10-09T01:13:01Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma''' is red-hot molten rock present in [[volcano]]es (it is called '''lava''' after it is erupted), as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
&lt;br /&gt;
While in previous versions of Dwarf Fortress, every map was guaranteed to have magma, since v0.27.169.32a magma is now a feature of terrain and may or may not be present.&lt;br /&gt;
&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pipe''' starts at the lowest z-level of the map from an magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is similar to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen. This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain [[utility]], you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it.     &lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
The newly-added &amp;quot;Site Finder&amp;quot; feature neatly sidesteps all of this legwork, allowing you to search for a site with a magma pool or pipe without having to manually check each tile on the world map. Note that unless you edit the .init file so that magma features are shown on the local map, you won't know exactly ''where'' the lava is prior to embarking- just that it exists. Depending on whether or not you like a little mystery, this can be turned on or off at will.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an [[obsidian]] &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense, [[obsidian]] production, and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  You can simply build a tunnel straight into the magma, or use channels to tap into the magma on the level below safely - this latter is easier if there is more magma on the lower level than the level on which you wish to build.  Tapping into magma directly is usually safe (see Pressure note below,) provided that you are prepared for it.  Magma is much slower than water, and can be stopped by a simple [[bauxite]] [[floodgate]]. Take care however if you are using a [[screwpump]] to pump magma into a tunnel/funnel with a cistern below. The pump will make the magma overflow like it would with water. &lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma tubes slowly replenish their supply of magma.&lt;br /&gt;
&lt;br /&gt;
==Magma flow==&lt;br /&gt;
&lt;br /&gt;
[[Image:Safemagma.png|thumb|188px|Magma safely diverted underground (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid and as such will not be forced upwards by pressure under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
Thus it can be safely passed through tunnels to be used at a lower point in the fortress.&lt;br /&gt;
&lt;br /&gt;
A frequent mistake, however, is to assume that a channel is sufficient to cause magma to fall. While magma will not rise out of a channel, it can flow over the top once the channel fills up.&lt;br /&gt;
&lt;br /&gt;
[[Image:Unsafemagma.png|thumb|188px|Danger: This will overflow (cross section)]]&lt;br /&gt;
&lt;br /&gt;
(v0.28.181.40d:) Also note that screw pumps can cause magma to behave oddly. Magma that is emerging pumped from a screwpump will behave as if pressurized, and be forced upwards to the same level as the pump. However, this only occurs while the pump is actively pumping magma into a tile that is already full. It seems likely that this behavior is a result of code in the pump ignoring what type of fluid is being pumped, causing the pumped fluid to be passed to a connected tile as if pressurized. It may not be desired behavior, and thus may change in subsequent versions.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pumpedmagma.png|thumb|154px|Pumps will cause magma to rise to the level of the pump (cross section)]]&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
&lt;br /&gt;
*Floodgates and [[pressure plate]]s work in magma.&lt;br /&gt;
&lt;br /&gt;
*Constructed [[wall]]s of all kinds safely contain magma.&lt;br /&gt;
&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
&lt;br /&gt;
*A magma-fall generates magma mist, just as a waterfall generates normal mist.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and constructions made of most materials (see [[Magma#Magma vs. Built Objects|Magma vs. Built Objects]]) and thus destroying them.&lt;br /&gt;
&lt;br /&gt;
*Magma is not normally pressurized, it seeps out of holes slower than water and slow enough for any [[dwarves]] to outrun, unless they are the ones digging into it.&lt;br /&gt;
&lt;br /&gt;
*Magma flows up from a direct vertical line from the bottom of a [[Magma#Magma sources|Volcano or Magma Pipe]] only. Otherwise, its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
&lt;br /&gt;
*Magma reacts violently with water, releasing steam and, depending on the amount of magma, leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
&lt;br /&gt;
*Magma is not a water source. Dwarves can't drink it or supply it to their wounded.&lt;br /&gt;
&lt;br /&gt;
*Magma mist, unlike regular mist, will burn whatever it touches.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. Built Objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* [[Workshop]]s that are powered by magma need not be built of magma-safe materials to function.&lt;br /&gt;
&lt;br /&gt;
* Constructed [[wall]]s of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, will hold magma in without issues. &lt;br /&gt;
&lt;br /&gt;
* Like walls, [[door]]s can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position. It may be wise to make sure hallways/rooms close to an engineering project involving magma have plenty of doors, just in case you have a little too much [[fun]] when you forget to build that last [[floodgate]].&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]]s that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function for more than a few minutes in magma. This includes [[floodgate]]s.  Unsafe materials will function for a while, but then burn away. Screw pumps will not melt, but will burn. Stone [[block]]s and [[copper]] [[pipe]]s/[[enormous corkscrew|corkscrews]] will not melt.&lt;br /&gt;
&lt;br /&gt;
* Stone [[mechanism]]s attached to a construction will melt in magma unless made of bauxite or [[raw adamantine]], even if the construction itself is made of [[steel]]. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38c}} At this point, the magma will flow over it freely.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file. It can still trap and suffocate or simply starve your dwarves in some situations. It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: If magma happens to contact water it produces some steam and [[obsidian]]. This means there is no longer any chance of using a prolonged contact between the two to create a steam trap, though steam is also likely now not harmful. For those of you who aren't veteran dwarves, in the old 2D version, steam was deadly.&lt;br /&gt;
*[[Brook]]s: If magma comes in contact with a brook, it will not produce steam, but will turn the water tile below the brook to obsidian, and give the brook tile the appearance of a dried-up brook.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Trees: [[Tree]]s will not (yet) burn or be destroyed by magma.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is nearly impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
: If magma level is lower than its initial level in the volcano when season changes and the uppermost layer of magma is all 7s the new layer of magma will be created above. Magma will be only created above tiles without floor. It will be created in 7s, and will probably spread around in few seconds. This may be deadly to unlucky dwarves standing around. Therefore, to be sure to avoid casualties, do not build workshops except at the highest level of magma.&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Magmapumpscreen.png&amp;diff=45167</id>
		<title>File:Magmapumpscreen.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Magmapumpscreen.png&amp;diff=45167"/>
		<updated>2008-10-09T00:29:25Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Pumpedmagma.png&amp;diff=45166</id>
		<title>File:Pumpedmagma.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Pumpedmagma.png&amp;diff=45166"/>
		<updated>2008-10-09T00:27:27Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: magma flow example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;magma flow example&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Safemagma.png&amp;diff=45165</id>
		<title>File:Safemagma.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Safemagma.png&amp;diff=45165"/>
		<updated>2008-10-09T00:27:05Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: magma flow example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;magma flow example&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Unsafemagma.png&amp;diff=45164</id>
		<title>File:Unsafemagma.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Unsafemagma.png&amp;diff=45164"/>
		<updated>2008-10-09T00:26:45Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: magma flow example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;magma flow example&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34597</id>
		<title>40d Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34597"/>
		<updated>2008-05-21T14:30:11Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Taming ==&lt;br /&gt;
It looks like animals that killed any &amp;quot;good&amp;quot; creatures (such as elves or humans) can't be tamed (will go rampart as soon as they are released from cages).&lt;br /&gt;
I've got my whole fortress sealed off, a dragon came, after being hit by few stone traps and killing whole elven caravan, it fell into a cage trap. I tamed him (I do have a Dungeon Master) but when I tried to chain him before the entrance he started to kill dwarfs as soon as he was released from cage. I'm 100% sure it didn't kill any dwarfs (only a war dog) before falling in to a trap, and I'm certain it killed at least one elf. I'm using 27.176.38c, not modded in any way. --[[User:Tomato|Tomato]] 02:58, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to clarify a little here, it doesnt seem that killing tame animals will trigger untamability, but if Tomato's experiences are anything to go by, watch out if other civilized entities have been slain. (I am reasonably sure that tame animals are ok, by an experimental process of de-stealthing a GCS by throwing a dog into its cave, taming it, and letting it wander around in my base for a month or so waiting for the death messages) --[[User:Kaypy|Kaypy]] 10:30, 21 May 2008 (EDT)&lt;br /&gt;
== magma ==&lt;br /&gt;
Initial questions: will cages melt and its inhabitants be killed if magma is released onto it and the cage is non-magma-resistant?&lt;br /&gt;
&lt;br /&gt;
== breed in cages?==&lt;br /&gt;
I've done the cages to massive herds idea, but it doesn't work. They'll give birth just fine while in the cage (and the babies *won't* be locked in the cage, btw) but I've gone three years without a birth until a couple seasons after I released them all to presumably breed again. If you ask me, the ideal herd would be contained in a pit that's had access walled off, since (I believe) pathfinding lag isn't a factor when it's a wall, not a locked door.&lt;br /&gt;
&lt;br /&gt;
Yea, I'm feeling a bit lazy right now, or I'd have edited this stuff into the article myself. Feel free to add it in and remove this, assuming I haven't just ended up in some weird situation where they just happen to have been pregnant for 3 years... --[[User:N9103|Edward]] 22:56, 10 January 2008 (EST)&lt;br /&gt;
: I am not exactly sure, but i think both a cow and a dog have given birth inside a cage after being in there for more than a year. So i toned down the statement in the article.--[[User:Koltom|Koltom]] 10:02, 27 February 2008 (EST)&lt;br /&gt;
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Actually, the babies born in cages thing is true, but it works this way: the baby is born in the cage but is not ''assigned'' in the cage. So when it's born, a dwarf will immediately rush to free it. (Tried this by building a cage behind forbidden doors and the baby remained in the cage.)&lt;br /&gt;
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By the way, how do you put a timestamp behind your edit? This timestamp below I have manually typed in. --[[User:ShunterAlhena]] 09:12, 11 January 2008 (EST)&lt;br /&gt;
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:use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; or the button that looks like a signature ;) --[[User:N9103|Edward]] 08:04, 11 January 2008 (EST)&lt;br /&gt;
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== STOP HIM!!! ==&lt;br /&gt;
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How am I supposed to put a captured goblin in an arena without letting the little bastard go? [[User:Patarak|Patarak]] 00:05, 25 January 2008 (EST)&lt;br /&gt;
:A lever based enter/exit door for the arena so you can lock it, His combatent will probably have to be the one to let him go in that case. Or use a pit of some kind. --[[User:Shades|Shades]] 04:01, 25 January 2008 (EST)&lt;br /&gt;
My problem more lies with transporting the goblins from an animal stockpile to my arena/pit, which simply had the goblin released from his cage. [[User:Patarak|Patarak]] 04:32, 25 January 2008 (EST)&lt;br /&gt;
:Is there a problem with building a cage using the cage the gobbo's in? As for releasing... you do know levers work on cages too, right? --[[User:N9103|Edward]] 05:37, 25 January 2008 (EST)&lt;br /&gt;
Just to clarify, I have a problem transporting the goblin, not releasing him. When I attempted to move him, the goblin was released in the animal stockpile. I'm not sure how to specify build the cage that the goblin is using, but that would probably work, yes. [[User:Patarak|Patarak]] 05:52, 25 January 2008 (EST)&lt;br /&gt;
::You would {{k|b}}uild ca{{k|j}}e (yes its j to build a cage) [[User:Jikor|Jikor]] 06:51, 25 January 2008 (EST)&lt;br /&gt;
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IIRC, in order to assign a creature to an existing cage, it first has to be taken out of the cage it's in and carried over to the new cage. However, the dwarf moving it in this way may suddenly realise they are carrying a dangerous 'thing' and drop it. This can be avoided by building the cage directly, which does not require taking the creature out. [[User:VengefulDonut|VengefulDonut]] 07:59, 25 January 2008 (EST)&lt;br /&gt;
:With the current (.38c) version I have noticed that transporting goblin soldiers is fine, the poor goblin just trails along and gets moved while goblin thieves will escape when tried to be moved. Perhaps it has something to do with sneaking vs not-sneaking. [[User:Yvain|Yvain]] 00:06, 10 April 2008 (EDT)&lt;br /&gt;
:I know for certian this behavior held in 0.23.130.23a. I imagine it probably hasn't changed since 0.27.169.33g. I tagged the article with 0.23.130.23a, so if someone knows better, please change it. [[User:VengefulDonut|VengefulDonut]] 08:09, 25 January 2008 (EST)&lt;br /&gt;
Whenever I build the cage, the dwarves just bring an empty one. I still haven't figured out a way to build exactly the cage the goblins are in. [[User:Patarak|Patarak]] 14:11, 25 January 2008 (EST)&lt;br /&gt;
:{{k|b}}uild menu -&amp;gt; ca{{k|j}}e [sic], then press e{{k|x}}pand list to see the indivudial cages with quality levels instead of a broader category list. Pick the one that's called &amp;quot;Goblin Cage(''materialname'')&amp;quot; and the dwarves will construct the cage with the gobbo still inside. Then link it up to a lever, station your executioner in a locked room with it, and yank the lever to start your pitfight. --[[User:TangoThree|TangoThree]] 10:23, 26 January 2008 (EST)&lt;br /&gt;
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== RE: Arenas section ==&lt;br /&gt;
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Is it actually possible to strip the weapons and armour off a captured creature as suggested here? --[[User:TangoThree|TangoThree]] 11:15, 26 January 2008 (EST)&lt;br /&gt;
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: Yep, Check out the talk page for cages, under &amp;quot;Captured thieves&amp;quot; someone should probably integrate that info this article. --[[User:The Flying Febe|The Flying Febe]] 23:20, 3 February 2008 (EST)&lt;br /&gt;
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== Sentry Animals? ==&lt;br /&gt;
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Can tamed creatures be used as sentries? Or would I have to have a dwarf?&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 22:43, 30 March 2008 (EDT)&lt;br /&gt;
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:Yes. Build a chain or rope and attach a tame creature to it, and it will have a good chance of spotting any nearby thieves or other sneaking creatures. I usually set up 2-3 chained critters in alcoves along my entry halls for that purpose. --[[User:Janus|Janus]] 02:55, 31 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35997</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=35997"/>
		<updated>2008-05-06T11:57:17Z</updated>

		<summary type="html">&lt;p&gt;Kaypy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Consolidation of Trading, Trade Depot, Caravans, and Wagon ==&lt;br /&gt;
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This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
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Yea thanks, this is my first try at a wiki-page. sorry if it was crappy... --[[User:CombatWombat|CombatWombat]] 06:42, 28 January 2008 (EST)&lt;br /&gt;
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Nah, there's no such thing as a crappy wiki edit, when its got content in it. Just remember to be bold, otherwise there would be nothing here. --[[User:Maska|Maska]] 07:29, 28 January 2008 (EST)&lt;br /&gt;
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Well this thread's a little old, but I re-wrote and consolidated some more information on this page.  There was also some discussion of this on [[Talk:Caravan#Merge_this_into_Trading]].  If you don't approve, please don't just revert it, I organized and cleaned up a lot of the scattered info, so at the very least it should be split from where it is now on the Trading page to where it should ultimately go. --[[User:Marble Dice|Marble Dice]] 02:48, 2 May 2008 (EDT)&lt;br /&gt;
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== Extraction from different articles ==&lt;br /&gt;
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All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --[[User:Maska|Maska]] 08:29, 27 January 2008 (EST)&lt;br /&gt;
:Looking good, is there a 'your first caravan'-type tutorial anywhere we could link to? Something with advice on the sort of goods to prepare and what to buy for the first winter, with new players in mind. I'll try and find one somewhere. --[[User:TangoThree|TangoThree]] 09:07, 27 January 2008 (EST)&lt;br /&gt;
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: Done, linked to the trade section in the new player guide. --[[User:TangoThree|TangoThree]] 09:11, 27 January 2008 (EST)&lt;br /&gt;
::Done++ Someone else finish merging the information from Caravans into the page. Make sure to get that awesome Elf trader image. --[[User:Ikkonoishi|Ikkonoishi]] 12:10, 28 January 2008 (EST)&lt;br /&gt;
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== Haulers? ==&lt;br /&gt;
In my experience the &amp;quot;bring item to depot&amp;quot; tasks were performed by any dwarf, even without any hauling labors enabled. Can also be my imagination. I cannot check it for now, so, anyone, please verify.--[[User:Dorten|Dorten]] 23:49, 27 January 2008 (EST)&lt;br /&gt;
:That's correct, as many times my pure crafters will stop crafting to haul goods to the depot, despite having only one or two production labors enabled. --[[User:N9103|Edward]] 03:41, 28 January 2008 (EST)&lt;br /&gt;
::Is this similar to plant gathering where even non-working nobles and children will do it, or is it limted to any regular dwarf regardless of labour? --[[User:TangoThree|TangoThree]] 19:04, 31 January 2008 (EST)&lt;br /&gt;
:::Yes, nobles and children will haul stuff to the depot. --[[User:Janus|Janus]] 00:19, 1 February 2008 (EST)&lt;br /&gt;
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== Moving goods on afterwards ==&lt;br /&gt;
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To get things ''out'' of the depot.... do I have to order them removed while the caravan is still around?&lt;br /&gt;
I have starving dwarves... and food going rotten in the depot![[User:GarrieIrons|GarrieIrons]] 06:36, 5 February 2008 (EST)&lt;br /&gt;
:AFAIK, no. in my experience, anything bought is treated as like it's just lying there, not being traded.&lt;br /&gt;
Well, yes and no. Once trading is finished dwarves will start bringing the bought goods in while the caravan still is there. But you cant 'order' them to per se ;) Your own stuff that wasnt sold however will remain in depot till the caravan leaves. --[[User:Koltom|Koltom]] 18:45, 13 February 2008 (EST)&lt;br /&gt;
::Unless you go back into the {{k|g}}oods menu at the Depot and unmark them for trading. --[[User:N9103|Edward]] 04:25, 14 February 2008 (EST)&lt;br /&gt;
I've a question in the same vein: I just traded for a truckload of goods, but the traders didn't even leave them in the depot! They just carried my goods out with them. Were my dwarves supposed to carry all of the goods back earlier? --[[User:Gh3yz0r|Gh3yz0r]] 14:08, 16 February 2008 (EST)&lt;br /&gt;
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==Duplicate Page?==&lt;br /&gt;
The page &amp;quot;Caravan&amp;quot; has very similar information, though this &amp;quot;trading&amp;quot; page seems more complete.[Samyotix]&lt;br /&gt;
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== culling on mandates ==&lt;br /&gt;
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what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
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== &amp;quot;everything is ruined now&amp;quot; ==&lt;br /&gt;
I just accidentally tried to trade the elves a wooden bin full of stone goods. Now ALL my stone goods, including ones not actually in that bin, are unacceptable. I ended up just seizing the rope I needed, but I'd like to know if this is a glitch, or if I just made them too angry to trade.	&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:It's not a glitch.  Elves refuse to trade at all after you give them even a single wood or animal product. After you do that the trade option is locked until they come back to trade next year. [[User:Hex Decimal|Hex Decimal]] 14:52, 27 February 2008 (EST)&lt;br /&gt;
:The wooden bin told the elves you hate trees. Elves don't trade with people who hate trees. Elves don't trade with people who hate animals. Don't trade dead trees or dead animal parts to elves. [[User:Rkyeun|Rkyeun]] 13:18, 22 March 2008 (EDT)&lt;br /&gt;
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==Depot Access==&lt;br /&gt;
Not a single square on my map is accessible by the caravan. What should i do? --[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
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EDIT: My bad. It seems that it shows every square as inaccessible if the depot is not fully constructed--[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
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== Trading Margins ==&lt;br /&gt;
In regards to this submission:&lt;br /&gt;
&amp;quot;If you have a somewhat experienced broker or you already raised the traiders mood to pleased or above you can usually trade with marginal profit for them and you can also safely ignore their counteroffers, offering the same trade a second time, successfully.&amp;quot;&lt;br /&gt;
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You do realize that when they make a counteroffer they automatically add those counteroffer goods to the pot, right? Just making sure. Are you saying you go back through and remove each item their counteroffer added to your side of the deal? Seems much simpler to just stick to the ~50% rule of thumb, especially at the beginning with low skills and again once you reach the point of having so many trade goods that you can easily buy everything you need from each caravan with plenty of goods left over. --[[User:Janus|Janus]] 14:55, 22 March 2008 (EDT)&lt;br /&gt;
: Yes, exactly. Whenever i get a counteroffer I remove all items from the list they added until their profit is back to what i deem fit, sometimes leaving a low value item, say, 50☼, they chose, if I wanted to trade it anyway. Since this is not a beginners guide page, I think it's wrong to advise people to a 50% profit margin that is much higher than necessary. Once the traders are happy, they will even agree to trading an anvil for an anvil. I tested this extensively because usually i want them to leave early and thus try to make them angry. Almost impossible. We could however add smth about the (suspected) advantages of having high export totals like bigger caravans, more immigrants, arrival of king. --[[User:Koltom|Koltom]] 06:39, 23 March 2008 (EDT)&lt;br /&gt;
::The 50% rule of thumb is a good starting point either way. &amp;quot;Advanced&amp;quot; page or not, before I posted that, there was no guidance on what profit margin the visiting traders would generally accept, so that people were left to find out the hard way.&lt;br /&gt;
::Going back through a long list of your trade goods to hunt down and remove the items which the visiting trader added to the offer seems like a bit of a waste of time to me, unless you just have very few trade goods or a really tight budget at your fortress.&lt;br /&gt;
::As for being able to get away with lower margins once the trader is happy, that is definitely useful knowledge and could be expanded upon. --[[User:Janus|Janus]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
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== Goblins butchering my caravans. ==&lt;br /&gt;
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Every time I trade with the caravans, a goblin ambush comes and the merchants are all killed. Ive taken new measures to prevent this, but will merchants come back to trade? and what effect does their death have? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Wafl|Wafl]] ([[User talk:Wafl|talk]]•[[Special:Contributions/Wafl|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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My caravans get shot up by goblins all the time.  Then you get to loot their stuff.  The caravans always seem to come back next year.  [[User:Ripheus|Ripheus]] 22:49, 24 March 2008 (EDT)&lt;br /&gt;
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== Trading flowchart ==&lt;br /&gt;
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Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
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Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;/div&gt;</summary>
		<author><name>Kaypy</name></author>
	</entry>
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